mesa/src/gallium/auxiliary/draw/draw_vs_variant.c

373 lines
12 KiB
C

/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* 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 VMWARE 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 <keithw@vmware.com>
*/
#include "util/u_memory.h"
#include "util/u_math.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_vs.h"
#include "translate/translate.h"
/* A first pass at incorporating vertex fetch/emit functionality into
*/
struct draw_vs_variant_generic {
struct draw_vs_variant base;
struct draw_vertex_shader *shader;
struct draw_context *draw;
/* Basic plan is to run these two translate functions before/after
* the vertex shader's existing run_linear() routine to simulate
* the inclusion of this functionality into the shader...
*
* Next will look at actually including it.
*/
struct translate *fetch;
struct translate *emit;
unsigned temp_vertex_stride;
};
static void vsvg_set_buffer( struct draw_vs_variant *variant,
unsigned buffer,
const void *ptr,
unsigned stride,
unsigned max_index )
{
struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
vsvg->fetch->set_buffer(vsvg->fetch,
buffer,
ptr,
stride,
max_index );
}
static const struct pipe_viewport_state *
find_viewport(struct draw_context *draw,
char *buffer,
unsigned vertex_idx,
unsigned stride)
{
int viewport_index_output =
draw_current_shader_viewport_index_output(draw);
char *ptr = buffer + vertex_idx * stride;
unsigned *data = (unsigned *)ptr;
int viewport_index =
draw_current_shader_uses_viewport_index(draw) ?
data[viewport_index_output * 4] : 0;
viewport_index = draw_clamp_viewport_idx(viewport_index);
return &draw->viewports[viewport_index];
}
/* Mainly for debug at this stage:
*/
static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
unsigned count,
void *output_buffer )
{
char *ptr = (char *)output_buffer;
unsigned stride = vsvg->temp_vertex_stride;
unsigned j;
ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
for (j = 0; j < count; j++, ptr += stride) {
const struct pipe_viewport_state *viewport =
find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
j, stride);
const float *scale = viewport->scale;
const float *trans = viewport->translate;
float *data = (float *)ptr;
float w = 1.0f / data[3];
data[0] = data[0] * w * scale[0] + trans[0];
data[1] = data[1] * w * scale[1] + trans[1];
data[2] = data[2] * w * scale[2] + trans[2];
data[3] = w;
}
}
static void do_viewport( struct draw_vs_variant_generic *vsvg,
unsigned count,
void *output_buffer )
{
char *ptr = (char *)output_buffer;
unsigned stride = vsvg->temp_vertex_stride;
unsigned j;
ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
for (j = 0; j < count; j++, ptr += stride) {
const struct pipe_viewport_state *viewport =
find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
j, stride);
const float *scale = viewport->scale;
const float *trans = viewport->translate;
float *data = (float *)ptr;
data[0] = data[0] * scale[0] + trans[0];
data[1] = data[1] * scale[1] + trans[1];
data[2] = data[2] * scale[2] + trans[2];
}
}
static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
const unsigned *elts,
unsigned count,
void *output_buffer)
{
struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride +
DRAW_EXTRA_VERTICES_PADDING );
if (0) debug_printf("%s %d \n", __FUNCTION__, count);
/* Want to do this in small batches for cache locality?
*/
vsvg->fetch->run_elts( vsvg->fetch,
elts,
count,
vsvg->draw->start_instance,
vsvg->draw->instance_id,
temp_buffer );
vsvg->base.vs->run_linear( vsvg->base.vs,
temp_buffer,
temp_buffer,
vsvg->base.vs->draw->pt.user.vs_constants,
vsvg->base.vs->draw->pt.user.vs_constants_size,
count,
temp_vertex_stride,
temp_vertex_stride, NULL);
/* FIXME: geometry shading? */
if (vsvg->base.key.clip) {
/* not really handling clipping, just do the rhw so we can
* see the results...
