draw_gs.c revision 89d8577fb3036547ef0b47498cc8dc5c77f886e0
1/**************************************************************************
2 *
3 * Copyright 2009 VMWare Inc.
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#include "draw_gs.h"
29
30#include "draw_private.h"
31#include "draw_context.h"
32
33#include "tgsi/tgsi_parse.h"
34#include "tgsi/tgsi_exec.h"
35
36#include "pipe/p_shader_tokens.h"
37
38#include "util/u_math.h"
39#include "util/u_memory.h"
40
41#define MAX_PRIM_VERTICES 6
42/* fixme: move it from here */
43#define MAX_PRIMITIVES 64
44
45boolean
46draw_gs_init( struct draw_context *draw )
47{
48   draw->gs.machine = tgsi_exec_machine_create();
49   if (!draw->gs.machine)
50      return FALSE;
51
52   draw->gs.machine->Primitives = align_malloc(
53      MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector), 16);
54   if (!draw->gs.machine->Primitives)
55      return FALSE;
56   memset(draw->gs.machine->Primitives, 0,
57          MAX_PRIMITIVES * sizeof(struct tgsi_exec_vector));
58
59   return TRUE;
60}
61
62
63void draw_gs_set_constants( struct draw_context *draw,
64                            const float (*constants)[4],
65                            unsigned size )
66{
67}
68
69
70struct draw_geometry_shader *
71draw_create_geometry_shader(struct draw_context *draw,
72                            const struct pipe_shader_state *state)
73{
74   struct draw_geometry_shader *gs;
75   int i;
76
77   gs = CALLOC_STRUCT(draw_geometry_shader);
78
79   if (!gs)
80      return NULL;
81
82   gs->state = *state;
83   gs->state.tokens = tgsi_dup_tokens(state->tokens);
84   if (!gs->state.tokens) {
85      FREE(gs);
86      return NULL;
87   }
88
89   tgsi_scan_shader(state->tokens, &gs->info);
90
91   /* setup the defaults */
92   gs->input_primitive = PIPE_PRIM_TRIANGLES;
93   gs->output_primitive = PIPE_PRIM_TRIANGLE_STRIP;
94   gs->max_output_vertices = 32;
95
96   for (i = 0; i < gs->info.num_properties; ++i) {
97      if (gs->info.properties[i].name ==
98          TGSI_PROPERTY_GS_INPUT_PRIM)
99         gs->input_primitive = gs->info.properties[i].data[0];
100      else if (gs->info.properties[i].name ==
101               TGSI_PROPERTY_GS_OUTPUT_PRIM)
102         gs->output_primitive = gs->info.properties[i].data[0];
103      else if (gs->info.properties[i].name ==
104               TGSI_PROPERTY_GS_MAX_VERTICES)
105         gs->max_output_vertices = gs->info.properties[i].data[0];
106   }
107
108   gs->machine = draw->gs.machine;
109
110   if (gs)
111   {
112      uint i;
113      for (i = 0; i < gs->info.num_outputs; i++) {
114         if (gs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
115             gs->info.output_semantic_index[i] == 0)
116            gs->position_output = i;
117      }
118   }
119
120   return gs;
121}
122
123void draw_bind_geometry_shader(struct draw_context *draw,
124                               struct draw_geometry_shader *dgs)
125{
126   draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
127
128   if (dgs) {
129      draw->gs.geometry_shader = dgs;
130      draw->gs.num_gs_outputs = dgs->info.num_outputs;
131      draw->gs.position_output = dgs->position_output;
132      draw_geometry_shader_prepare(dgs, draw);
133   }
134   else {
135      draw->gs.geometry_shader = NULL;
136      draw->gs.num_gs_outputs = 0;
137   }
138}
139
140void draw_delete_geometry_shader(struct draw_context *draw,
141                                 struct draw_geometry_shader *dgs)
142{
143   FREE(dgs);
144}
145
146static INLINE int num_vertices_for_prim(int prim)
147{
148   switch(prim) {
149   case PIPE_PRIM_POINTS:
150      return 1;
151   case PIPE_PRIM_LINES:
152      return 2;
153   case PIPE_PRIM_LINE_LOOP:
154      return 2;
155   case PIPE_PRIM_LINE_STRIP:
156      return 2;
157   case PIPE_PRIM_TRIANGLES:
158      return 3;
