draw_vs_exec.c revision ec8cbd79ac4065111365a6720c9564de56855cc8
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 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color; 99 100 tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, 101 constants, const_size); 102 103 if (shader->info.uses_instanceid) { 104 unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID]; 105 assert(i < Elements(machine->SystemValue)); 106 machine->SystemValue[i][0] = shader->draw->instance_id; 107 } 108 109 for (i = 0; i < count; i += MAX_TGSI_VERTICES) { 110 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); 111 112 /* Swizzle inputs. 113 */ 114 for (j = 0; j < max_vertices; j++) { 115#if 0 116 debug_printf("%d) Input vert:\n", i + j); 117 for (slot = 0; slot < shader->info.num_inputs; slot++) { 118 debug_printf("\t%d: %f %f %f %f\n", slot, 119 input[slot][0], 120 input[slot][1], 121 input[slot][2], 122 input[slot][3]); 123 } 124#endif 125 126 for (slot = 0; slot < shader->info.num_inputs; slot++) { 127#if 0 128 assert(!util_is_inf_or_nan(input[slot][0])); 129 assert(!util_is_inf_or_nan(input[slot][1])); 130 assert(!util_is_inf_or_nan(input[slot][2])); 131 assert(!util_is_inf_or_nan(input[slot][3])); 132#endif 133 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; 134 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; 135 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; 136 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; 137 } 138 139 input = (const float (*)[4])((const char *)input + input_stride); 140 } 141 142 tgsi_set_exec_mask(machine, 143 1, 144 max_vertices > 1, 145 max_vertices > 2, 146 max_vertices > 3); 147 148 /* run interpreter */ 149 tgsi_exec_machine_run( machine ); 150 151 /* Unswizzle all output results. 152 */ 153 for (j = 0; j < max_vertices; j++) { 154 for (slot = 0; slot < shader->info.num_outputs; slot++) { 155 unsigned name = shader->info.output_semantic_name[slot]; 156 if(clamp_vertex_color && 157 (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR)) 158 { 159 output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f); 160 output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f); 161 output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f); 162 output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f); 163 } 164 else 165 { 166 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; 167 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; 168 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; 169 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; 170 } 171 } 172 173#if 0 174 debug_printf("%d) Post xform vert:\n", i + j); 175 for (slot = 0; slot < shader->info.num_outputs; slot++) { 176 debug_printf("\t%d: %f %f %f %f\n", slot, 177 output[slot][0], 178 output[slot][1], 179 output[slot][2], 180 output[slot][3]); 181 assert(!util_is_inf_or_nan(output[slot][0])); 182 } 183#endif 184 185 output = (float (*)[4])((char *)output + output_stride); 186 } 187 188 } 189} 190 191 192 193 194static void 195vs_exec_delete( struct draw_vertex_shader *dvs ) 196{ 197 FREE((void*) dvs->state.tokens); 198 FREE( dvs ); 199} 200 201 202struct draw_vertex_shader * 203draw_create_vs_exec(struct draw_context *draw, 204 const struct pipe_shader_state *state) 205{ 206 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader ); 207 208 if (vs == NULL) 209 return NULL; 210 211 /* we make a private copy of the tokens */ 212 vs->base.state.tokens = tgsi_dup_tokens(state->tokens); 213 if (!vs->base.state.tokens) { 214 FREE(vs); 215 return NULL; 216 } 217 218 tgsi_scan_shader(state->tokens, &vs->base.info); 219 220 vs->base.state.stream_output = state->stream_output; 221 vs->base.draw = draw; 222 vs->base.prepare = vs_exec_prepare; 223 vs->base.run_linear = vs_exec_run_linear; 224 vs->base.delete = vs_exec_delete; 225 vs->base.create_variant = draw_vs_create_variant_generic; 226 vs->machine = draw->vs.machine; 227 228 return &vs->base; 229} 230