draw: add viewport to varient state
[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.
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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 unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs;
76 const struct vertex_info *vinfo;
77 unsigned i;
78 boolean need_psize = 0;
79
80
81 if (draw->pt.user.elts) {
82 assert(0);
83 return ;
84 }
85
86 if (!draw->render->set_primitive( draw->render,
87 prim )) {
88 assert(0);
89 return;
90 }
91
92 /* Must do this after set_primitive() above:
93 */
94 vinfo = draw->render->get_vertex_info(draw->render);
95
96
97
98 fse->key.output_stride = vinfo->size * 4;
99 fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */
100 num_vs_inputs); /* inputs - fetch from api format */
101
102 fse->key.viewport = 1;
103 fse->key.clip = 0;
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 unsigned output_format = PIPE_FORMAT_NONE;
127 unsigned vs_output = vinfo->src_index[i];
128
129 switch (vinfo->emit[i]) {
130 case EMIT_4F:
131 output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
132 emit_sz = 4 * sizeof(float);
133 break;
134 case EMIT_3F:
135 output_format = PIPE_FORMAT_R32G32B32_FLOAT;
136 emit_sz = 3 * sizeof(float);
137 break;
138 case EMIT_2F:
139 output_format = PIPE_FORMAT_R32G32_FLOAT;
140 emit_sz = 2 * sizeof(float);
141 break;
142 case EMIT_1F:
143 output_format = PIPE_FORMAT_R32_FLOAT;
144 emit_sz = 1 * sizeof(float);
145 break;
146 case EMIT_1F_PSIZE:
147 need_psize = 1;
148 output_format = PIPE_FORMAT_R32_FLOAT;
149 emit_sz = 1 * sizeof(float);
150 vs_output = num_vs_outputs + 1;
151
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.offset = dst_offset;
164
165 dst_offset += emit_sz;
166 assert(fse->key.output_stride >= dst_offset);
167 }
168 }
169
170 /* To make psize work, really need to tell the vertex shader to
171 * copy that value from input->output. For 'translate' this was
172 * implicit for all elements.
173 */
174 #if 0
175 if (need_psize) {
176 unsigned input = num_vs_inputs + 1;
177 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
178 fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
179 fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
180 fse->key.element[i].input_offset = 0;
181
182 fse->key.nr_elements += 1;
183
184 }
185 #endif
186
187 /* Would normally look up a vertex shader and peruse its list of
188 * varients somehow. We omitted that step and put all the
189 * hardcoded "shaders" into an array. We're just making the
190 * assumption that this happens to be a matching shader... ie
191 * you're running isosurf, aren't you?
192 */
193 fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
194 &fse->key );
195
196 if (!fse->active) {
197 assert(0);
198 return ;
199 }
200
201 /* Now set buffer pointers:
202 */
203 for (i = 0; i < num_vs_inputs; i++) {
204 unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
205
206 fse->active->set_input( fse->active,
207 i,
208
209 ((const ubyte *) draw->pt.user.vbuffer[buf] +
210 draw->pt.vertex_buffer[buf].buffer_offset),
211
212 draw->pt.vertex_buffer[buf].pitch );
213 }
214
215 fse->active->set_constants( fse->active,
216 (const float (*)[4])draw->pt.user.constants );
217
218 fse->active->set_viewport( fse->active,
219 &draw->viewport );
220
221 //return TRUE;
222 }
223
224
225
226
227
228
229
230 static void fse_run_linear( struct draw_pt_middle_end *middle,
231 unsigned start,
232 unsigned count )
233 {
234 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
235 struct draw_context *draw = fse->draw;
236 unsigned alloc_count = align(count, 4);
237 char *hw_verts;
238
239 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
240 */
241 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
242
243 hw_verts = draw->render->allocate_vertices( draw->render,
244 (ushort)fse->key.output_stride,
245 (ushort)alloc_count );
246
247 if (!hw_verts) {
248 assert(0);
249 return;
250 }
251
252 /* Single routine to fetch vertices, run shader and emit HW verts.
253 * Clipping and viewport transformation are done elsewhere --
254 * either by the API or on hardware, or for some other reason not
255 * required...
256 */
257 fse->active->run_linear( fse->active,
258 start, count,
259 hw_verts );
260
261 /* Draw arrays path to avoid re-emitting index list again and
262 * again.
263 */
264 draw->render->draw_arrays( draw->render,
265 0,
266 count );
267
268
269 draw->render->release_vertices( draw->render,
270 hw_verts,
271 fse->key.output_stride,
272 count );
273 }
274
275
276 static void
277 fse_run(struct draw_pt_middle_end *middle,
278 const unsigned *fetch_elts,
279 unsigned fetch_count,
280 const ushort *draw_elts,
281 unsigned draw_count )
282 {
283 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
284 struct draw_context *draw = fse->draw;
285 unsigned alloc_count = align(fetch_count, 4);
286 void *hw_verts;
287
288 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
289 */
290 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
291
292 hw_verts = draw->render->allocate_vertices( draw->render,
293 (ushort)fse->key.output_stride,
294 (ushort)alloc_count );
295 if (!hw_verts) {
296 assert(0);
297 return;
298 }
299
300
301 /* Single routine to fetch vertices, run shader and emit HW verts.
302 */
303 fse->active->run_elts( fse->active,
304 fetch_elts,
305 fetch_count,
306 hw_verts );
307
308 draw->render->draw( draw->render,
309 draw_elts,
310 draw_count );
311
312 draw->render->release_vertices( draw->render,
313 hw_verts,
314 fse->key.output_stride,
315 fetch_count );
316
317 }
318
319
320 static void fse_finish( struct draw_pt_middle_end *middle )
321 {
322 }
323
324
325 static void
326 fse_destroy( struct draw_pt_middle_end *middle )
327 {
328 FREE(middle);
329 }
330
331 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
332 {
333 struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
334 if (!fse)
335 return NULL;
336
337 fse->base.prepare = fse_prepare;
338 fse->base.run = fse_run;
339 fse->base.run_linear = fse_run_linear;
340 fse->base.finish = fse_finish;
341 fse->base.destroy = fse_destroy;
342 fse->draw = draw;
343
344 return &fse->base;
345 }