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5564 serge 1
/**************************************************************************
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 *
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 * Copyright 2007 VMware, Inc.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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 /*
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  * Authors:
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  *   Keith Whitwell 
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  *   Brian Paul
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  */
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "pipe/p_shader_tokens.h"
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#include "draw_private.h"
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#include "draw_context.h"
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#include "draw_vs.h"
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#include "tgsi/tgsi_parse.h"
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#include "tgsi/tgsi_scan.h"
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#include "tgsi/tgsi_exec.h"
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struct exec_vertex_shader {
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   struct draw_vertex_shader base;
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   struct tgsi_exec_machine *machine;
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};
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static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
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{
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   return (struct exec_vertex_shader *)vs;
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}
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/* Not required for run_linear.
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 */
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static void
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vs_exec_prepare( struct draw_vertex_shader *shader,
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		 struct draw_context *draw )
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{
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   struct exec_vertex_shader *evs = exec_vertex_shader(shader);
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   debug_assert(!draw->llvm);
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   /* Specify the vertex program to interpret/execute.
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    * Avoid rebinding when possible.
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    */
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   if (evs->machine->Tokens != shader->state.tokens) {
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      tgsi_exec_machine_bind_shader(evs->machine,
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                                    shader->state.tokens,
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                                    draw->vs.tgsi.sampler);
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   }
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}
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/* Simplified vertex shader interface for the pt paths.  Given the
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 * complexity of code-generating all the above operations together,
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 * it's time to try doing all the other stuff separately.
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 */
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static void
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vs_exec_run_linear( struct draw_vertex_shader *shader,
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		    const float (*input)[4],
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		    float (*output)[4],
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                    const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
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                    const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],
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		    unsigned count,
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		    unsigned input_stride,
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		    unsigned output_stride )
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{
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   struct exec_vertex_shader *evs = exec_vertex_shader(shader);
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   struct tgsi_exec_machine *machine = evs->machine;
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   unsigned int i, j;
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   unsigned slot;
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   boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
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   debug_assert(!shader->draw->llvm);
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   tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
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                                  constants, const_size);
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   if (shader->info.uses_instanceid) {
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      unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID];
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      assert(i < Elements(machine->SystemValue));
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      for (j = 0; j < TGSI_QUAD_SIZE; j++)
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         machine->SystemValue[i].i[j] = shader->draw->instance_id;
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   }
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   for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
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      unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
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      /* Swizzle inputs.
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       */
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      for (j = 0; j < max_vertices; j++) {
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#if 0
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         debug_printf("%d) Input vert:\n", i + j);
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         for (slot = 0; slot < shader->info.num_inputs; slot++) {
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            debug_printf("\t%d: %f %f %f %f\n", slot,
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			 input[slot][0],
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			 input[slot][1],
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			 input[slot][2],
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			 input[slot][3]);
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         }
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#endif
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         if (shader->info.uses_vertexid) {
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            unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
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            assert(vid < Elements(machine->SystemValue));
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            machine->SystemValue[vid].i[j] = i + j;
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            /* XXX this should include base vertex. Where to get it??? */
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         }
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         if (shader->info.uses_basevertex) {
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            unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_BASEVERTEX];
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            assert(vid < Elements(machine->SystemValue));
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            machine->SystemValue[vid].i[j] = 0;
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            /* XXX Where to get it??? */
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         }
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         if (shader->info.uses_vertexid_nobase) {
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            unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID_NOBASE];
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            assert(vid < Elements(machine->SystemValue));
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            machine->SystemValue[vid].i[j] = i + j;
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         }
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         for (slot = 0; slot < shader->info.num_inputs; slot++) {
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#if 0
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            assert(!util_is_inf_or_nan(input[slot][0]));
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            assert(!util_is_inf_or_nan(input[slot][1]));
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            assert(!util_is_inf_or_nan(input[slot][2]));
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            assert(!util_is_inf_or_nan(input[slot][3]));
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#endif
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            machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
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            machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
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            machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
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            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,
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                         1,
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                         max_vertices > 1,
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                         max_vertices > 2,
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                         max_vertices > 3);
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      /* run interpreter */
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      tgsi_exec_machine_run( machine );
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      /* Unswizzle all output results.
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       */
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      for (j = 0; j < max_vertices; j++) {
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         for (slot = 0; slot < shader->info.num_outputs; slot++) {
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            unsigned name = shader->info.output_semantic_name[slot];
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            if(clamp_vertex_color &&
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                  (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR))
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            {
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               output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f);
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               output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f);
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               output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f);
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               output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f);
183
            }
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            else
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            {
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               output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
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               output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
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               output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
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               output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
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            }
191
         }
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193
#if 0
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	 debug_printf("%d) Post xform vert:\n", i + j);
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	 for (slot = 0; slot < shader->info.num_outputs; slot++) {
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	    debug_printf("\t%d: %f %f %f %f\n", slot,
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			 output[slot][0],
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			 output[slot][1],
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			 output[slot][2],
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			 output[slot][3]);
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            assert(!util_is_inf_or_nan(output[slot][0]));
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         }
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#endif
204
 
205
	 output = (float (*)[4])((char *)output + output_stride);
206
      }
207
 
208
   }
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}
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211
 
212
 
213
 
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static void
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vs_exec_delete( struct draw_vertex_shader *dvs )
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{
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   FREE((void*) dvs->state.tokens);
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   FREE( dvs );
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}
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struct draw_vertex_shader *
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draw_create_vs_exec(struct draw_context *draw,
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		    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;
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   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
}