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-rw-r--r--src/gallium/auxiliary/draw/draw_pt_middle_fse.c705
1 files changed, 0 insertions, 705 deletions
diff --git a/src/gallium/auxiliary/draw/draw_pt_middle_fse.c b/src/gallium/auxiliary/draw/draw_pt_middle_fse.c
deleted file mode 100644
index 643ea151c14..00000000000
--- a/src/gallium/auxiliary/draw/draw_pt_middle_fse.c
+++ /dev/null
@@ -1,705 +0,0 @@
-/**************************************************************************
- *
- * 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 <[email protected]>
- */
-
-
-#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;
-
-struct fse_shader {
- struct translate_key key;
-
- void (*run_linear)( const struct fetch_shade_emit *fse,
- unsigned start,
- unsigned count,
- char *buffer );
-
- void (*run_elts)( const struct fetch_shade_emit *fse,
- const unsigned *fetch_elts,
- unsigned fetch_count,
- char *buffer );
-
-};
-
-/* Prototype fetch, shade, emit-hw-verts all in one go.
- */
-struct fetch_shade_emit {
- struct draw_pt_middle_end base;
- struct draw_context *draw;
-
- struct translate_key key;
-
- /* Temporaries:
- */
- const float *constants;
- unsigned pitch[PIPE_MAX_ATTRIBS];
- const ubyte *src[PIPE_MAX_ATTRIBS];
- unsigned prim;
-
- /* Points to one of the three hardwired example shaders, below:
- */
- struct fse_shader *active;
-
- /* Temporary: A list of hard-wired shaders. Of course the plan
- * would be to generate these for a given (vertex-shader,
- * translate-key) pair...
- */
- struct fse_shader shader[10];
- int nr_shaders;
-};
-
-
-
-/* Not quite passthrough yet -- we're still running the 'shader' here,
- * inlined into the vertex fetch function.
- */
-static void shader0_run_linear( const struct fetch_shade_emit *fse,
- unsigned start,
- unsigned count,
- char *buffer )
-{
- unsigned i;
-
- const float *m = fse->constants;
- const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
- const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
- const ubyte *st = fse->src[2] + start * fse->pitch[2];
-
- float *out = (float *)buffer;
-
- /* loop over vertex attributes (vertex shader inputs)
- */
- for (i = 0; i < count; i++) {
- {
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- xyz += fse->pitch[0];
- }
-
- {
- const float *in = (const float *)rgb;
- out[4] = in[0];
- out[5] = in[1];
- out[6] = in[2];
- out[7] = 1.0f;
- rgb += fse->pitch[1];
- }
-
- {
- const float *in = (const float *)st;
- out[8] = in[0];
- out[9] = in[1];
- out[10] = 0.0f;
- out[11] = 1.0f;
- st += fse->pitch[2];
- }
-
- out += 12;
- }
-}
-
-
-
-static void shader1_run_linear( const struct fetch_shade_emit *fse,
- unsigned start,
- unsigned count,
- char *buffer )
-{
- unsigned i;
- const float *m = (const float *)fse->constants;
- const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
- const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
- float *out = (float *)buffer;
-
-// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]);
-
-
- for (i = 0; i < count; i++) {
- {
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- xyz += fse->pitch[0];
- }
-
- {
- const float *in = (const float *)rgb;
- out[4] = in[0];
- out[5] = in[1];
- out[6] = in[2];
- out[7] = 1.0f;
- rgb += fse->pitch[1];
- }
-
- out += 8;
- }
-}
-
-
-
-
-static void shader2_run_linear( const struct fetch_shade_emit *fse,
- unsigned start,
- unsigned count,
- char *buffer )
-{
- unsigned i;
- const float *m = (const float *)fse->constants;
- const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
- const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
- const float psiz = 1.0;
- float *out = (float *)buffer;
-
-
- assert(fse->pitch[1] == 0);
-
- for (i = 0; i < count; i++) {
- {
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- xyz += fse->pitch[0];
- }
-
- {
- const float *in = (const float *)rgb;
- out[4] = in[0];
- out[5] = in[1];
- out[6] = in[2];
- out[7] = 1.0f;
- rgb += fse->pitch[1];
- }
-
- {
- out[8] = psiz;
- }
-
- out += 9;
- }
-}
-
-
-
-
-static void shader0_run_elts( const struct fetch_shade_emit *fse,
- const unsigned *elts,
- unsigned count,
- char *buffer )
-{
- unsigned i;
- const float *m = fse->constants;
- float *out = (float *)buffer;
-
-
- /* loop over vertex attributes (vertex shader inputs)
- */
- for (i = 0; i < count; i++) {
- unsigned elt = elts[i];
- {
- const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- }
-
- {
- const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
- const float *in = (const float *)rgb;
- out[4] = in[0];
- out[5] = in[1];
- out[6] = in[2];
- out[7] = 1.0f;
- }
-
- {
- const ubyte *st = fse->src[2] + elt * fse->pitch[2];
- const float *in = (const float *)st;
- out[8] = in[0];
- out[9] = in[1];
- out[10] = 0.0f;
- out[11] = 1.0f;
- }
-
- out += 12;
- }
-}
-
-
-
-static void shader1_run_elts( const struct fetch_shade_emit *fse,
- const unsigned *elts,
- unsigned count,
- char *buffer )
-{
- unsigned i;
- const float *m = (const float *)fse->constants;
- float *out = (float *)buffer;
-
- for (i = 0; i < count; i++) {
- unsigned elt = elts[i];
-
- {
- const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- xyz += fse->pitch[0];
- }
-
- {
- const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
- const float *in = (const float *)rgb;
- out[4] = in[0];
- out[5] = in[1];
- out[6] = in[2];
- out[7] = 1.0f;
- rgb += fse->pitch[1];
- }
-
- out += 8;
- }
-}
-
-
-
-
-static void shader2_run_elts( const struct fetch_shade_emit *fse,
- const unsigned *elts,
- unsigned count,
- char *buffer )
-{
- unsigned i;
- const float *m = (const float *)fse->constants;
- const float psiz = 1.0;
- float *out = (float *)buffer;
-
- for (i = 0; i < count; i++) {
