1/**************************************************************************
2 *
3 * Copyright 2007 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 VMWARE 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 <keithw@vmware.com>
31  */
32
33#include "util/u_memory.h"
34#include "util/u_math.h"
35#include "draw/draw_context.h"
36#include "draw/draw_private.h"
37#include "draw/draw_vbuf.h"
38#include "draw/draw_vertex.h"
39#include "draw/draw_vs.h"
40#include "translate/translate.h"
41
42/* A first pass at incorporating vertex fetch/emit functionality into
43 */
44struct draw_vs_variant_generic {
45   struct draw_vs_variant base;
46
47   struct draw_vertex_shader *shader;
48   struct draw_context *draw;
49
50   /* Basic plan is to run these two translate functions before/after
51    * the vertex shader's existing run_linear() routine to simulate
52    * the inclusion of this functionality into the shader...
53    *
54    * Next will look at actually including it.
55    */
56   struct translate *fetch;
57   struct translate *emit;
58
59   unsigned temp_vertex_stride;
60};
61
62
63
64
65
66static void vsvg_set_buffer( struct draw_vs_variant *variant,
67                             unsigned buffer,
68                             const void *ptr,
69                             unsigned stride,
70                             unsigned max_index )
71{
72   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
73
74   vsvg->fetch->set_buffer(vsvg->fetch,
75                           buffer,
76                           ptr,
77                           stride,
78                           max_index );
79}
80
81static const struct pipe_viewport_state *
82find_viewport(struct draw_context *draw,
83              char *buffer,
84              unsigned vertex_idx,
85              unsigned stride)
86{
87   int viewport_index_output =
88      draw_current_shader_viewport_index_output(draw);
89   char *ptr = buffer + vertex_idx * stride;
90   unsigned *data = (unsigned *)ptr;
91   int viewport_index =
92      draw_current_shader_uses_viewport_index(draw) ?
93      data[viewport_index_output * 4] : 0;
94
95   viewport_index = draw_clamp_viewport_idx(viewport_index);
96
97   return &draw->viewports[viewport_index];
98}
99
100
101/* Mainly for debug at this stage:
102 */
103static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
104                             unsigned count,
105                             void *output_buffer )
106{
107   char *ptr = (char *)output_buffer;
108   unsigned stride = vsvg->temp_vertex_stride;
109   unsigned j;
110
111   ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
112
113   for (j = 0; j < count; j++, ptr += stride) {
114      const struct pipe_viewport_state *viewport =
115         find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
116                       j, stride);
117      const float *scale = viewport->scale;
118      const float *trans = viewport->translate;
119      float *data = (float *)ptr;
120      float w = 1.0f / data[3];
121
122      data[0] = data[0] * w * scale[0] + trans[0];
123      data[1] = data[1] * w * scale[1] + trans[1];
124      data[2] = data[2] * w * scale[2] + trans[2];
125      data[3] = w;
126   }
127}
128
129static void do_viewport( struct draw_vs_variant_generic *vsvg,
130                         unsigned count,
131                         void *output_buffer )
132{
133   char *ptr = (char *)output_buffer;
134   unsigned stride = vsvg->temp_vertex_stride;
135   unsigned j;
136
137   ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
138
139   for (j = 0; j < count; j++, ptr += stride) {
140      const struct pipe_viewport_state *viewport =
141         find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
142                       j, stride);
143      const float *scale = viewport->scale;
144      const float *trans = viewport->translate;
145      float *data = (float *)ptr;
146
147      data[0] = data[0] * scale[0] + trans[0];
148      data[1] = data[1] * scale[1] + trans[1];
149      data[2] = data[2] * scale[2] + trans[2];
150   }
151}
152
153
154static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
155                                      const unsigned *elts,
156                                      unsigned count,
157                                      void *output_buffer)
158{
159   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
160   unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
161   void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
162
163   if (0) debug_printf("%s %d \n", __FUNCTION__,  count);
164
165   /* Want to do this in small batches for cache locality?
166    */
167
168   vsvg->fetch->run_elts( vsvg->fetch,
169                          elts,
170                          count,
171                          vsvg->draw->start_instance,
172                          vsvg->draw->instance_id,
173                          temp_buffer );
174
175   vsvg->base.vs->run_linear( vsvg->base.vs,
176                              temp_buffer,
177                              temp_buffer,
178                              vsvg->base.vs->draw->pt.user.vs_constants,
179                              vsvg->base.vs->draw->pt.user.vs_constants_size,
180                              count,
181                              temp_vertex_stride,
182                              temp_vertex_stride);
183
184   /* FIXME: geometry shading? */
185
186   if (vsvg->base.key.clip) {
187      /* not really handling clipping, just do the rhw so we can
188       * see the results...
