1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "pipe/p_util.h"
35 #include "pipe/p_shader_tokens.h"
36 #include "draw_private.h"
37 #include "draw_context.h"
43 * Run the vertex shader on all vertices in the vertex queue.
44 * Called by the draw module when the vertx cache needs to be flushed.
47 draw_vertex_shader_queue_flush(struct draw_context
*draw
)
49 struct draw_vertex_shader
*shader
= draw
->vertex_shader
;
52 assert(draw
->vs
.queue_nr
!= 0);
54 /* XXX: do this on statechange:
56 shader
->prepare( shader
, draw
);
58 // fprintf(stderr, "%s %d\n", __FUNCTION__, draw->vs.queue_nr );
60 /* run vertex shader on vertex cache entries, four per invokation */
61 for (i
= 0; i
< draw
->vs
.queue_nr
; i
+= 4) {
62 struct vertex_header
*dests
[4];
64 int j
, n
= MIN2(4, draw
->vs
.queue_nr
- i
);
66 for (j
= 0; j
< n
; j
++) {
67 elts
[j
] = draw
->vs
.queue
[i
+ j
].elt
;
68 dests
[j
] = draw
->vs
.queue
[i
+ j
].vertex
;
73 dests
[j
] = draw
->vs
.queue
[i
+ j
].vertex
;
79 shader
->run(shader
, draw
, elts
, n
, dests
);
82 draw
->vs
.post_nr
= draw
->vs
.queue_nr
;
83 draw
->vs
.queue_nr
= 0;
87 struct draw_vertex_shader
*
88 draw_create_vertex_shader(struct draw_context
*draw
,
89 const struct pipe_shader_state
*shader
)
91 struct draw_vertex_shader
*vs
;
93 vs
= draw_create_vs_llvm( draw
, shader
);
95 vs
= draw_create_vs_sse( draw
, shader
);
97 vs
= draw_create_vs_exec( draw
, shader
);
102 tgsi_scan_shader(shader
->tokens
, &vs
->info
);
109 draw_bind_vertex_shader(struct draw_context
*draw
,
110 struct draw_vertex_shader
*dvs
)
112 draw_do_flush( draw
, DRAW_FLUSH_STATE_CHANGE
);
116 draw
->vertex_shader
= dvs
;
117 draw
->num_vs_outputs
= dvs
->info
.num_outputs
;
119 tgsi_exec_machine_init(&draw
->machine
);
121 dvs
->prepare( dvs
, draw
);
124 draw
->vertex_shader
= NULL
;
125 draw
->num_vs_outputs
= 0;
131 draw_delete_vertex_shader(struct draw_context
*draw
,
132 struct draw_vertex_shader
*dvs
)