1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
33 #include "util/u_memory.h"
34 #include "util/u_math.h"
35 #include "draw/draw_context.h"
36 #include "draw/draw_private.h"
37 #include "draw/draw_vbuf.h"
38 #include "draw/draw_vertex.h"
39 #include "draw/draw_vs.h"
40 #include "translate/translate.h"
42 /* A first pass at incorporating vertex fetch/emit functionality into
44 struct draw_vs_variant_generic {
45 struct draw_vs_variant base;
47 struct draw_vertex_shader *shader;
48 struct draw_context *draw;
50 /* Basic plan is to run these two translate functions before/after
51 * the vertex shader's existing run_linear() routine to simulate
52 * the inclusion of this functionality into the shader...
54 * Next will look at actually including it.
56 struct translate *fetch;
57 struct translate *emit;
59 unsigned temp_vertex_stride;
66 static void vsvg_set_buffer( struct draw_vs_variant *variant,
72 struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
74 vsvg->fetch->set_buffer(vsvg->fetch,
82 /* Mainly for debug at this stage:
84 static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
88 char *ptr = (char *)output_buffer;
89 const float *scale = vsvg->base.vs->draw->viewport.scale;
90 const float *trans = vsvg->base.vs->draw->viewport.translate;
91 unsigned stride = vsvg->temp_vertex_stride;
94 ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
96 for (j = 0; j < count; j++, ptr += stride) {
97 float *data = (float *)ptr;
98 float w = 1.0f / data[3];
100 data[0] = data[0] * w * scale[0] + trans[0];
101 data[1] = data[1] * w * scale[1] + trans[1];
102 data[2] = data[2] * w * scale[2] + trans[2];
107 static void do_viewport( struct draw_vs_variant_generic *vsvg,
109 void *output_buffer )
111 char *ptr = (char *)output_buffer;
112 const float *scale = vsvg->base.vs->draw->viewport.scale;
113 const float *trans = vsvg->base.vs->draw->viewport.translate;
114 unsigned stride = vsvg->temp_vertex_stride;
117 ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
119 for (j = 0; j < count; j++, ptr += stride) {
120 float *data = (float *)ptr;
122 data[0] = data[0] * scale[0] + trans[0];
123 data[1] = data[1] * scale[1] + trans[1];
124 data[2] = data[2] * scale[2] + trans[2];
129 static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
130 const unsigned *elts,
134 struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
135 unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
136 void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
138 if (0) debug_printf("%s %d \n", __FUNCTION__, count);
140 /* Want to do this in small batches for cache locality?
143 vsvg->fetch->run_elts( vsvg->fetch,
146 vsvg->draw->instance_id,
149 vsvg->base.vs->run_linear( vsvg->base.vs,
152 vsvg->base.vs->draw->pt.user.vs_constants,
153 vsvg->base.vs->draw->pt.user.vs_constants_size,
158 /* FIXME: geometry shading? */
160 if (vsvg->base.key.clip) {
161 /* not really handling clipping, just do the rhw so we can
164 do_rhw_viewport( vsvg,
168 else if (vsvg->base.key.viewport) {
175 vsvg->emit->set_buffer( vsvg->emit,
181 vsvg->emit->set_buffer( vsvg->emit,
183 &vsvg->draw->rasterizer->point_size,
187 vsvg->emit->run( vsvg->emit,
189 vsvg->draw->instance_id,
196 static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
199 void *output_buffer )
201 struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
202 unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
203 void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
205 if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
206 vsvg->base.key.output_stride,
209 vsvg->fetch->run( vsvg->fetch,
212 vsvg->draw->instance_id,
215 vsvg->base.vs->run_linear( vsvg->base.vs,
218 vsvg->base.vs->draw->pt.user.vs_constants,
219 vsvg->base.vs->draw->pt.user.vs_constants_size,
224 if (vsvg->base.key.clip) {
225 /* not really handling clipping, just do the rhw so we can
228 do_rhw_viewport( vsvg,
232 else if (vsvg->base.key.viewport) {
238 vsvg->emit->set_buffer( vsvg->emit,
244 vsvg->emit->set_buffer( vsvg->emit,
246 &vsvg->draw->rasterizer->point_size,
250 vsvg->emit->run( vsvg->emit,
252 vsvg->draw->instance_id,
262 static void vsvg_destroy( struct draw_vs_variant *variant )
268 struct draw_vs_variant *
269 draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
270 const struct draw_vs_variant_key *key )
273 struct translate_key fetch, emit;
275 struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
279 vsvg->base.key = *key;
281 vsvg->base.set_buffer = vsvg_set_buffer;
282 vsvg->base.run_elts = vsvg_run_elts;
283 vsvg->base.run_linear = vsvg_run_linear;
284 vsvg->base.destroy = vsvg_destroy;
286 vsvg->draw = vs->draw;
288 vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
289 vsvg->base.vs->info.num_outputs) * 4 * sizeof(float);
291 /* Build free-standing fetch and emit functions:
293 fetch.nr_elements = key->nr_inputs;
294 fetch.output_stride = vsvg->temp_vertex_stride;
295 for (i = 0; i < key->nr_inputs; i++) {
296 fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
297 fetch.element[i].input_format = key->element[i].in.format;
298 fetch.element[i].input_buffer = key->element[i].in.buffer;
299 fetch.element[i].input_offset = key->element[i].in.offset;
300 fetch.element[i].instance_divisor = 0;
301 fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
302 fetch.element[i].output_offset = i * 4 * sizeof(float);
303 assert(fetch.element[i].output_offset < fetch.output_stride);
307 emit.nr_elements = key->nr_outputs;
308 emit.output_stride = key->output_stride;
309 for (i = 0; i < key->nr_outputs; i++) {
310 if (key->element[i].out.format != EMIT_1F_PSIZE)
312 emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
313 emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
314 emit.element[i].input_buffer = 0;
315 emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
316 emit.element[i].instance_divisor = 0;
317 emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
318 emit.element[i].output_offset = key->element[i].out.offset;
319 assert(emit.element[i].input_offset <= fetch.output_stride);
322 emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
323 emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
324 emit.element[i].input_buffer = 1;
325 emit.element[i].input_offset = 0;
326 emit.element[i].instance_divisor = 0;
327 emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
328 emit.element[i].output_offset = key->element[i].out.offset;
332 vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
333 vsvg->emit = draw_vs_get_emit( vs->draw, &emit );