159   case PIPE_PRIM_TRIANGLE_STRIP:
160      return 3;
161   case PIPE_PRIM_TRIANGLE_FAN:
162      return 3;
163   case PIPE_PRIM_LINES_ADJACENCY:
164   case PIPE_PRIM_LINE_STRIP_ADJACENCY:
165      return 4;
166   case PIPE_PRIM_TRIANGLES_ADJACENCY:
167   case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
168      return 6;
169   default:
170      assert(!"Bad geometry shader input");
171      return 0;
172   }
173}
174
175static void draw_fetch_geometry_input(struct draw_geometry_shader *shader,
176                                      int start_primitive,
177                                      int num_primitives,
178                                      const float (*input_ptr)[4],
179                                      unsigned input_vertex_stride,
180                                      unsigned inputs_from_vs)
181{
182   struct tgsi_exec_machine *machine = shader->machine;
183   unsigned slot, vs_slot, k, j;
184   unsigned num_vertices = num_vertices_for_prim(shader->input_primitive);
185   int idx = 0;
186
187   for (slot = 0, vs_slot = 0; slot < shader->info.num_inputs; slot++) {
188      debug_printf("Slot = %d (semantic = %d)\n", slot,
189                   shader->info.input_semantic_name[slot]);
190      if (shader->info.input_semantic_name[slot] ==
191          TGSI_SEMANTIC_VERTICES) {
192         for (j = 0; j < num_primitives; ++j) {
193            machine->Inputs[idx].xyzw[0].f[j] = (float)num_vertices;
194            machine->Inputs[idx].xyzw[1].f[j] = (float)num_vertices;
195            machine->Inputs[idx].xyzw[2].f[j] = (float)num_vertices;
196            machine->Inputs[idx].xyzw[3].f[j] = (float)num_vertices;
197         }
198         ++idx;
199      } else {
200         for (j = 0; j < num_primitives; ++j) {
201            int vidx = idx;
202            const float (*prim_ptr)[4];
203            debug_printf("    %d) Prim (num_verts = %d)\n", start_primitive + j,
204                         num_vertices);
205            prim_ptr = (const float (*)[4])(
206               (const char *)input_ptr +
207               (j * num_vertices * input_vertex_stride));
208
209            for (k = 0; k < num_vertices; ++k, ++vidx) {
210               const float (*input)[4];
211               input = (const float (*)[4])(
212                  (const char *)prim_ptr + (k * input_vertex_stride));
213               debug_printf("\t%d)(%d) Input vert:\n", vidx, k);
214#if 1
215               assert(!util_is_inf_or_nan(input[vs_slot][0]));
216               assert(!util_is_inf_or_nan(input[vs_slot][1]));
217               assert(!util_is_inf_or_nan(input[vs_slot][2]));
218               assert(!util_is_inf_or_nan(input[vs_slot][3]));
219#endif
220               machine->Inputs[vidx].xyzw[0].f[j] = input[vs_slot][0];
221               machine->Inputs[vidx].xyzw[1].f[j] = input[vs_slot][1];
222               machine->Inputs[vidx].xyzw[2].f[j] = input[vs_slot][2];
223               machine->Inputs[vidx].xyzw[3].f[j] = input[vs_slot][3];
224#if 0
225               debug_printf("\t\t%d %f %f %f %f\n", slot,
226                            machine->Inputs[vidx].xyzw[0].f[j],
227                            machine->Inputs[vidx].xyzw[1].f[j],
228                            machine->Inputs[vidx].xyzw[2].f[j],
229                            machine->Inputs[vidx].xyzw[3].f[j]);
230#endif
231            }
232         }
233         ++vs_slot;
234         idx += num_vertices;
235      }
236   }
237}
238
239static INLINE void
240draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
241                            int num_primitives,
242                            float (*output)[4],
243                            unsigned vertex_size)
244{
245   struct tgsi_exec_machine *machine = shader->machine;
246   unsigned prim_idx, j, slot;
247
248   /* Unswizzle all output results.
