gallium: split long prims into chunks with an even number of vertices
[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 const struct vertex_info *vinfo;
66 };
67
68
69
70
71 static void fse_prepare( struct draw_pt_middle_end *middle,
72 unsigned prim,
73 unsigned opt,
74 unsigned *max_vertices )
75 {
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;
80 unsigned i;
81
82
83 if (!draw->render->set_primitive( draw->render,
84 prim )) {
85 assert(0);
86 return;
87 }
88
89 /* Must do this after set_primitive() above:
90 */
91 fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
92
93
94
95 fse->key.output_stride = vinfo->size * 4;
96 fse->key.nr_outputs = vinfo->num_attribs;
97 fse->key.nr_inputs = num_vs_inputs;
98
99 fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
100 fse->key.nr_inputs); /* inputs - fetch from api format */
101
102 fse->key.viewport = !draw->identity_viewport;
103 fse->key.clip = !draw->bypass_clipping;
104 fse->key.pad = 0;
105
106 memset(fse->key.element, 0,
107 fse->key.nr_elements * sizeof(fse->key.element[0]));
108
109 for (i = 0; i < num_vs_inputs; i++) {
110 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
111 fse->key.element[i].in.format = src->src_format;
112
113 /* Consider ignoring these, ie make generated programs
114 * independent of this state:
115 */
116 fse->key.element[i].in.buffer = src->vertex_buffer_index;
117 fse->key.element[i].in.offset = src->src_offset;
118 }
119
120
121 {
122 unsigned dst_offset = 0;
123
124 for (i = 0; i < vinfo->num_attribs; i++) {
125 unsigned emit_sz = 0;
126
127 switch (vinfo->emit[i]) {
128 case EMIT_4F:
129 emit_sz = 4 * sizeof(float);
130 break;
131 case EMIT_3F:
132 emit_sz = 3 * sizeof(float);
133 break;
134 case EMIT_2F:
135 emit_sz = 2 * sizeof(float);
136 break;
137 case EMIT_1F:
138 emit_sz = 1 * sizeof(float);
139 break;
140 case EMIT_1F_PSIZE:
141 emit_sz = 1 * sizeof(float);
142 break;
143 case EMIT_4UB:
144 emit_sz = 4 * sizeof(ubyte);
145 break;
146 default:
147 assert(0);
148 break;
149 }
150
151 /* The elements in the key correspond to vertex shader output
152 * numbers, not to positions in the hw vertex description --
153 * that's handled by the output_offset field.
154 */
155 fse->key.element[i].out.format = vinfo->emit[i];
156 fse->key.element[i].out.vs_output = vinfo->src_index[i];
157 fse->key.element[i].out.offset = dst_offset;
158
159 dst_offset += emit_sz;
160 assert(fse->key.output_stride >= dst_offset);
161 }
162 }
163
164
165 /* Would normally look up a vertex shader and peruse its list of
166 * varients somehow. We omitted that step and put all the
167 * hardcoded "shaders" into an array. We're just making the
168 * assumption that this happens to be a matching shader... ie
169 * you're running isosurf, aren't you?
170 */
171 fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
172 &fse->key );
173
174 if (!fse->active) {
175 assert(0);
176 return ;
177 }
178
179 /* Now set buffer pointers:
180 */
181 for (i = 0; i < num_vs_inputs; i++) {
182 unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
183
184 fse->active->set_input( fse->active,
185 i,
186
187 ((const ubyte *) draw->pt.user.vbuffer[buf] +
188 draw->pt.vertex_buffer[buf].buffer_offset),
189
190 draw->pt.vertex_buffer[buf].pitch );
191 }
192
193 *max_vertices = (draw->render->max_vertex_buffer_bytes /
194 (vinfo->size * 4));
195
196 /* Return an even number of verts.
197 * This prevents "parity" errors when splitting long triangle strips which
198 * can lead to front/back culling mix-ups.
199 * Every other triangle in a strip has an alternate front/back orientation
200 * so splitting at an odd position can cause the orientation of subsequent
201 * triangles to get reversed.
