pass arbitrary number of vertices to the shader execution cycle
[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 "pipe/p_util.h"
35 #include "pipe/p_shader_tokens.h"
36
37 #include "draw_private.h"
38 #include "draw_context.h"
39 #include "draw_vs.h"
40
41 #include "tgsi/util/tgsi_parse.h"
42
43 #define MAX_TGSI_VERTICES 4
44
45 static void
46 vs_exec_prepare( struct draw_vertex_shader *shader,
47 struct draw_context *draw )
48 {
49 /* specify the vertex program to interpret/execute */
50 tgsi_exec_machine_bind_shader(&draw->machine,
51 shader->state.tokens,
52 PIPE_MAX_SAMPLERS,
53 NULL /*samplers*/ );
54
55 draw_update_vertex_fetch( draw );
56 }
57
58
59 /**
60 * Transform vertices with the current vertex program/shader
61 * Up to four vertices can be shaded at a time.
62 * \param vbuffer the input vertex data
63 * \param elts indexes of four input vertices
64 * \param count number of vertices to shade [1..4]
65 * \param vOut array of pointers to four output vertices
66 */
67 static void
68 vs_exec_run( struct draw_vertex_shader *shader,
69 struct draw_context *draw,
70 const unsigned *elts,
71 unsigned count,
72 struct vertex_header *vOut[] )
73 {
74 struct tgsi_exec_machine *machine = &draw->machine;
75 unsigned int i, j;
76
77 ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
78 ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
79 const float *scale = draw->viewport.scale;
80 const float *trans = draw->viewport.translate;
81
82 assert(draw->vertex_shader->info.output_semantic_name[0]
83 == TGSI_SEMANTIC_POSITION);
84
85 machine->Consts = (float (*)[4]) draw->user.constants;
86 machine->Inputs = ALIGN16_ASSIGN(inputs);
87 if (draw->rasterizer->bypass_vs) {
88 /* outputs are just the inputs */
89 machine->Outputs = machine->Inputs;
90 }
91 else {
92 machine->Outputs = ALIGN16_ASSIGN(outputs);
93 }
94
95 for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
96 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
97 draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
98
99 if (!draw->rasterizer->bypass_vs) {
100 /* run interpreter */
101 tgsi_exec_machine_run( machine );
102 }
103
104 /* store machine results */
105 for (j = 0; j < max_vertices; j++) {
106 unsigned slot;
107 float x, y, z, w;
108
109 /* Handle attr[0] (position) specially:
110 *
111 * XXX: Computing the clipmask should be done in the vertex
112 * program as a set of DP4 instructions appended to the
113 * user-provided code.
114 */
115 x = vOut[i + j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
116 y = vOut[i + j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
117 z = vOut[i + j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
118 w = vOut[i + j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
119
120 if (!draw->rasterizer->bypass_clipping) {
121 vOut[i + j]->clipmask = compute_clipmask(vOut[i + j]->clip, draw->plane,
122 draw->nr_planes);
123
124 /* divide by w */
125 w = 1.0f / w;
126 x *= w;
127 y *= w;
128 z *= w;
129 }
130 else {
131 vOut[i + j]->clipmask = 0;
132 }
133 vOut[i + j]->edgeflag = 1;
134
135 if (!draw->identity_viewport) {
136 /* Viewport mapping */
137 vOut[i + j]->data[0][0] = x * scale[0] + trans[0];
138 vOut[i + j]->data[0][1] = y * scale[1] + trans[1];
139 vOut[i + j]->data[0][2] = z * scale[2] + trans[2];
140 vOut[i + j]->data[0][3] = w;
141 }
142 else {
143 vOut[i + j]->data[0][0] = x;
144 vOut[i + j]->data[0][1] = y;
145 vOut[i + j]->data[0][2] = z;
146 vOut[i + j]->data[0][3] = w;
147 }
148
149 /* Remaining attributes are packed into sequential post-transform
150 * vertex attrib slots.
151 */
152 for (slot = 1; slot < draw->num_vs_outputs; slot++) {
153 vOut[i + j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
154 vOut[i + j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
155 vOut[i + j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
156 vOut[i + j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
157 }
158
159 #if 0 /*DEBUG*/
160 printf("%d) Post xform vert:\n", i + j);
161 for (slot = 0; slot < draw->num_vs_outputs; slot++) {
162 printf("\t%d: %f %f %f %f\n", slot,
163 vOut[i + j]->data[slot][0],
164 vOut[i + j]->data[slot][1],
165 vOut[i + j]->data[slot][2],
166 vOut[i + j]->data[slot][3]);
167 }
168 #endif
169 } /* loop over vertices */
170 }
171 }
172
173
174
175 static void
176 vs_exec_delete( struct draw_vertex_shader *dvs )
177 {
178 FREE((void*) dvs->state.tokens);
179 FREE( dvs );
180 }
181
182
183 struct draw_vertex_shader *
184 draw_create_vs_exec(struct draw_context *draw,
185 const struct pipe_shader_state *state)
186 {
187 struct draw_vertex_shader *vs = CALLOC_STRUCT( draw_vertex_shader );
188 uint nt = tgsi_num_tokens(state->tokens);
189
190 if (vs == NULL)
191 return NULL;
192
193 /* we make a private copy of the tokens */
194 vs->state.tokens = mem_dup(state->tokens, nt * sizeof(state->tokens[0]));
195 vs->prepare = vs_exec_prepare;
196 vs->run = vs_exec_run;
197 vs->delete = vs_exec_delete;
198
199 return vs;
200 }