189       */
190      do_rhw_viewport( vsvg,
191                       count,
192                       temp_buffer );
193   }
194   else if (vsvg->base.key.viewport) {
195      do_viewport( vsvg,
196                   count,
197                   temp_buffer );
198   }
199
200
201   vsvg->emit->set_buffer( vsvg->emit,
202                           0,
203                           temp_buffer,
204                           temp_vertex_stride,
205                           ~0 );
206
207   vsvg->emit->set_buffer( vsvg->emit,
208                           1,
209                           &vsvg->draw->rasterizer->point_size,
210                           0,
211                           ~0 );
212
213   vsvg->emit->run( vsvg->emit,
214                    0, count,
215                    vsvg->draw->start_instance,
216                    vsvg->draw->instance_id,
217                    output_buffer );
218
219   FREE(temp_buffer);
220}
221
222
223static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
224                                        unsigned start,
225                                        unsigned count,
226                                        void *output_buffer )
227{
228   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
229   unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
230   void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
231
232   if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
233                       vsvg->base.key.output_stride,
234                       temp_vertex_stride);
235
236   vsvg->fetch->run( vsvg->fetch,
237                     start,
238                     count,
239                     vsvg->draw->start_instance,
240                     vsvg->draw->instance_id,
241                     temp_buffer );
242
243   vsvg->base.vs->run_linear( vsvg->base.vs,
244                              temp_buffer,
245                              temp_buffer,
246                              vsvg->base.vs->draw->pt.user.vs_constants,
247                              vsvg->base.vs->draw->pt.user.vs_constants_size,
248                              count,
249                              temp_vertex_stride,
250                              temp_vertex_stride);
251
252   if (vsvg->base.key.clip) {
253      /* not really handling clipping, just do the rhw so we can
254       * see the results...
255       */
256      do_rhw_viewport( vsvg,
257                       count,
258                       temp_buffer );
259   }
260   else if (vsvg->base.key.viewport) {
261      do_viewport( vsvg,
262                   count,
263                   temp_buffer );
264   }
265
266   vsvg->emit->set_buffer( vsvg->emit,
267                           0,
268                           temp_buffer,
269                           temp_vertex_stride,
270                           ~0 );
271
272   vsvg->emit->set_buffer( vsvg->emit,
273                           1,
274                           &vsvg->draw->rasterizer->point_size,
275                           0,
276                           ~0 );
277
278   vsvg->emit->run( vsvg->emit,
279                    0, count,
280                    vsvg->draw->start_instance,
281                    vsvg->draw->instance_id,
282                    output_buffer );
283
284   FREE(temp_buffer);
285}
286
287
288
289
290
291static void vsvg_destroy( struct draw_vs_variant *variant )
292{
293   FREE(variant);
294}
295
296
297struct draw_vs_variant *
298draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
299                                const struct draw_vs_variant_key *key )
300{
301   unsigned i;
302   struct translate_key fetch, emit;
303
304   struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
305   if (!vsvg)
306      return NULL;
307
308   vsvg->base.key = *key;
309   vsvg->base.vs = vs;
310   vsvg->base.set_buffer    = vsvg_set_buffer;
311   vsvg->base.run_elts      = vsvg_run_elts;
312   vsvg->base.run_linear    = vsvg_run_linear;
313   vsvg->base.destroy       = vsvg_destroy;
314
315   vsvg->draw = vs->draw;
316
317   vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
318                                   draw_total_vs_outputs(vs->draw)) * 4 * sizeof(float);
319
320   /* Build free-standing fetch and emit functions:
321    */
322   fetch.nr_elements = key->nr_inputs;
323   fetch.output_stride = vsvg->temp_vertex_stride;
324   for (i = 0; i < key->nr_inputs; i++) {
325      fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
326      fetch.element[i].input_format = key->element[i].in.format;
327      fetch.element[i].input_buffer = key->element[i].in.buffer;
328      fetch.element[i].input_offset = key->element[i].in.offset;
329      fetch.element[i].instance_divisor = 0;
330      fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
331      fetch.element[i].output_offset = i * 4 * sizeof(float);
332      assert(fetch.element[i].output_offset < fetch.output_stride);
333   }
334
335
336   emit.nr_elements = key->nr_outputs;
337   emit.output_stride = key->output_stride;
338   for (i = 0; i < key->nr_outputs; i++) {
339      if (key->element[i].out.format != EMIT_1F_PSIZE)
340      {
341         emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
342         emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
343         emit.element[i].input_buffer = 0;
344         emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
345         emit.element[i].instance_divisor = 0;
346         emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
347         emit.element[i].output_offset = key->element[i].out.offset;
348         assert(emit.element[i].input_offset <= fetch.output_stride);
349      }
350      else {
351         emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
352         emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
353         emit.element[i].input_buffer = 1;
354         emit.element[i].input_offset = 0;
355         emit.element[i].instance_divisor = 0;
356         emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
357         emit.element[i].output_offset = key->element[i].out.offset;
358      }
359   }
360
361   vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
362   vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
363
364   return &vsvg->base;
365}
366
367
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370
371