/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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 * Brian Paul */ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #include "draw_vs.h" #include "translate/translate.h" #include "translate/translate_cache.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_exec.h" DEBUG_GET_ONCE_BOOL_OPTION(gallium_dump_vs, "GALLIUM_DUMP_VS", FALSE) struct draw_vertex_shader * draw_create_vertex_shader(struct draw_context *draw, const struct pipe_shader_state *shader) { struct draw_vertex_shader *vs = NULL; if (draw->dump_vs) { tgsi_dump(shader->tokens, 0); } #if HAVE_LLVM if (draw->pt.middle.llvm) { vs = draw_create_vs_llvm(draw, shader); } #endif if (!vs) { vs = draw_create_vs_exec( draw, shader ); } if (vs) { uint i; bool found_clipvertex = FALSE; vs->position_output = -1; for (i = 0; i < vs->info.num_outputs; i++) { if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION && vs->info.output_semantic_index[i] == 0) vs->position_output = i; else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG && vs->info.output_semantic_index[i] == 0) vs->edgeflag_output = i; else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX && vs->info.output_semantic_index[i] == 0) { found_clipvertex = TRUE; vs->clipvertex_output = i; } else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_VIEWPORT_INDEX) vs->viewport_index_output = i; else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) { debug_assert(vs->info.output_semantic_index[i] < PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT); vs->clipdistance_output[vs->info.output_semantic_index[i]] = i; } else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) { debug_assert(vs->info.output_semantic_index[i] < PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT); vs->culldistance_output[vs->info.output_semantic_index[i]] = i; } } if (!found_clipvertex) vs->clipvertex_output = vs->position_output; } assert(vs); return vs; } void draw_bind_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); if (dvs) { draw->vs.vertex_shader = dvs; draw->vs.num_vs_outputs = dvs->info.num_outputs; draw->vs.position_output = dvs->position_output; draw->vs.edgeflag_output = dvs->edgeflag_output; draw->vs.clipvertex_output = dvs->clipvertex_output; draw->vs.clipdistance_output[0] = dvs->clipdistance_output[0]; draw->vs.clipdistance_output[1] = dvs->clipdistance_output[1]; dvs->prepare( dvs, draw ); draw_update_clip_flags(draw); draw_update_viewport_flags(draw); } else { draw->vs.vertex_shader = NULL; draw->vs.num_vs_outputs = 0; } } void draw_delete_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { unsigned i; for (i = 0; i < dvs->nr_variants; i++) dvs->variant[i]->destroy( dvs->variant[i] ); dvs->nr_variants = 0; dvs->delete( dvs ); } boolean draw_vs_init( struct draw_context *draw ) { draw->dump_vs = debug_get_option_gallium_dump_vs(); if (!draw->llvm) { draw->vs.tgsi.machine = tgsi_exec_machine_create(PIPE_SHADER_VERTEX); if (!draw->vs.tgsi.machine) return FALSE; } draw->vs.emit_cache = translate_cache_create(); if (!draw->vs.emit_cache) return FALSE; draw->vs.fetch_cache = translate_cache_create(); if (!draw->vs.fetch_cache) return FALSE; return TRUE; } void draw_vs_destroy( struct draw_context *draw ) { if (draw->vs.fetch_cache) translate_cache_destroy(draw->vs.fetch_cache); if (draw->vs.emit_cache) translate_cache_destroy(draw->vs.emit_cache); if (!draw->llvm) tgsi_exec_machine_destroy(draw->vs.tgsi.machine); } struct draw_vs_variant * draw_vs_lookup_variant( struct draw_vertex_shader *vs, const struct draw_vs_variant_key *key ) { struct draw_vs_variant *variant; unsigned i; /* Lookup existing variant: */ for (i = 0; i < vs->nr_variants; i++) if (draw_vs_variant_key_compare(key, &vs->variant[i]->key) == 0) return vs->variant[i]; /* Else have to create a new one: */ variant = vs->create_variant( vs, key ); if (!variant) return NULL; /* Add it to our list, could be smarter: */ if (vs->nr_variants < Elements(vs->variant)) { vs->variant[vs->nr_variants++] = variant; } else { vs->last_variant++; vs->last_variant %= Elements(vs->variant); vs->variant[vs->last_variant]->destroy(vs->variant[vs->last_variant]); vs->variant[vs->last_variant] = variant; } /* Done */ return variant; } struct translate * draw_vs_get_fetch( struct draw_context *draw, struct translate_key *key ) { if (!draw->vs.fetch || translate_key_compare(&draw->vs.fetch->key, key) != 0) { translate_key_sanitize(key); draw->vs.fetch = translate_cache_find(draw->vs.fetch_cache, key); } return draw->vs.fetch; } struct translate * draw_vs_get_emit( struct draw_context *draw, struct translate_key *key ) { if (!draw->vs.emit || translate_key_compare(&draw->vs.emit->key, key) != 0) { translate_key_sanitize(key); draw->vs.emit = translate_cache_find(draw->vs.emit_cache, key); } return draw->vs.emit; } void draw_vs_attach_so(struct draw_vertex_shader *dvs, const struct pipe_stream_output_info *info) { dvs->state.stream_output = *info; } void draw_vs_reset_so(struct draw_vertex_shader *dvs) { memset(&dvs->state.stream_output, 0, sizeof(dvs->state.stream_output)); }