draw_vs_exec.c revision 986d4a9ec60ee52067b2d6f81c05f8ec3b8dc8b1
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
45
46struct exec_vertex_shader {
47   struct draw_vertex_shader base;
48   struct tgsi_exec_machine *machine;
49};
50
51static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
52{
53   return (struct exec_vertex_shader *)vs;
54}
55
56
57/* Not required for run_linear.
58 */
59static void
60vs_exec_prepare( struct draw_vertex_shader *shader,
61		 struct draw_context *draw )
62{
63   struct exec_vertex_shader *evs = exec_vertex_shader(shader);
64
65   /* Specify the vertex program to interpret/execute.
66    * Avoid rebinding when possible.
67    */
68   if (evs->machine->Tokens != shader->state.tokens) {
69      tgsi_exec_machine_bind_shader(evs->machine,
70                                    shader->state.tokens,
71                                    draw->vs.num_samplers,
72                                    draw->vs.samplers);
73   }
74}
75
76
77
78
79/* Simplified vertex shader interface for the pt paths.  Given the
80 * complexity of code-generating all the above operations together,
81 * it's time to try doing all the other stuff separately.
82 */
83static void
84vs_exec_run_linear( struct draw_vertex_shader *shader,
85		    const float (*input)[4],
86		    float (*output)[4],
87		    const float (*constants)[4],
88		    unsigned count,
89		    unsigned input_stride,
90		    unsigned output_stride )
91{
92   struct exec_vertex_shader *evs = exec_vertex_shader(shader);
93   struct tgsi_exec_machine *machine = evs->machine;
94   unsigned int i, j;
95   unsigned slot;
96
97   machine->Consts = constants;
98
99   for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
100      unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
101
102      /* Swizzle inputs.
103       */
104      for (j = 0; j < max_vertices; j++) {
105#if 0
106         debug_printf("%d) Input vert:\n", i + j);
107         for (slot = 0; slot < shader->info.num_inputs; slot++) {
108            debug_printf("\t%d: %f %f %f %f\n", slot,
109			 input[slot][0],
110			 input[slot][1],
111			 input[slot][2],
112			 input[slot][3]);
113         }
114#endif
115
116         for (slot = 0; slot < shader->info.num_inputs; slot++) {
117#if 0
118            assert(!util_is_inf_or_nan(input[slot][0]));
119            assert(!util_is_inf_or_nan(input[slot][1]));
120            assert(!util_is_inf_or_nan(input[slot][2]));
121            assert(!util_is_inf_or_nan(input[slot][3]));
122#endif
123            machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
124            machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
125            machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
126            machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
127         }
128
129	 input = (const float (*)[4])((const char *)input + input_stride);
130      }
131
132      tgsi_set_exec_mask(machine,
133                         1,
134                         max_vertices > 1,
135                         max_vertices > 2,
136                         max_vertices > 3);
137
138      /* run interpreter */
139      tgsi_exec_machine_run( machine );
140
141      /* Unswizzle all output results.
142       */
143      for (j = 0; j < max_vertices; j++) {
144         for (slot = 0; slot < shader->info.num_outputs; slot++) {
145            output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
146            output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
147            output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
148            output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
149
150         }
151
152#if 0
153	 debug_printf("%d) Post xform vert:\n", i + j);
154	 for (slot = 0; slot < shader->info.num_outputs; slot++) {
155	    debug_printf("\t%d: %f %f %f %f\n", slot,
156			 output[slot][0],
157			 output[slot][1],
158			 output[slot][2],
159			 output[slot][3]);
160            assert(!util_is_inf_or_nan(output[slot][0]));
161         }
162#endif
163
164	 output = (float (*)[4])((char *)output + output_stride);
165      }
166
167   }
168}
169
170
171
172
173static void
174vs_exec_delete( struct draw_vertex_shader *dvs )
175{
176   FREE((void*) dvs->state.tokens);
177   FREE( dvs );
178}
179
180
181struct draw_vertex_shader *
182draw_create_vs_exec(struct draw_context *draw,
183		    const struct pipe_shader_state *state)
184{
185   struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
186
187   if (vs == NULL)
188      return NULL;
189
190   /* we make a private copy of the tokens */
191   vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
192   if (!vs->base.state.tokens) {
193      FREE(vs);
194      return NULL;
195   }
196
197   tgsi_scan_shader(state->tokens, &vs->base.info);
198
199   vs->base.draw = draw;
200   vs->base.prepare = vs_exec_prepare;
201   vs->base.run_linear = vs_exec_run_linear;
202   vs->base.delete = vs_exec_delete;
203   vs->base.create_varient = draw_vs_varient_generic;
204   vs->machine = &draw->vs.machine;
205
206   return &vs->base;
207}
208