Subversion Repositories Kolibri OS

Rev

Blame | Last modification | View Log | RSS feed

  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.   *   Brian Paul
  32.   */
  33.  
  34. #include "util/u_math.h"
  35. #include "util/u_memory.h"
  36. #include "pipe/p_shader_tokens.h"
  37.  
  38. #include "draw_private.h"
  39. #include "draw_context.h"
  40. #include "draw_vs.h"
  41.  
  42. #include "tgsi/tgsi_parse.h"
  43. #include "tgsi/tgsi_scan.h"
  44. #include "tgsi/tgsi_exec.h"
  45.  
  46.  
  47. struct exec_vertex_shader {
  48.    struct draw_vertex_shader base;
  49.    struct tgsi_exec_machine *machine;
  50. };
  51.  
  52. static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
  53. {
  54.    return (struct exec_vertex_shader *)vs;
  55. }
  56.  
  57.  
  58. /* Not required for run_linear.
  59.  */
  60. static void
  61. vs_exec_prepare( struct draw_vertex_shader *shader,
  62.                  struct draw_context *draw )
  63. {
  64.    struct exec_vertex_shader *evs = exec_vertex_shader(shader);
  65.  
  66.    debug_assert(!draw->llvm);
  67.    /* Specify the vertex program to interpret/execute.
  68.     * Avoid rebinding when possible.
  69.     */
  70.    if (evs->machine->Tokens != shader->state.tokens) {
  71.       tgsi_exec_machine_bind_shader(evs->machine,
  72.                                     shader->state.tokens,
  73.                                     draw->vs.tgsi.sampler);
  74.    }
  75. }
  76.  
  77.  
  78.  
  79.  
  80. /* Simplified vertex shader interface for the pt paths.  Given the
  81.  * complexity of code-generating all the above operations together,
  82.  * it's time to try doing all the other stuff separately.
  83.  */
  84. static void
  85. vs_exec_run_linear( struct draw_vertex_shader *shader,
  86.                     const float (*input)[4],
  87.                     float (*output)[4],
  88.                     const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
  89.                     const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],
  90.                     unsigned count,
  91.                     unsigned input_stride,
  92.                     unsigned output_stride )
  93. {
  94.    struct exec_vertex_shader *evs = exec_vertex_shader(shader);
  95.    struct tgsi_exec_machine *machine = evs->machine;
  96.    unsigned int i, j;
  97.    unsigned slot;
  98.    boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
  99.  
  100.    debug_assert(!shader->draw->llvm);
  101.    tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
  102.                                   constants, const_size);
  103.  
  104.    if (shader->info.uses_instanceid) {
  105.       unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID];
  106.       assert(i < Elements(machine->SystemValue));
  107.       for (j = 0; j < TGSI_QUAD_SIZE; j++)
  108.          machine->SystemValue[i].i[j] = shader->draw->instance_id;
  109.    }
  110.  
  111.    for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
  112.       unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
  113.  
  114.       /* Swizzle inputs.  
  115.        */
  116.       for (j = 0; j < max_vertices; j++) {
  117. #if 0
  118.          debug_printf("%d) Input vert:\n", i + j);
  119.          for (slot = 0; slot < shader->info.num_inputs; slot++) {
  120.             debug_printf("\t%d: %f %f %f %f\n", slot,
  121.                          input[slot][0],
  122.                          input[slot][1],
  123.                          input[slot][2],
  124.                          input[slot][3]);
  125.          }
  126. #endif
  127.  
  128.          if (shader->info.uses_vertexid) {
  129.             unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
  130.             assert(vid < Elements(machine->SystemValue));
  131.             machine->SystemValue[vid].i[j] = i + j;
  132.             /* XXX this should include base vertex. Where to get it??? */
  133.          }
  134.          if (shader->info.uses_basevertex) {
  135.             unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_BASEVERTEX];
  136.             assert(vid < Elements(machine->SystemValue));
  137.             machine->SystemValue[vid].i[j] = 0;
  138.             /* XXX Where to get it??? */
  139.          }
  140.          if (shader->info.uses_vertexid_nobase) {
  141.             unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID_NOBASE];
  142.             assert(vid < Elements(machine->SystemValue));
  143.             machine->SystemValue[vid].i[j] = i + j;
  144.          }
  145.  
  146.          for (slot = 0; slot < shader->info.num_inputs; slot++) {
  147. #if 0
  148.             assert(!util_is_inf_or_nan(input[slot][0]));
  149.             assert(!util_is_inf_or_nan(input[slot][1]));
  150.             assert(!util_is_inf_or_nan(input[slot][2]));
  151.             assert(!util_is_inf_or_nan(input[slot][3]));
  152. #endif
  153.             machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
  154.             machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
  155.             machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
  156.             machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
  157.          }
  158.  
  159.          input = (const float (*)[4])((const char *)input + input_stride);
  160.       }
  161.  
  162.       tgsi_set_exec_mask(machine,
  163.                          1,
  164.                          max_vertices > 1,
  165.                          max_vertices > 2,
  166.                          max_vertices > 3);
  167.  
  168.       /* run interpreter */
  169.       tgsi_exec_machine_run( machine );
  170.  
  171.       /* Unswizzle all output results.  
  172.        */
  173.       for (j = 0; j < max_vertices; j++) {
  174.          for (slot = 0; slot < shader->info.num_outputs; slot++) {
  175.             unsigned name = shader->info.output_semantic_name[slot];
  176.             if(clamp_vertex_color &&
  177.                   (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR))
  178.             {
  179.                output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f);
  180.                output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f);
  181.                output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f);
  182.                output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f);
  183.             }
  184.             else
  185.             {
  186.                output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
  187.                output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
  188.                output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
  189.                output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
  190.             }
  191.          }
  192.  
  193. #if 0
  194.          debug_printf("%d) Post xform vert:\n", i + j);
  195.          for (slot = 0; slot < shader->info.num_outputs; slot++) {
  196.             debug_printf("\t%d: %f %f %f %f\n", slot,
  197.                          output[slot][0],
  198.                          output[slot][1],
  199.                          output[slot][2],
  200.                          output[slot][3]);
  201.             assert(!util_is_inf_or_nan(output[slot][0]));
  202.          }
  203. #endif
  204.  
  205.          output = (float (*)[4])((char *)output + output_stride);
  206.       }
  207.  
  208.    }
  209. }
  210.  
  211.  
  212.  
  213.  
  214. static void
  215. vs_exec_delete( struct draw_vertex_shader *dvs )
  216. {
  217.    FREE((void*) dvs->state.tokens);
  218.    FREE( dvs );
  219. }
  220.  
  221.  
  222. struct draw_vertex_shader *
  223. draw_create_vs_exec(struct draw_context *draw,
  224.                     const struct pipe_shader_state *state)
  225. {
  226.    struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
  227.  
  228.    if (vs == NULL)
  229.       return NULL;
  230.  
  231.    /* we make a private copy of the tokens */
  232.    vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
  233.    if (!vs->base.state.tokens) {
  234.       FREE(vs);
  235.       return NULL;
  236.    }
  237.  
  238.    tgsi_scan_shader(state->tokens, &vs->base.info);
  239.  
  240.    vs->base.state.stream_output = state->stream_output;
  241.    vs->base.draw = draw;
  242.    vs->base.prepare = vs_exec_prepare;
  243.    vs->base.run_linear = vs_exec_run_linear;
  244.    vs->base.delete = vs_exec_delete;
  245.    vs->base.create_variant = draw_vs_create_variant_generic;
  246.    vs->machine = draw->vs.tgsi.machine;
  247.  
  248.    return &vs->base;
  249. }
  250.