/************************************************************************** * * 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 */ #include "pipe/p_util.h" #include "draw/draw_context.h" #include "draw/draw_private.h" #include "draw/draw_vbuf.h" #include "draw/draw_vertex.h" #include "draw/draw_vs.h" #include "translate/translate.h" #include "translate/translate_cache.h" /* A first pass at incorporating vertex fetch/emit functionality into */ struct draw_vs_varient_generic { struct draw_vs_varient base; struct draw_vertex_shader *shader; struct draw_context *draw; /* Basic plan is to run these two translate functions before/after * the vertex shader's existing run_linear() routine to simulate * the inclusion of this functionality into the shader... * * Next will look at actually including it. */ struct translate *fetch; struct translate *emit; const float (*constants)[4]; }; static void vsvg_set_constants( struct draw_vs_varient *varient, const float (*constants)[4] ) { struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient; vsvg->constants = constants; } static void vsvg_set_input( struct draw_vs_varient *varient, unsigned buffer, const void *ptr, unsigned stride ) { struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient; vsvg->fetch->set_buffer(vsvg->fetch, buffer, ptr, stride); } static void vsvg_run_elts( struct draw_vs_varient *varient, const unsigned *elts, unsigned count, void *output_buffer) { struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient; /* Want to do this in small batches for cache locality? */ vsvg->fetch->run_elts( vsvg->fetch, elts, count, output_buffer ); //if (!vsvg->base.vs->is_passthrough) { vsvg->base.vs->run_linear( vsvg->base.vs, output_buffer, output_buffer, vsvg->constants, count, vsvg->base.key.output_stride, vsvg->base.key.output_stride); //if (!vsvg->already_in_emit_format) vsvg->emit->set_buffer( vsvg->emit, 0, output_buffer, vsvg->base.key.output_stride ); vsvg->emit->run( vsvg->emit, 0, count, output_buffer ); } } static void vsvg_run_linear( struct draw_vs_varient *varient, unsigned start, unsigned count, void *output_buffer ) { struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient; //debug_printf("%s %d %d\n", __FUNCTION__, start, count); vsvg->fetch->run( vsvg->fetch, start, count, output_buffer ); //if (!vsvg->base.vs->is_passthrough) { vsvg->base.vs->run_linear( vsvg->base.vs, output_buffer, output_buffer, vsvg->constants, count, vsvg->base.key.output_stride, vsvg->base.key.output_stride); //if (!vsvg->already_in_emit_format) vsvg->emit->set_buffer( vsvg->emit, 0, output_buffer, vsvg->base.key.output_stride ); vsvg->emit->run( vsvg->emit, 0, count, output_buffer ); } } static void vsvg_set_viewport( struct draw_vs_varient *varient, const struct pipe_viewport_state *viewport ) { } static void vsvg_destroy( struct draw_vs_varient *varient ) { FREE(varient); } struct draw_vs_varient *draw_vs_varient_generic( struct draw_vertex_shader *vs, const struct draw_vs_varient_key *key ) { unsigned i; struct translate_key fetch, emit; if (key->viewport || key->clip) return NULL; struct draw_vs_varient_generic *vsvg = CALLOC_STRUCT( draw_vs_varient_generic ); if (vsvg == NULL) return NULL; vsvg->base.key = *key; vsvg->base.vs = vs; vsvg->base.set_input = vsvg_set_input; vsvg->base.set_constants = vsvg_set_constants; vsvg->base.set_viewport = vsvg_set_viewport; vsvg->base.run_elts = vsvg_run_elts; vsvg->base.run_linear = vsvg_run_linear; vsvg->base.destroy = vsvg_destroy; /* OK, have to build a new one: */ fetch.nr_elements = vs->info.num_inputs; fetch.output_stride = 0; for (i = 0; i < vs->info.num_inputs; i++) { fetch.element[i].input_format = key->element[i].in.format; fetch.element[i].input_buffer = key->element[i].in.buffer; fetch.element[i].input_offset = key->element[i].in.offset; fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fetch.element[i].output_offset = fetch.output_stride; fetch.output_stride += 4 * sizeof(float); } emit.nr_elements = vs->info.num_outputs; emit.output_stride = key->output_stride; for (i = 0; i < vs->info.num_outputs; i++) { emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT; emit.element[i].input_buffer = 0; emit.element[i].input_offset = i * 4 * sizeof(float); emit.element[i].output_format = key->element[i].out.format; emit.element[i].output_offset = key->element[i].out.offset; } vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch ); vsvg->emit = draw_vs_get_emit( vs->draw, &emit ); return &vsvg->base; }