202 */
203 *max_vertices = *max_vertices & ~1;
204
205 /* Probably need to do this somewhere (or fix exec shader not to
206 * need it):
207 */
208 if (1) {
209 struct draw_vertex_shader *vs = draw->vs.vertex_shader;
210 vs->prepare(vs, draw);
211 }
212
213
214 //return TRUE;
215 }
216
217
218
219
220
221
222
223 static void fse_run_linear( struct draw_pt_middle_end *middle,
224 unsigned start,
225 unsigned count )
226 {
227 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
228 struct draw_context *draw = fse->draw;
229 char *hw_verts;
230
231 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
232 */
233 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
234
235 hw_verts = draw->render->allocate_vertices( draw->render,
236 (ushort)fse->key.output_stride,
237 (ushort)count );
238
239 if (!hw_verts) {
240 assert(0);
241 return;
242 }
243
244 /* Single routine to fetch vertices, run shader and emit HW verts.
245 * Clipping is done elsewhere -- either by the API or on hardware,
246 * or for some other reason not required...
247 */
248 fse->active->run_linear( fse->active,
249 start, count,
250 hw_verts );
251
252 /* Draw arrays path to avoid re-emitting index list again and
253 * again.
254 */
255 draw->render->draw_arrays( draw->render,
256 0,
257 count );
258
259 if (0) {
260 unsigned i;
261 for (i = 0; i < count; i++) {
262 debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
263 fse->key.output_stride,
264 fse->key.output_stride * i);
265
266 draw_dump_emitted_vertex( fse->vinfo,
267 (const uint8_t *)hw_verts + fse->key.output_stride * i );
268 }
269 }
270
271
272 draw->render->release_vertices( draw->render,
273 hw_verts,
274 fse->key.output_stride,
275 count );
276 }
277
278
279 static void
280 fse_run(struct draw_pt_middle_end *middle,
281 const unsigned *fetch_elts,
282 unsigned fetch_count,
283 const ushort *draw_elts,
284 unsigned draw_count )
285 {
286 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
287 struct draw_context *draw = fse->draw;
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)fetch_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 if (0) {
315 unsigned i;
316 for (i = 0; i < fetch_count; i++) {
317 debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
318 draw_dump_emitted_vertex( fse->vinfo,
319 (const uint8_t *)hw_verts +
320 fse->key.output_stride * i );
321 }
322 }
323
324
325 draw->render->release_vertices( draw->render,
326 hw_verts,
327 fse->key.output_stride,
328 fetch_count );
329
330 }
331
332
333
334 static void fse_run_linear_elts( struct draw_pt_middle_end *middle,
335 unsigned start,
336 unsigned count,
337 const ushort *draw_elts,
338 unsigned draw_count )
339 {
340 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
341 struct draw_context *draw = fse->draw;
342 char *hw_verts;
343
344 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
345 */
346 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
347
348 hw_verts = draw->render->allocate_vertices( draw->render,
349 (ushort)fse->key.output_stride,
350 (ushort)count );
351
352 if (!hw_verts) {
353 assert(0);
354 return;
355 }
356
357 /* Single routine to fetch vertices, run shader and emit HW verts.
358 * Clipping is done elsewhere -- either by the API or on hardware,
359 * or for some other reason not required...
360 */
361 fse->active->run_linear( fse->active,
362 start, count,
363 hw_verts );
364
365
366 draw->render->draw( draw->render,
367 draw_elts,
368 draw_count );
369
370
371
372 draw->render->release_vertices( draw->render,
373 hw_verts,
374 fse->key.output_stride,
375 count );
376 }
377
378
379
380 static void fse_finish( struct draw_pt_middle_end *middle )
381 {
382 }
383
384
385 static void
386 fse_destroy( struct draw_pt_middle_end *middle )
387 {
388 FREE(middle);
389 }
390
391 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
392 {
393 struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
394 if (!fse)
395 return NULL;
396
397 fse->base.prepare = fse_prepare;
398 fse->base.run = fse_run;
399 fse->base.run_linear = fse_run_linear;
400 fse->base.run_linear_elts = fse_run_linear_elts;
401 fse->base.finish = fse_finish;
402 fse->base.destroy = fse_destroy;
403 fse->draw = draw;
404
405 return &fse->base;
406 }