draw: get rid of fetch-shade-emit frontend hack

The code is now living in it's intended place as a pt middle end.
This commit is contained in:
Keith Whitwell 2008-05-13 13:35:14 +01:00
parent 8b25b5256f
commit b23706454b
5 changed files with 0 additions and 694 deletions

View File

@ -26,7 +26,6 @@ C_SOURCES = \
draw_pt_emit.c \
draw_pt_fetch.c \
draw_pt_fetch_emit.c \
draw_pt_fetch_shade_emit.c \
draw_pt_middle_fse.c \
draw_pt_fetch_shade_pipeline.c \
draw_pt_post_vs.c \

View File

@ -131,7 +131,6 @@ struct draw_context
struct {
struct draw_pt_front_end *vcache;
struct draw_pt_front_end *varray;
struct draw_pt_front_end *fetch_shade_emit; /* temp hack */
} front;
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];

View File

@ -85,11 +85,6 @@ draw_pt_arrays(struct draw_context *draw,
*/
if (draw->pt.user.elts || (opt & PT_PIPELINE)) {
frontend = draw->pt.front.vcache;
#if 0
} else if (opt == PT_SHADE && draw->pt.test_fse) {
/* should be a middle end.. */
frontend = draw->pt.front.fetch_shade_emit;
#endif
} else {
frontend = draw->pt.front.varray;
}
@ -127,10 +122,6 @@ boolean draw_pt_init( struct draw_context *draw )
draw->pt.middle.fetch_shade_emit = draw_pt_middle_fse( draw );
if (!draw->pt.middle.fetch_shade_emit)
return FALSE;
draw->pt.front.fetch_shade_emit = draw_pt_fetch_shade_emit( draw );
if (!draw->pt.front.fetch_shade_emit)
return FALSE;
}
@ -159,11 +150,6 @@ void draw_pt_destroy( struct draw_context *draw )
draw->pt.middle.fetch_shade_emit = NULL;
}
if (draw->pt.front.fetch_shade_emit) {
draw->pt.front.fetch_shade_emit->destroy( draw->pt.front.fetch_shade_emit );
draw->pt.front.fetch_shade_emit = NULL;
}
if (draw->pt.front.vcache) {
draw->pt.front.vcache->destroy( draw->pt.front.vcache );
draw->pt.front.vcache = NULL;

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@ -121,7 +121,6 @@ const void *draw_pt_elt_ptr( struct draw_context *draw,
struct draw_pt_front_end *draw_pt_vcache( struct draw_context *draw );
struct draw_pt_front_end *draw_pt_varray(struct draw_context *draw);
struct draw_pt_front_end *draw_pt_fetch_shade_emit( struct draw_context *draw );
/* Middle-ends:
*

