/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "draw_vs.h" #if defined(__i386__) || defined(__386__) #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "x86/rtasm/x86sse.h" #include "tgsi/exec/tgsi_sse2.h" typedef void (XSTDCALL *codegen_function) ( const struct tgsi_exec_vector *input, struct tgsi_exec_vector *output, float (*constant)[4], struct tgsi_exec_vector *temporary ); struct draw_sse_vertex_shader { struct draw_vertex_shader base; struct x86_function sse2_program; codegen_function func; }; /* Should be part of the generated shader: */ static INLINE unsigned compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr) { unsigned mask = 0; unsigned i; /* Do the hardwired planes first: */ if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT; if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT; if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT; if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT; if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT; if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT; /* Followed by any remaining ones: */ for (i = 6; i < nr; i++) { if (dot4(clip, plane[i]) < 0) mask |= (1<machine; unsigned int j; ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); const float *scale = draw->viewport.scale; const float *trans = draw->viewport.translate; assert(count <= 4); assert(draw->vertex_shader->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION); /* Consts does not require 16 byte alignment. */ machine->Consts = (float (*)[4]) draw->user.constants; machine->Inputs = ALIGN16_ASSIGN(inputs); machine->Outputs = ALIGN16_ASSIGN(outputs); /* Fetch vertices. This may at some point be integrated into the * compiled shader -- that would require a reorganization where * multiple versions of the compiled shader might exist, * specialized for each fetch state. */ draw->vertex_fetch.fetch_func( draw, machine, elts, count ); /* run compiled shader */ shader->func( machine->Inputs, machine->Outputs, machine->Consts, machine->Temps ); /* XXX: Computing the clipmask and emitting results should be done * in the vertex program as a set of instructions appended to * the user-provided code. */ for (j = 0; j < count; j++) { unsigned slot; float x, y, z, w; x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j]; y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j]; z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j]; w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j]; vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes); vOut[j]->edgeflag = 1; /* divide by w */ w = 1.0f / w; x *= w; y *= w; z *= w; /* Viewport mapping */ vOut[j]->data[0][0] = x * scale[0] + trans[0]; vOut[j]->data[0][1] = y * scale[1] + trans[1]; vOut[j]->data[0][2] = z * scale[2] + trans[2]; vOut[j]->data[0][3] = w; /* Remaining attributes are packed into sequential post-transform * vertex attrib slots. */ for (slot = 1; slot < draw->num_vs_outputs; slot++) { vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; } } } static void vs_sse_delete( struct draw_vertex_shader *base ) { struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base; x86_release_func( &shader->sse2_program ); FREE( shader ); } struct draw_vertex_shader * draw_create_vs_sse(struct draw_context *draw, const struct pipe_shader_state *templ) { struct draw_sse_vertex_shader *vs; if (!draw->use_sse) return NULL; vs = CALLOC_STRUCT( draw_sse_vertex_shader ); if (vs == NULL) return NULL; vs->base.state = templ; vs->base.prepare = vs_sse_prepare; vs->base.run = vs_sse_run; vs->base.delete = vs_sse_delete; x86_init_func( &vs->sse2_program ); if (!tgsi_emit_sse2( (struct tgsi_token *) vs->base.state->tokens, &vs->sse2_program )) goto fail; vs->func = (codegen_function) x86_get_func( &vs->sse2_program ); return &vs->base; fail: fprintf(stderr, "tgsi_emit_sse2() failed, falling back to interpreter\n"); x86_release_func( &vs->sse2_program ); FREE(vs); return NULL; } #else struct draw_vertex_shader * draw_create_vs_sse( struct draw_context *draw, const struct pipe_shader_state *templ ) { return (void *) 0; } #endif