- unsigned elt = elts[i];
- {
- const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
- const float *in = (const float *)xyz;
- const float ix = in[0], iy = in[1], iz = in[2];
-
- out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
- out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
- out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
- out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
- }
-
- {
- const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
- out[4] = rgb[0];
- out[5] = rgb[1];
- out[6] = rgb[2];
- out[7] = 1.0f;
- }
-
- {
- out[8] = psiz;
- }
-
- out += 9;
- }
-}
-
-
-
-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;
- unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs;
- const struct vertex_info *vinfo;
- unsigned i;
- boolean need_psize = 0;
-
-
- if (draw->pt.user.elts) {
- assert(0);
- return ;
- }
-
- 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.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */
- num_vs_inputs); /* inputs - fetch from api format */
-
- fse->key.output_stride = vinfo->size * 4;
- 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].input_format = src->src_format;
-
- /* Consider ignoring these at this point, ie make generated
- * programs independent of this state:
- */
- fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index;
- fse->key.element[i].input_offset = 0; //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 = num_vs_outputs + 1;
-
- 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].output_format = output_format;
- fse->key.element[vs_output].output_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_elements += 1;
-
- }
-#endif
-
- fse->constants = draw->pt.user.constants;
-
- /* 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 = NULL;
- for (i = 0; i < fse->nr_shaders; i++) {
- if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0)
- fse->active = &fse->shader[i];
- }
-
- 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->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] +
- draw->pt.vertex_buffer[buf].buffer_offset +
- draw->pt.vertex_element[i].src_offset);
-
- fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch;
-
- }
-
-
- //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;
-
- 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)count );
-
- if (!hw_verts) {
- assert(0);
- return;
- }
-
- /* Single routine to fetch vertices, run shader and emit HW verts.
- * Clipping and viewport transformation are done elsewhere --
- * either by the API or on hardware, or for some other reason not
- * required...
- */
- fse->active->run_linear( fse,
- 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;
- 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)fetch_count );
- if (!hw_verts) {
- assert(0);
- return;
- }
-
-
- /* Single routine to fetch vertices, run shader and emit HW verts.
- */
- fse->active->run_elts( fse,
- 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;
-
- fse->shader[0].run_linear = shader0_run_linear;
- fse->shader[0].run_elts = shader0_run_elts;
- fse->shader[0].key.nr_elements = 3;
- fse->shader[0].key.output_stride = 12 * sizeof(float);
-
- fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[0].key.element[0].input_buffer = 0;
- fse->shader[0].key.element[0].input_offset = 0;
- fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[0].key.element[0].output_offset = 0;
-
- fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[0].key.element[1].input_buffer = 0;
- fse->shader[0].key.element[1].input_offset = 0;
- fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[0].key.element[1].output_offset = 16;
-
- fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT;
- fse->shader[0].key.element[1].input_buffer = 0;
- fse->shader[0].key.element[1].input_offset = 0;
- fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[0].key.element[1].output_offset = 32;
-
- fse->shader[1].run_linear = shader1_run_linear;
- fse->shader[1].run_elts = shader1_run_elts;
- fse->shader[1].key.nr_elements = 2;
- fse->shader[1].key.output_stride = 8 * sizeof(float);
-
- fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[1].key.element[0].input_buffer = 0;
- fse->shader[1].key.element[0].input_offset = 0;
- fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[1].key.element[0].output_offset = 0;
-
- fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[1].key.element[1].input_buffer = 0;
- fse->shader[1].key.element[1].input_offset = 0;
- fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[1].key.element[1].output_offset = 16;
-
- fse->shader[2].run_linear = shader2_run_linear;
- fse->shader[2].run_elts = shader2_run_elts;
- fse->shader[2].key.nr_elements = 3;
- fse->shader[2].key.output_stride = 9 * sizeof(float);
-
- fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[2].key.element[0].input_buffer = 0;
- fse->shader[2].key.element[0].input_offset = 0;
- fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[2].key.element[0].output_offset = 0;
-
- fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
- fse->shader[2].key.element[1].input_buffer = 0;
- fse->shader[2].key.element[1].input_offset = 0;
- fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
- fse->shader[2].key.element[1].output_offset = 16;
-
- /* psize is special
- * -- effectively add it here as another input!?!
- * -- who knows how to add it as a buffer?
- */
- fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT;
- fse->shader[2].key.element[2].input_buffer = 0;
- fse->shader[2].key.element[2].input_offset = 0;
- fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT;
- fse->shader[2].key.element[2].output_offset = 32;
-
- fse->nr_shaders = 3;
-
- return &fse->base;
-}