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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   *   Brian Paul
32   */
33 
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "pipe/p_shader_tokens.h"
37 
38 #include "draw_private.h"
39 #include "draw_context.h"
40 #include "draw_vs.h"
41 
42 #include "tgsi/tgsi_parse.h"
43 #include "tgsi/tgsi_scan.h"
44 #include "tgsi/tgsi_exec.h"
45 
46 
47 struct exec_vertex_shader {
48    struct draw_vertex_shader base;
49    struct tgsi_exec_machine *machine;
50 };
51 
exec_vertex_shader(struct draw_vertex_shader * vs)52 static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
53 {
54    return (struct exec_vertex_shader *)vs;
55 }
56 
57 
58 /* Not required for run_linear.
59  */
60 static void
vs_exec_prepare(struct draw_vertex_shader * shader,struct draw_context * draw)61 vs_exec_prepare( struct draw_vertex_shader *shader,
62 		 struct draw_context *draw )
63 {
64    struct exec_vertex_shader *evs = exec_vertex_shader(shader);
65 
66    /* Specify the vertex program to interpret/execute.
67     * Avoid rebinding when possible.
68     */
69    if (evs->machine->Tokens != shader->state.tokens) {
70       tgsi_exec_machine_bind_shader(evs->machine,
71                                     shader->state.tokens,
72                                     draw->vs.tgsi.num_samplers,
73                                     draw->vs.tgsi.samplers);
74    }
75 }
76 
77 
78 
79 
80 /* Simplified vertex shader interface for the pt paths.  Given the
81  * complexity of code-generating all the above operations together,
82  * it's time to try doing all the other stuff separately.
83  */
84 static void
vs_exec_run_linear(struct draw_vertex_shader * shader,const float (* input)[4],float (* output)[4],const void * constants[PIPE_MAX_CONSTANT_BUFFERS],const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],unsigned count,unsigned input_stride,unsigned output_stride)85 vs_exec_run_linear( struct draw_vertex_shader *shader,
86 		    const float (*input)[4],
87 		    float (*output)[4],
88                     const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
89                     const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],
90 		    unsigned count,
91 		    unsigned input_stride,
92 		    unsigned output_stride )
93 {
94    struct exec_vertex_shader *evs = exec_vertex_shader(shader);
95    struct tgsi_exec_machine *machine = evs->machine;
96    unsigned int i, j;
97    unsigned slot;
98    boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
99 
100    tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
101                                   constants, const_size);
102 
103    if (shader->info.uses_instanceid) {
104       unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID];
105       assert(i < Elements(machine->SystemValue));
106       for (j = 0; j < TGSI_QUAD_SIZE; j++)
107          machine->SystemValue[i].i[j] = shader->draw->instance_id;
108    }
109 
110    for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
111       unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
112 
113       /* Swizzle inputs.
114        */
115       for (j = 0; j < max_vertices; j++) {
116 #if 0
117          debug_printf("%d) Input vert:\n", i + j);
118          for (slot = 0; slot < shader->info.num_inputs; slot++) {
119             debug_printf("\t%d: %f %f %f %f\n", slot,
120 			 input[slot][0],
121 			 input[slot][1],
122 			 input[slot][2],
123 			 input[slot][3]);
124          }
125 #endif
126 
127          if (shader->info.uses_vertexid) {
128             unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
129             assert(vid < Elements(machine->SystemValue));
130             machine->SystemValue[vid].i[j] = i + j;
131          }
132 
133          for (slot = 0; slot < shader->info.num_inputs; slot++) {
134 #if 0
135             assert(!util_is_inf_or_nan(input[slot][0]));
136             assert(!util_is_inf_or_nan(input[slot][1]));
137             assert(!util_is_inf_or_nan(input[slot][2]));
138             assert(!util_is_inf_or_nan(input[slot][3]));
139 #endif
140             machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
141             machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
142             machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
143             machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
144          }
145 
146 	 input = (const float (*)[4])((const char *)input + input_stride);
147       }
148 
149       tgsi_set_exec_mask(machine,
150                          1,
151                          max_vertices > 1,
152                          max_vertices > 2,
153                          max_vertices > 3);
154 
155       /* run interpreter */
156       tgsi_exec_machine_run( machine );
157 
158       /* Unswizzle all output results.
159        */
160       for (j = 0; j < max_vertices; j++) {
161          for (slot = 0; slot < shader->info.num_outputs; slot++) {
162             unsigned name = shader->info.output_semantic_name[slot];
163             if(clamp_vertex_color &&
164                   (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR))
165             {
166                output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f);
167                output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f);
168                output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f);
169                output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f);
170             }
171             else if (name == TGSI_SEMANTIC_FOG) {
172                output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
173                output[slot][1] = 0;
174                output[slot][2] = 0;
175                output[slot][3] = 1;
176 	    } else
177             {
178                output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
179                output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
180                output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
181                output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
182             }
183          }
184 
185 #if 0
186 	 debug_printf("%d) Post xform vert:\n", i + j);
187 	 for (slot = 0; slot < shader->info.num_outputs; slot++) {
188 	    debug_printf("\t%d: %f %f %f %f\n", slot,
189 			 output[slot][0],
190 			 output[slot][1],
191 			 output[slot][2],
192 			 output[slot][3]);
193             assert(!util_is_inf_or_nan(output[slot][0]));
194          }
195 #endif
196 
197 	 output = (float (*)[4])((char *)output + output_stride);
198       }
199 
200    }
201 }
202 
203 
204 
205 
206 static void
vs_exec_delete(struct draw_vertex_shader * dvs)207 vs_exec_delete( struct draw_vertex_shader *dvs )
208 {
209    FREE((void*) dvs->state.tokens);
210    FREE( dvs );
211 }
212 
213 
214 struct draw_vertex_shader *
draw_create_vs_exec(struct draw_context * draw,const struct pipe_shader_state * state)215 draw_create_vs_exec(struct draw_context *draw,
216 		    const struct pipe_shader_state *state)
217 {
218    struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
219 
220    if (vs == NULL)
221       return NULL;
222 
223    /* we make a private copy of the tokens */
224    vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
225    if (!vs->base.state.tokens) {
226       FREE(vs);
227       return NULL;
228    }
229 
230    tgsi_scan_shader(state->tokens, &vs->base.info);
231 
232    vs->base.state.stream_output = state->stream_output;
233    vs->base.draw = draw;
234    vs->base.prepare = vs_exec_prepare;
235    vs->base.run_linear = vs_exec_run_linear;
236    vs->base.delete = vs_exec_delete;
237    vs->base.create_variant = draw_vs_create_variant_generic;
238    vs->machine = draw->vs.tgsi.machine;
239 
240    return &vs->base;
241 }
242