gallium: refactor/replace p_util.h with util/u_memory.h and util/u_math.h
[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.
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 * 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
45
46 struct exec_vertex_shader {
47 struct draw_vertex_shader base;
48 struct tgsi_exec_machine *machine;
49 };
50
51 static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
52 {
53 return (struct exec_vertex_shader *)vs;
54 }
55
56
57 /* Not required for run_linear.
58 */
59 static void
60 vs_exec_prepare( struct draw_vertex_shader *shader,
61 struct draw_context *draw )
62 {
63 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
64
65 /* specify the vertex program to interpret/execute */
66 tgsi_exec_machine_bind_shader(evs->machine,
67 shader->state.tokens,
68 PIPE_MAX_SAMPLERS,
69 NULL /*samplers*/ );
70
71 }
72
73
74
75
76 /* Simplified vertex shader interface for the pt paths. Given the
77 * complexity of code-generating all the above operations together,
78 * it's time to try doing all the other stuff separately.
79 */
80 static void
81 vs_exec_run_linear( struct draw_vertex_shader *shader,
82 const float (*input)[4],
83 float (*output)[4],
84 const float (*constants)[4],
85 unsigned count,
86 unsigned input_stride,
87 unsigned output_stride )
88 {
89 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
90 struct tgsi_exec_machine *machine = evs->machine;
91 unsigned int i, j;
92 unsigned slot;
93
94 machine->Consts = constants;
95
96 for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
97 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
98
99 /* Swizzle inputs.
100 */
101 for (j = 0; j < max_vertices; j++) {
102 #if 0
103 debug_printf("%d) Input vert:\n", i + j);
104 for (slot = 0; slot < shader->info.num_inputs; slot++) {
105 debug_printf("\t%d: %f %f %f %f\n", slot,
106 input[slot][0],
107 input[slot][1],
108 input[slot][2],
109 input[slot][3]);
110 }
111 #endif
112
113 for (slot = 0; slot < shader->info.num_inputs; slot++) {
114 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
115 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
116 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
117 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
118 }
119
120 input = (const float (*)[4])((const char *)input + input_stride);
121 }
122
123 /* run interpreter */
124 tgsi_exec_machine_run( machine );
125
126 /* Unswizzle all output results.
127 */
128 for (j = 0; j < max_vertices; j++) {
129 for (slot = 0; slot < shader->info.num_outputs; slot++) {
130 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
131 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
132 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
133 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
134
135 }
136
137 #if 0
138 debug_printf("%d) Post xform vert:\n", i + j);
139 for (slot = 0; slot < shader->info.num_outputs; slot++) {
140 debug_printf("\t%d: %f %f %f %f\n", slot,
141 output[slot][0],
142 output[slot][1],
143 output[slot][2],
144 output[slot][3]);
145 }
146 #endif
147
148 output = (float (*)[4])((char *)output + output_stride);
149 }
150
151 }
152 }
153
154
155
156
157 static void
158 vs_exec_delete( struct draw_vertex_shader *dvs )
159 {
160 FREE((void*) dvs->state.tokens);
161 FREE( dvs );
162 }
163
164
165 struct draw_vertex_shader *
166 draw_create_vs_exec(struct draw_context *draw,
167 const struct pipe_shader_state *state)
168 {
169 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
170
171 if (vs == NULL)
172 return NULL;
173
174 /* we make a private copy of the tokens */
175 vs->base.state.tokens = tgsi_dup_tokens(state->tokens);
176 if (!vs->base.state.tokens) {
177 FREE(vs);
178 return NULL;
179 }
180
181 tgsi_scan_shader(state->tokens, &vs->base.info);
182
183 vs->base.draw = draw;
184 vs->base.prepare = vs_exec_prepare;
185 vs->base.run_linear = vs_exec_run_linear;
186 vs->base.delete = vs_exec_delete;
187 vs->base.create_varient = draw_vs_varient_generic;
188 vs->machine = &draw->vs.machine;
189
190 return &vs->base;
191 }