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1 /**************************************************************************
2  *
3  * Copyright 2007 VMware, Inc.
4  * All Rights Reserved.
5  *
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:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
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 VMWARE 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.
25  *
26  **************************************************************************/
27 
28  /*
29   * Authors:
30   *   Keith Whitwell <keithw@vmware.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    /* Temporaries:
54     */
55    const float *constants;
56    unsigned pitch[PIPE_MAX_ATTRIBS];
57    const ubyte *src[PIPE_MAX_ATTRIBS];
58    unsigned prim;
59 
60    struct draw_vs_variant_key key;
61    struct draw_vs_variant *active;
62 
63    const struct vertex_info *vinfo;
64 };
65 
66 
67 
68 static void
fse_prepare(struct draw_pt_middle_end * middle,unsigned prim,unsigned opt,unsigned * max_vertices)69 fse_prepare(struct draw_pt_middle_end *middle,
70             unsigned prim,
71             unsigned opt,
72             unsigned *max_vertices)
73 {
74    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
75    struct draw_context *draw = fse->draw;
76    unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
77    const struct vertex_info *vinfo;
78    unsigned i;
79    unsigned nr_vbs = 0;
80 
81    /* Can't support geometry shader on this path.
82     */
83    assert(!draw->gs.geometry_shader);
84 
85    draw->render->set_primitive(draw->render, prim);
86 
87    /* Must do this after set_primitive() above:
88     */
89    fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
90 
91    fse->key.output_stride = vinfo->size * 4;
92    fse->key.nr_outputs = vinfo->num_attribs;
93    fse->key.nr_inputs = num_vs_inputs;
94 
95    fse->key.nr_elements = MAX2(fse->key.nr_outputs,     /* outputs - translate to hw format */
96                                fse->key.nr_inputs);     /* inputs - fetch from api format */
97 
98    fse->key.viewport = !draw->bypass_viewport;
99    fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
100    fse->key.const_vbuffers = 0;
101 
102    memset(fse->key.element, 0,
103           fse->key.nr_elements * sizeof(fse->key.element[0]));
104 
105    for (i = 0; i < num_vs_inputs; i++) {
106       const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
107       fse->key.element[i].in.format = src->src_format;
108 
109       /* Consider ignoring these, ie make generated programs
110        * independent of this state:
111        */
112       fse->key.element[i].in.buffer = src->vertex_buffer_index;
113       fse->key.element[i].in.offset = src->src_offset;
114       nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
115    }
116 
117    for (i = 0; i < 5 && i < nr_vbs; i++) {
118       if (draw->pt.vertex_buffer[i].stride == 0)
119          fse->key.const_vbuffers |= (1<<i);
120    }
121 
122    if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
123 
124    {
125       unsigned dst_offset = 0;
126 
127       for (i = 0; i < vinfo->num_attribs; i++) {
128          unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
129 
130          /* doesn't handle EMIT_OMIT */
131          assert(emit_sz != 0);
132 
133          /* The elements in the key correspond to vertex shader output
134           * numbers, not to positions in the hw vertex description --
135           * that's handled by the output_offset field.
136           */
137          fse->key.element[i].out.format = vinfo->attrib[i].emit;
138          fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
139          fse->key.element[i].out.offset = dst_offset;
140 
141          dst_offset += emit_sz;
142          assert(fse->key.output_stride >= dst_offset);
143       }
144    }
145 
146    fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader,
147                                          &fse->key );
148 
149    if (!fse->active) {
150       assert(0);
151       return ;
152    }
153 
154    if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
155                        fse->active->key.const_vbuffers);
156 
157    /* Now set buffer pointers:
158     */
159    for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
160       fse->active->set_buffer( fse->active,
161                                i,
162                                ((const ubyte *) draw->pt.user.vbuffer[i].map +
163                                 draw->pt.vertex_buffer[i].buffer_offset),
164                               draw->pt.vertex_buffer[i].stride,
165                               draw->pt.max_index );
166    }
167 
168    *max_vertices = (draw->render->max_vertex_buffer_bytes /
169                     (vinfo->size * 4));
170 
171    /* Probably need to do this somewhere (or fix exec shader not to
172     * need it):
173     */
174    if (1) {
175       struct draw_vertex_shader *vs = draw->vs.vertex_shader;
176       vs->prepare(vs, draw);
177    }
178 }
179 
180 
181 static void
fse_bind_parameters(struct draw_pt_middle_end * middle)182 fse_bind_parameters(struct draw_pt_middle_end *middle)
183 {
184    /* No-op? */
185 }
186 
187 
188 static void
fse_run_linear(struct draw_pt_middle_end * middle,unsigned start,unsigned count,unsigned prim_flags)189 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    if (0) {
220       unsigned i;
221       for (i = 0; i < count; i++) {
222          debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
223                       fse->key.output_stride,
224                       fse->key.output_stride * i);
225 
226          draw_dump_emitted_vertex( fse->vinfo,
227                                    (const uint8_t *)hw_verts + fse->key.output_stride * i );
228       }
229    }
230 
231    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
232 
233    /* Draw arrays path to avoid re-emitting index list again and
234     * again.
