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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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 **************************************************************************/
27
 
28
 /*
29
  * Authors:
30
  *   Keith Whitwell 
31
  */
32
 
33
#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "draw/draw_context.h"
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#include "draw/draw_private.h"
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#include "draw/draw_vbuf.h"
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#include "draw/draw_vertex.h"
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#include "draw/draw_vs.h"
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#include "translate/translate.h"
41
 
42
/* A first pass at incorporating vertex fetch/emit functionality into
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 */
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struct draw_vs_variant_generic {
45
   struct draw_vs_variant base;
46
 
47
   struct draw_vertex_shader *shader;
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   struct draw_context *draw;
49
 
50
   /* Basic plan is to run these two translate functions before/after
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    * the vertex shader's existing run_linear() routine to simulate
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    * the inclusion of this functionality into the shader...
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    *
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    * Next will look at actually including it.
55
    */
56
   struct translate *fetch;
57
   struct translate *emit;
58
 
59
   unsigned temp_vertex_stride;
60
};
61
 
62
 
63
 
64
 
65
 
66
static void vsvg_set_buffer( struct draw_vs_variant *variant,
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                             unsigned buffer,
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                             const void *ptr,
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                             unsigned stride,
70
                             unsigned max_index )
71
{
72
   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
73
 
74
   vsvg->fetch->set_buffer(vsvg->fetch,
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                           buffer,
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                           ptr,
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                           stride,
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                           max_index );
79
}
80
 
81
static const struct pipe_viewport_state *
82
find_viewport(struct draw_context *draw,
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              char *buffer,
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              unsigned vertex_idx,
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              unsigned stride)
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{
87
   int viewport_index_output =
88
      draw_current_shader_viewport_index_output(draw);
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   char *ptr = buffer + vertex_idx * stride;
90
   unsigned *data = (unsigned *)ptr;
91
   int viewport_index =
92
      draw_current_shader_uses_viewport_index(draw) ?
93
      data[viewport_index_output * 4] : 0;
94
 
95
   viewport_index = draw_clamp_viewport_idx(viewport_index);
96
 
97
   return &draw->viewports[viewport_index];
98
}
99
 
100
 
101
/* Mainly for debug at this stage:
102
 */
103
static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
104
                             unsigned count,
105
                             void *output_buffer )
106
{
107
   char *ptr = (char *)output_buffer;
108
   unsigned stride = vsvg->temp_vertex_stride;
109
   unsigned j;
110
 
111
   ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
112
 
113
   for (j = 0; j < count; j++, ptr += stride) {
114
      const struct pipe_viewport_state *viewport =
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         find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
116
                       j, stride);
117
      const float *scale = viewport->scale;
118
      const float *trans = viewport->translate;
119
      float *data = (float *)ptr;
120
      float w = 1.0f / data[3];
121
 
122
      data[0] = data[0] * w * scale[0] + trans[0];
123
      data[1] = data[1] * w * scale[1] + trans[1];
124
      data[2] = data[2] * w * scale[2] + trans[2];
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      data[3] = w;
126
   }
127
}
128
 
129
static void do_viewport( struct draw_vs_variant_generic *vsvg,
130
                         unsigned count,
131
                         void *output_buffer )
132
{
133
   char *ptr = (char *)output_buffer;
134
   unsigned stride = vsvg->temp_vertex_stride;
135
   unsigned j;
136
 
137
   ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
138
 
139
   for (j = 0; j < count; j++, ptr += stride) {
140
      const struct pipe_viewport_state *viewport =
141
         find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
142
                       j, stride);
143
      const float *scale = viewport->scale;
144
      const float *trans = viewport->translate;
145
      float *data = (float *)ptr;
146
 
147
      data[0] = data[0] * scale[0] + trans[0];
148
      data[1] = data[1] * scale[1] + trans[1];
149
      data[2] = data[2] * scale[2] + trans[2];
150
   }
151
}
152
 
153
 
154
static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
155
                                      const unsigned *elts,
156
                                      unsigned count,
157
                                      void *output_buffer)
158
{
159
   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
160
   unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
161
   void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
162
 
163
   if (0) debug_printf("%s %d \n", __FUNCTION__,  count);
164
 
165
   /* Want to do this in small batches for cache locality?
166
    */
167
 
168
   vsvg->fetch->run_elts( vsvg->fetch,
169
                          elts,
170
                          count,
171
                          vsvg->draw->start_instance,
172
                          vsvg->draw->instance_id,
173
                          temp_buffer );
174
 
175
   vsvg->base.vs->run_linear( vsvg->base.vs,
176
                              temp_buffer,
177
                              temp_buffer,
178
                              vsvg->base.vs->draw->pt.user.vs_constants,
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                              vsvg->base.vs->draw->pt.user.vs_constants_size,
180
                              count,
181
                              temp_vertex_stride,
182
                              temp_vertex_stride);
183
 
184
   /* FIXME: geometry shading? */
185
 
186
   if (vsvg->base.key.clip) {
187
      /* not really handling clipping, just do the rhw so we can
188
       * see the results...
189
       */
190
      do_rhw_viewport( vsvg,
191
                       count,
192
                       temp_buffer );
193
   }
194
   else if (vsvg->base.key.viewport) {
195
      do_viewport( vsvg,
196
                   count,
197
                   temp_buffer );
198
   }
199
 
