/************************************************************************** * * 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 * Brian Paul */ #include "pipe/p_util.h" #include "draw_private.h" #include "draw_context.h" #include "draw_vertex.h" #include "pipe/tgsi/exec/tgsi_core.h" static INLINE unsigned compute_clipmask(float cx, float cy, float cz, float cw) { unsigned mask = 0; if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT; if ( cx + cw < 0) mask |= CLIP_LEFT_BIT; if (-cy + cw < 0) mask |= CLIP_TOP_BIT; if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT; if (-cz + cw < 0) mask |= CLIP_FAR_BIT; if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; return mask; } #if !defined(XSTDCALL) #if defined(WIN32) #define XSTDCALL __stdcall #else #define XSTDCALL #endif #endif #if defined(USE_X86_ASM) || defined(SLANG_X86) typedef void (XSTDCALL *sse2_function)( const struct tgsi_exec_vector *input, struct tgsi_exec_vector *output, float (*constant)[4], struct tgsi_exec_vector *temporary ); #endif /** * Transform vertices with the current vertex program/shader * Up to four vertices can be shaded at a time. * \param vbuffer the input vertex data * \param elts indexes of four input vertices * \param count number of vertices to shade [1..4] * \param vOut array of pointers to four output vertices */ static void run_vertex_program(struct draw_context *draw, unsigned elts[4], unsigned count, struct vertex_header *vOut[]) { struct tgsi_exec_machine machine; unsigned int j; ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); const float *scale = draw->viewport.scale; const float *trans = draw->viewport.translate; assert(count <= 4); assert(draw->vertex_shader.output_semantics[0] == TGSI_SEMANTIC_POSITION); #ifdef DEBUG memset( &machine, 0, sizeof( machine ) ); #endif /* init machine state */ tgsi_exec_machine_init(&machine, draw->vertex_shader.tokens, PIPE_MAX_SAMPLERS, NULL /*samplers*/ ); /* Consts does not require 16 byte alignment. */ machine.Consts = (float (*)[4]) draw->mapped_constants; machine.Inputs = ALIGN16_ASSIGN(inputs); machine.Outputs = ALIGN16_ASSIGN(outputs); draw_vertex_fetch( draw, &machine, elts, count ); /* run shader */ if( draw->vertex_shader.executable != NULL ) { #if defined(USE_X86_ASM) || defined(SLANG_X86) sse2_function func = (sse2_function) draw->vertex_shader.executable; func( machine.Inputs, machine.Outputs, machine.Consts, machine.Temps ); #else assert( 0 ); #endif } else { tgsi_exec_machine_run( &machine ); } /* store machine results */ for (j = 0; j < count; j++) { unsigned slot; float x, y, z, w; /* Handle attr[0] (position) specially: */ x = vOut[j]->clip[0] = machine.Outputs[0].xyzw[0].f[j]; y = vOut[j]->clip[1] = machine.Outputs[0].xyzw[1].f[j]; z = vOut[j]->clip[2] = machine.Outputs[0].xyzw[2].f[j]; w = vOut[j]->clip[3] = machine.Outputs[0].xyzw[3].f[j]; vOut[j]->clipmask = compute_clipmask(x, y, z, w) | draw->user_clipmask; vOut[j]->edgeflag = 1; /* divide by w */ w = 1.0f / w; x *= w; y *= w; z *= w; /* Viewport mapping */ vOut[j]->data[0][0] = x * scale[0] + trans[0]; vOut[j]->data[0][1] = y * scale[1] + trans[1]; vOut[j]->data[0][2] = z * scale[2] + trans[2]; vOut[j]->data[0][3] = w; /* Remaining attributes are packed into sequential post-transform * vertex attrib slots. * Skip 0 since we just did it above. * Subtract two because of the VERTEX_HEADER, CLIP_POS attribs. */ for (slot = 1; slot < draw->vertex_info.num_attribs - 2; slot++) { vOut[j]->data[slot][0] = machine.Outputs[slot].xyzw[0].f[j]; vOut[j]->data[slot][1] = machine.Outputs[slot].xyzw[1].f[j]; vOut[j]->data[slot][2] = machine.Outputs[slot].xyzw[2].f[j]; vOut[j]->data[slot][3] = machine.Outputs[slot].xyzw[3].f[j]; /* printf("output %d: %f %f %f %f\n", slot, vOut[j]->data[slot][0], vOut[j]->data[slot][1], vOut[j]->data[slot][2], vOut[j]->data[slot][3]); */ } } /* loop over vertices */ } /** * Called by the draw module when the vertx cache needs to be flushed. * This involves running the vertex shader. */ void draw_vertex_shader_queue_flush( struct draw_context *draw ) { unsigned i, j; /* run vertex shader on vertex cache entries, four per invokation */ for (i = 0; i < draw->vs.queue_nr; i += 4) { struct vertex_header *dests[4]; unsigned elts[4]; int n; for (j = 0; j < 4; j++) { elts[j] = draw->vs.queue[i + j].elt; dests[j] = draw->vs.queue[i + j].dest; } n = MIN2(4, draw->vs.queue_nr - i); assert(n > 0); assert(n <= 4); run_vertex_program(draw, elts, n, dests); } draw->vs.queue_nr = 0; }