1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
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"
44 struct fetch_shade_emit
;
47 /* Prototype fetch, shade, emit-hw-verts all in one go.
49 struct fetch_shade_emit
{
50 struct draw_pt_middle_end base
;
51 struct draw_context
*draw
;
56 const float *constants
;
57 unsigned pitch
[PIPE_MAX_ATTRIBS
];
58 const ubyte
*src
[PIPE_MAX_ATTRIBS
];
61 struct draw_vs_varient_key key
;
62 struct draw_vs_varient
*active
;
65 const struct vertex_info
*vinfo
;
71 static void fse_prepare( struct draw_pt_middle_end
*middle
,
74 unsigned *max_vertices
)
76 struct fetch_shade_emit
*fse
= (struct fetch_shade_emit
*)middle
;
77 struct draw_context
*draw
= fse
->draw
;
78 unsigned num_vs_inputs
= draw
->vs
.vertex_shader
->info
.num_inputs
;
79 const struct vertex_info
*vinfo
;
84 if (!draw
->render
->set_primitive( draw
->render
,
90 /* Must do this after set_primitive() above:
92 fse
->vinfo
= vinfo
= draw
->render
->get_vertex_info(draw
->render
);
96 fse
->key
.output_stride
= vinfo
->size
* 4;
97 fse
->key
.nr_outputs
= vinfo
->num_attribs
;
98 fse
->key
.nr_inputs
= num_vs_inputs
;
100 fse
->key
.nr_elements
= MAX2(fse
->key
.nr_outputs
, /* outputs - translate to hw format */
101 fse
->key
.nr_inputs
); /* inputs - fetch from api format */
103 fse
->key
.viewport
= !draw
->identity_viewport
;
104 fse
->key
.clip
= !draw
->bypass_clipping
;
105 fse
->key
.const_vbuffers
= 0;
107 memset(fse
->key
.element
, 0,
108 fse
->key
.nr_elements
* sizeof(fse
->key
.element
[0]));
110 for (i
= 0; i
< num_vs_inputs
; i
++) {
111 const struct pipe_vertex_element
*src
= &draw
->pt
.vertex_element
[i
];
112 fse
->key
.element
[i
].in
.format
= src
->src_format
;
114 /* Consider ignoring these, ie make generated programs
115 * independent of this state:
117 fse
->key
.element
[i
].in
.buffer
= src
->vertex_buffer_index
;
118 fse
->key
.element
[i
].in
.offset
= src
->src_offset
;
119 nr_vbs
= MAX2(nr_vbs
, src
->vertex_buffer_index
+ 1);
122 for (i
= 0; i
< 5 && i
< nr_vbs
; i
++) {
123 if (draw
->pt
.vertex_buffer
[i
].stride
== 0)
124 fse
->key
.const_vbuffers
|= (1<<i
);
127 if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__
, fse
->key
.const_vbuffers
);
130 unsigned dst_offset
= 0;
132 for (i
= 0; i
< vinfo
->num_attribs
; i
++) {
133 unsigned emit_sz
= draw_translate_vinfo_size(vinfo
->attrib
[i
].emit
);
135 /* doesn't handle EMIT_OMIT */
136 assert(emit_sz
!= 0);
138 /* The elements in the key correspond to vertex shader output
139 * numbers, not to positions in the hw vertex description --
140 * that's handled by the output_offset field.
142 fse
->key
.element
[i
].out
.format
= vinfo
->attrib
[i
].emit
;
143 fse
->key
.element
[i
].out
.vs_output
= vinfo
->attrib
[i
].src_index
;
144 fse
->key
.element
[i
].out
.offset
= dst_offset
;
146 dst_offset
+= emit_sz
;
147 assert(fse
->key
.output_stride
>= dst_offset
);
152 fse
->active
= draw_vs_lookup_varient( draw
->vs
.vertex_shader
,
160 if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__
,
161 fse
->active
->key
.const_vbuffers
);
163 /* Now set buffer pointers:
165 for (i
= 0; i
< draw
->pt
.nr_vertex_buffers
; i
++) {
166 fse
->active
->set_buffer( fse
->active
,
168 ((const ubyte
*) draw
->pt
.user
.vbuffer
[i
] +
169 draw
->pt
.vertex_buffer
[i
].buffer_offset
),
170 draw
->pt
.vertex_buffer
[i
].stride
,
171 draw
->pt
.vertex_buffer
[i
].max_index
);
174 *max_vertices
= (draw
->render
->max_vertex_buffer_bytes
/
177 /* Return an even number of verts.
178 * This prevents "parity" errors when splitting long triangle strips which
179 * can lead to front/back culling mix-ups.
180 * Every other triangle in a strip has an alternate front/back orientation
181 * so splitting at an odd position can cause the orientation of subsequent
182 * triangles to get reversed.
