/************************************************************************** * * 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. * **************************************************************************/ /* Author: * Brian Paul * Keith Whitwell */ /** TEMP */ #include "main/context.h" #include "main/macros.h" #include "pipe/p_defines.h" #include "pipe/p_context.h" #include "pipe/p_winsys.h" #include "sp_context.h" #include "sp_state.h" #include "pipe/draw/draw_private.h" #include "pipe/draw/draw_context.h" #include "pipe/draw/draw_prim.h" #include "pipe/tgsi/core/tgsi_exec.h" #include "pipe/tgsi/core/tgsi_build.h" #include "pipe/tgsi/core/tgsi_util.h" #if defined __GNUC__ #define ALIGN16_DECL(TYPE, NAME, SIZE) TYPE NAME[SIZE] __attribute__(( aligned( 16 ) )) #define ALIGN16_ASSIGN(P) P #else #define ALIGN16_DECL(TYPE, NAME, SIZE) TYPE NAME[SIZE + 1] #define ALIGN16_ASSIGN(P) align16(P) #endif static INLINE unsigned compute_clipmask(float cx, float cy, float cz, float cw) { unsigned mask; #if defined(macintosh) || defined(__powerpc__) /* on powerpc cliptest is 17% faster in this way. */ mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); mask |= (((cw < cy) << CLIP_TOP_SHIFT)); mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); mask |= (((cw < cz) << CLIP_FAR_SHIFT)); mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); #else /* !defined(macintosh)) */ mask = 0x0; if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT; if ( cx + cw < 0) mask |= CLIP_LEFT_BIT; if (-cy + cw < 0) mask |= CLIP_TOP_BIT; if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT; if (-cz + cw < 0) mask |= CLIP_FAR_BIT; if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; #endif /* defined(macintosh) */ return mask; } /** * Transform vertices with the current vertex program/shader * Up to four vertices can be shaded at a time. * \param vbuffer the input vertex data * \param elts indexes of four input vertices * \param count number of vertices to shade [1..4] * \param vOut array of pointers to four output vertices */ static void run_vertex_program(struct draw_context *draw, const void *vbuffer, unsigned elts[4], unsigned count, struct vertex_header *vOut[]) { struct softpipe_context *sp = softpipe_context(draw->pipe); struct tgsi_exec_machine 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); #ifdef DEBUG memset( &machine, 0, sizeof( machine ) ); #endif /* init machine state */ tgsi_exec_machine_init( &machine, sp->vs.tokens, PIPE_MAX_SAMPLERS, NULL /*samplers*/ ); /* Consts does not require 16 byte alignment. */ machine.Consts = sp->vs.constants->constant; machine.Inputs = ALIGN16_ASSIGN(inputs); machine.Outputs = ALIGN16_ASSIGN(outputs); /* load machine inputs */ for (j = 0; j < count; j++) { const void *mapped = vbuffer; const float *vIn, *cIn; vIn = (const float *) ((const ubyte *) mapped + draw->vertex_buffer[0].buffer_offset + draw->vertex_element[0].src_offset + elts[j] * draw->vertex_buffer[0].pitch); cIn = (const float *) ((const ubyte *) mapped + draw->vertex_buffer[3].buffer_offset + draw->vertex_element[3].src_offset + elts[j] * draw->vertex_buffer[3].pitch); machine.Inputs[0].xyzw[0].f[j] = vIn[0]; /*X*/ machine.Inputs[0].xyzw[1].f[j] = vIn[1]; /*Y*/ machine.Inputs[0].xyzw[2].f[j] = vIn[2]; /*Z*/ machine.Inputs[0].xyzw[3].f[j] = 1.0; /*W*/ machine.Inputs[3].xyzw[0].f[j] = cIn[0]; machine.Inputs[3].xyzw[1].f[j] = cIn[1]; machine.Inputs[3].xyzw[2].f[j] = cIn[2]; machine.Inputs[3].xyzw[3].f[j] = 1.0; #if 0 printf("VS Input %d: %f %f %f %f\n", j, vIn[0], vIn[1], vIn[2], 1.0); #endif } #if 0 printf("Consts:\n"); for (i = 0; i < 4; i++) { printf(" %d: %f %f %f %f\n", i, machine.Consts[i][0], machine.Consts[i][1], machine.Consts[i][2], machine.Consts[i][3]); } #endif /* run shader */ tgsi_exec_machine_run( &machine ); #if 0 printf("VS result: %f %f %f %f\n", outputs[0].xyzw[0].f[0], outputs[0].xyzw[1].f[0], outputs[0].xyzw[2].f[0], outputs[0].xyzw[3].f[0]); #endif /* store machine results */ for (j = 0; j < count; j++) { float x, y, z, w; x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j]; y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j]; z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j]; w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j]; vOut[j]->clipmask = compute_clipmask(x, y, z, w); vOut[j]->edgeflag = 0; /* divide by w */ w = 1.0 / 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; #if 0 printf("wincoord: %f %f %f\n", vOut[j]->data[0][0], vOut[j]->data[0][1], vOut[j]->data[0][2]); #endif vOut[j]->data[1][0] = outputs[1].xyzw[0].f[j]; vOut[j]->data[1][1] = outputs[1].xyzw[1].f[j]; vOut[j]->data[1][2] = outputs[1].xyzw[2].f[j]; vOut[j]->data[1][3] = outputs[1].xyzw[3].f[j]; } #if 0 memcpy( quad->outputs.color, &machine.Outputs[1].xyzw[0].f[0], sizeof( quad->outputs.color ) ); #endif } /** * Stand-in for actual vertex program execution * XXX this will probably live in a new file, like "sp_vs.c" * \param draw the drawing context * \param vbuffer the mapped vertex buffer pointer * \param elem which element of the vertex buffer to use as input * \param vOut the output vertex */ #if 0 static void run_vertex_program(struct