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@ -1,677 +0,0 @@
/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "pipe/p_util.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
#include "draw/draw_vs.h"
#include "translate/translate.h"
struct fetch_shade_emit;
struct fse_shader {
struct translate_key key;
void (*run_linear)( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer );
};
/* Prototype fetch, shade, emit-hw-verts all in one go.
*/
struct fetch_shade_emit {
struct draw_pt_front_end base;
struct draw_context *draw;
struct translate_key key;
/* Temporaries:
*/
const float *constants;
unsigned pitch[PIPE_MAX_ATTRIBS];
const ubyte *src[PIPE_MAX_ATTRIBS];
unsigned prim;
/* Points to one of the three hardwired example shaders, below:
*/
struct fse_shader *active;
/* Temporary: A list of hard-wired shaders. Of course the plan
* would be to generate these for a given (vertex-shader,
* translate-key) pair...
*/
struct fse_shader shader[10];
int nr_shaders;
};
/* Not quite passthrough yet -- we're still running the 'shader' here,
* inlined into the vertex fetch function.
*/
static void fetch_xyz_rgb_st( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = fse->constants;
const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const ubyte *st = fse->src[2] + start * fse->pitch[2];
float *out = (float *)buffer;
assert(fse->pitch[1] == 0);
/* loop over vertex attributes (vertex shader inputs)
*/
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m0 * ix + m4 * iy + m8 * iz + m12;
out[1] = m1 * ix + m5 * iy + m9 * iz + m13;
out[2] = m2 * ix + m6 * iy + m10 * iz + m14;
out[3] = m3 * ix + m7 * iy + m11 * iz + m15;
xyz += fse->pitch[0];
}
{
out[4] = 1.0f;
out[5] = 1.0f;
out[6] = 1.0f;
out[7] = 1.0f;
}
{
const float *in = (const float *)st; st += fse->pitch[2];
out[8] = in[0];
out[9] = in[1];
out[10] = 0.0f;
out[11] = 1.0f;
}
out += 12;
}
}
static void fetch_xyz_rgb( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
float *out = (float *)buffer;
// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]);
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m0 * ix + m4 * iy + m8 * iz + m12;
out[1] = m1 * ix + m5 * iy + m9 * iz + m13;
out[2] = m2 * ix + m6 * iy + m10 * iz + m14;
out[3] = m3 * ix + m7 * iy + m11 * iz + m15;
xyz += fse->pitch[0];
}
{
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
rgb += fse->pitch[1];
}
out += 8;
}
}
static void fetch_xyz_rgb_psiz( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
const float m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12];
const float m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13];
const float m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14];
const float m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15];
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const float *rgb = (const float *)(fse->src[1] + start * fse->pitch[1]);
const float psiz = 1.0;
float *out = (float *)buffer;
assert(fse->pitch[1] == 0);
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m0 * ix + m4 * iy + m8 * iz + m12;
out[1] = m1 * ix + m5 * iy + m9 * iz + m13;
out[2] = m2 * ix + m6 * iy + m10 * iz + m14;
out[3] = m3 * ix + m7 * iy + m11 * iz + m15;
xyz += fse->pitch[0];
}
{
out[4] = rgb[0];
out[5] = rgb[1];
out[6] = rgb[2];
out[7] = 1.0f;
}
{
out[8] = psiz;
}
out += 9;
}
}
static boolean set_prim( struct fetch_shade_emit *fse,
unsigned prim,
unsigned count )
{
struct draw_context *draw = fse->draw;
fse->prim = prim;
switch (prim) {
case PIPE_PRIM_LINE_LOOP:
if (count > 1024)
return FALSE;
draw->render->set_primitive( draw->render, PIPE_PRIM_LINE_STRIP );
break;
case PIPE_PRIM_TRIANGLE_FAN:
case PIPE_PRIM_POLYGON:
if (count > 1024)
return FALSE;
draw->render->set_primitive( draw->render, prim );
break;
case PIPE_PRIM_QUADS:
case PIPE_PRIM_QUAD_STRIP:
draw->render->set_primitive( draw->render, PIPE_PRIM_TRIANGLES );
break;
default:
draw->render->set_primitive( draw->render, prim );
break;
}
return TRUE;
}
static void fse_prepare( struct draw_pt_front_end *fe,
unsigned prim,
struct draw_pt_middle_end *unused,
unsigned opt )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)fe;
struct draw_context *draw = fse->draw;
unsigned num_vs_inputs = draw->vertex_shader->info.num_inputs;
unsigned num_vs_outputs = draw->vertex_shader->info.num_outputs;
const struct vertex_info *vinfo;
unsigned i;
boolean need_psize = 0;
if (draw->pt.user.elts) {
assert(0);
return ;
}
if (!set_prim(fse, prim, /*count*/1022 )) {
assert(0);
return ;
}
/* Must do this after set_primitive() above:
*/
vinfo = draw->render->get_vertex_info(draw->render);
fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */
num_vs_inputs); /* inputs - fetch from api format */
fse->key.output_stride = vinfo->size * 4;
memset(fse->key.element, 0,
fse->key.nr_elements * sizeof(fse->key.element[0]));
for (i = 0; i < num_vs_inputs; i++) {
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].input_format = src->src_format;
/* Consider ignoring these at this point, ie make generated
* programs independent of this state:
*/
fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index;
fse->key.element[i].input_offset = 0; //src->src_offset;
}
{
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = 0;
unsigned output_format = PIPE_FORMAT_NONE;
unsigned vs_output = vinfo->src_index[i];
switch (vinfo->emit[i]) {
case EMIT_4F:
output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
emit_sz = 4 * sizeof(float);
break;
case EMIT_3F:
output_format = PIPE_FORMAT_R32G32B32_FLOAT;
emit_sz = 3 * sizeof(float);
break;
case EMIT_2F:
output_format = PIPE_FORMAT_R32G32_FLOAT;
emit_sz = 2 * sizeof(float);
break;
case EMIT_1F:
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
break;
case EMIT_1F_PSIZE:
need_psize = 1;
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
vs_output = num_vs_outputs + 1;
break;
default:
assert(0);
break;
}
/* The elements in the key correspond to vertex shader output
* numbers, not to positions in the hw vertex description --
* that's handled by the output_offset field.
*/
fse->key.element[vs_output].output_format = output_format;
fse->key.element[vs_output].output_offset = dst_offset;
dst_offset += emit_sz;
assert(fse->key.output_stride >= dst_offset);
}
}
/* To make psize work, really need to tell the vertex shader to
