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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:
* Zack Rusin zack@tungstengraphics.com
*/
#include "pipe/p_util.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vertex.h"
#include "pipe/llvm/llvmtgsi.h"
#include "pipe/tgsi/exec/tgsi_core.h"
static INLINE void
fetch_attrib4(const void *ptr, unsigned format, float attrib[4])
{
/* defaults */
attrib[1] = 0.0;
attrib[2] = 0.0;
attrib[3] = 1.0;
switch (format) {
case PIPE_FORMAT_R32G32B32A32_FLOAT:
attrib[3] = ((float *) ptr)[3];
/* fall-through */
case PIPE_FORMAT_R32G32B32_FLOAT:
attrib[2] = ((float *) ptr)[2];
/* fall-through */
case PIPE_FORMAT_R32G32_FLOAT:
attrib[1] = ((float *) ptr)[1];
/* fall-through */
case PIPE_FORMAT_R32_FLOAT:
attrib[0] = ((float *) ptr)[0];
break;
default:
assert(0);
}
}
/**
* Fetch vertex attributes for 'count' vertices.
*/
static INLINE
void vertex_fetch(struct draw_context *draw,
const unsigned elt,
float (*inputs)[4])
{
uint attr;
printf("fetch vertex %u: \n", elt);
/* loop over vertex attributes (vertex shader inputs) */
for (attr = 0; attr < draw->vertex_shader->state->num_inputs; attr++) {
unsigned buf = draw->vertex_element[attr].vertex_buffer_index;
const void *src
= (const void *) ((const ubyte *) draw->mapped_vbuffer[buf]
+ draw->vertex_buffer[buf].buffer_offset
+ draw->vertex_element[attr].src_offset
+ elt * draw->vertex_buffer[buf].pitch);
float p[4];
fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
printf("> %u: %f %f %f %f\n", attr, p[0], p[1], p[2], p[3]);
inputs[attr][0] = p[0]; /*X*/
inputs[attr][1] = p[1]; /*Y*/
inputs[attr][2] = p[2]; /*Z*/
inputs[attr][3] = p[3]; /*W*/
}
}
static INLINE unsigned
compute_clipmask(const float *clip, const float (*plane)[4], unsigned nr)
{
unsigned mask = 0;
unsigned i;
for (i = 0; i < nr; i++) {
if (dot4(clip, plane[i]) < 0)
mask |= (1<<i);
}
return mask;
}
/**
* Called by the draw module when the vertx cache needs to be flushed.
* This involves running the vertex shader.
*/
void draw_vertex_shader_queue_flush_llvm(struct draw_context *draw)
{
unsigned i;
struct vertex_header *dests[VS_QUEUE_LENGTH];
float inputs[VS_QUEUE_LENGTH][PIPE_MAX_SHADER_INPUTS][4];
float outputs[VS_QUEUE_LENGTH][PIPE_MAX_SHADER_INPUTS][4];
float (*consts)[4] = (float (*)[4]) draw->mapped_constants;
struct ga_llvm_prog *prog = (struct ga_llvm_prog *)draw->vertex_shader->state->llvm_prog;
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
fprintf(stderr, "--- XX q(%d) \n", draw->vs.queue_nr);
/* fetch the inputs */
for (i = 0; i < draw->vs.queue_nr; ++i) {
unsigned elt = draw->vs.queue[i].elt;
dests[i] = draw->vs.queue[i].dest;
vertex_fetch(draw, elt, inputs[i]);
}
/* batch execute the shaders on all the vertices */
ga_llvm_prog_exec(prog, inputs, outputs, consts,
draw->vs.queue_nr,
draw->vertex_shader->state->num_inputs);
/* FIXME: finish conversion */
/* dests = outputs */
/* store machine results */
for (int i = 0; i < draw->vs.queue_nr; ++i) {
unsigned slot;
float x, y, z, w;
struct vertex_header *vOut = draw->vs.queue[i].dest;
float (*dests)[4] = outputs[i];
/* 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 = vOut->clip[0] = dests[0][0];
y = vOut->clip[1] = dests[0][1];
z = vOut->clip[2] = dests[0][2];
w = vOut->clip[3] = dests[0][3];
printf("output %d: %f %f %f %f\n", 0, x, y, z, w);
vOut->clipmask = compute_clipmask(vOut->clip, draw->plane, draw->nr_planes);
vOut->edgeflag = 1;
/* divide by w */
w = 1.0f / w;
x *= w;
y *= w;
z *= w;
/* Viewport mapping */
vOut->data[0][0] = x * scale[0] + trans[0];
vOut->data[0][1] = y * scale[1] + trans[1];
vOut->data[0][2] = z * scale[2] + trans[2];
vOut->data[0][3] = w;
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
* Skip 0 since we just did it above.
* Subtract two because of the VERTEX_HEADER, CLIP_POS attribs.
*/
for (slot = 1; slot < draw->vertex_info.num_attribs - 2; slot++) {
vOut->data[slot][0] = dests[slot][0];
vOut->data[slot][1] = dests[slot][1];
vOut->data[slot][2] = dests[slot][2];
vOut->data[slot][3] = dests[slot][3];
printf("output %d: %f %f %f %f\n", slot,
vOut->data[slot][0],
vOut->data[slot][1],
vOut->data[slot][2],
vOut->data[slot][3]);
}
} /* loop over vertices */
draw->vs.queue_nr = 0;
}
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