/************************************************************************** * * 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 <keith@tungstengraphics.com> * 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 "tgsi/tgsi_parse.h" #include "tgsi/tgsi_scan.h" #include "tgsi/tgsi_exec.h" struct exec_vertex_shader { struct draw_vertex_shader base; struct tgsi_exec_machine *machine; }; static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs ) { return (struct exec_vertex_shader *)vs; } /* Not required for run_linear. */ static void vs_exec_prepare( struct draw_vertex_shader *shader, struct draw_context *draw ) { struct exec_vertex_shader *evs = exec_vertex_shader(shader); /* Specify the vertex program to interpret/execute. * Avoid rebinding when possible. */ if (evs->machine->Tokens != shader->state.tokens) { tgsi_exec_machine_bind_shader(evs->machine, shader->state.tokens, draw->vs.tgsi.sampler); } } /* Simplified vertex shader interface for the pt paths. Given the * complexity of code-generating all the above operations together, * it's time to try doing all the other stuff separately. */ static void vs_exec_run_linear( struct draw_vertex_shader *shader, const float (*input)[4], float (*output)[4], const void *constants[PIPE_MAX_CONSTANT_BUFFERS], const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS], unsigned count, unsigned input_stride, unsigned output_stride ) { struct exec_vertex_shader *evs = exec_vertex_shader(shader); struct tgsi_exec_machine *machine = evs->machine; unsigned int i, j; unsigned slot; boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color; tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, constants, const_size); if (shader->info.uses_instanceid) { unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID]; assert(i < Elements(machine->SystemValue)); for (j = 0; j < TGSI_QUAD_SIZE; j++) machine->SystemValue[i].i[j] = shader->draw->instance_id; } for (i = 0; i < count; i += MAX_TGSI_VERTICES) { unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); /* Swizzle inputs. */ for (j = 0; j < max_vertices; j++) { #if 0 debug_printf("%d) Input vert:\n", i + j); for (slot = 0; slot < shader->info.num_inputs; slot++) { debug_printf("\t%d: %f %f %f %f\n", slot, input[slot][0], input[slot][1], input[slot][2], input[slot][3]); } #endif if (shader->info.uses_vertexid) { unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID]; assert(vid < Elements(machine->SystemValue)); machine->SystemValue[vid].i[j] = i + j; } for (slot = 0; slot < shader->info.num_inputs; slot++) { #if 0 assert(!util_is_inf_or_nan(input[slot][0])); assert(!util_is_inf_or_nan(input[slot][1])); assert(!util_is_inf_or_nan(input[slot][2])); assert(!util_is_inf_or_nan(input[slot][3])); #endif machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; } input = (const float (*)[4])((const char *)input + input_stride); } tgsi_set_exec_mask(machine, 1, max_vertices > 1, max_vertices > 2, max_vertices > 3); /* run interpreter */ tgsi_exec_machine_run( machine ); /* Unswizzle all output results. */ for (j = 0; j < max_vertices; j++) { for (slot = 0; slot < shader->info.num_outputs; slot++) { unsigned name = shader->info.output_semantic_name[slot]; if(clamp_vertex_color && (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR)) { output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f); output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f); output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f); output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f); } else if (name == TGSI_SEMANTIC_FOG) { output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; output[slot][1] = 0; output[slot][2] = 0; output[slot][3] = 1; } else { output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; } } #if 0 debug_printf("%d) Post xform vert:\n", i + j); for (slot = 0; slot < shader->info.num_outputs; slot++) { debug_printf("\t%d: %f %f %f %f\n", slot, output[slot][0], output[slot][1], output[slot][2], output[slot][3]); assert(!util_is_inf_or_nan(output[slot][0])); } #endif output = (float (*)[4])((char *)output + output_stride); } } } static void vs_exec_delete( struct draw_vertex_shader *dvs ) { FREE((void*) dvs->state.tokens); FREE( dvs ); } struct draw_vertex_shader * draw_create_vs_exec(struct draw_context *draw, const struct pipe_shader_state *state) { struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader ); if (vs == NULL) return NULL; /* we make a private copy of the tokens */ vs->base.state.tokens = tgsi_dup_tokens(state->tokens); if (!vs->base.state.tokens) { FREE(vs); return NULL; } tgsi_scan_shader(state->tokens, &vs->base.info); vs->base.state.stream_output = state->stream_output; vs->base.draw = draw; vs->base.prepare = vs_exec_prepare; vs->base.run_linear = vs_exec_run_linear; vs->base.delete = vs_exec_delete; vs->base.create_variant = draw_vs_create_variant_generic; vs->machine = draw->vs.tgsi.machine; return &vs->base; }