* copy that value from input->output. For 'translate' this was
* implicit for all elements.
*/
#if 0
if (need_psize) {
unsigned input = num_vs_inputs + 1;
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
fse->key.element[i].input_offset = 0;
fse->key.nr_elements += 1;
}
#endif
fse->constants = draw->pt.user.constants;
/* Would normally look up a vertex shader and peruse its list of
* varients somehow. We omitted that step and put all the
* hardcoded "shaders" into an array. We're just making the
* assumption that this happens to be a matching shader... ie
* you're running isosurf, aren't you?
*/
fse->active = NULL;
for (i = 0; i < fse->nr_shaders; i++) {
if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0)
fse->active = &fse->shader[i];
}
if (!fse->active) {
assert(0);
return ;
}
/* Now set buffer pointers:
*/
for (i = 0; i < num_vs_inputs; i++) {
unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
fse->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] +
draw->pt.vertex_buffer[buf].buffer_offset +
draw->pt.vertex_element[i].src_offset);
fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch;
}
//return TRUE;
}
#define INDEX(i) (start + (i))
static void fse_render_linear( struct vbuf_render *render,
unsigned prim,
unsigned start,
unsigned length )
{
ushort *tmp = NULL;
unsigned i, j;
switch (prim) {
case PIPE_PRIM_LINE_LOOP:
tmp = MALLOC( sizeof(ushort) * (length + 1) );
for (i = 0; i < length; i++)
tmp[i] = INDEX(i);
tmp[length] = 0;
render->draw( render,
tmp,
length+1 );
break;
case PIPE_PRIM_QUAD_STRIP:
tmp = MALLOC( sizeof(ushort) * (length / 2 * 6) );
for (j = i = 0; i + 3 < length; i += 2, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+2);
tmp[j+4] = INDEX(i+0);
tmp[j+5] = INDEX(i+3);
}
if (j)
render->draw( render, tmp, j );
break;
case PIPE_PRIM_QUADS:
tmp = MALLOC( sizeof(int) * (length / 4 * 6) );
for (j = i = 0; i + 3 < length; i += 4, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+1);
tmp[j+4] = INDEX(i+2);
tmp[j+5] = INDEX(i+3);
}
if (j)
render->draw( render, tmp, j );
break;
default:
render->draw_arrays( render,
start,
length );
break;
}
if (tmp)
FREE(tmp);
}
static boolean do_draw( struct fetch_shade_emit *fse,
unsigned start, unsigned count )
{
struct draw_context *draw = fse->draw;
char *hw_verts =
draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)count );
if (!hw_verts)
return FALSE;
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping and viewport transformation are done on hardware.
*/
fse->active->run_linear( fse,
start, count,
hw_verts );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
fse_render_linear( draw->render,
fse->prim,
0,
count );
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
count );
return TRUE;
}
static void
fse_run(struct draw_pt_front_end *fe,
pt_elt_func elt_func,
const void *elt_ptr,
unsigned count)
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)fe;
unsigned i = 0;
unsigned first, incr;
unsigned start = elt_func(elt_ptr, 0);
//debug_printf("%s prim %d start %d count %d\n", __FUNCTION__, prim, start, count);
draw_pt_split_prim(fse->prim, &first, &incr);
count -= (count - first) % incr;
while (i + first <= count) {
int nr = MIN2( count - i, 1024 );
/* snap to prim boundary
*/
nr -= (nr - first) % incr;
if (!do_draw( fse, start + i, nr )) {
assert(0);
return ;
}
/* increment allowing for repeated vertices
*/
i += nr - (first - incr);
}
//return TRUE;
}
static void fse_finish( struct draw_pt_front_end *frontend )
{
}
static void
fse_destroy( struct draw_pt_front_end *frontend )
{
FREE(frontend);
}
struct draw_pt_front_end *draw_pt_fetch_shade_emit( struct draw_context *draw )
{
struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
if (!fse)
return NULL;
fse->base.prepare = fse_prepare;
fse->base.run = fse_run;
fse->base.finish = fse_finish;
fse->base.destroy = fse_destroy;
fse->draw = draw;
fse->shader[0].run_linear = fetch_xyz_rgb_st;
fse->shader[0].key.nr_elements = 3;
fse->shader[0].key.output_stride = 12 * sizeof(float);
fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[0].key.element[0].input_buffer = 0;
fse->shader[0].key.element[0].input_offset = 0;
fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[0].output_offset = 0;
fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[0].key.element[1].input_buffer = 0;
fse->shader[0].key.element[1].input_offset = 0;
fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[1].output_offset = 16;
fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT;
fse->shader[0].key.element[1].input_buffer = 0;
fse->shader[0].key.element[1].input_offset = 0;
fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[1].output_offset = 32;
fse->shader[1].run_linear = fetch_xyz_rgb;
fse->shader[1].key.nr_elements = 2;
fse->shader[1].key.output_stride = 8 * sizeof(float);
fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[1].key.element[0].input_buffer = 0;
fse->shader[1].key.element[0].input_offset = 0;
fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[1].key.element[0].output_offset = 0;
fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[1].key.element[1].input_buffer = 0;
fse->shader[1].key.element[1].input_offset = 0;
fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[1].key.element[1].output_offset = 16;
fse->shader[2].run_linear = fetch_xyz_rgb_psiz;
fse->shader[2].key.nr_elements = 3;
fse->shader[2].key.output_stride = 9 * sizeof(float);
fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[2].key.element[0].input_buffer = 0;
fse->shader[2].key.element[0].input_offset = 0;
fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[2].key.element[0].output_offset = 0;
fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[2].key.element[1].input_buffer = 0;
fse->shader[2].key.element[1].input_offset = 0;
fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[2].key.element[1].output_offset = 16;
/* psize is special
* -- effectively add it here as another input!?!
* -- who knows how to add it as a buffer?
*/
fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT;
fse->shader[2].key.element[2].input_buffer = 0;
fse->shader[2].key.element[2].input_offset = 0;
fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT;
fse->shader[2].key.element[2].output_offset = 32;
fse->nr_shaders = 3;
return &fse->base;
}