*/
do_rhw_viewport( vsvg,
count,
temp_buffer );
}
else if (vsvg->base.key.viewport) {
do_viewport( vsvg,
count,
temp_buffer );
}
vsvg->emit->set_buffer( vsvg->emit,
0,
temp_buffer,
temp_vertex_stride,
~0 );
vsvg->emit->set_buffer( vsvg->emit,
1,
&vsvg->draw->rasterizer->point_size,
0,
~0 );
vsvg->emit->run( vsvg->emit,
0, count,
vsvg->draw->start_instance,
vsvg->draw->instance_id,
output_buffer );
FREE(temp_buffer);
}
static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
unsigned start,
unsigned count,
void *output_buffer )
{
struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride +
DRAW_EXTRA_VERTICES_PADDING );
if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
vsvg->base.key.output_stride,
temp_vertex_stride);
vsvg->fetch->run( vsvg->fetch,
start,
count,
vsvg->draw->start_instance,
vsvg->draw->instance_id,
temp_buffer );
vsvg->base.vs->run_linear( vsvg->base.vs,
temp_buffer,
temp_buffer,
vsvg->base.vs->draw->pt.user.vs_constants,
vsvg->base.vs->draw->pt.user.vs_constants_size,
count,
temp_vertex_stride,
temp_vertex_stride, NULL);
if (vsvg->base.key.clip) {
/* not really handling clipping, just do the rhw so we can
* see the results...
*/
do_rhw_viewport( vsvg,
count,
temp_buffer );
}
else if (vsvg->base.key.viewport) {
do_viewport( vsvg,
count,
temp_buffer );
}
vsvg->emit->set_buffer( vsvg->emit,
0,
temp_buffer,
temp_vertex_stride,
~0 );
vsvg->emit->set_buffer( vsvg->emit,
1,
&vsvg->draw->rasterizer->point_size,
0,
~0 );
vsvg->emit->run( vsvg->emit,
0, count,
vsvg->draw->start_instance,
vsvg->draw->instance_id,
output_buffer );
FREE(temp_buffer);
}
static void vsvg_destroy( struct draw_vs_variant *variant )
{
FREE(variant);
}
struct draw_vs_variant *
draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
const struct draw_vs_variant_key *key )
{
unsigned i;
struct translate_key fetch, emit;
struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
if (!vsvg)
return NULL;
vsvg->base.key = *key;
vsvg->base.vs = vs;
vsvg->base.set_buffer = vsvg_set_buffer;
vsvg->base.run_elts = vsvg_run_elts;
vsvg->base.run_linear = vsvg_run_linear;
vsvg->base.destroy = vsvg_destroy;
vsvg->draw = vs->draw;
vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
draw_total_vs_outputs(vs->draw)) * 4 * sizeof(float);
/* Build free-standing fetch and emit functions:
*/
fetch.nr_elements = key->nr_inputs;
fetch.output_stride = vsvg->temp_vertex_stride;
for (i = 0; i < key->nr_inputs; i++) {
fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
fetch.element[i].input_format = key->element[i].in.format;
fetch.element[i].input_buffer = key->element[i].in.buffer;
fetch.element[i].input_offset = key->element[i].in.offset;
fetch.element[i].instance_divisor = 0;
fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fetch.element[i].output_offset = i * 4 * sizeof(float);
assert(fetch.element[i].output_offset < fetch.output_stride);
}
emit.nr_elements = key->nr_outputs;
emit.output_stride = key->output_stride;
for (i = 0; i < key->nr_outputs; i++) {
if (key->element[i].out.format != EMIT_1F_PSIZE)
{
emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
emit.element[i].input_buffer = 0;
emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
emit.element[i].instance_divisor = 0;
emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
emit.element[i].output_offset = key->element[i].out.offset;
assert(emit.element[i].input_offset <= fetch.output_stride);
}
else {
emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
emit.element[i].input_buffer = 1;
emit.element[i].input_offset = 0;
emit.element[i].instance_divisor = 0;
emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
emit.element[i].output_offset = key->element[i].out.offset;
}
}
vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
return &vsvg->base;
}