Tizen 2.0 Release
[profile/ivi/osmesa.git] / src / gallium / auxiliary / draw / draw_pt_fetch_shade_emit.c
1 /**************************************************************************
2  * 
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
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15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
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18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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25  * 
26  **************************************************************************/
27
28  /*
29   * Authors:
30   *   Keith Whitwell <keith@tungstengraphics.com>
31   */
32
33
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "draw/draw_context.h"
37 #include "draw/draw_private.h"
38 #include "draw/draw_vbuf.h"
39 #include "draw/draw_vertex.h"
40 #include "draw/draw_pt.h"
41 #include "draw/draw_vs.h"
42
43
44 struct fetch_shade_emit;
45
46
47 /* Prototype fetch, shade, emit-hw-verts all in one go.
48  */
49 struct fetch_shade_emit {
50    struct draw_pt_middle_end base;
51    struct draw_context *draw;
52
53
54    /* Temporaries:
55     */
56    const float *constants;
57    unsigned pitch[PIPE_MAX_ATTRIBS];
58    const ubyte *src[PIPE_MAX_ATTRIBS];
59    unsigned prim;
60
61    struct draw_vs_variant_key key;
62    struct draw_vs_variant *active;
63
64
65    const struct vertex_info *vinfo;
66 };
67
68
69
70 static void fse_prepare( struct draw_pt_middle_end *middle,
71                          unsigned prim,
72                          unsigned opt,
73                          unsigned *max_vertices )
74 {
75    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
76    struct draw_context *draw = fse->draw;
77    unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
78    const struct vertex_info *vinfo;
79    unsigned i;
80    unsigned nr_vbs = 0;
81
82    /* Can't support geometry shader on this path.
83     */
84    assert(!draw->gs.geometry_shader);
85
86    if (!draw->render->set_primitive( draw->render,
87                                      prim )) {
88       assert(0);
89       return;
90    }
91
92    /* Must do this after set_primitive() above:
93     */
94    fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
95
96
97    fse->key.output_stride = vinfo->size * 4;
98    fse->key.nr_outputs = vinfo->num_attribs;
99    fse->key.nr_inputs = num_vs_inputs;
100
101    fse->key.nr_elements = MAX2(fse->key.nr_outputs,     /* outputs - translate to hw format */
102                                fse->key.nr_inputs);     /* inputs - fetch from api format */
103
104    fse->key.viewport = !draw->identity_viewport;
105    fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
106    fse->key.const_vbuffers = 0;
107
108    memset(fse->key.element, 0, 
109           fse->key.nr_elements * sizeof(fse->key.element[0]));
110
111    for (i = 0; i < num_vs_inputs; i++) {
112       const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
113       fse->key.element[i].in.format = src->src_format;
114
115       /* Consider ignoring these, ie make generated programs
116        * independent of this state:
117        */
118       fse->key.element[i].in.buffer = src->vertex_buffer_index;
119       fse->key.element[i].in.offset = src->src_offset;
120       nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
121    }
122    
123    for (i = 0; i < 5 && i < nr_vbs; i++) {
124       if (draw->pt.vertex_buffer[i].stride == 0)
125          fse->key.const_vbuffers |= (1<<i);
126    }
127
128    if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
129    
130    {
131       unsigned dst_offset = 0;
132
133       for (i = 0; i < vinfo->num_attribs; i++) {
134          unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
135
136          /* doesn't handle EMIT_OMIT */
137          assert(emit_sz != 0);
138
139          /* The elements in the key correspond to vertex shader output
140           * numbers, not to positions in the hw vertex description --
141           * that's handled by the output_offset field.
142           */
143          fse->key.element[i].out.format = vinfo->attrib[i].emit;
144          fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
145          fse->key.element[i].out.offset = dst_offset;
146       
147          dst_offset += emit_sz;
148          assert(fse->key.output_stride >= dst_offset);
149       }
150    }
151
152    
153    fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader, 
154                                          &fse->key );
155
156    if (!fse->active) {
157       assert(0);
158       return ;
159    }
160
161    if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__, 
162                        fse->active->key.const_vbuffers);
163
164    /* Now set buffer pointers:
165     */
166    for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
167       fse->active->set_buffer( fse->active, 
168                                i, 
169                                ((const ubyte *) draw->pt.user.vbuffer[i] + 
170                                 draw->pt.vertex_buffer[i].buffer_offset),
171                               draw->pt.vertex_buffer[i].stride,
172                               draw->pt.max_index );
173    }
174
175    *max_vertices = (draw->render->max_vertex_buffer_bytes / 
176                     (vinfo->size * 4));
177
178    /* Probably need to do this somewhere (or fix exec shader not to
179     * need it):
180     */
181    if (1) {
182       struct draw_vertex_shader *vs = draw->vs.vertex_shader;
183       vs->prepare(vs, draw);
184    }
185 }
186
187
188
189 static void fse_run_linear( struct draw_pt_middle_end *middle, 
190                             unsigned start, 
191                             unsigned count,
192                             unsigned prim_flags )
193 {
194    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
195    struct draw_context *draw = fse->draw;
196    char *hw_verts;
197
198    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
199     */
200    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
201
202    if (!draw->render->allocate_vertices( draw->render,
203                                          (ushort)fse->key.output_stride,
204                                          (ushort)count ))
205       goto fail;
206
207    hw_verts = draw->render->map_vertices( draw->render );
208    if (!hw_verts)
209       goto fail;
210
211    /* Single routine to fetch vertices, run shader and emit HW verts.
