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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
  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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.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->identity_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.  
  182. static void
  183. fse_run_linear(struct draw_pt_middle_end *middle,
  184.                unsigned start,
  185.                unsigned count,
  186.                unsigned prim_flags)
  187. {
  188.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  189.    struct draw_context *draw = fse->draw;
  190.    char *hw_verts;
  191.  
  192.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  193.     */
  194.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  195.  
  196.    if (!draw->render->allocate_vertices( draw->render,
  197.                                          (ushort)fse->key.output_stride,
  198.                                          (ushort)count ))
  199.       goto fail;
  200.  
  201.    hw_verts = draw->render->map_vertices( draw->render );
  202.    if (!hw_verts)
  203.       goto fail;
  204.  
  205.    /* Single routine to fetch vertices, run shader and emit HW verts.
  206.     * Clipping is done elsewhere -- either by the API or on hardware,
  207.     * or for some other reason not required...
  208.     */
  209.    fse->active->run_linear( fse->active,
  210.                             start, count,
  211.                             hw_verts );
  212.  
  213.    if (0) {
  214.       unsigned i;
  215.       for (i = 0; i < count; i++) {
  216.          debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
  217.                       fse->key.output_stride,
  218.                       fse->key.output_stride * i);
  219.  
  220.          draw_dump_emitted_vertex( fse->vinfo,
  221.                                    (const uint8_t *)hw_verts + fse->key.output_stride * i );
  222.       }
  223.    }
  224.  
  225.    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
  226.  
  227.    /* Draw arrays path to avoid re-emitting index list again and
  228.     * again.
  229.     */
  230.    draw->render->draw_arrays( draw->render,
  231.                               0,
  232.                               count );
  233.  
  234.    draw->render->release_vertices( draw->render );
  235.  
  236.    return;
  237.  
  238. fail:
  239.    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
  240.    return;
  241. }
  242.  
  243.  
  244. static void
  245. fse_run(struct draw_pt_middle_end *middle,
  246.         const unsigned *fetch_elts,
  247.         unsigned fetch_count,
  248.         const ushort *draw_elts,
  249.         unsigned draw_count,
  250.         unsigned prim_flags )
  251. {
  252.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  253.    struct draw_context *draw = fse->draw;
  254.    void *hw_verts;
  255.  
  256.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  257.     */
  258.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  259.  
  260.    if (!draw->render->allocate_vertices( draw->render,
  261.                                          (ushort)fse->key.output_stride,
  262.                                          (ushort)fetch_count ))
  263.       goto fail;
  264.  
  265.    hw_verts = draw->render->map_vertices( draw->render );
  266.    if (!hw_verts)
  267.       goto fail;
  268.  
  269.    /* Single routine to fetch vertices, run shader and emit HW verts.
  270.     */
  271.    fse->active->run_elts( fse->active,
  272.                           fetch_elts,
  273.                           fetch_count,
  274.                           hw_verts );
  275.  
  276.    if (0) {
  277.       unsigned i;
  278.       for (i = 0; i < fetch_count; i++) {
  279.          debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
  280.          draw_dump_emitted_vertex( fse->vinfo,
  281.                                    (const uint8_t *)hw_verts +
  282.                                    fse->key.output_stride * i );
  283.       }
  284.    }
  285.  
  286.    draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
  287.  
  288.    draw->render->draw_elements( draw->render,
  289.                                 draw_elts,
  290.                                 draw_count );
  291.  
  292.    draw->render->release_vertices( draw->render );
  293.    return;
  294.  
  295. fail:
  296.    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
  297.    return;
  298. }
  299.  
  300.  
  301.  
  302. static boolean
  303. fse_run_linear_elts(struct draw_pt_middle_end *middle,
  304.                     unsigned start,
  305.                     unsigned count,
  306.                     const ushort *draw_elts,
  307.                     unsigned draw_count,
  308.                     unsigned prim_flags)
  309. {
  310.    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
  311.    struct draw_context *draw = fse->draw;
  312.    char *hw_verts;
  313.  
  314.    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
  315.     */
  316.    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
  317.  
  318.    if (!draw->render->allocate_vertices( draw->render,
  319.                                          (ushort)fse->key.output_stride,
  320.                                          (ushort)count ))
  321.       return FALSE;
  322.  
  323.    hw_verts = draw->render->map_vertices( draw->render );
  324.    if (!hw_verts)
  325.       return FALSE;
  326.  
  327.    /* Single routine to fetch vertices, run shader and emit HW verts.
  328.     * Clipping is done elsewhere -- either by the API or on hardware,
  329.     * or for some other reason not required...
  330.     */
  331.    fse->active->run_linear( fse->active,
  332.                             start, count,
  333.                             hw_verts );
  334.  
  335.    draw->render->draw_elements( draw->render,
  336.                                 draw_elts,
  337.                                 draw_count );
  338.  
  339.    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
  340.  
  341.    draw->render->release_vertices( draw->render );
  342.  
  343.    return TRUE;
  344. }
  345.  
  346.  
  347.  
  348. static void
  349. fse_finish(struct draw_pt_middle_end *middle)
  350. {
  351. }
  352.  
  353.  
  354. static void
  355. fse_destroy(struct draw_pt_middle_end *middle)
  356. {
  357.    FREE(middle);
  358. }
  359.  
  360.  
  361. struct draw_pt_middle_end *
  362. draw_pt_middle_fse(struct draw_context *draw)
  363. {
  364.    struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
  365.    if (!fse)
  366.       return NULL;
  367.  
  368.    fse->base.prepare = fse_prepare;
  369.    fse->base.run = fse_run;
  370.    fse->base.run_linear = fse_run_linear;
  371.    fse->base.run_linear_elts = fse_run_linear_elts;
  372.    fse->base.finish = fse_finish;
  373.    fse->base.destroy = fse_destroy;
  374.    fse->draw = draw;
  375.  
  376.    return &fse->base;
  377. }
  378.