draw: add disabled debug code
[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 {
75 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
76 struct draw_context *draw = fse->draw;
77 unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
78 const struct vertex_info *vinfo;
79 unsigned i;
80 boolean need_psize = 0;
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 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 = vinfo->num_attribs + 1;
151 break;
152 case EMIT_4UB:
153 output_format = PIPE_FORMAT_B8G8R8A8_UNORM;
154 emit_sz = 4 * sizeof(ubyte);
155 break;
156 default:
157 assert(0);
158 break;
159 }
160
161 /* The elements in the key correspond to vertex shader output
162 * numbers, not to positions in the hw vertex description --
163 * that's handled by the output_offset field.
164 */
165 fse->key.element[vs_output].out.format = output_format;
166 fse->key.element[vs_output].out.vs_output = vs_output;
167 fse->key.element[vs_output].out.offset = dst_offset;
168
169 dst_offset += emit_sz;
170 assert(fse->key.output_stride >= dst_offset);
171 }
172 }
173
174 /* To make psize work, really need to tell the vertex shader to
175 * copy that value from input->output. For 'translate' this was
176 * implicit for all elements.
177 */
178 #if 0
179 if (need_psize) {
180 unsigned input = num_vs_inputs + 1;
181 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
182 fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
183 fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
184 fse->key.element[i].input_offset = 0;
185
186 fse->key.nr_inputs += 1;
187 fse->key.nr_elements = MAX2(fse->key.nr_inputs,
188 fse->key.nr_outputs);
189
190 }
191 #endif
192
193 /* Would normally look up a vertex shader and peruse its list of
194 * varients somehow. We omitted that step and put all the
195 * hardcoded "shaders" into an array. We're just making the
196 * assumption that this happens to be a matching shader... ie
197 * you're running isosurf, aren't you?
198 */
199 fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
200 &fse->key );
201
202 if (!fse->active) {
203 assert(0);
204 return ;
205 }
206
207 /* Now set buffer pointers:
208 */
209 for (i = 0; i < num_vs_inputs; i++) {
210 unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
211
212 fse->active->set_input( fse->active,
213 i,
214
215 ((const ubyte *) draw->pt.user.vbuffer[buf] +
216 draw->pt.vertex_buffer[buf].buffer_offset),
217
218 draw->pt.vertex_buffer[buf].pitch );
219 }
220
221 fse->active->set_constants( fse->active,
222 (const float (*)[4])draw->pt.user.constants );
223
224 fse->active->set_viewport( fse->active,
225 &draw->viewport );
226
227 //return TRUE;
228 }
229
230
231
232
233
234
235
236 static void fse_run_linear( struct draw_pt_middle_end *middle,
237 unsigned start,
238 unsigned count )
239 {
240 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
241 struct draw_context *draw = fse->draw;
242 unsigned alloc_count = align(count, 4);
243 char *hw_verts;
244
245 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
246 */
247 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
248
249 hw_verts = draw->render->allocate_vertices( draw->render,
250 (ushort)fse->key.output_stride,
251 (ushort)alloc_count );
252
253 if (!hw_verts) {
254 assert(0);
255 return;
256 }
257
258 /* Single routine to fetch vertices, run shader and emit HW verts.
259 * Clipping is done elsewhere -- either by the API or on hardware,
260 * or for some other reason not required...
261 */
262 fse->active->run_linear( fse->active,
263 start, count,
264 hw_verts );
265
266 /* Draw arrays path to avoid re-emitting index list again and
267 * again.
268 */
269 draw->render->draw_arrays( draw->render,
270 0,
271 count );
272
273 if (0) {
274 unsigned i;
275 for (i = 0; i < count; i++) {
276 debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
277 fse->key.output_stride,
278 fse->key.output_stride * i);
279
280 draw_dump_emitted_vertex( fse->vinfo,
281 (const uint8_t *)hw_verts + fse->key.output_stride * i );
282 }
283 }
284
285
286 draw->render->release_vertices( draw->render,
287 hw_verts,
288 fse->key.output_stride,
289 count );
290 }
291
292
293 static void
294 fse_run(struct draw_pt_middle_end *middle,
295 const unsigned *fetch_elts,
296 unsigned fetch_count,
297 const ushort *draw_elts,
298 unsigned draw_count )
299 {
300 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
301 struct draw_context *draw = fse->draw;
302 unsigned alloc_count = align(fetch_count, 4);
303 void *hw_verts;
304
305 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
306 */
307 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
308
309 hw_verts = draw->render->allocate_vertices( draw->render,
310 (ushort)fse->key.output_stride,
311 (ushort)alloc_count );
312 if (!hw_verts) {
313 assert(0);
314 return;
315 }
316
317
318 /* Single routine to fetch vertices, run shader and emit HW verts.
319 */
320 fse->active->run_elts( fse->active,
321 fetch_elts,
322 fetch_count,
323 hw_verts );
324
325 draw->render->draw( draw->render,
326 draw_elts,
327 draw_count );
328
329 if (0) {
330 unsigned i;
331 for (i = 0; i < fetch_count; i++) {
332 debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
333 draw_dump_emitted_vertex( fse->vinfo,
334 (const uint8_t *)hw_verts +
335 fse->key.output_stride * i );
336 }
337 }
338
339
340 draw->render->release_vertices( draw->render,
341 hw_verts,
342 fse->key.output_stride,
343 fetch_count );
344
345 }
346
347
348 static void fse_finish( struct draw_pt_middle_end *middle )
349 {
350 }
351
352
353 static void
354 fse_destroy( struct draw_pt_middle_end *middle )
355 {
356 FREE(middle);
357 }
358
359 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
360 {
361 struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
362 if (!fse)
363 return NULL;
364
365 fse->base.prepare = fse_prepare;
366 fse->base.run = fse_run;
367 fse->base.run_linear = fse_run_linear;
368 fse->base.finish = fse_finish;
369 fse->base.destroy = fse_destroy;
370 fse->draw = draw;
371
372 return &fse->base;
373 }