212     * Clipping is done elsewhere -- either by the API or on hardware,
213     * or for some other reason not required...
214     */
215    fse->active->run_linear( fse->active, 
216                             start, count,
217                             hw_verts );
218
219
220    if (0) {
221       unsigned i;
222       for (i = 0; i < count; i++) {
223          debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
224                       fse->key.output_stride,
225                       fse->key.output_stride * i);
226
227          draw_dump_emitted_vertex( fse->vinfo, 
228                                    (const uint8_t *)hw_verts + fse->key.output_stride * i );
229       }
230    }
231    
232    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
233
234    /* Draw arrays path to avoid re-emitting index list again and
235     * again.
236     */
237    draw->render->draw_arrays( draw->render,
238                               0,
239                               count );
240    
241
242    draw->render->release_vertices( draw->render );
243
244    return;
245
246 fail:
247    assert(0);
248    return;
249 }
250
251
252 static void
253 fse_run(struct draw_pt_middle_end *middle,
254         const unsigned *fetch_elts,
255         unsigned fetch_count,
256         const ushort *draw_elts,
257         unsigned draw_count,
258         unsigned prim_flags )
259 {
260    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
261    struct draw_context *draw = fse->draw;
262    void *hw_verts;
263    
264    /* XXX: need to flush to get prim_vbuf.c to release its allocation?? 
265     */
266    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
267
268    if (!draw->render->allocate_vertices( draw->render,
269                                          (ushort)fse->key.output_stride,
270                                          (ushort)fetch_count ))
271       goto fail;
272
273    hw_verts = draw->render->map_vertices( draw->render ); 
274    if (!hw_verts) 
275       goto fail;
276          
277                                         
278    /* Single routine to fetch vertices, run shader and emit HW verts.
279     */
280    fse->active->run_elts( fse->active, 
281                           fetch_elts,
282                           fetch_count,
283                           hw_verts );
284
285
286    if (0) {
287       unsigned i;
288       for (i = 0; i < fetch_count; i++) {
289          debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
290          draw_dump_emitted_vertex( fse->vinfo, 
291                                    (const uint8_t *)hw_verts + 
292                                    fse->key.output_stride * i );
293       }
294    }
295
296    draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
297    
298    draw->render->draw_elements( draw->render, 
299                                 draw_elts, 
300                                 draw_count );
301
302
303    draw->render->release_vertices( draw->render );
304    return;
305
306 fail:
307    assert(0);
308    return;
309 }
310
311
312
313 static boolean fse_run_linear_elts( struct draw_pt_middle_end *middle, 
314                                  unsigned start, 
315                                  unsigned count,
316                                  const ushort *draw_elts,
317                                  unsigned draw_count,
318                                  unsigned prim_flags )
319 {
320    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
321    struct draw_context *draw = fse->draw;
322    char *hw_verts;
323
324    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
325     */
326    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
327
328    if (!draw->render->allocate_vertices( draw->render,
329                                          (ushort)fse->key.output_stride,
330                                          (ushort)count ))
331       return FALSE;
332
333    hw_verts = draw->render->map_vertices( draw->render );
334    if (!hw_verts) 
335       return FALSE;
336
337    /* Single routine to fetch vertices, run shader and emit HW verts.
338     * Clipping is done elsewhere -- either by the API or on hardware,
339     * or for some other reason not required...
340     */
341    fse->active->run_linear( fse->active, 
342                             start, count,
343                             hw_verts );
344
345
346    draw->render->draw_elements( draw->render, 
347                                 draw_elts, 
348                                 draw_count );
349    
350
351    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
352
353    draw->render->release_vertices( draw->render );
354
355    return TRUE;
356 }
357
358
359
360 static void fse_finish( struct draw_pt_middle_end *middle )
361 {
362 }
363
364
365 static void
366 fse_destroy( struct draw_pt_middle_end *middle ) 
367 {
368    FREE(middle);
369 }
370
371 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
372 {
373    struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
374    if (!fse)
375       return NULL;
376
377    fse->base.prepare = fse_prepare;
378    fse->base.run = fse_run;
379    fse->base.run_linear = fse_run_linear;
380    fse->base.run_linear_elts = fse_run_linear_elts;
381    fse->base.finish = fse_finish;
382    fse->base.destroy = fse_destroy;
383    fse->draw = draw;
384
385    return &fse->base;
386 }