1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
|
/**************************************************************************
*
* 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_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
#include "draw/draw_vs.h"
#include "translate/translate.h"
struct fetch_shade_emit;
/* Prototype fetch, shade, emit-hw-verts all in one go.
*/
struct fetch_shade_emit {
struct draw_pt_middle_end base;
struct draw_context *draw;
/* Temporaries:
*/
const float *constants;
unsigned pitch[PIPE_MAX_ATTRIBS];
const ubyte *src[PIPE_MAX_ATTRIBS];
unsigned prim;
struct draw_vs_varient_key key;
struct draw_vs_varient *active;
};
static void fse_prepare( struct draw_pt_middle_end *middle,
unsigned prim,
unsigned opt )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
const struct vertex_info *vinfo;
unsigned i;
boolean need_psize = 0;
if (!draw->render->set_primitive( draw->render,
prim )) {
assert(0);
return;
}
/* Must do this after set_primitive() above:
*/
vinfo = draw->render->get_vertex_info(draw->render);
fse->key.output_stride = vinfo->size * 4;
fse->key.nr_outputs = vinfo->num_attribs;
fse->key.nr_inputs = num_vs_inputs;
fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
fse->key.nr_inputs); /* inputs - fetch from api format */
fse->key.viewport = !draw->identity_viewport;
fse->key.clip = !draw->bypass_clipping;
fse->key.pad = 0;
memset(fse->key.element, 0,
fse->key.nr_elements * sizeof(fse->key.element[0]));
for (i = 0; i < num_vs_inputs; i++) {
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].in.format = src->src_format;
/* Consider ignoring these, ie make generated programs
* independent of this state:
*/
fse->key.element[i].in.buffer = src->vertex_buffer_index;
fse->key.element[i].in.offset = src->src_offset;
}
{
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = 0;
unsigned output_format = PIPE_FORMAT_NONE;
unsigned vs_output = vinfo->src_index[i];
switch (vinfo->emit[i]) {
case EMIT_4F:
output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
emit_sz = 4 * sizeof(float);
break;
case EMIT_3F:
output_format = PIPE_FORMAT_R32G32B32_FLOAT;
emit_sz = 3 * sizeof(float);
break;
case EMIT_2F:
output_format = PIPE_FORMAT_R32G32_FLOAT;
emit_sz = 2 * sizeof(float);
break;
case EMIT_1F:
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
break;
case EMIT_1F_PSIZE:
need_psize = 1;
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
vs_output = vinfo->num_attribs + 1;
break;
case EMIT_4UB:
output_format = PIPE_FORMAT_B8G8R8A8_UNORM;
emit_sz = 4 * sizeof(ubyte);
break;
default:
assert(0);
break;
}
/* The elements in the key correspond to vertex shader output
* numbers, not to positions in the hw vertex description --
* that's handled by the output_offset field.
*/
fse->key.element[vs_output].out.format = output_format;
fse->key.element[vs_output].out.offset = dst_offset;
dst_offset += emit_sz;
assert(fse->key.output_stride >= dst_offset);
}
}
/* To make psize work, really need to tell the vertex shader to
* copy that value from input->output. For 'translate' this was
* implicit for all elements.
*/
#if 0
if (need_psize) {
unsigned input = num_vs_inputs + 1;
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
fse->key.element[i].input_offset = 0;
fse->key.nr_inputs += 1;
fse->key.nr_elements = MAX2(fse->key.nr_inputs,
fse->key.nr_outputs);
}
#endif
/* Would normally look up a vertex shader and peruse its list of
* varients somehow. We omitted that step and put all the
* hardcoded "shaders" into an array. We're just making the
* assumption that this happens to be a matching shader... ie
* you're running isosurf, aren't you?
*/
fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
&fse->key );
if (!fse->active) {
assert(0);
return ;
}
/* Now set buffer pointers:
*/
for (i = 0; i < num_vs_inputs; i++) {
unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
fse->active->set_input( fse->active,
i,
((const ubyte *) draw->pt.user.vbuffer[buf] +
draw->pt.vertex_buffer[buf].buffer_offset),
draw->pt.vertex_buffer[buf].pitch );
}
fse->active->set_constants( fse->active,
(const float (*)[4])draw->pt.user.constants );
fse->active->set_viewport( fse->active,
&draw->viewport );
//return TRUE;
}
static void fse_run_linear( struct draw_pt_middle_end *middle,
unsigned start,
unsigned count )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
unsigned alloc_count = align(count, 4);
char *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
hw_verts = draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)alloc_count );
if (!hw_verts) {
assert(0);
return;
}
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
* or for some other reason not required...
*/
fse->active->run_linear( fse->active,
start, count,
hw_verts );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
draw->render->draw_arrays( draw->render,
0,
count );
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
count );
}
static void
fse_run(struct draw_pt_middle_end *middle,
const unsigned *fetch_elts,
unsigned fetch_count,
const ushort *draw_elts,
unsigned draw_count )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
unsigned alloc_count = align(fetch_count, 4);
void *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
hw_verts = draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)alloc_count );
if (!hw_verts) {
assert(0);
return;
}
/* Single routine to fetch vertices, run shader and emit HW verts.
*/
fse->active->run_elts( fse->active,
fetch_elts,
fetch_count,
hw_verts );
draw->render->draw( draw->render,
draw_elts,
draw_count );
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
fetch_count );
}
static void fse_finish( struct draw_pt_middle_end *middle )
{
}
static void
fse_destroy( struct draw_pt_middle_end *middle )
{
FREE(middle);
}
struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
{
struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
if (!fse)
return NULL;
fse->base.prepare = fse_prepare;
fse->base.run = fse_run;
fse->base.run_linear = fse_run_linear;
fse->base.finish = fse_finish;
fse->base.destroy = fse_destroy;
fse->draw = draw;
return &fse->base;
}
|