200
 
201
   vsvg->emit->set_buffer( vsvg->emit,
202
                           0,
203
                           temp_buffer,
204
                           temp_vertex_stride,
205
                           ~0 );
206
 
207
   vsvg->emit->set_buffer( vsvg->emit,
208
                           1,
209
                           &vsvg->draw->rasterizer->point_size,
210
                           0,
211
                           ~0 );
212
 
213
   vsvg->emit->run( vsvg->emit,
214
                    0, count,
215
                    vsvg->draw->start_instance,
216
                    vsvg->draw->instance_id,
217
                    output_buffer );
218
 
219
   FREE(temp_buffer);
220
}
221
 
222
 
223
static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
224
                                        unsigned start,
225
                                        unsigned count,
226
                                        void *output_buffer )
227
{
228
   struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
229
   unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
230
   void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
231
 
232
   if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
233
                       vsvg->base.key.output_stride,
234
                       temp_vertex_stride);
235
 
236
   vsvg->fetch->run( vsvg->fetch,
237
                     start,
238
                     count,
239
                     vsvg->draw->start_instance,
240
                     vsvg->draw->instance_id,
241
                     temp_buffer );
242
 
243
   vsvg->base.vs->run_linear( vsvg->base.vs,
244
                              temp_buffer,
245
                              temp_buffer,
246
                              vsvg->base.vs->draw->pt.user.vs_constants,
247
                              vsvg->base.vs->draw->pt.user.vs_constants_size,
248
                              count,
249
                              temp_vertex_stride,
250
                              temp_vertex_stride);
251
 
252
   if (vsvg->base.key.clip) {
253
      /* not really handling clipping, just do the rhw so we can
254
       * see the results...
255
       */
256
      do_rhw_viewport( vsvg,
257
                       count,
258
                       temp_buffer );
259
   }
260
   else if (vsvg->base.key.viewport) {
261
      do_viewport( vsvg,
262
                   count,
263
                   temp_buffer );
264
   }
265
 
266
   vsvg->emit->set_buffer( vsvg->emit,
267
                           0,
268
                           temp_buffer,
269
                           temp_vertex_stride,
270
                           ~0 );
271
 
272
   vsvg->emit->set_buffer( vsvg->emit,
273
                           1,
274
                           &vsvg->draw->rasterizer->point_size,
275
                           0,
276
                           ~0 );
277
 
278
   vsvg->emit->run( vsvg->emit,
279
                    0, count,
280
                    vsvg->draw->start_instance,
281
                    vsvg->draw->instance_id,
282
                    output_buffer );
283
 
284
   FREE(temp_buffer);
285
}
286
 
287
 
288
 
289
 
290
 
291
static void vsvg_destroy( struct draw_vs_variant *variant )
292
{
293
   FREE(variant);
294
}
295
 
296
 
297
struct draw_vs_variant *
298
draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
299
                                const struct draw_vs_variant_key *key )
300
{
301
   unsigned i;
302
   struct translate_key fetch, emit;
303
 
304
   struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
305
   if (vsvg == NULL)
306
      return NULL;
307
 
308
   vsvg->base.key = *key;
309
   vsvg->base.vs = vs;
310
   vsvg->base.set_buffer    = vsvg_set_buffer;
311
   vsvg->base.run_elts      = vsvg_run_elts;
312
   vsvg->base.run_linear    = vsvg_run_linear;
313
   vsvg->base.destroy       = vsvg_destroy;
314
 
315
   vsvg->draw = vs->draw;
316
 
317
   vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
318
                                   draw_total_vs_outputs(vs->draw)) * 4 * sizeof(float);
319
 
320
   /* Build free-standing fetch and emit functions:
321
    */
322
   fetch.nr_elements = key->nr_inputs;
323
   fetch.output_stride = vsvg->temp_vertex_stride;
324
   for (i = 0; i < key->nr_inputs; i++) {
325
      fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
326
      fetch.element[i].input_format = key->element[i].in.format;
327
      fetch.element[i].input_buffer = key->element[i].in.buffer;
328
      fetch.element[i].input_offset = key->element[i].in.offset;
329
      fetch.element[i].instance_divisor = 0;
330
      fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
331
      fetch.element[i].output_offset = i * 4 * sizeof(float);
332
      assert(fetch.element[i].output_offset < fetch.output_stride);
333
   }
334
 
335
 
336
   emit.nr_elements = key->nr_outputs;
337
   emit.output_stride = key->output_stride;
338
   for (i = 0; i < key->nr_outputs; i++) {
339
      if (key->element[i].out.format != EMIT_1F_PSIZE)
340
      {
341
         emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
342
         emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
343
         emit.element[i].input_buffer = 0;
344
         emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
345
         emit.element[i].instance_divisor = 0;
346
         emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
347
         emit.element[i].output_offset = key->element[i].out.offset;
348
         assert(emit.element[i].input_offset <= fetch.output_stride);
349
      }
350
      else {
351
         emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
352
         emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
353
         emit.element[i].input_buffer = 1;
354
         emit.element[i].input_offset = 0;
355
         emit.element[i].instance_divisor = 0;
356
         emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
357
         emit.element[i].output_offset = key->element[i].out.offset;
358
      }
359
   }
360
 
361
   vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
362
   vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
363
 
364
   return &vsvg->base;
365
}
366