draw_vs_exec.c revision 7c99d7fe60e7bb0b7cf103a851aeef4614278ca6
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 "pipe/p_util.h" 35#include "pipe/p_shader_tokens.h" 36 37#include "draw_private.h" 38#include "draw_context.h" 39#include "draw_vs.h" 40 41#include "tgsi/util/tgsi_parse.h" 42#include "tgsi/util/tgsi_scan.h" 43 44 45struct exec_vertex_shader { 46 struct draw_vertex_shader base; 47 struct tgsi_exec_machine *machine; 48}; 49 50static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs ) 51{ 52 return (struct exec_vertex_shader *)vs; 53} 54 55 56/* Not required for run_linear. 57 */ 58static void 59vs_exec_prepare( struct draw_vertex_shader *shader, 60 struct draw_context *draw ) 61{ 62 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 63 64 /* specify the vertex program to interpret/execute */ 65 tgsi_exec_machine_bind_shader(evs->machine, 66 shader->state.tokens, 67 PIPE_MAX_SAMPLERS, 68 NULL /*samplers*/ ); 69 70} 71 72 73 74 75/* Simplified vertex shader interface for the pt paths. Given the 76 * complexity of code-generating all the above operations together, 77 * it's time to try doing all the other stuff separately. 78 */ 79static void 80vs_exec_run_linear( struct draw_vertex_shader *shader, 81 const float (*input)[4], 82 float (*output)[4], 83 const float (*constants)[4], 84 unsigned count, 85 unsigned input_stride, 86 unsigned output_stride ) 87{ 88 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 89 struct tgsi_exec_machine *machine = evs->machine; 90 unsigned int i, j; 91 unsigned slot; 92 93 machine->Consts = constants; 94 95 for (i = 0; i < count; i += MAX_TGSI_VERTICES) { 96 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); 97 98 /* Swizzle inputs. 99 */ 100 for (j = 0; j < max_vertices; j++) { 101#if 0 102 debug_printf("%d) Input vert:\n", i + j); 103 for (slot = 0; slot < shader->info.num_inputs; slot++) { 104 debug_printf("\t%d: %f %f %f %f\n", slot, 105 input[slot][0], 106 input[slot][1], 107 input[slot][2], 108 input[slot][3]); 109 } 110#endif 111 112 for (slot = 0; slot < shader->info.num_inputs; slot++) { 113 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; 114 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; 115 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; 116 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; 117 } 118 119 input = (const float (*)[4])((const char *)input + input_stride); 120 } 121 122 /* run interpreter */ 123 tgsi_exec_machine_run( machine ); 124 125 /* Unswizzle all output results. 126 */ 127 for (j = 0; j < max_vertices; j++) { 128 for (slot = 0; slot < shader->info.num_outputs; slot++) { 129 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; 130 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; 131 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; 132 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; 133 134 } 135 136#if 0 137 debug_printf("%d) Post xform vert:\n", i + j); 138 for (slot = 0; slot < shader->info.num_outputs; slot++) { 139 debug_printf("\t%d: %f %f %f %f\n", slot, 140 output[slot][0], 141 output[slot][1], 142 output[slot][2], 143 output[slot][3]); 144 } 145#endif 146 147 output = (float (*)[4])((char *)output + output_stride); 148 } 149 150 } 151} 152 153 154 155 156static void 157vs_exec_delete( struct draw_vertex_shader *dvs ) 158{ 159 FREE((void*) dvs->state.tokens); 160 FREE( dvs ); 161} 162 163 164struct draw_vertex_shader * 165draw_create_vs_exec(struct draw_context *draw, 166 const struct pipe_shader_state *state) 167{ 168 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader ); 169 170 if (vs == NULL) 171 return NULL; 172 173 /* we make a private copy of the tokens */ 174 vs->base.state.tokens = tgsi_dup_tokens(state->tokens); 175 if (!vs->base.state.tokens) { 176 FREE(vs); 177 return NULL; 178 } 179 180 tgsi_scan_shader(state->tokens, &vs->base.info); 181 182 vs->base.draw = draw; 183 vs->base.prepare = vs_exec_prepare; 184 vs->base.run_linear = vs_exec_run_linear; 185 vs->base.delete = vs_exec_delete; 186 vs->base.create_varient = draw_vs_varient_generic; 187 vs->machine = &draw->vs.machine; 188 189 return &vs->base; 190} 191