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 #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 static const struct pipe_viewport_state *
find_viewport(struct draw_context * draw,char * buffer,unsigned vertex_idx,unsigned stride)82 find_viewport(struct draw_context *draw,
83 char *buffer,
84 unsigned vertex_idx,
85 unsigned stride)
86 {
87 int viewport_index_output =
88 draw_current_shader_viewport_index_output(draw);
89 char *ptr = buffer + vertex_idx * stride;
90 unsigned *data = (unsigned *)ptr;
91 int viewport_index =
92 draw_current_shader_uses_viewport_index(draw) ?
93 data[viewport_index_output * 4] : 0;
94
95 viewport_index = draw_clamp_viewport_idx(viewport_index);
96
97 return &draw->viewports[viewport_index];
98 }
99
100
101 /* Mainly for debug at this stage:
102 */
do_rhw_viewport(struct draw_vs_variant_generic * vsvg,unsigned count,void * output_buffer)103 static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
104 unsigned count,
105 void *output_buffer )
106 {
107 char *ptr = (char *)output_buffer;
108 unsigned stride = vsvg->temp_vertex_stride;
109 unsigned j;
110
111 ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
112
113 for (j = 0; j < count; j++, ptr += stride) {
114 const struct pipe_viewport_state *viewport =
115 find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
116 j, stride);
117 const float *scale = viewport->scale;
118 const float *trans = viewport->translate;
119 float *data = (float *)ptr;
120 float w = 1.0f / data[3];
121
122 data[0] = data[0] * w * scale[0] + trans[0];
123 data[1] = data[1] * w * scale[1] + trans[1];
124 data[2] = data[2] * w * scale[2] + trans[2];
125 data[3] = w;
126 }
127 }
128
do_viewport(struct draw_vs_variant_generic * vsvg,unsigned count,void * output_buffer)129 static void do_viewport( struct draw_vs_variant_generic *vsvg,
130 unsigned count,
131 void *output_buffer )
132 {
133 char *ptr = (char *)output_buffer;
134 unsigned stride = vsvg->temp_vertex_stride;
135 unsigned j;
136
137 ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
138
139 for (j = 0; j < count; j++, ptr += stride) {
140 const struct pipe_viewport_state *viewport =
141 find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
142 j, stride);
143 const float *scale = viewport->scale;
144 const float *trans = viewport->translate;
145 float *data = (float *)ptr;
146
147 data[0] = data[0] * scale[0] + trans[0];
148 data[1] = data[1] * scale[1] + trans[1];
149 data[2] = data[2] * scale[2] + trans[2];
150 }
151 }
152
153
vsvg_run_elts(struct draw_vs_variant * variant,const unsigned * elts,unsigned count,void * output_buffer)154 static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
155 const unsigned *elts,
156 unsigned count,
157 void *output_buffer)
158 {
159 struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
160 unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
161 void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
162
163 if (0) debug_printf("%s %d \n", __FUNCTION__, count);
164
165 /* Want to do this in small batches for cache locality?
166 */
167
168 vsvg->fetch->run_elts( vsvg->fetch,
169 elts,
170 count,
171 vsvg->draw->start_instance,
172 vsvg->draw->instance_id,
173 temp_buffer );
174
175 vsvg->base.vs->run_linear( vsvg->base.vs,
176 temp_buffer,
177 temp_buffer,
178 vsvg->base.vs->draw->pt.user.vs_constants,
179 vsvg->base.vs->draw->pt.user.vs_constants_size,
180 count,
181 temp_vertex_stride,
182 temp_vertex_stride);
183
184 /* FIXME: geometry shading? */
185
186 if (vsvg->base.key.clip) {
187 /* not really handling clipping, just do the rhw so we can
188 * see the results...
