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-rw-r--r--src/mesa/pipe/draw/draw_arrays.c386
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diff --git a/src/mesa/pipe/draw/draw_arrays.c b/src/mesa/pipe/draw/draw_arrays.c
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+++ b/src/mesa/pipe/draw/draw_arrays.c
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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.
+ *
+ **************************************************************************/
+
+/* Author:
+ * Brian Paul
+ * Keith Whitwell
+ */
+
+
+#include "pipe/p_defines.h"
+#include "pipe/p_context.h"
+#include "pipe/p_winsys.h"
+#include "pipe/p_util.h"
+
+#include "pipe/draw/draw_private.h"
+#include "pipe/draw/draw_context.h"
+#include "pipe/draw/draw_prim.h"
+
+#include "pipe/tgsi/core/tgsi_exec.h"
+#include "pipe/tgsi/core/tgsi_build.h"
+#include "pipe/tgsi/core/tgsi_util.h"
+
+
+#if defined __GNUC__
+#define ALIGN16_DECL(TYPE, NAME, SIZE) TYPE NAME[SIZE] __attribute__(( aligned( 16 ) ))
+#define ALIGN16_ASSIGN(P) P
+#else
+#define ALIGN16_DECL(TYPE, NAME, SIZE) TYPE NAME[SIZE + 1]
+#define ALIGN16_ASSIGN(P) align16(P)
+#endif
+
+
+
+static INLINE unsigned
+compute_clipmask(float cx, float cy, float cz, float cw)
+{
+ unsigned mask;
+#if defined(macintosh) || defined(__powerpc__)
+ /* on powerpc cliptest is 17% faster in this way. */
+ mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
+ mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
+ mask |= (((cw < cy) << CLIP_TOP_SHIFT));
+ mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
+ mask |= (((cw < cz) << CLIP_FAR_SHIFT));
+ mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
+#else /* !defined(macintosh)) */
+ mask = 0x0;
+ if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
+ if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
+ if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
+ if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
+ if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
+ if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
+#endif /* defined(macintosh) */
+ return mask;
+}
+
+
+/**
+ * Fetch a float[4] vertex attribute from memory, doing format/type
+ * conversion as needed.
+ * XXX this might be a temporary thing.
+ */
+static 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);
+ }
+}
+
+
+/**
+ * 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 draw_context *draw,
+ unsigned elts[4], unsigned count,
+ struct vertex_header *vOut[])
+{
+ struct tgsi_exec_machine machine;
+ unsigned int j;
+
+ ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
+ ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
+ const float *scale = draw->viewport.scale;
+ const float *trans = draw->viewport.translate;
+
+ assert(count <= 4);
+
+#ifdef DEBUG
+ memset( &machine, 0, sizeof( machine ) );
+#endif
+
+ /* init machine state */
+ tgsi_exec_machine_init(&machine,
+ draw->vertex_shader.tokens,
+ PIPE_MAX_SAMPLERS,
+ NULL /*samplers*/ );
+
+ /* Consts does not require 16 byte alignment. */
+ machine.Consts = draw->vertex_shader.constants->constant;
+
+ machine.Inputs = ALIGN16_ASSIGN(inputs);
+ machine.Outputs = ALIGN16_ASSIGN(outputs);
+
+
+ if (0)
+ {
+ unsigned attr;
+ for (attr = 0; attr < 16; attr++) {
+ if (draw->vertex_shader.inputs_read & (1 << attr)) {
+ printf("attr %d: buf_off %d src_off %d pitch %d\n",
+ attr,
+ draw->vertex_buffer[attr].buffer_offset,
+ draw->vertex_element[attr].src_offset,
+ draw->vertex_buffer[attr].pitch);
+ }
+ }
+ }
+
+ /* load machine inputs */
+ for (j = 0; j < count; j++) {
+ unsigned attr;
+ for (attr = 0; attr < 16; attr++) {
+ if (draw->vertex_shader.inputs_read & (1 << attr)) {
+ const void *src
+ = (const void *) ((const ubyte *) draw->mapped_vbuffer[attr]
+ + draw->vertex_buffer[attr].buffer_offset
+ + draw->vertex_element[attr].src_offset
+ + elts[j] * draw->vertex_buffer[attr].pitch);
+ float p[4];
+
+ fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
+
+ machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/
+ machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/
+ machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/
+ machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/
+#if 0
+ if (attr == 0) {
+ printf("Input vertex %d: %f %f %f\n",
+ j, p[0], p[1], p[2]);
+ }
+#endif
+ }
+ }
+ }
+
+#if 0
+ printf("Consts:\n");
+ for (i = 0; i < 4; i++) {
+ printf(" %d: %f %f %f %f\n", i,
+ machine.Consts[i][0],
+ machine.Consts[i][1],
+ machine.Consts[i][2],