draw_context *draw, const void *vbuffer, unsigned elem, struct vertex_header *vOut) { const float *vIn, *cIn; const float *scale = draw->viewport.scale; const float *trans = draw->viewport.translate; const void *mapped = vbuffer; /* XXX temporary hack: */ GET_CURRENT_CONTEXT(ctx); const float *m = ctx->_ModelProjectMatrix.m; vIn = (const float *) ((const ubyte *) mapped + draw->vertex_buffer[0].buffer_offset + draw->vertex_element[0].src_offset + elem * draw->vertex_buffer[0].pitch); cIn = (const float *) ((const ubyte *) mapped + draw->vertex_buffer[3].buffer_offset + draw->vertex_element[3].src_offset + elem * draw->vertex_buffer[3].pitch); { float x = vIn[0]; float y = vIn[1]; float z = vIn[2]; float w = 1.0; vOut->clipmask = 0x0; vOut->edgeflag = 0; /* MVP */ vOut->clip[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w; vOut->clip[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w; vOut->clip[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; vOut->clip[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; /* divide by w */ x = vOut->clip[0] / vOut->clip[3]; y = vOut->clip[1] / vOut->clip[3]; z = vOut->clip[2] / vOut->clip[3]; w = 1.0 / vOut->clip[3]; /* Viewport */ vOut->data[0][0] = scale[0] * x + trans[0]; vOut->data[0][1] = scale[1] * y + trans[1]; vOut->data[0][2] = scale[2] * z + trans[2]; vOut->data[0][3] = w; /* color */ vOut->data[1][0] = cIn[0]; vOut->data[1][1] = cIn[1]; vOut->data[1][2] = cIn[2]; vOut->data[1][3] = 1.0; } } #endif /** * Called by the draw module when the vertx cache needs to be flushed. * This involves running the vertex shader. */ static void vs_flush( struct draw_context *draw ) { unsigned i, j; /* We're not really running a vertex shader yet, so flushing the vs * queue is just a matter of building the vertices and returning. */ /* Actually, I'm cheating even more and pre-building them still * with the mesa/vf module. So it's very easy... */ #if 0 for (i = 0; i < draw->vs.queue_nr; i++) { #else for (i = 0; i < draw->vs.queue_nr; i+=4) { #endif /* Would do the following steps here: * * 1) Loop over vertex element descriptors, fetch data from each * to build the pre-tnl vertex. This might require a new struct * to represent the pre-tnl vertex. * * 2) Bundle groups of upto 4 pre-tnl vertices together and pass * to vertex shader. * * 3) Do any necessary unswizzling, make sure vertex headers are * correctly populated, store resulting post-transformed * vertices in vcache. * * In this version, just do the last step: */ #if 0 const unsigned elt = draw->vs.queue[i].elt; struct vertex_header *dest = draw->vs.queue[i].dest; run_vertex_program(draw, draw->mapped_vbuffer, elt, dest); #else struct vertex_header *dests[4]; unsigned elts[4]; int n; for (j = 0; j < 4; j++) { elts[j] = draw->vs.queue[i + j].elt; dests[j] = draw->vs.queue[i + j].dest; } n = MIN2(4, draw->vs.queue_nr - i); assert(n > 0); assert(n <= 4); run_vertex_program(draw, draw->mapped_vbuffer, elts, n, dests); #endif } draw->vs.queue_nr = 0; } void softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode, unsigned start, unsigned count) { struct softpipe_context *sp = softpipe_context(pipe); struct draw_context *draw = sp->draw; struct pipe_buffer_handle *buf; softpipe_map_surfaces(sp); /* * Map vertex buffers */ buf = sp->vertex_buffer[0].buffer; draw->mapped_vbuffer = pipe->winsys->buffer_map(pipe->winsys, buf, PIPE_BUFFER_FLAG_READ); /* tell drawing pipeline we're beginning drawing */ draw->pipeline.first->begin( draw->pipeline.first ); draw->vs_flush = vs_flush; draw->pipe = pipe; /* XXX pass pipe to draw_create() */ draw_invalidate_vcache( draw ); draw_set_element_buffer(draw, 0, NULL); /* no index/element buffer */ draw_set_prim( draw, mode ); /* XXX draw_prim_info() and TRIM here */ draw_prim(draw, start, count); /* draw any left-over buffered prims */ draw_flush(draw); /* tell drawing pipeline we're done drawing */ draw->pipeline.first->end( draw->pipeline.first ); /* * unmap vertex buffer */ pipe->winsys->buffer_unmap(pipe->winsys, buf); softpipe_unmap_surfaces(sp); } #define EMIT_ATTR( VF_ATTR, STYLE, SIZE ) \ do { \ if (draw->nr_attrs >= 2) \ draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \ draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \ draw->attrs[draw->nr_attrs].format = STYLE; \ draw->nr_attrs++; \ draw->vertex_size += SIZE; \ } while (0) /** * XXX very similar to same func in draw_vb.c (which will go away) */ void draw_set_vertex_attributes2( struct draw_context *draw, const unsigned *slot_to_vf_attr, unsigned nr_attrs ) { unsigned i; memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot)); draw->nr_attrs = 0; draw->vertex_size = 0; /* * First three attribs are always the same: header, clip pos, winpos */ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F, 1); EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F, 4); assert(slot_to_vf_attr[0] == VF_ATTRIB_POS); EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT, 4); /* * Remaining attribs (color, texcoords, etc) */ for (i = 1; i < nr_attrs; i++) EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F, 4); draw->vertex_size *= 4; /* floats to bytes */ }