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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>
  */

#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 );
   }
}