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1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 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.
25  *
26  **************************************************************************/
27 
28  /*
29   * Authors:
30   *   Keith Whitwell <keith@tungstengraphics.com>
31   */
32 
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"
41 
42 /* A first pass at incorporating vertex fetch/emit functionality into
43  */
44 struct draw_vs_variant_generic {
45    struct draw_vs_variant base;
46 
47    struct draw_vertex_shader *shader;
48    struct draw_context *draw;
49 
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...
53     *
54     * Next will look at actually including it.
55     */
56    struct translate *fetch;
57    struct translate *emit;
58 
59    unsigned temp_vertex_stride;
60 };
61 
62 
63 
64 
65 
vsvg_set_buffer(struct draw_vs_variant * variant,unsigned buffer,const void * ptr,unsigned stride,unsigned max_index)66 static void vsvg_set_buffer( struct draw_vs_variant *variant,
67                              unsigned buffer,
68                              const void *ptr,
69                              unsigned stride,
70                              unsigned max_index )
71 {
72    struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
73 
74    vsvg->fetch->set_buffer(vsvg->fetch,
75                            buffer,
76                            ptr,
77                            stride,
78                            max_index );
79 }
80 
81 
82 /* Mainly for debug at this stage:
83  */
do_rhw_viewport(struct draw_vs_variant_generic * vsvg,unsigned count,void * output_buffer)84 static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
85                              unsigned count,
86                              void *output_buffer )
87 {
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;
92    unsigned j;
93 
94    ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
95 
96    for (j = 0; j < count; j++, ptr += stride) {
97       float *data = (float *)ptr;
98       float w = 1.0f / data[3];
99 
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];
103       data[3] = w;
104    }
105 }
106 
do_viewport(struct draw_vs_variant_generic * vsvg,unsigned count,void * output_buffer)107 static void do_viewport( struct draw_vs_variant_generic *vsvg,
108                          unsigned count,
109                          void *output_buffer )
110 {
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;
115    unsigned j;
116 
117    ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
118 
119    for (j = 0; j < count; j++, ptr += stride) {
120       float *data = (float *)ptr;
121 
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];
125    }
126 }
127 
128 
vsvg_run_elts(struct draw_vs_variant * variant,const unsigned * elts,unsigned count,void * output_buffer)129 static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
130                                       const unsigned *elts,
131                                       unsigned count,
132                                       void *output_buffer)
133 {
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 );
137 
138    if (0) debug_printf("%s %d \n", __FUNCTION__,  count);
139 
140    /* Want to do this in small batches for cache locality?
141     */
142 
143    vsvg->fetch->run_elts( vsvg->fetch,
144                           elts,
145                           count,
146                           vsvg->draw->instance_id,
147                           temp_buffer );
148 
149    vsvg->base.vs->run_linear( vsvg->base.vs,
150                               temp_buffer,
151                               temp_buffer,
152                               vsvg->base.vs->draw->pt.user.vs_constants,
153                               vsvg->base.vs->draw->pt.user.vs_constants_size,
154                               count,
155                               temp_vertex_stride,
156                               temp_vertex_stride);
157 
158    /* FIXME: geometry shading? */
159 
160    if (vsvg->base.key.clip) {
161       /* not really handling clipping, just do the rhw so we can
162        * see the results...
163        */
164       do_rhw_viewport( vsvg,
165                        count,
166                        temp_buffer );
167    }
168    else if (vsvg->base.key.viewport) {
169       do_viewport( vsvg,
170                    count,
171                    temp_buffer );
172    }
173 
174 
175    vsvg->emit->set_buffer( vsvg->emit,
176                            0,
177                            temp_buffer,
178                            temp_vertex_stride,
179                            ~0 );
180 
181    vsvg->emit->set_buffer( vsvg->emit,
182                            1,
183                            &vsvg->draw->rasterizer->point_size,
184                            0,
185                            ~0 );
186 
187    vsvg->emit->run( vsvg->emit,
188                     0, count,
189                     vsvg->draw->instance_id,
190                     output_buffer );
191 
192    FREE(temp_buffer);
193 }
194 
195 
vsvg_run_linear(struct draw_vs_variant * variant,unsigned start,unsigned count,void * output_buffer)196 static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
197                                         unsigned start,
198                                         unsigned count,
199                                         void *output_buffer )
200 {
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 );
204 
205    if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
206                        vsvg->base.key.output_stride,
207                        temp_vertex_stride);
208 
209    vsvg->fetch->run( vsvg->fetch,
210                      start,
211                      count,
212                      vsvg->draw->instance_id,
213                      temp_buffer );
214 
215    vsvg->base.vs->run_linear( vsvg->base.vs,
216                               temp_buffer,
217                               temp_buffer,
218                               vsvg->base.vs->draw->pt.user.vs_constants,
219                               vsvg->base.vs->draw->pt.user.vs_constants_size,
220                               count,
221                               temp_vertex_stride,
222                               temp_vertex_stride);
223 
224    if (vsvg->base.key.clip) {
225       /* not really handling clipping, just do the rhw so we can
226        * see the results...
227        */
228       do_rhw_viewport( vsvg,
229                        count,
230                        temp_buffer );
231    }
232    else if (vsvg->base.key.viewport) {
233       do_viewport( vsvg,
234                    count,
235                    temp_buffer );
236    }
237 
238    vsvg->emit->set_buffer( vsvg->emit,
239                            0,
240                            temp_buffer,
241                            temp_vertex_stride,
242                            ~0 );
243 
244    vsvg->emit->set_buffer( vsvg->emit,
245                            1,
246                            &vsvg->draw->rasterizer->point_size,
247                            0,
248                            ~0 );
249 
250    vsvg->emit->run( vsvg->emit,
251                     0, count,
252                     vsvg->draw->instance_id,
253                     output_buffer );
254 
255    FREE(temp_buffer);
256 }
257 
258 
259 
260 
261 
vsvg_destroy(struct draw_vs_variant * variant)262 static void vsvg_destroy( struct draw_vs_variant *variant )
263 {
264    FREE(variant);
265 }
266 
267 
268 struct draw_vs_variant *
draw_vs_create_variant_generic(struct draw_vertex_shader * vs,const struct draw_vs_variant_key * key)269 draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
270                                 const struct draw_vs_variant_key *key )
271 {
272    unsigned i;
273    struct translate_key fetch, emit;
274 
275    struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
276    if (vsvg == NULL)
277       return NULL;
278 
279    vsvg->base.key = *key;
280    vsvg->base.vs = vs;
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;
285 
286    vsvg->draw = vs->draw;
287 
288    vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
289                                    vsvg->base.vs->info.num_outputs) * 4 * sizeof(float);
290 
291    /* Build free-standing fetch and emit functions:
292     */
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);
304    }
305 
306 
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)
311       {
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);
320       }
321       else {
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;
329       }
330    }
331 
332    vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
333    vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
334 
335    return &vsvg->base;
336 }
337 
338 
339 
340 
341 
342