blob: 50f438ce0b19fda2e38cd050d8c49bcb89cd2a1c [file] [log] [blame]
/**************************************************************************
*
* 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_math.h"
#include "util/u_memory.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"
struct fetch_shade_emit;
/* Prototype fetch, shade, emit-hw-verts all in one go.
*/
struct fetch_shade_emit {
struct draw_pt_middle_end base;
struct draw_context *draw;
/* Temporaries:
*/
const float *constants;
unsigned pitch[PIPE_MAX_ATTRIBS];
const ubyte *src[PIPE_MAX_ATTRIBS];
unsigned prim;
struct draw_vs_variant_key key;
struct draw_vs_variant *active;
const struct vertex_info *vinfo;
};
static void
fse_prepare(struct draw_pt_middle_end *middle,
unsigned prim,
unsigned opt,
unsigned *max_vertices)
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
const struct vertex_info *vinfo;
unsigned i;
unsigned nr_vbs = 0;
/* Can't support geometry shader on this path.
*/
assert(!draw->gs.geometry_shader);
draw->render->set_primitive(draw->render, prim);
/* Must do this after set_primitive() above:
*/
fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
fse->key.output_stride = vinfo->size * 4;
fse->key.nr_outputs = vinfo->num_attribs;
fse->key.nr_inputs = num_vs_inputs;
fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
fse->key.nr_inputs); /* inputs - fetch from api format */
fse->key.viewport = !draw->bypass_viewport;
fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
fse->key.const_vbuffers = 0;
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].in.format = src->src_format;
/* Consider ignoring these, ie make generated programs
* independent of this state:
*/
fse->key.element[i].in.buffer = src->vertex_buffer_index;
fse->key.element[i].in.offset = src->src_offset;
nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
}
for (i = 0; i < 5 && i < nr_vbs; i++) {
if (draw->pt.vertex_buffer[i].stride == 0)
fse->key.const_vbuffers |= (1<<i);
}
if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
{
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
/* doesn't handle EMIT_OMIT */
assert(emit_sz != 0);
/* 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[i].out.format = vinfo->attrib[i].emit;
fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
fse->key.element[i].out.offset = dst_offset;
dst_offset += emit_sz;
assert(fse->key.output_stride >= dst_offset);
}
}
fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader,
&fse->key );
if (!fse->active) {
assert(0);
return ;
}
if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
fse->active->key.const_vbuffers);
/* Now set buffer pointers:
*/
for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
fse->active->set_buffer( fse->active,
i,
((const ubyte *) draw->pt.user.vbuffer[i].map +
draw->pt.vertex_buffer[i].buffer_offset),
draw->pt.vertex_buffer[i].stride,
draw->pt.max_index );
}
*max_vertices = (draw->render->max_vertex_buffer_bytes /
(vinfo->size * 4));
/* Probably need to do this somewhere (or fix exec shader not to
* need it):
*/
if (1) {
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
vs->prepare(vs, draw);
}
}
static void
fse_bind_parameters(struct draw_pt_middle_end *middle)
{
/* No-op? */
}
static void
fse_run_linear(struct draw_pt_middle_end *middle,
unsigned start,
unsigned count,
unsigned prim_flags)
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
char *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
if (!draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)count ))
goto fail;
hw_verts = draw->render->map_vertices( draw->render );
if (!hw_verts)
goto fail;
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
* or for some other reason not required...
*/
fse->active->run_linear( fse->active,
start, count,
hw_verts );
if (0) {
unsigned i;
for (i = 0; i < count; i++) {
debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
fse->key.output_stride,
fse->key.output_stride * i);
draw_dump_emitted_vertex( fse->vinfo,
(const uint8_t *)hw_verts + fse->key.output_stride * i );
}
}
draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
draw->render->draw_arrays( draw->render,
0,
count );
draw->render->release_vertices( draw->render );
return;
fail:
debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
return;
}
static void
fse_run(struct draw_pt_middle_end *middle,
const unsigned *fetch_elts,
unsigned fetch_count,
const ushort *draw_elts,
unsigned draw_count,
unsigned prim_flags )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
void *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
if (!draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)fetch_count ))
goto fail;
hw_verts = draw->render->map_vertices( draw->render );
if (!hw_verts)
goto fail;
/* Single routine to fetch vertices, run shader and emit HW verts.
*/
fse->active->run_elts( fse->active,
fetch_elts,
fetch_count,
hw_verts );
if (0) {
unsigned i;
for (i = 0; i < fetch_count; i++) {
debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
draw_dump_emitted_vertex( fse->vinfo,
(const uint8_t *)hw_verts +
fse->key.output_stride * i );
}
}
draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
draw->render->draw_elements( draw->render,
draw_elts,
draw_count );
draw->render->release_vertices( draw->render );
return;
fail:
debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
return;
}
static boolean
fse_run_linear_elts(struct draw_pt_middle_end *middle,
unsigned start,
unsigned count,
const ushort *draw_elts,
unsigned draw_count,
unsigned prim_flags)
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
char *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
if (!draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)count ))
return FALSE;
hw_verts = draw->render->map_vertices( draw->render );
if (!hw_verts)
return FALSE;
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
* or for some other reason not required...
*/
fse->active->run_linear( fse->active,
start, count,
hw_verts );
draw->render->draw_elements( draw->render,
draw_elts,
draw_count );
draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
draw->render->release_vertices( draw->render );
return TRUE;
}
static void
fse_finish(struct draw_pt_middle_end *middle)
{
}
static void
fse_destroy(struct draw_pt_middle_end *middle)
{
FREE(middle);
}
struct draw_pt_middle_end *
draw_pt_middle_fse(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.bind_parameters = fse_bind_parameters;
fse->base.run = fse_run;
fse->base.run_linear = fse_run_linear;
fse->base.run_linear_elts = fse_run_linear_elts;
fse->base.finish = fse_finish;
fse->base.destroy = fse_destroy;
fse->draw = draw;
return &fse->base;
}