draw: implement pipeline statistics in the draw module
[mesa.git] / src / gallium / auxiliary / draw / draw_vs_exec.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.
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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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27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "pipe/p_shader_tokens.h"
37
38 #include "draw_private.h"
39 #include "draw_context.h"
40 #include "draw_vs.h"
41
42 #include "tgsi/tgsi_parse.h"
43 #include "tgsi/tgsi_scan.h"
44 #include "tgsi/tgsi_exec.h"
45
46
47 struct exec_vertex_shader {
48 struct draw_vertex_shader base;
49 struct tgsi_exec_machine *machine;
50 };
51
52 static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
53 {
54 return (struct exec_vertex_shader *)vs;
55 }
56
57
58 /* Not required for run_linear.
59 */
60 static void
61 vs_exec_prepare( struct draw_vertex_shader *shader,
62 struct draw_context *draw )
63 {
64 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
65
66 /* Specify the vertex program to interpret/execute.
67 * Avoid rebinding when possible.
68 */
69 if (evs->machine->Tokens != shader->state.tokens) {
70 tgsi_exec_machine_bind_shader(evs->machine,
71 shader->state.tokens,
72 draw->vs.tgsi.sampler);
73 }
74 }
75
76
77
78
79 /* Simplified vertex shader interface for the pt paths. Given the
80 * complexity of code-generating all the above operations together,
81 * it's time to try doing all the other stuff separately.
82 */
83 static void
84 vs_exec_run_linear( struct draw_vertex_shader *shader,
85 const float (*input)[4],
86 float (*output)[4],
87 const void *constants[PIPE_MAX_CONSTANT_BUFFERS],
88 const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS],
89 unsigned count,
90 unsigned input_stride,
91 unsigned output_stride )
92 {
93 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
94 struct tgsi_exec_machine *machine = evs->machine;
95 unsigned int i, j;
96 unsigned slot;
97 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
98
99 tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS,
100 constants, const_size);
101
102 if (shader->info.uses_instanceid) {
103 unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID];
104 assert(i < Elements(machine->SystemValue));
105 for (j = 0; j < TGSI_QUAD_SIZE; j++)
106 machine->SystemValue[i].i[j] = shader->draw->instance_id;
107 }
108
109 for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
110 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
111
112 /* Swizzle inputs.
113 */
114 for (j = 0; j < max_vertices; j++) {
115 #if 0
116 debug_printf("%d) Input vert:\n", i + j);
117 for (slot = 0; slot < shader->info.num_inputs; slot++) {
118 debug_printf("\t%d: %f %f %f %f\n", slot,
119 input[slot][0],
120 input[slot][1],
121 input[slot][2],
122 input[slot][3]);
123 }
124 #endif
125
126 if (shader->info.uses_vertexid) {
127 unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID];
128 assert(vid < Elements(machine->SystemValue));
129 machine->SystemValue[vid].i[j] = i + j;
130 }
131
132 for (slot = 0; slot < shader->info.num_inputs; slot++) {
133 #if 0
134 assert(!util_is_inf_or_nan(input[slot][0]));
135 assert(!util_is_inf_or_nan(input[slot][1]));
136 assert(!util_is_inf_or_nan(input[slot][2]));
137 assert(!util_is_inf_or_nan(input[slot][3]));
138 #endif
139 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
140 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
141 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
142 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
143 }
144
145 input = (const float (*)[4])((const char *)input + input_stride);
146 }
147
148 tgsi_set_exec_mask(machine,
149 1,
150 max_vertices > 1,
151 max_vertices > 2,
152 max_vertices > 3);
153
154 /* run interpreter */
155 tgsi_exec_machine_run( machine );
156
157 /* Unswizzle all output results.
158 */
159 for (j = 0; j < max_vertices; j++) {
160 for (slot = 0; slot < shader->info.num_outputs; slot++) {
161 unsigned name = shader->info.output_semantic_name[slot];
162 if(clamp_vertex_color &&
163 (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR))
164 {
165 output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f);
166 output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f);
167 output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f);
168 output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f);
169 }
170 else if (name == TGSI_SEMANTIC_FOG) {
171 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
172 output[slot][1] = 0;
173 output[slot][2] = 0;
174 output[slot][3] = 1;
175 } else
176 {
177 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
178 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
179 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
180 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
181 }
182 }
183
184 #if 0
185 debug_printf("%d) Post xform vert:\n", i + j);
186 for (slot = 0; slot < shader->info.num_outputs; slot++) {
187 debug_printf("\t%d: %f %f %f %f\n", slot,
188 output[slot][0],
189 output[slot][1],
190 output[slot][2],
191 output[slot][3]);
192 assert(!util_is_inf_or_nan(output[slot][0]));
193 }
194 #endif
195
196 output = (float (*)[4])((char *)output + output_stride);
197 }
198
199 }
200 }
201
202
203
204
205 static void
206 vs_exec_delete( struct draw_vertex_shader *dvs )
207 {
208 FREE((void*) dvs->state.tokens);
209 FREE( dvs );
210 }
211
212
213 struct draw_vertex_shader *
214 draw_create_vs_exec(struct draw_context *draw,
215 const struct pipe_shader_state *state)
216 {
217 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
218
219 if (vs == NULL)
220 return NULL;
221
222 /* we make a private copy of the tokens */
223 vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
224 if (!vs->base.state.tokens) {
225 FREE(vs);
226 return NULL;
227 }
228
229 tgsi_scan_shader(state->tokens, &vs->base.info);
230
231 vs->base.state.stream_output = state->stream_output;
232 vs->base.draw = draw;
233 vs->base.prepare = vs_exec_prepare;
234 vs->base.run_linear = vs_exec_run_linear;
235 vs->base.delete = vs_exec_delete;
236 vs->base.create_variant = draw_vs_create_variant_generic;
237 vs->machine = draw->vs.tgsi.machine;
238
239 return &vs->base;
240 }