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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"
#if defined(__i386__) || defined(__386__)
#include "pipe/tgsi/exec/tgsi_sse2.h"
#endif
#include "draw_private.h"
#include "draw_context.h"
#include "x86/rtasm/x86sse.h"
#include "pipe/llvm/gallivm.h"
#define DBG_VS 0
static INLINE unsigned
compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
{
unsigned mask = 0;
unsigned i;
/* Do the hardwired planes first:
*/
if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
/* Followed by any remaining ones:
*/
for (i = 6; i < nr; i++) {
if (dot4(clip, plane[i]) < 0)
mask |= (1<<i);
}
return mask;
}
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 = &draw->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);
/* Consts does not require 16 byte alignment. */
machine->Consts = (float (*)[4]) draw->user.constants;
machine->Inputs = ALIGN16_ASSIGN(inputs);
machine->Outputs = ALIGN16_ASSIGN(outputs);
draw->vertex_fetch.fetch_func( draw, machine, elts, count );
/* run shader */
#if defined(__i386__) || defined(__386__)
if (draw->use_sse) {
/* SSE */
/* cast away const */
struct draw_vertex_shader *shader
= (struct draw_vertex_shader *)draw->vertex_shader;
codegen_function func
= (codegen_function) x86_get_func( &shader->sse2_program );
if (func)
func(
machine->Inputs,
machine->Outputs,
machine->Consts,
machine->Temps );
else
/* interpreter */
tgsi_exec_machine_run( machine );
}
else
#endif
{
/* interpreter */
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:
*
* XXX: Computing the clipmask should be done in the vertex
* program as a set of DP4 instructions appended to the
* user-provided code.
*/
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(vOut[j]->clip, draw->plane, draw->nr_planes);
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;
#if DBG_VS
debug_printf("output[%d]win: %f %f %f %f\n", j,
vOut[j]->data[0][0],
vOut[j]->data[0][1],
vOut[j]->data[0][2],
vOut[j]->data[0][3]);
#endif
/* Remaining attributes are packed into sequential post-transform
* vertex attrib slots.
*/
for (slot = 1; slot < draw->num_vs_outputs; 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];
#if DBG_VS
debug_printf("output[%d][%d]: %f %f %f %f\n", j, slot,
vOut[j]->data[slot][0],
vOut[j]->data[slot][1],
vOut[j]->data[slot][2],
vOut[j]->data[slot][3]);
#endif
}
} /* loop over vertices */
}
/**
* 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)
{
unsigned i;
assert(draw->vs.queue_nr != 0);
/* XXX: do this on statechange:
*/
draw_update_vertex_fetch( draw );
// debug_printf( " q(%d) ", draw->vs.queue_nr );
#ifdef MESA_LLVM
if (draw->vertex_shader->llvm_prog) {
draw_vertex_shader_queue_flush_llvm(draw);
return;
}
#endif
/* 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 j, n = MIN2(4, draw->vs.queue_nr - i);
for (j = 0; j < n; j++) {
elts[j] = draw->vs.queue[i + j].elt;
dests[j] = draw->vs.queue[i + j].dest;
}
for ( ; j < 4; j++) {
elts[j] = elts[0];
dests[j] = dests[0];
}
assert(n > 0);
assert(n <= 4);
run_vertex_program(draw, elts, n, dests);
}
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 = CALLOC_STRUCT( draw_vertex_shader );
if (vs == NULL) {
return NULL;
}
vs->state = shader;
#ifdef MESA_LLVM
vs->llvm_prog = gallivm_from_tgsi(shader->tokens, GALLIVM_VS);
draw->engine = gallivm_global_cpu_engine();
if (!draw->engine) {
draw->engine = gallivm_cpu_engine_create(vs->llvm_prog);
}
else {
gallivm_cpu_jit_compile(draw->engine, vs->llvm_prog);
}
#elif defined(__i386__) || defined(__386__)
if (draw->use_sse) {
/* cast-away const */
struct pipe_shader_state *sh = (struct pipe_shader_state *) shader;
x86_init_func( &vs->sse2_program );
if (!tgsi_emit_sse2( (struct tgsi_token *) sh->tokens,
&vs->sse2_program )) {
x86_release_func( (struct x86_function *) &vs->sse2_program );
fprintf(stdout /*err*/,
"tgsi_emit_sse2() failed, falling back to interpreter\n");
}
}
#endif
return vs;
}
void
draw_bind_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->vertex_shader = dvs;
draw->num_vs_outputs = dvs->state->num_outputs;
/* specify the fragment program to interpret/execute */
tgsi_exec_machine_init(&draw->machine,
draw->vertex_shader->state->tokens,
PIPE_MAX_SAMPLERS,
NULL /*samplers*/ );
}
void
draw_delete_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs)
{
#if defined(__i386__) || defined(__386__)
x86_release_func( (struct x86_function *) &dvs->sse2_program );
#endif
FREE( dvs );
}
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