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"
37 #include "draw_private.h"
38 #include "draw_context.h"
41 #include "tgsi/util/tgsi_parse.h"
44 struct exec_vertex_shader
{
45 struct draw_vertex_shader base
;
46 struct tgsi_exec_machine
*machine
;
49 static struct exec_vertex_shader
*exec_vertex_shader( struct draw_vertex_shader
*vs
)
51 return (struct exec_vertex_shader
*)vs
;
55 /* Not required for run_linear.
58 vs_exec_prepare( struct draw_vertex_shader
*shader
,
59 struct draw_context
*draw
)
61 /* specify the vertex program to interpret/execute */
62 tgsi_exec_machine_bind_shader(&draw
->machine
,
67 draw_update_vertex_fetch( draw
);
72 * Transform vertices with the current vertex program/shader
73 * Up to four vertices can be shaded at a time.
74 * \param vbuffer the input vertex data
75 * \param elts indexes of four input vertices
76 * \param count number of vertices to shade [1..4]
77 * \param vOut array of pointers to four output vertices
80 vs_exec_run( struct draw_vertex_shader
*shader
,
81 struct draw_context
*draw
,
87 struct tgsi_exec_machine
*machine
= &draw
->machine
;
89 unsigned int clipped
= 0;
91 ALIGN16_DECL(struct tgsi_exec_vector
, inputs
, PIPE_MAX_ATTRIBS
);
92 ALIGN16_DECL(struct tgsi_exec_vector
, outputs
, PIPE_MAX_ATTRIBS
);
93 const float *scale
= draw
->viewport
.scale
;
94 const float *trans
= draw
->viewport
.translate
;
96 assert(shader
->info
.output_semantic_name
[0] == TGSI_SEMANTIC_POSITION
);
98 machine
->Consts
= (const float (*)[4]) draw
->user
.constants
;
99 machine
->Inputs
= ALIGN16_ASSIGN(inputs
);
100 if (draw
->rasterizer
->bypass_vs
) {
101 /* outputs are just the inputs */
102 machine
->Outputs
= machine
->Inputs
;
105 machine
->Outputs
= ALIGN16_ASSIGN(outputs
);
108 for (i
= 0; i
< count
; i
+= MAX_TGSI_VERTICES
) {
109 unsigned int max_vertices
= MIN2(MAX_TGSI_VERTICES
, count
- i
);
110 draw
->vertex_fetch
.fetch_func( draw
, machine
, &elts
[i
], max_vertices
);
112 if (!draw
->rasterizer
->bypass_vs
) {
113 /* run interpreter */
114 tgsi_exec_machine_run( machine
);
117 /* store machine results */
118 for (j
= 0; j
< max_vertices
; j
++) {
121 struct vertex_header
*out
=
122 draw_header_from_block(vOut
, vertex_size
, i
+ j
);
124 /* Handle attr[0] (position) specially:
126 * XXX: Computing the clipmask should be done in the vertex
127 * program as a set of DP4 instructions appended to the
128 * user-provided code.
130 x
= out
->clip
[0] = machine
->Outputs
[0].xyzw
[0].f
[j
];
131 y
= out
->clip
[1] = machine
->Outputs
[0].xyzw
[1].f
[j
];
132 z
= out
->clip
[2] = machine
->Outputs
[0].xyzw
[2].f
[j
];
133 w
= out
->clip
[3] = machine
->Outputs
[0].xyzw
[3].f
[j
];
135 if (!draw
->rasterizer
->bypass_clipping
) {
136 out
->clipmask
= compute_clipmask(out
->clip
, draw
->plane
,
138 clipped
+= out
->clipmask
;
150 out
->vertex_id
= UNDEFINED_VERTEX_ID
;
152 if (!draw
->identity_viewport
) {
153 /* Viewport mapping */
154 out
->data
[0][0] = x
* scale
[0] + trans
[0];
155 out
->data
[0][1] = y
* scale
[1] + trans
[1];
156 out
->data
[0][2] = z
* scale
[2] + trans
[2];
166 /* Remaining attributes are packed into sequential post-transform
167 * vertex attrib slots.
