draw: Put PIPE_CDECL in the right places.
[mesa.git] / src / gallium / auxiliary / draw / draw_vs_varient.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 */
32
33 #include "pipe/p_util.h"
34 #include "draw/draw_context.h"
35 #include "draw/draw_private.h"
36 #include "draw/draw_vbuf.h"
37 #include "draw/draw_vertex.h"
38 #include "draw/draw_vs.h"
39 #include "translate/translate.h"
40 #include "translate/translate_cache.h"
41
42 /* A first pass at incorporating vertex fetch/emit functionality into
43 */
44 struct draw_vs_varient_generic {
45 struct draw_vs_varient base;
46
47 struct draw_vertex_shader *shader;
48 struct draw_context *draw;
49
50 /* Basic plan is to run these two translate functions before/after
51 * the vertex shader's existing run_linear() routine to simulate
52 * the inclusion of this functionality into the shader...
53 *
54 * Next will look at actually including it.
55 */
56 struct translate *fetch;
57 struct translate *emit;
58 };
59
60
61
62
63
64 static void vsvg_set_input( struct draw_vs_varient *varient,
65 unsigned buffer,
66 const void *ptr,
67 unsigned stride )
68 {
69 struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient;
70
71 vsvg->fetch->set_buffer(vsvg->fetch,
72 buffer,
73 ptr,
74 stride);
75 }
76
77
78 /* Mainly for debug at this stage:
79 */
80 static void do_rhw_viewport( struct draw_vs_varient_generic *vsvg,
81 unsigned count,
82 void *output_buffer )
83 {
84 char *ptr = (char *)output_buffer;
85 const float *scale = vsvg->base.vs->draw->viewport.scale;
86 const float *trans = vsvg->base.vs->draw->viewport.translate;
87 unsigned stride = vsvg->base.key.output_stride;
88 unsigned j;
89
90 for (j = 0; j < count; j++, ptr += stride) {
91 float *data = (float *)ptr;
92 float w = 1.0f / data[3];
93
94 data[0] = data[0] * w * scale[0] + trans[0];
95 data[1] = data[1] * w * scale[1] + trans[1];
96 data[2] = data[2] * w * scale[2] + trans[2];
97 data[3] = w;
98 }
99 }
100
101 static void do_viewport( struct draw_vs_varient_generic *vsvg,
102 unsigned count,
103 void *output_buffer )
104 {
105 char *ptr = (char *)output_buffer;
106 const float *scale = vsvg->base.vs->draw->viewport.scale;
107 const float *trans = vsvg->base.vs->draw->viewport.translate;
108 unsigned stride = vsvg->base.key.output_stride;
109 unsigned j;
110
111 for (j = 0; j < count; j++, ptr += stride) {
112 float *data = (float *)ptr;
113
114 data[0] = data[0] * scale[0] + trans[0];
115 data[1] = data[1] * scale[1] + trans[1];
116 data[2] = data[2] * scale[2] + trans[2];
117 }
118 }
119
120
121 static void PIPE_CDECL vsvg_run_elts( struct draw_vs_varient *varient,
122 const unsigned *elts,
123 unsigned count,
124 void *output_buffer)
125 {
126 struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient;
127
128 /* Want to do this in small batches for cache locality?
129 */
130
131 vsvg->fetch->run_elts( vsvg->fetch,
132 elts,
133 count,
134 output_buffer );
135
136 //if (!vsvg->base.vs->is_passthrough)
137 {
138 vsvg->base.vs->run_linear( vsvg->base.vs,
139 output_buffer,
140 output_buffer,
141 (const float (*)[4])vsvg->base.vs->draw->pt.user.constants,
142 count,
143 vsvg->base.key.output_stride,
144 vsvg->base.key.output_stride);
145
146
147 if (vsvg->base.key.clip) {
148 /* not really handling clipping, just do the rhw so we can
149 * see the results...
