draw_vs_exec.c revision b7e150605d402224cdd8fa3d186924bdee3c6c49
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
47struct exec_vertex_shader {
48   struct draw_vertex_shader base;
49   struct tgsi_exec_machine *machine;
50};
51
52static 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 */
60static void
61vs_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.num_samplers,
73                                    draw->vs.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 */
84static void
85vs_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
99   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
100                                  constants, const_size);
101
102   for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
103      unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
104
105      /* Swizzle inputs.
106       */
107      for (j = 0; j < max_vertices; j++) {
108#if 0
109         debug_printf("%d) Input vert:\n", i + j);
110         for (slot = 0; slot < shader->info.num_inputs; slot++) {
111            debug_printf("\t%d: %f %f %f %f\n", slot,
112			 input[slot][0],
113			 input[slot][1],
114			 input[slot][2],
115			 input[slot][3]);
116         }
117#endif
118
119         for (slot = 0; slot < shader->info.num_inputs; slot++) {
120#if 0
121            assert(!util_is_inf_or_nan(input[slot][0]));
122            assert(!util_is_inf_or_nan(input[slot][1]));
123            assert(!util_is_inf_or_nan(input[slot][2]));
124            assert(!util_is_inf_or_nan(input[slot][3]));
125#endif
126            machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
127            machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
128            machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
129            machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
130         }
131
132	 input = (const float (*)[4])((const char *)input + input_stride);
133      }
134
135      tgsi_set_exec_mask(machine,
136                         1,
137                         max_vertices > 1,
138                         max_vertices > 2,
139                         max_vertices > 3);
140
141      /* run interpreter */
142      tgsi_exec_machine_run( machine );
143
144      /* Unswizzle all output results.
145       */
146      for (j = 0; j < max_vertices; j++) {
147         for (slot = 0; slot < shader->info.num_outputs; slot++) {
148            output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
149            output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
150            output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
151            output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
152
153         }
154
155#if 0
156	 debug_printf("%d) Post xform vert:\n", i + j);
157	 for (slot = 0; slot < shader->info.num_outputs; slot++) {
158	    debug_printf("\t%d: %f %f %f %f\n", slot,
159			 output[slot][0],
160			 output[slot][1],
161			 output[slot][2],
162			 output[slot][3]);
163            assert(!util_is_inf_or_nan(output[slot][0]));
164         }
165#endif
166
167	 output = (float (*)[4])((char *)output + output_stride);
168      }
169
170   }
171}
172
173
174
175
176static void
177vs_exec_delete( struct draw_vertex_shader *dvs )
178{
179   FREE((void*) dvs->state.tokens);
180   FREE( dvs );
181}
182
183
184struct draw_vertex_shader *
185draw_create_vs_exec(struct draw_context *draw,
186		    const struct pipe_shader_state *state)
187{
188   struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
189
190   if (vs == NULL)
191      return NULL;
192
193   /* we make a private copy of the tokens */
194   vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
195   if (!vs->base.state.tokens) {
196      FREE(vs);
197      return NULL;
198   }
199
200   tgsi_scan_shader(state->tokens, &vs->base.info);
201
202   vs->base.draw = draw;
203   vs->base.prepare = vs_exec_prepare;
204   vs->base.run_linear = vs_exec_run_linear;
205   vs->base.delete = vs_exec_delete;
206   vs->base.create_variant = draw_vs_create_variant_generic;
207   vs->machine = draw->vs.machine;
208
209   return &vs->base;
210}
211