draw: ensure vs outputs mapped correctly to vinfo attribs
[mesa.git] / src / gallium / auxiliary / draw / draw_pt_fetch_shade_emit.c
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 "pipe/p_util.h"
35 #include "draw/draw_context.h"
36 #include "draw/draw_private.h"
37 #include "draw/draw_vbuf.h"
38 #include "draw/draw_vertex.h"
39 #include "draw/draw_pt.h"
40 #include "draw/draw_vs.h"
41
42 #include "translate/translate.h"
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
54 /* Temporaries:
55 */
56 const float *constants;
57 unsigned pitch[PIPE_MAX_ATTRIBS];
58 const ubyte *src[PIPE_MAX_ATTRIBS];
59 unsigned prim;
60
61 struct draw_vs_varient_key key;
62 struct draw_vs_varient *active;
63 };
64
65
66
67
68 static void fse_prepare( struct draw_pt_middle_end *middle,
69 unsigned prim,
70 unsigned opt )
71 {
72 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
73 struct draw_context *draw = fse->draw;
74 unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
75 const struct vertex_info *vinfo;
76 unsigned i;
77 boolean need_psize = 0;
78
79
80 if (!draw->render->set_primitive( draw->render,
81 prim )) {
82 assert(0);
83 return;
84 }
85
86 /* Must do this after set_primitive() above:
87 */
88 vinfo = draw->render->get_vertex_info(draw->render);
89
90
91
92 fse->key.output_stride = vinfo->size * 4;
93 fse->key.nr_outputs = vinfo->num_attribs;
94 fse->key.nr_inputs = num_vs_inputs;
95
96 fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
97 fse->key.nr_inputs); /* inputs - fetch from api format */
98
99 fse->key.viewport = !draw->identity_viewport;
100 fse->key.clip = !draw->bypass_clipping;
101 fse->key.pad = 0;
102
103 memset(fse->key.element, 0,
104 fse->key.nr_elements * sizeof(fse->key.element[0]));
105
106 for (i = 0; i < num_vs_inputs; i++) {
107 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
108 fse->key.element[i].in.format = src->src_format;
109
110 /* Consider ignoring these, ie make generated programs
111 * independent of this state:
112 */
113 fse->key.element[i].in.buffer = src->vertex_buffer_index;
114 fse->key.element[i].in.offset = src->src_offset;
115 }
116
117
118 {
119 unsigned dst_offset = 0;
120
121 for (i = 0; i < vinfo->num_attribs; i++) {
122 unsigned emit_sz = 0;
123 unsigned output_format = PIPE_FORMAT_NONE;
124 unsigned vs_output = vinfo->src_index[i];
125
126 switch (vinfo->emit[i]) {
127 case EMIT_4F:
128 output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
129 emit_sz = 4 * sizeof(float);
130 break;
131 case EMIT_3F:
132 output_format = PIPE_FORMAT_R32G32B32_FLOAT;
133 emit_sz = 3 * sizeof(float);
134 break;
135 case EMIT_2F:
136 output_format = PIPE_FORMAT_R32G32_FLOAT;
137 emit_sz = 2 * sizeof(float);
138 break;
139 case EMIT_1F:
140 output_format = PIPE_FORMAT_R32_FLOAT;
141 emit_sz = 1 * sizeof(float);
142 break;
143 case EMIT_1F_PSIZE:
144 need_psize = 1;
145 output_format = PIPE_FORMAT_R32_FLOAT;
146 emit_sz = 1 * sizeof(float);
147 vs_output = vinfo->num_attribs + 1;
148 break;
149 case EMIT_4UB:
150 output_format = PIPE_FORMAT_B8G8R8A8_UNORM;
151 emit_sz = 4 * sizeof(ubyte);
152 break;
153 default:
154 assert(0);
155 break;
156 }
157
158 /* The elements in the key correspond to vertex shader output
159 * numbers, not to positions in the hw vertex description --
160 * that's handled by the output_offset field.
161 */
162 fse->key.element[vs_output].out.format = output_format;
163 fse->key.element[vs_output].out.vs_output = vs_output;
164 fse->key.element[vs_output].out.offset = dst_offset;
165
166 dst_offset += emit_sz;
167 assert(fse->key.output_stride >= dst_offset);
168 }
169 }
170
171 /* To make psize work, really need to tell the vertex shader to
172 * copy that value from input->output. For 'translate' this was
173 * implicit for all elements.