150 */
151 do_rhw_viewport( vsvg,
152 count,
153 output_buffer );
154 }
155 else if (vsvg->base.key.viewport) {
156 do_viewport( vsvg,
157 count,
158 output_buffer );
159 }
160
161
162 //if (!vsvg->already_in_emit_format)
163
164 vsvg->emit->set_buffer( vsvg->emit,
165 0,
166 output_buffer,
167 vsvg->base.key.output_stride );
168
169
170 vsvg->emit->run( vsvg->emit,
171 0, count,
172 output_buffer );
173 }
174 }
175
176
177 static void PIPE_CDECL vsvg_run_linear( struct draw_vs_varient *varient,
178 unsigned start,
179 unsigned count,
180 void *output_buffer )
181 {
182 struct draw_vs_varient_generic *vsvg = (struct draw_vs_varient_generic *)varient;
183
184 //debug_printf("%s %d %d\n", __FUNCTION__, start, count);
185
186
187 vsvg->fetch->run( vsvg->fetch,
188 start,
189 count,
190 output_buffer );
191
192 //if (!vsvg->base.vs->is_passthrough)
193 {
194 vsvg->base.vs->run_linear( vsvg->base.vs,
195 output_buffer,
196 output_buffer,
197 (const float (*)[4])vsvg->base.vs->draw->pt.user.constants,
198 count,
199 vsvg->base.key.output_stride,
200 vsvg->base.key.output_stride);
201
202 if (vsvg->base.key.clip) {
203 /* not really handling clipping, just do the rhw so we can
204 * see the results...
205 */
206 do_rhw_viewport( vsvg,
207 count,
208 output_buffer );
209 }
210 else if (vsvg->base.key.viewport) {
211 do_viewport( vsvg,
212 count,
213 output_buffer );
214 }
215
216 //if (!vsvg->already_in_emit_format)
217 vsvg->emit->set_buffer( vsvg->emit,
218 0,
219 output_buffer,
220 vsvg->base.key.output_stride );
221
222 vsvg->emit->set_buffer( vsvg->emit,
223 1,
224 &vsvg->draw->rasterizer->point_size,
225 0);
226
227 vsvg->emit->run( vsvg->emit,
228 0, count,
229 output_buffer );
230 }
231 }
232
233
234
235
236
237 static void vsvg_destroy( struct draw_vs_varient *varient )
238 {
239 FREE(varient);
240 }
241
242
243 struct draw_vs_varient *draw_vs_varient_generic( struct draw_vertex_shader *vs,
244 const struct draw_vs_varient_key *key )
245 {
246 unsigned i;
247 struct translate_key fetch, emit;
248
249 struct draw_vs_varient_generic *vsvg = CALLOC_STRUCT( draw_vs_varient_generic );
250 if (vsvg == NULL)
251 return NULL;
252
253 vsvg->base.key = *key;
254 vsvg->base.vs = vs;
255 vsvg->base.set_input = vsvg_set_input;
256 vsvg->base.run_elts = vsvg_run_elts;
257 vsvg->base.run_linear = vsvg_run_linear;
258 vsvg->base.destroy = vsvg_destroy;
259
260
261
262 /* Build free-standing fetch and emit functions:
263 */
264 fetch.nr_elements = key->nr_inputs;
265 fetch.output_stride = 0;
266 for (i = 0; i < key->nr_inputs; i++) {
267 fetch.element[i].input_format = key->element[i].in.format;
268 fetch.element[i].input_buffer = key->element[i].in.buffer;
269 fetch.element[i].input_offset = key->element[i].in.offset;
270 fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
271 fetch.element[i].output_offset = fetch.output_stride;
272 fetch.output_stride += 4 * sizeof(float);
273 }
274
275
276 emit.nr_elements = key->nr_outputs;
277 emit.output_stride = key->output_stride;
278 for (i = 0; i < key->nr_outputs; i++) {
279 if (key->element[i].out.format != EMIT_1F_PSIZE)
280 {
281 emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
282 emit.element[i].input_buffer = 0;
283 emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
284 emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
285 emit.element[i].output_offset = key->element[i].out.offset;
286 }
287 else {
288 emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
289 emit.element[i].input_buffer = 1;
290 emit.element[i].input_offset = 0;
291 emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
292 emit.element[i].output_offset = key->element[i].out.offset;
293 }
294 }
295
296 vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
297 vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
298
299 return &vsvg->base;
300 }
301
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303
304
305