184 *max_vertices
= *max_vertices
& ~1;
186 /* Probably need to do this somewhere (or fix exec shader not to
190 struct draw_vertex_shader
*vs
= draw
->vs
.vertex_shader
;
191 vs
->prepare(vs
, draw
);
197 static void fse_run_linear( struct draw_pt_middle_end
*middle
,
201 struct fetch_shade_emit
*fse
= (struct fetch_shade_emit
*)middle
;
202 struct draw_context
*draw
= fse
->draw
;
205 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
207 draw_do_flush( draw
, DRAW_FLUSH_BACKEND
);
209 if (count
>= UNDEFINED_VERTEX_ID
)
212 if (!draw
->render
->allocate_vertices( draw
->render
,
213 (ushort
)fse
->key
.output_stride
,
217 hw_verts
= draw
->render
->map_vertices( draw
->render
);
221 /* Single routine to fetch vertices, run shader and emit HW verts.
222 * Clipping is done elsewhere -- either by the API or on hardware,
223 * or for some other reason not required...
225 fse
->active
->run_linear( fse
->active
,
232 for (i
= 0; i
< count
; i
++) {
233 debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__
, i
,
234 fse
->key
.output_stride
,
235 fse
->key
.output_stride
* i
);
237 draw_dump_emitted_vertex( fse
->vinfo
,
238 (const uint8_t *)hw_verts
+ fse
->key
.output_stride
* i
);
242 draw
->render
->unmap_vertices( draw
->render
, 0, (ushort
)(count
- 1) );
244 /* Draw arrays path to avoid re-emitting index list again and
247 draw
->render
->draw_arrays( draw
->render
,
252 draw
->render
->release_vertices( draw
->render
);
263 fse_run(struct draw_pt_middle_end
*middle
,
264 const unsigned *fetch_elts
,
265 unsigned fetch_count
,
266 const ushort
*draw_elts
,
267 unsigned draw_count
)
269 struct fetch_shade_emit
*fse
= (struct fetch_shade_emit
*)middle
;
270 struct draw_context
*draw
= fse
->draw
;
273 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
275 draw_do_flush( draw
, DRAW_FLUSH_BACKEND
);
277 if (fetch_count
>= UNDEFINED_VERTEX_ID
)
280 if (!draw
->render
->allocate_vertices( draw
->render
,
281 (ushort
)fse
->key
.output_stride
,
282 (ushort
)fetch_count
))
285 hw_verts
= draw
->render
->map_vertices( draw
->render
);
290 /* Single routine to fetch vertices, run shader and emit HW verts.
292 fse
->active
->run_elts( fse
->active
,
300 for (i
= 0; i
< fetch_count
; i
++) {
301 debug_printf("\n\n%s vertex %d:\n", __FUNCTION__
, i
);
302 draw_dump_emitted_vertex( fse
->vinfo
,
303 (const uint8_t *)hw_verts
+
304 fse
->key
.output_stride
* i
);
308 draw
->render
->unmap_vertices( draw
->render
, 0, (ushort
)(fetch_count
- 1) );
310 draw
->render
->draw( draw
->render
,
315 draw
->render
->release_vertices( draw
->render
);
325 static boolean
fse_run_linear_elts( struct draw_pt_middle_end
*middle
,
328 const ushort
*draw_elts
,
329 unsigned draw_count
)
331 struct fetch_shade_emit
*fse
= (struct fetch_shade_emit
*)middle
;
332 struct draw_context
*draw
= fse
->draw
;
335 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
337 draw_do_flush( draw
, DRAW_FLUSH_BACKEND
);
339 if (count
>= UNDEFINED_VERTEX_ID
)
342 if (!draw
->render
->allocate_vertices( draw
->render
,
343 (ushort
)fse
->key
.output_stride
,
347 hw_verts
= draw
->render
->map_vertices( draw
->render
);
351 /* Single routine to fetch vertices, run shader and emit HW verts.
352 * Clipping is done elsewhere -- either by the API or on hardware,
353 * or for some other reason not required...
355 fse
->active
->run_linear( fse
->active
,
360 draw
->render
->draw( draw
->render
,
365 draw
->render
->unmap_vertices( draw
->render
, 0, (ushort
)(count
- 1) );
367 draw
->render
->release_vertices( draw
->render
);
374 static void fse_finish( struct draw_pt_middle_end
*middle
)
380 fse_destroy( struct draw_pt_middle_end
*middle
)
385 struct draw_pt_middle_end
*draw_pt_middle_fse( struct draw_context
*draw
)
387 struct fetch_shade_emit
*fse
= CALLOC_STRUCT(fetch_shade_emit
);
391 fse
->base
.prepare
= fse_prepare
;
392 fse
->base
.run
= fse_run
;
393 fse
->base
.run_linear
= fse_run_linear
;
394 fse
->base
.run_linear_elts
= fse_run_linear_elts
;
395 fse
->base
.finish
= fse_finish
;
396 fse
->base
.destroy
= fse_destroy
;