235     */
236    draw->render->draw_arrays( draw->render,
237                               0,
238                               count );
239 
240    draw->render->release_vertices( draw->render );
241 
242    return;
243 
244 fail:
245    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
246    return;
247 }
248 
249 
250 static void
fse_run(struct draw_pt_middle_end * middle,const unsigned * fetch_elts,unsigned fetch_count,const ushort * draw_elts,unsigned draw_count,unsigned prim_flags)251 fse_run(struct draw_pt_middle_end *middle,
252         const unsigned *fetch_elts,
253         unsigned fetch_count,
254         const ushort *draw_elts,
255         unsigned draw_count,
256         unsigned prim_flags )
257 {
258    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
259    struct draw_context *draw = fse->draw;
260    void *hw_verts;
261 
262    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
263     */
264    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
265 
266    if (!draw->render->allocate_vertices( draw->render,
267                                          (ushort)fse->key.output_stride,
268                                          (ushort)fetch_count ))
269       goto fail;
270 
271    hw_verts = draw->render->map_vertices( draw->render );
272    if (!hw_verts)
273       goto fail;
274 
275    /* Single routine to fetch vertices, run shader and emit HW verts.
276     */
277    fse->active->run_elts( fse->active,
278                           fetch_elts,
279                           fetch_count,
280                           hw_verts );
281 
282    if (0) {
283       unsigned i;
284       for (i = 0; i < fetch_count; i++) {
285          debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
286          draw_dump_emitted_vertex( fse->vinfo,
287                                    (const uint8_t *)hw_verts +
288                                    fse->key.output_stride * i );
289       }
290    }
291 
292    draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
293 
294    draw->render->draw_elements( draw->render,
295                                 draw_elts,
296                                 draw_count );
297 
298    draw->render->release_vertices( draw->render );
299    return;
300 
301 fail:
302    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
303    return;
304 }
305 
306 
307 
308 static boolean
fse_run_linear_elts(struct draw_pt_middle_end * middle,unsigned start,unsigned count,const ushort * draw_elts,unsigned draw_count,unsigned prim_flags)309 fse_run_linear_elts(struct draw_pt_middle_end *middle,
310                     unsigned start,
311                     unsigned count,
312                     const ushort *draw_elts,
313                     unsigned draw_count,
314                     unsigned prim_flags)
315 {
316    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
317    struct draw_context *draw = fse->draw;
318    char *hw_verts;
319 
320    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
321     */
322    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
323 
324    if (!draw->render->allocate_vertices( draw->render,
325                                          (ushort)fse->key.output_stride,
326                                          (ushort)count ))
327       return FALSE;
328 
329    hw_verts = draw->render->map_vertices( draw->render );
330    if (!hw_verts)
331       return FALSE;
332 
333    /* Single routine to fetch vertices, run shader and emit HW verts.
334     * Clipping is done elsewhere -- either by the API or on hardware,
335     * or for some other reason not required...
336     */
337    fse->active->run_linear( fse->active,
338                             start, count,
339                             hw_verts );
340 
341    draw->render->draw_elements( draw->render,
342                                 draw_elts,
343                                 draw_count );
344 
345    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
346 
347    draw->render->release_vertices( draw->render );
348 
349    return TRUE;
350 }
351 
352 
353 
354 static void
fse_finish(struct draw_pt_middle_end * middle)355 fse_finish(struct draw_pt_middle_end *middle)
356 {
357 }
358 
359 
360 static void
fse_destroy(struct draw_pt_middle_end * middle)361 fse_destroy(struct draw_pt_middle_end *middle)
362 {
363    FREE(middle);
364 }
365 
366 
367 struct draw_pt_middle_end *
draw_pt_middle_fse(struct draw_context * draw)368 draw_pt_middle_fse(struct draw_context *draw)
369 {
370    struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
371    if (!fse)
372       return NULL;
373 
374    fse->base.prepare = fse_prepare;
375    fse->base.bind_parameters = fse_bind_parameters;
376    fse->base.run = fse_run;
377    fse->base.run_linear = fse_run_linear;
378    fse->base.run_linear_elts = fse_run_linear_elts;
379    fse->base.finish = fse_finish;
380    fse->base.destroy = fse_destroy;
381    fse->draw = draw;
382 
383    return &fse->base;
384 }
385