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/**************************************************************************
*
* 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 "pipe/p_util.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
/**
* Run the vertex shader on all vertices in the vertex queue.
* Called by the draw module when the vertx cache needs to be flushed.
*/
void
draw_vertex_shader_queue_flush(struct draw_context *draw)
{
struct draw_vertex_shader *shader = draw->vertex_shader;
unsigned i;
assert(draw->vs.queue_nr != 0);
/* XXX: do this on statechange:
*/
shader->prepare( shader, draw );
// fprintf(stderr, "%s %d\n", __FUNCTION__, draw->vs.queue_nr );
/* run vertex shader on vertex cache entries, four per invokation */
for (i = 0; i < draw->vs.queue_nr; i += MAX_SHADER_VERTICES) {
unsigned elts[MAX_SHADER_VERTICES];
int j, n = MIN2(MAX_SHADER_VERTICES, draw->vs.queue_nr - i);
struct vertex_header *dests =
draw_header_from_block(draw->vs.vertex_cache, i);
for (j = 0; j < n; j++) {
elts[j] = draw->vs.elts[i + j];
}
for ( ; j < MAX_SHADER_VERTICES; j++) {
elts[j] = elts[0];
}
assert(n > 0);
assert(n <= MAX_SHADER_VERTICES);
shader->run(shader, draw, elts, n, dests);
}
draw->vs.post_nr = draw->vs.queue_nr;
draw->vs.queue_nr = 0;
}
struct draw_vertex_shader *
draw_create_vertex_shader(struct draw_context *draw,
const struct pipe_shader_state *shader)
{
struct draw_vertex_shader *vs;
vs = draw_create_vs_llvm( draw, shader );
if (!vs) {
vs = draw_create_vs_sse( draw, shader );
if (!vs) {
vs = draw_create_vs_exec( draw, shader );
}
}
assert(vs);
tgsi_scan_shader(shader->tokens, &vs->info);
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->vertex_shader = dvs;
draw->num_vs_outputs = dvs->info.num_outputs;
tgsi_exec_machine_init(&draw->machine);
dvs->prepare( dvs, draw );
}
else {
draw->vertex_shader = NULL;
draw->num_vs_outputs = 0;
}
}
void
draw_delete_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs)
{
dvs->delete( dvs );
}
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