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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 "draw_private.h"
#include "draw_context.h"
#include "draw_vertex.h"
#include "x86/rtasm/x86sse.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
typedef void (XSTDCALL *codegen_function) (
const struct tgsi_exec_vector *input,
struct tgsi_exec_vector *output,
float (*constant)[4],
struct tgsi_exec_vector *temporary );
/**
* 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->state->output_semantic_name[0]
== TGSI_SEMANTIC_POSITION);
#ifdef DEBUG
memset( &machine, 0, sizeof( machine ) );
#endif
/* init machine state */
tgsi_exec_machine_init(&machine,
draw->vertex_shader->state->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->state->executable != NULL ) {
codegen_function func = (codegen_function) draw->vertex_shader->state->executable;
func(
machine.Inputs,
machine.Outputs,
machine.Consts,
machine.Temps );
}
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;
// fprintf(stderr, " q(%d) ", draw->vs.queue_nr );
/* 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;
}
void *
draw_create_vertex_shader(struct draw_context *draw,
const struct pipe_shader_state *shader)
{
struct draw_vertex_shader *vs = calloc(1, sizeof(struct draw_vertex_shader));
vs->state = shader;
#if defined(__i386__) || defined(__386__)
x86_init_func(&vs->sse2_program);
if (draw->use_sse) {
tgsi_emit_sse2(shader->tokens, &vs->sse2_program);
((struct pipe_shader_state*)(vs->state))->executable =
x86_get_func(&vs->sse2_program);
}
#endif
return vs;
}
void draw_bind_vertex_shader(struct draw_context *draw,
void *vcso)
{
draw_flush(draw);
draw->vertex_shader = (struct draw_vertex_shader*)(vcso);
}
void draw_delete_vertex_shader(struct draw_context *draw,
void *vcso)
{
struct draw_vertex_shader *vs = (struct draw_vertex_shader*)(vcso);
#if defined(__i386__) || defined(__386__)
x86_release_func(&vs->sse2_program);
#endif
free(vcso);
}
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