+ machine.Consts[i][3]);
+ }
+#endif
+
+ /* run shader */
+ tgsi_exec_machine_run( &machine );
+
+#if 0
+ printf("VS result: %f %f %f %f\n",
+ outputs[0].xyzw[0].f[0],
+ outputs[0].xyzw[1].f[0],
+ outputs[0].xyzw[2].f[0],
+ outputs[0].xyzw[3].f[0]);
+#endif
+
+ /* store machine results */
+ assert(draw->vertex_shader.outputs_written & (1 << VERT_RESULT_HPOS));
+ for (j = 0; j < count; j++) {
+ unsigned attr, slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially: */
+ x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
+ y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
+ z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
+ w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
+
+ vOut[j]->clipmask = compute_clipmask(x, y, z, w);
+ vOut[j]->edgeflag = 1;
+
+ /* divide by w */
+ w = 1.0 / w;
+ x *= w;
+ y *= w;
+ z *= w;
+
+ /* Viewport mapping */
+ vOut[j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[j]->data[0][2] = z * scale[2] + trans[2];
+ vOut[j]->data[0][3] = w;
+#if 0
+ printf("wincoord: %f %f %f\n",
+ vOut[j]->data[0][0],
+ vOut[j]->data[0][1],
+ vOut[j]->data[0][2]);
+#endif
+
+ /* remaining attributes: */
+ /* pack into sequential post-transform attrib slots */
+ slot = 1;
+ for (attr = 1; attr < VERT_RESULT_MAX; attr++) {
+ if (draw->vertex_shader.outputs_written & (1 << attr)) {
+ assert(slot < draw->nr_attrs);
+ vOut[j]->data[slot][0] = outputs[attr].xyzw[0].f[j];
+ vOut[j]->data[slot][1] = outputs[attr].xyzw[1].f[j];
+ vOut[j]->data[slot][2] = outputs[attr].xyzw[2].f[j];
+ vOut[j]->data[slot][3] = outputs[attr].xyzw[3].f[j];
+ slot++;
+ }
+ }
+ }
+
+#if 0
+ memcpy(
+ quad->outputs.color,
+ &machine.Outputs[1].xyzw[0].f[0],
+ sizeof( quad->outputs.color ) );
+#endif
+}
+
+
+/**
+ * Called by the draw module when the vertx cache needs to be flushed.
+ * This involves running the vertex shader.
+ */
+static void vs_flush( struct draw_context *draw )
+{
+ unsigned i, j;
+
+ /* run vertex shader on vertex cache entries, four per invokation */
+ for (i = 0; i < draw->vs.queue_nr; i += 4) {
+ struct vertex_header *dests[4];
+ unsigned elts[4];
+ int n;
+
+ for (j = 0; j < 4; j++) {
+ elts[j] = draw->vs.queue[i + j].elt;
+ dests[j] = draw->vs.queue[i + j].dest;
+ }
+
+ n = MIN2(4, draw->vs.queue_nr - i);
+ assert(n > 0);
+ assert(n <= 4);
+
+ run_vertex_program(draw, elts, n, dests);
+ }
+
+ draw->vs.queue_nr = 0;
+}
+
+
+void draw_set_mapped_vertex_buffer(struct draw_context *draw,
+ unsigned attr, const void *buffer)
+{
+ draw->mapped_vbuffer[attr] = buffer;
+}
+
+
+/**
+ * Draw vertex arrays
+ * This is the main entrypoint into the drawing module.
+ * \param prim one of PIPE_PRIM_x
+ * \param start index of first vertex to draw
+ * \param count number of vertices to draw
+ */
+void
+draw_arrays(struct draw_context *draw, unsigned prim,
+ unsigned start, unsigned count)
+{
+ /* tell drawing pipeline we're beginning drawing */
+ draw->pipeline.first->begin( draw->pipeline.first );
+
+ draw->vs_flush = vs_flush;
+
+ draw_invalidate_vcache( draw );
+
+ draw_set_prim( draw, prim );
+
+ /* drawing done here: */
+ draw_prim(draw, start, count);
+
+ /* draw any left-over buffered prims */
+ draw_flush(draw);
+
+ /* tell drawing pipeline we're done drawing */
+ draw->pipeline.first->end( draw->pipeline.first );
+}
+
+
+/* XXX move this into draw_context.c? */
+
+#define EMIT_ATTR( VF_ATTR, STYLE, SIZE ) \
+do { \
+ if (draw->nr_attrs >= 2) \
+ draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
+ draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
+ draw->attrs[draw->nr_attrs].format = STYLE; \
+ draw->nr_attrs++; \
+ draw->vertex_size += SIZE; \
+} while (0)
+
+
+/**
+ * XXX very similar to same func in draw_vb.c (which will go away)
+ */
+void
+draw_set_vertex_attributes( struct draw_context *draw,
+ const unsigned *slot_to_vf_attr,
+ unsigned nr_attrs )
+{
+ unsigned i;
+
+ memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
+ draw->nr_attrs = 0;
+ draw->vertex_size = 0;
+
+ /*
+ * First three attribs are always the same: header, clip pos, winpos
+ */
+ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F, 1);
+ EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F, 4);
+
+ assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
+ EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT, 4);
+
+ /*
+ * Remaining attribs (color, texcoords, etc)
+ */
+ for (i = 1; i < nr_attrs; i++)
+ EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F, 4);
+
+ draw->vertex_size *= 4; /* floats to bytes */
+}