174 */
175 #if 0
176 if (need_psize) {
177 unsigned input = num_vs_inputs + 1;
178 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
179 fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
180 fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
181 fse->key.element[i].input_offset = 0;
182
183 fse->key.nr_inputs += 1;
184 fse->key.nr_elements = MAX2(fse->key.nr_inputs,
185 fse->key.nr_outputs);
186
187 }
188 #endif
189
190 /* Would normally look up a vertex shader and peruse its list of
191 * varients somehow. We omitted that step and put all the
192 * hardcoded "shaders" into an array. We're just making the
193 * assumption that this happens to be a matching shader... ie
194 * you're running isosurf, aren't you?
195 */
196 fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
197 &fse->key );
198
199 if (!fse->active) {
200 assert(0);
201 return ;
202 }
203
204 /* Now set buffer pointers:
205 */
206 for (i = 0; i < num_vs_inputs; i++) {
207 unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
208
209 fse->active->set_input( fse->active,
210 i,
211
212 ((const ubyte *) draw->pt.user.vbuffer[buf] +
213 draw->pt.vertex_buffer[buf].buffer_offset),
214
215 draw->pt.vertex_buffer[buf].pitch );
216 }
217
218 fse->active->set_constants( fse->active,
219 (const float (*)[4])draw->pt.user.constants );
220
221 fse->active->set_viewport( fse->active,
222 &draw->viewport );
223
224 //return TRUE;
225 }
226
227
228
229
230
231
232
233 static void fse_run_linear( struct draw_pt_middle_end *middle,
234 unsigned start,
235 unsigned count )
236 {
237 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
238 struct draw_context *draw = fse->draw;
239 unsigned alloc_count = align(count, 4);
240 char *hw_verts;
241
242 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
243 */
244 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
245
246 hw_verts = draw->render->allocate_vertices( draw->render,
247 (ushort)fse->key.output_stride,
248 (ushort)alloc_count );
249
250 if (!hw_verts) {
251 assert(0);
252 return;
253 }
254
255 /* Single routine to fetch vertices, run shader and emit HW verts.
256 * Clipping is done elsewhere -- either by the API or on hardware,
257 * or for some other reason not required...
258 */
259 fse->active->run_linear( fse->active,
260 start, count,
261 hw_verts );
262
263 /* Draw arrays path to avoid re-emitting index list again and
264 * again.
265 */
266 draw->render->draw_arrays( draw->render,
267 0,
268 count );
269
270
271 draw->render->release_vertices( draw->render,
272 hw_verts,
273 fse->key.output_stride,
274 count );
275 }
276
277
278 static void
279 fse_run(struct draw_pt_middle_end *middle,
280 const unsigned *fetch_elts,
281 unsigned fetch_count,
282 const ushort *draw_elts,
283 unsigned draw_count )
284 {
285 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
286 struct draw_context *draw = fse->draw;
287 unsigned alloc_count = align(fetch_count, 4);
288 void *hw_verts;
289
290 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
291 */
292 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
293
294 hw_verts = draw->render->allocate_vertices( draw->render,
295 (ushort)fse->key.output_stride,
296 (ushort)alloc_count );
297 if (!hw_verts) {
298 assert(0);
299 return;
300 }
301
302
303 /* Single routine to fetch vertices, run shader and emit HW verts.
304 */
305 fse->active->run_elts( fse->active,
306 fetch_elts,
307 fetch_count,
308 hw_verts );
309
310 draw->render->draw( draw->render,
311 draw_elts,
312 draw_count );
313
314 draw->render->release_vertices( draw->render,
315 hw_verts,
316 fse->key.output_stride,
317 fetch_count );
318
319 }
320
321
322 static void fse_finish( struct draw_pt_middle_end *middle )
323 {
324 }
325
326
327 static void
328 fse_destroy( struct draw_pt_middle_end *middle )
329 {
330 FREE(middle);
331 }
332
333 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
334 {
335 struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
336 if (!fse)
337 return NULL;
338
339 fse->base.prepare = fse_prepare;
340 fse->base.run = fse_run;
341 fse->base.run_linear = fse_run_linear;
342 fse->base.finish = fse_finish;
343 fse->base.destroy = fse_destroy;
344 fse->draw = draw;
345
346 return &fse->base;
347 }