/************************************************************************** * * 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_memory.h" #include "util/u_math.h" #include "draw/draw_context.h" #include "draw/draw_private.h" #include "draw/draw_vbuf.h" #include "draw/draw_vertex.h" #include "draw/draw_vs.h" #include "translate/translate.h" /* A first pass at incorporating vertex fetch/emit functionality into */ struct draw_vs_variant_generic { struct draw_vs_variant base; struct draw_vertex_shader *shader; struct draw_context *draw; /* Basic plan is to run these two translate functions before/after * the vertex shader's existing run_linear() routine to simulate * the inclusion of this functionality into the shader... * * Next will look at actually including it. */ struct translate *fetch; struct translate *emit; unsigned temp_vertex_stride; }; static void vsvg_set_buffer( struct draw_vs_variant *variant, unsigned buffer, const void *ptr, unsigned stride, unsigned max_index ) { struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant; vsvg->fetch->set_buffer(vsvg->fetch, buffer, ptr, stride, max_index ); } static const struct pipe_viewport_state * find_viewport(struct draw_context *draw, char *buffer, unsigned vertex_idx, unsigned stride) { int viewport_index_output = draw_current_shader_viewport_index_output(draw); char *ptr = buffer + vertex_idx * stride; unsigned *data = (unsigned *)ptr; int viewport_index = draw_current_shader_uses_viewport_index(draw) ? data[viewport_index_output * 4] : 0; viewport_index = draw_clamp_viewport_idx(viewport_index); return &draw->viewports[viewport_index]; } /* Mainly for debug at this stage: */ static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg, unsigned count, void *output_buffer ) { char *ptr = (char *)output_buffer; unsigned stride = vsvg->temp_vertex_stride; unsigned j; ptr += vsvg->base.vs->position_output * 4 * sizeof(float); for (j = 0; j < count; j++, ptr += stride) { const struct pipe_viewport_state *viewport = find_viewport(vsvg->base.vs->draw, (char*)output_buffer, j, stride); const float *scale = viewport->scale; const float *trans = viewport->translate; float *data = (float *)ptr; float w = 1.0f / data[3]; data[0] = data[0] * w * scale[0] + trans[0]; data[1] = data[1] * w * scale[1] + trans[1]; data[2] = data[2] * w * scale[2] + trans[2]; data[3] = w; } } static void do_viewport( struct draw_vs_variant_generic *vsvg, unsigned count, void *output_buffer ) { char *ptr = (char *)output_buffer; unsigned stride = vsvg->temp_vertex_stride; unsigned j; ptr += vsvg->base.vs->position_output * 4 * sizeof(float); for (j = 0; j < count; j++, ptr += stride) { const struct pipe_viewport_state *viewport = find_viewport(vsvg->base.vs->draw, (char*)output_buffer, j, stride); const float *scale = viewport->scale; const float *trans = viewport->translate; float *data = (float *)ptr; data[0] = data[0] * scale[0] + trans[0]; data[1] = data[1] * scale[1] + trans[1]; data[2] = data[2] * scale[2] + trans[2]; } } static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant, const unsigned *elts, unsigned count, void *output_buffer) { struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant; unsigned temp_vertex_stride = vsvg->temp_vertex_stride; void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride ); if (0) debug_printf("%s %d \n", __FUNCTION__, count); /* Want to do this in small batches for cache locality? */ vsvg->fetch->run_elts( vsvg->fetch, elts, count, vsvg->draw->start_instance, vsvg->draw->instance_id, temp_buffer ); vsvg->base.vs->run_linear( vsvg->base.vs, temp_buffer, temp_buffer, vsvg->base.vs->draw->pt.user.vs_constants, vsvg->base.vs->draw->pt.user.vs_constants_size, count, temp_vertex_stride, temp_vertex_stride); /* FIXME: geometry shading? */ if (vsvg->base.key.clip) { /* not really handling clipping, just do the rhw so we can * see the results... */ do_rhw_viewport( vsvg, count, temp_buffer ); } else if (vsvg->base.key.viewport) { do_viewport( vsvg, count, temp_buffer ); } vsvg->emit->set_buffer( vsvg->emit, 0, temp_buffer, temp_vertex_stride, ~0 ); vsvg->emit->set_buffer( vsvg->emit, 1, &vsvg->draw->rasterizer->point_size, 0, ~0 ); vsvg->emit->run( vsvg->emit, 0, count, vsvg->draw->start_instance, vsvg->draw->instance_id, output_buffer ); FREE(temp_buffer); } static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant, unsigned start, unsigned count, void *output_buffer ) { struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant; unsigned temp_vertex_stride = vsvg->temp_vertex_stride; void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride ); if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count, vsvg->base.key.output_stride, temp_vertex_stride); vsvg->fetch->run( vsvg->fetch, start, count, vsvg->draw->start_instance, vsvg->draw->instance_id, temp_buffer ); vsvg->base.vs->run_linear( vsvg->base.vs, temp_buffer, temp_buffer, vsvg->base.vs->draw->pt.user.vs_constants, vsvg->base.vs->draw->pt.user.vs_constants_size, count, temp_vertex_stride, temp_vertex_stride); if (vsvg->base.key.clip) { /* not really handling clipping, just do the rhw so we can * see the results... */ do_rhw_viewport( vsvg, count, temp_buffer ); } else if (vsvg->base.key.viewport) { do_viewport( vsvg, count, temp_buffer ); } vsvg->emit->set_buffer( vsvg->emit, 0, temp_buffer, temp_vertex_stride, ~0 ); vsvg->emit->set_buffer( vsvg->emit, 1, &vsvg->draw->rasterizer->point_size, 0, ~0 ); vsvg->emit->run( vsvg->emit, 0, count, vsvg->draw->start_instance, vsvg->draw->instance_id, output_buffer ); FREE(temp_buffer); } static void vsvg_destroy( struct draw_vs_variant *variant ) { FREE(variant); } struct draw_vs_variant * draw_vs_create_variant_generic( struct draw_vertex_shader *vs, const struct draw_vs_variant_key *key ) { unsigned i; struct translate_key fetch, emit; struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic ); if (vsvg == NULL) return NULL; vsvg->base.key = *key; vsvg->base.vs = vs; vsvg->base.set_buffer = vsvg_set_buffer; vsvg->base.run_elts = vsvg_run_elts; vsvg->base.run_linear = vsvg_run_linear; vsvg->base.destroy = vsvg_destroy; vsvg->draw = vs->draw; vsvg->temp_vertex_stride = MAX2(key->nr_inputs, draw_total_vs_outputs(vs->draw)) * 4 * sizeof(float); /* Build free-standing fetch and emit functions: */ fetch.nr_elements = key->nr_inputs; fetch.output_stride = vsvg->temp_vertex_stride; for (i = 0; i < key->nr_inputs; i++) { fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL; fetch.element[i].input_format = key->element[i].in.format; fetch.element[i].input_buffer = key->element[i].in.buffer; fetch.element[i].input_offset = key->element[i].in.offset; fetch.element[i].instance_divisor = 0; fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; fetch.element[i].output_offset = i * 4 * sizeof(float); assert(fetch.element[i].output_offset < fetch.output_stride); } emit.nr_elements = key->nr_outputs; emit.output_stride = key->output_stride; for (i = 0; i < key->nr_outputs; i++) { if (key->element[i].out.format != EMIT_1F_PSIZE) { emit.element[i].type = TRANSLATE_ELEMENT_NORMAL; emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT; emit.element[i].input_buffer = 0; emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float); emit.element[i].instance_divisor = 0; emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format); emit.element[i].output_offset = key->element[i].out.offset; assert(emit.element[i].input_offset <= fetch.output_stride); } else { emit.element[i].type = TRANSLATE_ELEMENT_NORMAL; emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT; emit.element[i].input_buffer = 1; emit.element[i].input_offset = 0; emit.element[i].instance_divisor = 0; emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT; emit.element[i].output_offset = key->element[i].out.offset; } } vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch ); vsvg->emit = draw_vs_get_emit( vs->draw, &emit ); return &vsvg->base; }