/************************************************************************** * * 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 "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #include "draw_private.h" #include "draw_context.h" #define DRAW_DBG 0 /** * Fetch a float[4] vertex attribute from memory, doing format/type * conversion as needed. * * This is probably needed/dupliocated elsewhere, eg format * conversion, texture sampling etc. */ #define FETCH_ATTRIB( NAME, SZ, CVT ) \ static void \ fetch_##NAME(const void *ptr, float *attrib) \ { \ static const float defaults[4] = { 0,0,0,1 }; \ int i; \ \ for (i = 0; i < SZ; i++) { \ attrib[i] = CVT; \ } \ \ for (; i < 4; i++) { \ attrib[i] = defaults[i]; \ } \ } #define CVT_32_FLOAT ((float *) ptr)[i] #define CVT_32_SSCALED (float) ((int *) ptr)[i] #define CVT_8_UNORM (float) ((unsigned char *) ptr)[i] / 255.0f FETCH_ATTRIB( R32G32B32A32_FLOAT, 4, CVT_32_FLOAT ) FETCH_ATTRIB( R32G32B32_FLOAT, 3, CVT_32_FLOAT ) FETCH_ATTRIB( R32G32_FLOAT, 2, CVT_32_FLOAT ) FETCH_ATTRIB( R32_FLOAT, 1, CVT_32_FLOAT ) FETCH_ATTRIB( R32G32B32A32_SSCALED, 4, CVT_32_SSCALED ) FETCH_ATTRIB( R32G32B32_SSCALED, 3, CVT_32_SSCALED ) FETCH_ATTRIB( R32G32_SSCALED, 2, CVT_32_SSCALED ) FETCH_ATTRIB( R32_SSCALED, 1, CVT_32_SSCALED ) FETCH_ATTRIB( A8R8G8B8_UNORM, 4, CVT_8_UNORM ) FETCH_ATTRIB( R8G8B8A8_UNORM, 4, CVT_8_UNORM ) static fetch_func get_fetch_func( unsigned format ) { switch (format) { case PIPE_FORMAT_R32G32B32A32_FLOAT: return fetch_R32G32B32A32_FLOAT; case PIPE_FORMAT_R32G32B32_FLOAT: return fetch_R32G32B32_FLOAT; case PIPE_FORMAT_R32G32_FLOAT: return fetch_R32G32_FLOAT; case PIPE_FORMAT_R32_FLOAT: return fetch_R32_FLOAT; case PIPE_FORMAT_R32G32B32A32_SSCALED: return fetch_R32G32B32A32_SSCALED; case PIPE_FORMAT_R32G32B32_SSCALED: return fetch_R32G32B32_SSCALED; case PIPE_FORMAT_R32G32_SSCALED: return fetch_R32G32_SSCALED; case PIPE_FORMAT_R32_SSCALED: return fetch_R32_SSCALED; case PIPE_FORMAT_A8R8G8B8_UNORM: return fetch_A8R8G8B8_UNORM; case PIPE_FORMAT_R8G8B8A8_UNORM: return fetch_R8G8B8A8_UNORM; default: /* Lots of missing cases! */ assert(0); return NULL; } } static void transpose_4x4( float *out, const float *in ) { /* This can be achieved in 12 sse instructions, plus the final * stores I guess. This is probably a bit more than that - maybe * 32 or so? */ out[0] = in[0]; out[1] = in[4]; out[2] = in[8]; out[3] = in[12]; out[4] = in[1]; out[5] = in[5]; out[6] = in[9]; out[7] = in[13]; out[8] = in[2]; out[9] = in[6]; out[10] = in[10]; out[11] = in[14]; out[12] = in[3]; out[13] = in[7]; out[14] = in[11]; out[15] = in[15]; } void draw_update_vertex_fetch( struct draw_context *draw ) { //unsigned nr_attrs = draw->vertex_element_count; unsigned nr_attrs = draw->vertex_shader->state->num_inputs; unsigned i; for (i = 0; i < nr_attrs; i++) { unsigned buf = draw->vertex_element[i].vertex_buffer_index; unsigned format = draw->vertex_element[i].src_format; draw->vertex_fetch.src_ptr[i] = (const ubyte *) draw->user.vbuffer[buf] + draw->vertex_buffer[buf].buffer_offset + draw->vertex_element[i].src_offset; draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch; draw->vertex_fetch.fetch[i] = get_fetch_func( format ); } draw->vertex_fetch.nr_attrs = nr_attrs; } /** * Fetch vertex attributes for 'count' vertices. */ void draw_vertex_fetch( struct draw_context *draw, struct tgsi_exec_machine *machine, const unsigned *elts, unsigned count ) { unsigned nr_attrs = draw->vertex_fetch.nr_attrs; unsigned attr; assert(count <= 4); // _mesa_printf("%s %d\n", __FUNCTION__, count); /* loop over vertex attributes (vertex shader inputs) */ for (attr = 0; attr < nr_attrs; attr++) { const unsigned pitch = draw->vertex_fetch.pitch[attr]; const ubyte *src = draw->vertex_fetch.src_ptr[attr]; const fetch_func fetch = draw->vertex_fetch.fetch[attr]; unsigned i; float p[4][4]; /* Fetch four attributes for four vertices. * * Could fetch directly into AOS format, but this is meant to be * a prototype for an sse implementation, which would have * difficulties doing that. */ for (i = 0; i < count; i++) fetch( src + elts[i] * pitch, p[i] ); /* Be nice and zero out any missing vertices: */ for ( ; i < 4; i++) p[i][0] = p[i][1] = p[i][2] = p[i][3] = 0; /* Transpose/swizzle into sse-friendly format. Currently * assuming that all vertex shader inputs are float[4], but this * isn't true -- if the vertex shader only wants tex0.xy, we * could optimize for that. * * To do so fully without codegen would probably require an * excessive number of fetch functions, but we could at least * minimize the transpose step: */ transpose_4x4( (float *)&machine->Inputs[attr].xyzw[0].f[0], (float *)p ); } }