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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 );
}
}
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