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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_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 pipe_viewport_state viewport;
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);
}
/* Mainly for debug at this stage:
*/
static void do_rhw_viewport( struct draw_vs_varient_generic *vsvg,
unsigned count,
void *output_buffer )
{
char *ptr = (char *)output_buffer;
const float *scale = vsvg->viewport.scale;
const float *trans = vsvg->viewport.translate;
unsigned stride = vsvg->base.key.output_stride;
unsigned j;
for (j = 0; j < count; j++, ptr += stride) {
float *data = (float *)ptr;
float w = 1.0f / data[3];
data[0] = data[0] * w * scale[0] + trans[0];
data[1] = data[1] * w * scale[1] + trans[1];
data[2] = data[2] * w * scale[2] + trans[2];
data[3] = w;
}
}
static void do_viewport( struct draw_vs_varient_generic *vsvg,
unsigned count,
void *output_buffer )
{
char *ptr = (char *)output_buffer;
const float *scale = vsvg->viewport.scale;
const float *trans = vsvg->viewport.translate;
unsigned stride = vsvg->base.key.output_stride;
unsigned j;
for (j = 0; j < count; j++, ptr += stride) {
float *data = (float *)ptr;
data[0] = data[0] * scale[0] + trans[0];
data[1] = data[1] * scale[1] + trans[1];
data[2] = data[2] * scale[2] + trans[2];
}
}
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->base.key.clip) {
/* not really handling clipping, just do the rhw so we can
* see the results...
*/
do_rhw_viewport( vsvg,
count,
output_buffer );
}
else if (vsvg->base.key.viewport) {
do_viewport( vsvg,
count,
output_buffer );
}
//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->base.key.clip) {
/* not really handling clipping, just do the rhw so we can
* see the results...
*/
do_rhw_viewport( vsvg,
count,
output_buffer );
}
else if (vsvg->base.key.viewport) {
do_viewport( vsvg,
count,
output_buffer );
}
//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 )
{
struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient;
vsvg->viewport = *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;
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;
}
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