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  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.  
  34. #include "util/u_math.h"
  35. #include "util/u_memory.h"
  36. #include "draw/draw_context.h"
  37. #include "draw/draw_private.h"
  38. #include "draw/draw_vbuf.h"
  39. #include "draw/draw_vertex.h"
  40. #include "draw/draw_pt.h"
  41. #include "draw/draw_vs.h"
  42.  
  43.  
  44. struct fetch_shade_emit;
  45.  
  46.  
  47. /* Prototype fetch, shade, emit-hw-verts all in one go.
  48.  */
  49. struct fetch_shade_emit {
  50.    struct draw_pt_middle_end base;
  51.    struct draw_context *draw;
  52.  
  53.    /* Temporaries:
  54.     */
  55.    const float *constants;
  56.    unsigned pitch[PIPE_MAX_ATTRIBS];
  57.    const ubyte *src[PIPE_MAX_ATTRIBS];
  58.    unsigned prim;
  59.  
  60.    struct draw_vs_variant_key key;
  61.    struct draw_vs_variant *active;
  62.  
  63.    const struct vertex_info *vinfo;
  64. };
  65.  
  66.  
  67.  
  68. static void
  69. fse_prepare(struct draw_pt_middle_end *middle,
  70.             unsigned prim,
  71.             unsigned opt,
  72.             unsigned *max_vertices)
  73. {
  74.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  75.    struct draw_context *draw = fse->draw;
  76.    unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
  77.    const struct vertex_info *vinfo;
  78.    unsigned i;
  79.    unsigned nr_vbs = 0;
  80.  
  81.    /* Can't support geometry shader on this path.
  82.     */
  83.    assert(!draw->gs.geometry_shader);
  84.  
  85.    draw->render->set_primitive(draw->render, prim);
  86.  
  87.    /* Must do this after set_primitive() above:
  88.     */
  89.    fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
  90.  
  91.    fse->key.output_stride = vinfo->size * 4;
  92.    fse->key.nr_outputs = vinfo->num_attribs;
  93.    fse->key.nr_inputs = num_vs_inputs;
  94.  
  95.    fse->key.nr_elements = MAX2(fse->key.nr_outputs,     /* outputs - translate to hw format */
  96.                                fse->key.nr_inputs);     /* inputs - fetch from api format */
  97.  
  98.    fse->key.viewport = !draw->bypass_viewport;
  99.    fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
  100.    fse->key.const_vbuffers = 0;
  101.  
  102.    memset(fse->key.element, 0,
  103.           fse->key.nr_elements * sizeof(fse->key.element[0]));
  104.  
  105.    for (i = 0; i < num_vs_inputs; i++) {
  106.       const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
  107.       fse->key.element[i].in.format = src->src_format;
  108.  
  109.       /* Consider ignoring these, ie make generated programs
  110.        * independent of this state:
  111.        */
  112.       fse->key.element[i].in.buffer = src->vertex_buffer_index;
  113.       fse->key.element[i].in.offset = src->src_offset;
  114.       nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
  115.    }
  116.  
  117.    for (i = 0; i < 5 && i < nr_vbs; i++) {
  118.       if (draw->pt.vertex_buffer[i].stride == 0)
  119.          fse->key.const_vbuffers |= (1<<i);
  120.    }
  121.  
  122.    if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
  123.  
  124.    {
  125.       unsigned dst_offset = 0;
  126.  
  127.       for (i = 0; i < vinfo->num_attribs; i++) {
  128.          unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
  129.  
  130.          /* doesn't handle EMIT_OMIT */
  131.          assert(emit_sz != 0);
  132.  
  133.          /* The elements in the key correspond to vertex shader output
  134.           * numbers, not to positions in the hw vertex description --
  135.           * that's handled by the output_offset field.
  136.           */
  137.          fse->key.element[i].out.format = vinfo->attrib[i].emit;
  138.          fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
  139.          fse->key.element[i].out.offset = dst_offset;
  140.  
  141.          dst_offset += emit_sz;
  142.          assert(fse->key.output_stride >= dst_offset);
  143.       }
  144.    }
  145.  
  146.    fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader,
  147.                                          &fse->key );
  148.  
  149.    if (!fse->active) {
  150.       assert(0);
  151.       return ;
  152.    }
  153.  
  154.    if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
  155.                        fse->active->key.const_vbuffers);
  156.  
  157.    /* Now set buffer pointers:
  158.     */
  159.    for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
  160.       fse->active->set_buffer( fse->active,
  161.                                i,
  162.                                ((const ubyte *) draw->pt.user.vbuffer[i].map +
  163.                                 draw->pt.vertex_buffer[i].buffer_offset),
  164.                               draw->pt.vertex_buffer[i].stride,
  165.                               draw->pt.max_index );
  166.    }
  167.  
  168.    *max_vertices = (draw->render->max_vertex_buffer_bytes /
  169.                     (vinfo->size * 4));
  170.  
  171.    /* Probably need to do this somewhere (or fix exec shader not to
  172.     * need it):
  173.     */
  174.    if (1) {
  175.       struct draw_vertex_shader *vs = draw->vs.vertex_shader;
  176.       vs->prepare(vs, draw);
  177.    }
  178. }
  179.  
  180.  
  181. static void
  182. fse_bind_parameters(struct draw_pt_middle_end *middle)
  183. {
  184.    /* No-op? */
  185. }
  186.  
  187.  
  188. static void
  189. fse_run_linear(struct draw_pt_middle_end *middle,
  190.                unsigned start,
  191.                unsigned count,
  192.                unsigned prim_flags)
  193. {
  194.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  195.    struct draw_context *draw = fse->draw;
  196.    char *hw_verts;
  197.  
