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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>
* Brian Paul
*/
#include "pipe/p_util.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
#include "tgsi/util/tgsi_parse.h"
#define MAX_TGSI_VERTICES 4
static void
vs_exec_prepare( struct draw_vertex_shader *shader,
struct draw_context *draw )
{
/* specify the vertex program to interpret/execute */
tgsi_exec_machine_bind_shader(&draw->machine,
shader->state.tokens,
PIPE_MAX_SAMPLERS,
NULL /*samplers*/ );
draw_update_vertex_fetch( draw );
}
/**
* 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 boolean
vs_exec_run( struct draw_vertex_shader *shader,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
void *vOut )
{
struct tgsi_exec_machine *machine = &draw->machine;
unsigned int i, j;
unsigned int clipped = 0;
ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
assert(draw->vertex_shader->info.output_semantic_name[0]
== TGSI_SEMANTIC_POSITION);
machine->Consts = (float (*)[4]) draw->user.constants;
machine->Inputs = ALIGN16_ASSIGN(inputs);
if (draw->rasterizer->bypass_vs) {
/* outputs are just the inputs */
machine->Outputs = machine->Inputs;
}
else {
machine->Outputs = ALIGN16_ASSIGN(outputs);
}
for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
if (!draw->rasterizer->bypass_vs) {
/* run interpreter */
tgsi_exec_machine_run( machine );
}
/* store machine results */
for (j = 0; j < max_vertices; j++) {
unsigned slot;
float x, y, z, w;
struct vertex_header *out =
draw_header_from_block(vOut, i + j);
/* Handle attr[0] (position) specially:
*
* XXX: Computing the clipmask should be done in the vertex
* program as a set of DP4 instructions appended to the
* user-provided code.
*/
x = out->clip[0] = machine->Outputs[0].xyzw[0].f[j];
y = out->clip[1] = machine->Outputs[0].xyzw[1].f[j];
z = out->clip[2] = machine->Outputs[0].xyzw[2].f[j];
w = out->clip[3] = machine->Outputs[0].xyzw[3].f[j];
if (!draw->rasterizer->bypass_clipping) {
out->clipmask = compute_clipmask(out->clip, draw->plane,
draw->nr_planes);
clipped += out->clipmask;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
}
else {
out->clipmask = 0;
}
out->edgeflag = 1;
if (!draw->identity_viewport) {
/* Viewport mapping */
out->data[0][0] = x * scale[0] + trans[0];
out->data[0][1] = y * scale[1] + trans[1];
out->data[0][2] = z * scale[2] + trans[2];
out->data[0][3] = w;
}
else {
out->data[0][0] = x;
out->data[0][1] = y;
out->data[0][2] = z;
out->data[0][3] = w;
}
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
out->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
out->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
out->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
out->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
}
#if 0 /*DEBUG*/
printf("%d) Post xform vert:\n", i + j);
for (slot = 0; slot < draw->num_vs_outputs; slot++) {
printf("\t%d: %f %f %f %f\n", slot,
out->data[slot][0],
out->data[slot][1],
out->data[slot][2],
out->data[slot][3]);
}
#endif
} /* loop over vertices */
}
return clipped != 0;
}
static void
vs_exec_delete( struct draw_vertex_shader *dvs )
{
FREE((void*) dvs->state.tokens);
FREE( dvs );
}
struct draw_vertex_shader *
draw_create_vs_exec(struct draw_context *draw,
const struct pipe_shader_state *state)
{
struct draw_vertex_shader *vs = CALLOC_STRUCT( draw_vertex_shader );
uint nt = tgsi_num_tokens(state->tokens);
if (vs == NULL)
return NULL;
/* we make a private copy of the tokens */
vs->state.tokens = mem_dup(state->tokens, nt * sizeof(state->tokens[0]));
vs->prepare = vs_exec_prepare;
vs->run = vs_exec_run;
vs->delete = vs_exec_delete;
return vs;
}
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