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/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
*/
#include "pipe/p_util.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
/* The simplest 'middle end' in the new vertex code.
*
* The responsibilities of a middle end are to:
* - perform vertex fetch using
* - draw vertex element/buffer state
* - a list of fetch indices we received as an input
* - run the vertex shader
* - cliptest,
* - clip coord calculation
* - viewport transformation
* - if necessary, run the primitive pipeline, passing it:
* - a linear array of vertex_header vertices constructed here
* - a set of draw indices we received as an input
* - otherwise, drive the hw backend,
* - allocate space for hardware format vertices
* - translate the vertex-shader output vertices to hw format
* - calling the backend draw functions.
*
* For convenience, we provide a helper function to drive the hardware
* backend given similar inputs to those required to run the pipeline.
*
* In the case of passthrough mode, many of these actions are disabled
* or noops, so we end up doing:
*
* - perform vertex fetch
* - drive the hw backend
*
* IE, basically just vertex fetch to post-vs-format vertices,
* followed by a call to the backend helper function.
*/
struct fetch_pipeline_middle_end {
struct draw_pt_middle_end base;
struct draw_context *draw;
void (*header)( unsigned idx, float **out);
struct {
const ubyte *ptr;
unsigned pitch;
void (*fetch)( const void *from, float *attrib);
void (*emit)( const float *attrib, float **out );
} fetch[PIPE_MAX_ATTRIBS];
unsigned nr_fetch;
unsigned pipeline_vertex_size;
unsigned prim;
};
#if 0
static void emit_R32_FLOAT( const float *attrib,
float **out )
{
(*out)[0] = attrib[0];
(*out) += 1;
}
static void emit_R32G32_FLOAT( const float *attrib,
float **out )
{
(*out)[0] = attrib[0];
(*out)[1] = attrib[1];
(*out) += 2;
}
static void emit_R32G32B32_FLOAT( const float *attrib,
float **out )
{
(*out)[0] = attrib[0];
(*out)[1] = attrib[1];
(*out)[2] = attrib[2];
(*out) += 3;
}
#endif
static void emit_R32G32B32A32_FLOAT( const float *attrib,
float **out )
{
(*out)[0] = attrib[0];
(*out)[1] = attrib[1];
(*out)[2] = attrib[2];
(*out)[3] = attrib[3];
(*out) += 4;
}
static void header( unsigned idx,
float **out )
{
struct vertex_header *header = (struct vertex_header *) (*out);
header->clipmask = 0;
header->edgeflag = 1;
header->pad = 0;
header->vertex_id = UNDEFINED_VERTEX_ID;
(*out)[1] = 0;
(*out)[2] = 0;
(*out)[3] = 0;
(*out)[3] = 1;
(*out) += 5;
}
static void header_ef( unsigned idx,
float **out )
{
struct vertex_header *header = (struct vertex_header *) (*out);
/* XXX: need a reset_stipple flag in the vertex header too?
*/
header->clipmask = 0;
header->edgeflag = (idx & DRAW_PT_EDGEFLAG) != 0;
header->pad = 0;
header->vertex_id = UNDEFINED_VERTEX_ID;
(*out)[1] = 0;
(*out)[2] = 0;
(*out)[3] = 0;
(*out)[3] = 1;
(*out) += 5;
}
/**
* General-purpose fetch from user's vertex arrays, emit to driver's
* vertex buffer.
*
* XXX this is totally temporary.
*/
static void
fetch_store_general( struct fetch_pipeline_middle_end *fpme,
void *out_ptr,
const unsigned *fetch_elts,
unsigned count )
{
float *out = (float *)out_ptr;
uint i, j;
for (i = 0; i < count; i++) {
unsigned elt = fetch_elts[i];
fpme->header( elt, &out );
elt &= ~DRAW_PT_FLAG_MASK;
for (j = 0; j < fpme->nr_fetch; j++) {
float attrib[4];
const ubyte *from = (fpme->fetch[j].ptr +
fpme->fetch[j].pitch * elt);
fpme->fetch[j].fetch( from, attrib );
fpme->fetch[j].emit( attrib, &out );
}
}
}
/* We aren't running a vertex shader, but are running the pipeline.
* That means the vertices we need to build look like:
*
* dw0: vertex header (zero?)
* dw1: clip coord 0
* dw2: clip coord 1
* dw3: clip coord 2
* dw4: clip coord 4
* dw5: screen coord 0
* dw6: screen coord 0
* dw7: screen coord 0
* dw8: screen coord 0
* dw9: other attribs...
*
*/
static void fetch_pipeline_prepare( struct draw_pt_middle_end *middle,
unsigned prim,
unsigned opt )
{
struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle;
struct draw_context *draw = fpme->draw;
unsigned i, nr = 0;
fpme->prim = prim;
/* Emit the vertex header and empty clipspace coord field:
*/
if (draw->user.edgeflag) {
fpme->header = header_ef;
}
else {
fpme->header = header;
}
/* Need to look at vertex shader inputs (we know it is a
* passthrough shader, so these define the outputs too). If we
* were running a shader, we'd still be looking at the inputs at
* this point.
*/
for (i = 0; i < draw->vertex_shader->info.num_inputs; i++) {
unsigned buf = draw->vertex_element[i].vertex_buffer_index;
enum pipe_format format = draw->vertex_element[i].src_format;
fpme->fetch[nr].ptr = ((const ubyte *) draw->user.vbuffer[buf] +
draw->vertex_buffer[buf].buffer_offset +
draw->vertex_element[i].src_offset);
fpme->fetch[nr].pitch = draw->vertex_buffer[buf].pitch;
fpme->fetch[nr].fetch = draw_get_fetch_func( format );
/* Always do this -- somewhat redundant...
*/
fpme->fetch[nr].emit = emit_R32G32B32A32_FLOAT;
nr++;
}
fpme->nr_fetch = nr;
fpme->pipeline_vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float);
}
static void fetch_pipeline_run( struct draw_pt_middle_end *middle,
const unsigned *fetch_elts,
unsigned fetch_count,
const ushort *draw_elts,
unsigned draw_count )
{
struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle;
char *pipeline_verts;
pipeline_verts = MALLOC( fpme->pipeline_vertex_size *
fetch_count );
if (!pipeline_verts) {
assert(0);
return;
}
/* Single routine to fetch vertices and emit pipeline verts.
*/
fetch_store_general( fpme,
pipeline_verts,
fetch_elts,
fetch_count );
/* Run the pipeline
*/
draw_pt_run_pipeline( fpme->draw,
fpme->prim,
pipeline_verts,
fpme->pipeline_vertex_size,
fetch_count,
draw_elts,
draw_count );
/* Done -- that was easy, wasn't it:
*/
FREE( pipeline_verts );
}
static void fetch_pipeline_finish( struct draw_pt_middle_end *middle )
{
/* nothing to do */
}
static void fetch_pipeline_destroy( struct draw_pt_middle_end *middle )
{
FREE(middle);
}
struct draw_pt_middle_end *draw_pt_fetch_pipeline( struct draw_context *draw )
{
struct fetch_pipeline_middle_end *fetch_pipeline = CALLOC_STRUCT( fetch_pipeline_middle_end );
fetch_pipeline->base.prepare = fetch_pipeline_prepare;
fetch_pipeline->base.run = fetch_pipeline_run;
fetch_pipeline->base.finish = fetch_pipeline_finish;
fetch_pipeline->base.destroy = fetch_pipeline_destroy;
fetch_pipeline->draw = draw;
return &fetch_pipeline->base;
}
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