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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
* Ian Romanick <idr@us.ibm.com>
*/
#include <spu_mfcio.h>
#include "pipe/p_state.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_math.h"
#include "draw/draw_private.h"
#include "draw/draw_context.h"
#include "cell/common.h"
#include "spu_vertex_shader.h"
#include "spu_exec.h"
#include "spu_main.h"
#define MAX_VERTEX_SIZE ((2 + PIPE_MAX_SHADER_OUTPUTS) * 4 * sizeof(float))
#define CLIP_RIGHT_BIT 0x01
#define CLIP_LEFT_BIT 0x02
#define CLIP_TOP_BIT 0x04
#define CLIP_BOTTOM_BIT 0x08
#define CLIP_FAR_BIT 0x10
#define CLIP_NEAR_BIT 0x20
static INLINE float
dot4(const float *a, const float *b)
{
return (a[0]*b[0] +
a[1]*b[1] +
a[2]*b[2] +
a[3]*b[3]);
}
static INLINE unsigned
compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
{
unsigned mask = 0;
unsigned i;
/* Do the hardwired planes first:
*/
if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
/* Followed by any remaining ones:
*/
for (i = 6; i < nr; i++) {
if (dot4(clip, plane[i]) < 0)
mask |= (1<<i);
}
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 spu_vs_context *draw,
unsigned elts[4], unsigned count,
const uint64_t *vOut)
{
struct spu_exec_machine *machine = &draw->machine;
unsigned int j;
PIPE_ALIGN_VAR(16, struct spu_exec_vector inputs[PIPE_MAX_ATTRIBS]);
PIPE_ALIGN_VAR(16, struct spu_exec_vector outputs[PIPE_MAX_ATTRIBS]);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
ASSERT(count <= 4);
machine->Processor = TGSI_PROCESSOR_VERTEX;
ASSERT_ALIGN16(draw->constants);
machine->Consts = (float (*)[4]) draw->constants;
machine->Inputs = inputs;
machine->Outputs = outputs;
spu_vertex_fetch( draw, machine, elts, count );
/* run shader */
spu_exec_machine_run( machine );
/* store machine results */
for (j = 0; j < count; j++) {
unsigned slot;
float x, y, z, w;
PIPE_ALIGN_VAR(16,
unsigned char buffer[sizeof(struct vertex_header)
+ MAX_VERTEX_SIZE]);
struct vertex_header *const tmpOut =
(struct vertex_header *) buffer;
const unsigned vert_size = ROUNDUP16(sizeof(struct vertex_header)
+ (sizeof(float) * 4
* draw->num_vs_outputs));
mfc_get(tmpOut, vOut[j], vert_size, TAG_VERTEX_BUFFER, 0, 0);
wait_on_mask(1 << TAG_VERTEX_BUFFER);
/* 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 = tmpOut->clip[0] = machine->Outputs[0].xyzw[0].f[j];
y = tmpOut->clip[1] = machine->Outputs[0].xyzw[1].f[j];
z = tmpOut->clip[2] = machine->Outputs[0].xyzw[2].f[j];
w = tmpOut->clip[3] = machine->Outputs[0].xyzw[3].f[j];
tmpOut->clipmask = compute_clipmask(tmpOut->clip, draw->plane,
draw->nr_planes);
tmpOut->edgeflag = 1;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
/* Viewport mapping */
tmpOut->data[0][0] = x * scale[0] + trans[0];
tmpOut->data[0][1] = y * scale[1] + trans[1];
tmpOut->data[0][2] = z * scale[2] + trans[2];
tmpOut->data[0][3] = w;
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; slot++) {
tmpOut->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
tmpOut->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
tmpOut->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
tmpOut->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
}
mfc_put(tmpOut, vOut[j], vert_size, TAG_VERTEX_BUFFER, 0, 0);
} /* loop over vertices */
}
PIPE_ALIGN_VAR(16,
unsigned char immediates[(sizeof(float) * 4 * TGSI_EXEC_NUM_IMMEDIATES) + 32]);
void
spu_bind_vertex_shader(struct spu_vs_context *draw,
struct cell_shader_info *vs)
{
const unsigned immediate_addr = vs->immediates;
const unsigned immediate_size =
ROUNDUP16((sizeof(float) * 4 * vs->num_immediates)
+ (immediate_addr & 0x0f));
mfc_get(immediates, immediate_addr & ~0x0f, immediate_size,
TAG_VERTEX_BUFFER, 0, 0);
draw->machine.Instructions = (struct tgsi_full_instruction *)
vs->instructions;
draw->machine.NumInstructions = vs->num_instructions;
draw->machine.Declarations = (struct tgsi_full_declaration *)
vs->declarations;
draw->machine.NumDeclarations = vs->num_declarations;
draw->num_vs_outputs = vs->num_outputs;
/* specify the shader to interpret/execute */
spu_exec_machine_init(&draw->machine,
PIPE_MAX_SAMPLERS,
NULL /*samplers*/,
PIPE_SHADER_VERTEX);
wait_on_mask(1 << TAG_VERTEX_BUFFER);
(void) memcpy(& draw->machine.Imms, &immediates[immediate_addr & 0x0f],
sizeof(float) * 4 * vs->num_immediates);
}
void
spu_execute_vertex_shader(struct spu_vs_context *draw,
const struct cell_command_vs *vs)
{
unsigned i;
(void) memcpy(draw->plane, vs->plane, sizeof(float) * 4 * vs->nr_planes);
draw->nr_planes = vs->nr_planes;
draw->vertex_fetch.nr_attrs = vs->nr_attrs;
for (i = 0; i < vs->num_elts; i += 4) {
const unsigned batch_size = MIN2(vs->num_elts - i, 4);
run_vertex_program(draw, & vs->elts[i], batch_size, &vs->vOut[i]);
}
}
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