189 */
190 do_rhw_viewport( vsvg,
191 count,
192 temp_buffer );
193 }
194 else if (vsvg->base.key.viewport) {
195 do_viewport( vsvg,
196 count,
197 temp_buffer );
198 }
199
200
201 vsvg->emit->set_buffer( vsvg->emit,
202 0,
203 temp_buffer,
204 temp_vertex_stride,
205 ~0 );
206
207 vsvg->emit->set_buffer( vsvg->emit,
208 1,
209 &vsvg->draw->rasterizer->point_size,
210 0,
211 ~0 );
212
213 vsvg->emit->run( vsvg->emit,
214 0, count,
215 vsvg->draw->start_instance,
216 vsvg->draw->instance_id,
217 output_buffer );
218
219 FREE(temp_buffer);
220 }
221
222
vsvg_run_linear(struct draw_vs_variant * variant,unsigned start,unsigned count,void * output_buffer)223 static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
224 unsigned start,
225 unsigned count,
226 void *output_buffer )
227 {
228 struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
229 unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
230 void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
231
232 if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
233 vsvg->base.key.output_stride,
234 temp_vertex_stride);
235
236 vsvg->fetch->run( vsvg->fetch,
237 start,
238 count,
239 vsvg->draw->start_instance,
240 vsvg->draw->instance_id,
241 temp_buffer );
242
243 vsvg->base.vs->run_linear( vsvg->base.vs,
244 temp_buffer,
245 temp_buffer,
246 vsvg->base.vs->draw->pt.user.vs_constants,
247 vsvg->base.vs->draw->pt.user.vs_constants_size,
248 count,
249 temp_vertex_stride,
250 temp_vertex_stride);
251
252 if (vsvg->base.key.clip) {
253 /* not really handling clipping, just do the rhw so we can
254 * see the results...
255 */
256 do_rhw_viewport( vsvg,
257 count,
258 temp_buffer );
259 }
260 else if (vsvg->base.key.viewport) {
261 do_viewport( vsvg,
262 count,
263 temp_buffer );
264 }
265
266 vsvg->emit->set_buffer( vsvg->emit,
267 0,
268 temp_buffer,
269 temp_vertex_stride,
270 ~0 );
271
272 vsvg->emit->set_buffer( vsvg->emit,
273 1,
274 &vsvg->draw->rasterizer->point_size,
275 0,
276 ~0 );
277
278 vsvg->emit->run( vsvg->emit,
279 0, count,
280 vsvg->draw->start_instance,
281 vsvg->draw->instance_id,
282 output_buffer );
283
284 FREE(temp_buffer);
285 }
286
287
288
289
290
vsvg_destroy(struct draw_vs_variant * variant)291 static void vsvg_destroy( struct draw_vs_variant *variant )
292 {
293 FREE(variant);
294 }
295
296
297 struct draw_vs_variant *
draw_vs_create_variant_generic(struct draw_vertex_shader * vs,const struct draw_vs_variant_key * key)298 draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
299 const struct draw_vs_variant_key *key )
300 {
301 unsigned i;
302 struct translate_key fetch, emit;
303
304 struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
305 if (!vsvg)
306 return NULL;
307
308 vsvg->base.key = *key;
309 vsvg->base.vs = vs;
310 vsvg->base.set_buffer = vsvg_set_buffer;
311 vsvg->base.run_elts = vsvg_run_elts;
312 vsvg->base.run_linear = vsvg_run_linear;
313 vsvg->base.destroy = vsvg_destroy;
314
315 vsvg->draw = vs->draw;
316
317 vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
318 draw_total_vs_outputs(vs->draw)) * 4 * sizeof(float);
319
320 /* Build free-standing fetch and emit functions:
321 */
322 fetch.nr_elements = key->nr_inputs;
323 fetch.output_stride = vsvg->temp_vertex_stride;
324 for (i = 0; i < key->nr_inputs; i++) {
325 fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
326 fetch.element[i].input_format = key->element[i].in.format;
327 fetch.element[i].input_buffer = key->element[i].in.buffer;
328 fetch.element[i].input_offset = key->element[i].in.offset;
329 fetch.element[i].instance_divisor = 0;
330 fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
331 fetch.element[i].output_offset = i * 4 * sizeof(float);
332 assert(fetch.element[i].output_offset < fetch.output_stride);
333 }
334
335
336 emit.nr_elements = key->nr_outputs;
337 emit.output_stride = key->output_stride;
338 for (i = 0; i < key->nr_outputs; i++) {
339 if (key->element[i].out.format != EMIT_1F_PSIZE)
340 {
341 emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
342 emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
343 emit.element[i].input_buffer = 0;
344 emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
345 emit.element[i].instance_divisor = 0;
346 emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
347 emit.element[i].output_offset = key->element[i].out.offset;
348 assert(emit.element[i].input_offset <= fetch.output_stride);
349 }
350 else {
351 emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
352 emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
353 emit.element[i].input_buffer = 1;
354 emit.element[i].input_offset = 0;
355 emit.element[i].instance_divisor = 0;
356 emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
357 emit.element[i].output_offset = key->element[i].out.offset;
358 }
359 }
360
361 vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
362 vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
363
364 return &vsvg->base;
365 }
366
367
368
369
370
371