249    */
250   /* FIXME: handle all the primitives produced by the gs, not just
251    * the first one
252    unsigned prim_count =
253    mach->Temps[TEMP_PRIMITIVE_I].xyzw[TEMP_PRIMITIVE_C].u[0];*/
254   for (prim_idx = 0; prim_idx < num_primitives; ++prim_idx) {
255      unsigned num_verts_per_prim = machine->Primitives[0];
256      for (j = 0; j < num_verts_per_prim; j++) {
257         int idx = (prim_idx * num_verts_per_prim + j) *
258                   shader->info.num_outputs;
259#ifdef DEBUG_OUTPUTS
260         debug_printf("%d) Output vert:\n", idx);
261#endif
262         for (slot = 0; slot < shader->info.num_outputs; slot++) {
263            output[slot][0] = machine->Outputs[idx + slot].xyzw[0].f[prim_idx];
264            output[slot][1] = machine->Outputs[idx + slot].xyzw[1].f[prim_idx];
265            output[slot][2] = machine->Outputs[idx + slot].xyzw[2].f[prim_idx];
266            output[slot][3] = machine->Outputs[idx + slot].xyzw[3].f[prim_idx];
267#ifdef DEBUG_OUTPUTS
268            debug_printf("\t%d: %f %f %f %f\n", slot,
269                         output[slot][0],
270                         output[slot][1],
271                         output[slot][2],
272                         output[slot][3]);
273#endif
274            debug_assert(!util_is_inf_or_nan(output[slot][0]));
275         }
276         output = (float (*)[4])((char *)output + vertex_size);
277      }
278   }
279}
280
281void draw_geometry_shader_run(struct draw_geometry_shader *shader,
282                              const float (*input)[4],
283                              float (*output)[4],
284                              const float (*constants)[4],
285                              unsigned count,
286                              unsigned input_stride,
287                              unsigned vertex_size)
288{
289   struct tgsi_exec_machine *machine = shader->machine;
290   unsigned int i;
291   unsigned num_vertices = num_vertices_for_prim(shader->input_primitive);
292   unsigned num_primitives = count/num_vertices;
293   unsigned inputs_from_vs = 0;
294
295   machine->Consts = constants;
296
297   for (i = 0; i < shader->info.num_inputs; ++i) {
298      if (shader->info.input_semantic_name[i] != TGSI_SEMANTIC_VERTICES &&
299          shader->info.input_semantic_name[i] != TGSI_SEMANTIC_PRIMID)
300         ++inputs_from_vs;
301   }
302
303   for (i = 0; i < num_primitives; ++i) {
304      unsigned int max_primitives = 1;
305
306      draw_fetch_geometry_input(shader, i, max_primitives, input,
307                                input_stride, inputs_from_vs);
308
309      tgsi_set_exec_mask(machine,
310                         1,
311                         max_primitives > 1,
312                         max_primitives > 2,
313                         max_primitives > 3);
314
315      /* run interpreter */
316      tgsi_exec_machine_run(machine);
317
318      draw_geometry_fetch_outputs(shader, max_primitives,
319                                  output, vertex_size);
320   }
321}
322
323void draw_geometry_shader_delete(struct draw_geometry_shader *shader)
324{
325   FREE((void*) shader->state.tokens);
326   FREE(shader);
327}
328
329void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
330                                  struct draw_context *draw)
331{
332    if (shader->machine->Tokens != shader->state.tokens) {
333       tgsi_exec_machine_bind_shader(shader->machine,
334                                     shader->state.tokens,
335                                     draw->gs.num_samplers,
336                                     draw->gs.samplers);
337    }
338}
339