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"
42 #include "tgsi/util/tgsi_scan.h"
45 struct exec_vertex_shader
{
46 struct draw_vertex_shader base
;
47 struct tgsi_exec_machine
*machine
;
50 static struct exec_vertex_shader
*exec_vertex_shader( struct draw_vertex_shader
*vs
)
52 return (struct exec_vertex_shader
*)vs
;
56 /* Not required for run_linear.
59 vs_exec_prepare( struct draw_vertex_shader
*shader
,
60 struct draw_context
*draw
)
62 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
64 /* specify the vertex program to interpret/execute */
65 tgsi_exec_machine_bind_shader(evs
->machine
,
75 /* Simplified vertex shader interface for the pt paths. Given the
76 * complexity of code-generating all the above operations together,
77 * it's time to try doing all the other stuff separately.
80 vs_exec_run_linear( struct draw_vertex_shader
*shader
,
81 const float (*input
)[4],
83 const float (*constants
)[4],
85 unsigned input_stride
,
86 unsigned output_stride
)
88 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
89 struct tgsi_exec_machine
*machine
= evs
->machine
;
93 machine
->Consts
= constants
;
95 for (i
= 0; i
< count
; i
+= MAX_TGSI_VERTICES
) {
96 unsigned int max_vertices
= MIN2(MAX_TGSI_VERTICES
, count
- i
);
100 for (j
= 0; j
< max_vertices
; j
++) {
102 debug_printf("%d) Input vert:\n", i
+ j
);
103 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
104 debug_printf("\t%d: %f %f %f %f\n", slot
,
112 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
113 machine
->Inputs
[slot
].xyzw
[0].f
[j
] = input
[slot
][0];
114 machine
->Inputs
[slot
].xyzw
[1].f
[j
] = input
[slot
][1];
115 machine
->Inputs
[slot
].xyzw
[2].f
[j
] = input
[slot
][2];
116 machine
->Inputs
[slot
].xyzw
[3].f
[j
] = input
[slot
][3];
119 input
= (const float (*)[4])((const char *)input
+ input_stride
);
122 /* run interpreter */
123 tgsi_exec_machine_run( machine
);
125 /* Unswizzle all output results.
127 for (j
= 0; j
< max_vertices
; j
++) {
128 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
129 output
[slot
][0] = machine
->Outputs
[slot
].xyzw
[0].f
[j
];
130 output
[slot
][1] = machine
->Outputs
[slot
].xyzw
[1].f
[j
];
131 output
[slot
][2] = machine
->Outputs
[slot
].xyzw
[2].f
[j
];
132 output
[slot
][3] = machine
->Outputs
[slot
].xyzw
[3].f
[j
];
137 debug_printf("%d) Post xform vert:\n", i
+ j
);
138 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
139 debug_printf("\t%d: %f %f %f %f\n", slot
,
147 output
= (float (*)[4])((char *)output
+ output_stride
);
157 vs_exec_delete( struct draw_vertex_shader
*dvs
)
159 FREE((void*) dvs
->state
.tokens
);
164 struct draw_vertex_shader
*
165 draw_create_vs_exec(struct draw_context
*draw
,
166 const struct pipe_shader_state
*state
)
168 struct exec_vertex_shader
*vs
= CALLOC_STRUCT( exec_vertex_shader
);
173 /* we make a private copy of the tokens */
174 vs
->base
.state
.tokens
= tgsi_dup_tokens(state
->tokens
);
175 if (!vs
->base
.state
.tokens
) {
180 tgsi_scan_shader(state
->tokens
, &vs
->base
.info
);
182 vs
->base
.prepare
= vs_exec_prepare
;
183 vs
->base
.run_linear
= vs_exec_run_linear
;
184 vs
->base
.delete = vs_exec_delete
;
185 vs
->machine
= &draw
->vs
.machine
;