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 */
44struct 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
66static 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 */
84static 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
107static 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
129static 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
196static 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
262static void vsvg_destroy( struct draw_vs_variant *variant )
263{
264   FREE(variant);
265}
266
267
268struct draw_vs_variant *
269draw_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