/************************************************************************** * * 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 */ #include "util/u_math.h" #include "util/u_memory.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" struct fetch_shade_emit; /* Prototype fetch, shade, emit-hw-verts all in one go. */ struct fetch_shade_emit { struct draw_pt_middle_end base; struct draw_context *draw; /* Temporaries: */ const float *constants; unsigned pitch[PIPE_MAX_ATTRIBS]; const ubyte *src[PIPE_MAX_ATTRIBS]; unsigned prim; struct draw_vs_variant_key key; struct draw_vs_variant *active; const struct vertex_info *vinfo; }; static void fse_prepare(struct draw_pt_middle_end *middle, unsigned prim, unsigned opt, unsigned *max_vertices) { 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; const struct vertex_info *vinfo; unsigned i; unsigned nr_vbs = 0; /* Can't support geometry shader on this path. */ assert(!draw->gs.geometry_shader); draw->render->set_primitive(draw->render, prim); /* Must do this after set_primitive() above: */ fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render); fse->key.output_stride = vinfo->size * 4; fse->key.nr_outputs = vinfo->num_attribs; fse->key.nr_inputs = num_vs_inputs; fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */ fse->key.nr_inputs); /* inputs - fetch from api format */ fse->key.viewport = !draw->identity_viewport; fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user; fse->key.const_vbuffers = 0; 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].in.format = src->src_format; /* Consider ignoring these, ie make generated programs * independent of this state: */ fse->key.element[i].in.buffer = src->vertex_buffer_index; fse->key.element[i].in.offset = src->src_offset; nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1); } for (i = 0; i < 5 && i < nr_vbs; i++) { if (draw->pt.vertex_buffer[i].stride == 0) fse->key.const_vbuffers |= (1<key.const_vbuffers); { unsigned dst_offset = 0; for (i = 0; i < vinfo->num_attribs; i++) { unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit); /* doesn't handle EMIT_OMIT */ assert(emit_sz != 0); /* 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[i].out.format = vinfo->attrib[i].emit; fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index; fse->key.element[i].out.offset = dst_offset; dst_offset += emit_sz; assert(fse->key.output_stride >= dst_offset); } } fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader, &fse->key ); if (!fse->active) { assert(0); return ; } if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__, fse->active->key.const_vbuffers); /* Now set buffer pointers: */ for (i = 0; i < draw->pt.nr_vertex_buffers; i++) { fse->active->set_buffer( fse->active, i, ((const ubyte *) draw->pt.user.vbuffer[i] + draw->pt.vertex_buffer[i].buffer_offset), draw->pt.vertex_buffer[i].stride, draw->pt.max_index ); } *max_vertices = (draw->render->max_vertex_buffer_bytes / (vinfo->size * 4)); /* Probably need to do this somewhere (or fix exec shader not to * need it): */ if (1) { struct draw_vertex_shader *vs = draw->vs.vertex_shader; vs->prepare(vs, draw); } } static void fse_run_linear(struct draw_pt_middle_end *middle, unsigned start, unsigned count, unsigned prim_flags) { 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 ); if (!draw->render->allocate_vertices( draw->render, (ushort)fse->key.output_stride, (ushort)count )) goto fail; hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) goto fail; /* Single routine to fetch vertices, run shader and emit HW verts. * Clipping is done elsewhere -- either by the API or on hardware, * or for some other reason not required... */ fse->active->run_linear( fse->active, start, count, hw_verts ); if (0) { unsigned i; for (i = 0; i < count; i++) { debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i, fse->key.output_stride, fse->key.output_stride * i); draw_dump_emitted_vertex( fse->vinfo, (const uint8_t *)hw_verts + fse->key.output_stride * i ); } } draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) ); /* 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 ); return; fail: debug_warn_once("allocate or map of vertex buffer failed (out of memory?)"); return; } static void fse_run(struct draw_pt_middle_end *middle, const unsigned *fetch_elts, unsigned fetch_count, const ushort *draw_elts, unsigned draw_count, unsigned prim_flags ) { 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 ); if (!draw->render->allocate_vertices( draw->render, (ushort)fse->key.output_stride, (ushort)fetch_count )) goto fail; hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) goto fail; /* Single routine to fetch vertices, run shader and emit HW verts. */ fse->active->run_elts( fse->active, fetch_elts, fetch_count, hw_verts ); if (0) { unsigned i; for (i = 0; i < fetch_count; i++) { debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i); draw_dump_emitted_vertex( fse->vinfo, (const uint8_t *)hw_verts + fse->key.output_stride * i ); } } draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) ); draw->render->draw_elements( draw->render, draw_elts, draw_count ); draw->render->release_vertices( draw->render ); return; fail: debug_warn_once("allocate or map of vertex buffer failed (out of memory?)"); return; } static boolean fse_run_linear_elts(struct draw_pt_middle_end *middle, unsigned start, unsigned count, const ushort *draw_elts, unsigned draw_count, unsigned prim_flags) { 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 ); if (!draw->render->allocate_vertices( draw->render, (ushort)fse->key.output_stride, (ushort)count )) return FALSE; hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) return FALSE; /* Single routine to fetch vertices, run shader and emit HW verts. * Clipping is done elsewhere -- either by the API or on hardware, * or for some other reason not required... */ fse->active->run_linear( fse->active, start, count, hw_verts ); draw->render->draw_elements( draw->render, draw_elts, draw_count ); draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) ); draw->render->release_vertices( draw->render ); return TRUE; } 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.run_linear_elts = fse_run_linear_elts; fse->base.finish = fse_finish; fse->base.destroy = fse_destroy; fse->draw = draw; return &fse->base; }