  198.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  199.     */
  200.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  201.  
  202.    if (!draw->render->allocate_vertices( draw->render,
  203.                                          (ushort)fse->key.output_stride,
  204.                                          (ushort)count ))
  205.       goto fail;
  206.  
  207.    hw_verts = draw->render->map_vertices( draw->render );
  208.    if (!hw_verts)
  209.       goto fail;
  210.  
  211.    /* Single routine to fetch vertices, run shader and emit HW verts.
  212.     * Clipping is done elsewhere -- either by the API or on hardware,
  213.     * or for some other reason not required...
  214.     */
  215.    fse->active->run_linear( fse->active,
  216.                             start, count,
  217.                             hw_verts );
  218.  
  219.    if (0) {
  220.       unsigned i;
  221.       for (i = 0; i < count; i++) {
  222.          debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
  223.                       fse->key.output_stride,
  224.                       fse->key.output_stride * i);
  225.  
  226.          draw_dump_emitted_vertex( fse->vinfo,
  227.                                    (const uint8_t *)hw_verts + fse->key.output_stride * i );
  228.       }
  229.    }
  230.  
  231.    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
  232.  
  233.    /* Draw arrays path to avoid re-emitting index list again and
  234.     * again.
  235.     */
  236.    draw->render->draw_arrays( draw->render,
  237.                               0,
  238.                               count );
  239.  
  240.    draw->render->release_vertices( draw->render );
  241.  
  242.    return;
  243.  
  244. fail:
  245.    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
  246.    return;
  247. }
  248.  
  249.  
  250. static void
  251. fse_run(struct draw_pt_middle_end *middle,
  252.         const unsigned *fetch_elts,
  253.         unsigned fetch_count,
  254.         const ushort *draw_elts,
  255.         unsigned draw_count,
  256.         unsigned prim_flags )
  257. {
  258.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  259.    struct draw_context *draw = fse->draw;
  260.    void *hw_verts;
  261.  
  262.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  263.     */
  264.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  265.  
  266.    if (!draw->render->allocate_vertices( draw->render,
  267.                                          (ushort)fse->key.output_stride,
  268.                                          (ushort)fetch_count ))
  269.       goto fail;
  270.  
  271.    hw_verts = draw->render->map_vertices( draw->render );
  272.    if (!hw_verts)
  273.       goto fail;
  274.  
  275.    /* Single routine to fetch vertices, run shader and emit HW verts.
  276.     */
  277.    fse->active->run_elts( fse->active,
  278.                           fetch_elts,
  279.                           fetch_count,
  280.                           hw_verts );
  281.  
  282.    if (0) {
  283.       unsigned i;
  284.       for (i = 0; i < fetch_count; i++) {
  285.          debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
  286.          draw_dump_emitted_vertex( fse->vinfo,
  287.                                    (const uint8_t *)hw_verts +
  288.                                    fse->key.output_stride * i );
  289.       }
  290.    }
  291.  
  292.    draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
  293.  
  294.    draw->render->draw_elements( draw->render,
  295.                                 draw_elts,
  296.                                 draw_count );
  297.  
  298.    draw->render->release_vertices( draw->render );
  299.    return;
  300.  
  301. fail:
  302.    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
  303.    return;
  304. }
  305.  
  306.  
  307.  
  308. static boolean
  309. fse_run_linear_elts(struct draw_pt_middle_end *middle,
  310.                     unsigned start,
  311.                     unsigned count,
  312.                     const ushort *draw_elts,
  313.                     unsigned draw_count,
  314.                     unsigned prim_flags)
  315. {
  316.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  317.    struct draw_context *draw = fse->draw;
  318.    char *hw_verts;
  319.  
  320.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  321.     */
  322.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  323.  
  324.    if (!draw->render->allocate_vertices( draw->render,
  325.                                          (ushort)fse->key.output_stride,
  326.                                          (ushort)count ))
  327.       return FALSE;
  328.  
  329.    hw_verts = draw->render->map_vertices( draw->render );
  330.    if (!hw_verts)
  331.       return FALSE;
  332.  
  333.    /* Single routine to fetch vertices, run shader and emit HW verts.
  334.     * Clipping is done elsewhere -- either by the API or on hardware,
  335.     * or for some other reason not required...
  336.     */
  337.    fse->active->run_linear( fse->active,
  338.                             start, count,
  339.                             hw_verts );
  340.  
  341.    draw->render->draw_elements( draw->render,
  342.                                 draw_elts,
  343.                                 draw_count );
  344.  
  345.    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
  346.  
  347.    draw->render->release_vertices( draw->render );
  348.  
  349.    return TRUE;
  350. }
  351.  
  352.  
  353.  
  354. static void
  355. fse_finish(struct draw_pt_middle_end *middle)
  356. {
  357. }
  358.  
  359.  
  360. static void
  361. fse_destroy(struct draw_pt_middle_end *middle)
  362. {
  363.    FREE(middle);
  364. }
  365.  
  366.  
  367. struct draw_pt_middle_end *
  368. draw_pt_middle_fse(struct draw_context *draw)
  369. {
  370.    struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
  371.    if (!fse)
  372.       return NULL;
  373.  
  374.    fse->base.prepare = fse_prepare;
  375.    fse->base.bind_parameters = fse_bind_parameters;
  376.    fse->base.run = fse_run;
  377.    fse->base.run_linear = fse_run_linear;
  378.    fse->base.run_linear_elts = fse_run_linear_elts;
  379.    fse->base.finish = fse_finish;
  380.    fse->base.destroy = fse_destroy;
  381.    fse->draw = draw;
  382.  
  383.    return &fse->base;
  384. }
  385.