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