169 for (slot
= 1; slot
< draw
->num_vs_outputs
; slot
++) {
170 out
->data
[slot
][0] = machine
->Outputs
[slot
].xyzw
[0].f
[j
];
171 out
->data
[slot
][1] = machine
->Outputs
[slot
].xyzw
[1].f
[j
];
172 out
->data
[slot
][2] = machine
->Outputs
[slot
].xyzw
[2].f
[j
];
173 out
->data
[slot
][3] = machine
->Outputs
[slot
].xyzw
[3].f
[j
];
177 printf("%d) Post xform vert:\n", i
+ j
);
178 for (slot
= 0; slot
< draw
->num_vs_outputs
; slot
++) {
179 printf("\t%d: %f %f %f %f\n", slot
,
186 } /* loop over vertices */
193 /* Simplified vertex shader interface for the pt paths. Given the
194 * complexity of code-generating all the above operations together,
195 * it's time to try doing all the other stuff separately.
198 vs_exec_run_linear( struct draw_vertex_shader
*shader
,
199 const float (*input
)[4],
201 const float (*constants
)[4],
203 unsigned input_stride
,
204 unsigned output_stride
)
206 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
207 struct tgsi_exec_machine
*machine
= evs
->machine
;
211 machine
->Consts
= constants
;
213 for (i
= 0; i
< count
; i
+= MAX_TGSI_VERTICES
) {
214 unsigned int max_vertices
= MIN2(MAX_TGSI_VERTICES
, count
- i
);
218 for (j
= 0; j
< max_vertices
; j
++) {
219 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
220 machine
->Inputs
[slot
].xyzw
[0].f
[j
] = input
[slot
][0];
221 machine
->Inputs
[slot
].xyzw
[1].f
[j
] = input
[slot
][1];
222 machine
->Inputs
[slot
].xyzw
[2].f
[j
] = input
[slot
][2];
223 machine
->Inputs
[slot
].xyzw
[3].f
[j
] = input
[slot
][3];
227 /* run interpreter */
228 tgsi_exec_machine_run( machine
);
230 /* Unswizzle all output results.
232 for (j
= 0; j
< max_vertices
; j
++) {
233 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
234 output
[slot
][0] = machine
->Outputs
[slot
].xyzw
[0].f
[j
];
235 output
[slot
][1] = machine
->Outputs
[slot
].xyzw
[1].f
[j
];
236 output
[slot
][2] = machine
->Outputs
[slot
].xyzw
[2].f
[j
];
237 output
[slot
][3] = machine
->Outputs
[slot
].xyzw
[3].f
[j
];
241 /* Advance input, output pointers:
243 input
= (const float (*)[4])((const char *)input
+ input_stride
);
244 output
= (float (*)[4])((char *)output
+ output_stride
);
252 vs_exec_delete( struct draw_vertex_shader
*dvs
)
254 FREE((void*) dvs
->state
.tokens
);
259 struct draw_vertex_shader
*
260 draw_create_vs_exec(struct draw_context
*draw
,
261 const struct pipe_shader_state
*state
)
263 struct exec_vertex_shader
*vs
= CALLOC_STRUCT( exec_vertex_shader
);
264 uint nt
= tgsi_num_tokens(state
->tokens
);
269 /* we make a private copy of the tokens */
270 vs
->base
.state
.tokens
= mem_dup(state
->tokens
, nt
* sizeof(state
->tokens
[0]));
271 tgsi_scan_shader(state
->tokens
, &vs
->base
.info
);
274 vs
->base
.prepare
= vs_exec_prepare
;
275 vs
->base
.run
= vs_exec_run
;
276 vs
->base
.run_linear
= vs_exec_run_linear
;
277 vs
->base
.delete = vs_exec_delete
;
278 vs
->machine
= &draw
->machine
;