#include "draw_context.h"
#include "draw_vs.h"
+#include "tgsi/util/tgsi_parse.h"
-static INLINE unsigned
-compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
-{
- unsigned mask = 0;
- unsigned i;
-
- /* Do the hardwired planes first:
- */
- if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
- if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
- if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
- if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
- if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
- if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
-
- /* Followed by any remaining ones:
- */
- for (i = 6; i < nr; i++) {
- if (dot4(clip, plane[i]) < 0)
- mask |= (1<<i);
- }
- return mask;
+struct exec_vertex_shader {
+ struct draw_vertex_shader base;
+ struct tgsi_exec_machine *machine;
+};
+
+static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
+{
+ return (struct exec_vertex_shader *)vs;
}
+/* Not required for run_linear.
+ */
static void
vs_exec_prepare( struct draw_vertex_shader *shader,
struct draw_context *draw )
{
/* specify the vertex program to interpret/execute */
tgsi_exec_machine_bind_shader(&draw->machine,
- shader->state->tokens,
+ shader->state.tokens,
PIPE_MAX_SAMPLERS,
NULL /*samplers*/ );
* \param count number of vertices to shade [1..4]
* \param vOut array of pointers to four output vertices
*/
-static void
+static boolean
vs_exec_run( struct draw_vertex_shader *shader,
struct draw_context *draw,
const unsigned *elts,
unsigned count,
- struct vertex_header *vOut[] )
+ void *vOut,
+ unsigned vertex_size)
{
struct tgsi_exec_machine *machine = &draw->machine;
- unsigned int j;
+ unsigned int i, j;
+ unsigned int clipped = 0;
- ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
- ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
+ ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_MAX_ATTRIBS);
+ ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_MAX_ATTRIBS);
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
- assert(count <= 4);
- assert(draw->vertex_shader->info.output_semantic_name[0]
- == TGSI_SEMANTIC_POSITION);
+ assert(shader->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
- machine->Consts = (float (*)[4]) draw->user.constants;
+ machine->Consts = (const float (*)[4]) draw->user.constants;
machine->Inputs = ALIGN16_ASSIGN(inputs);
- machine->Outputs = ALIGN16_ASSIGN(outputs);
+ if (draw->rasterizer->bypass_vs) {
+ /* outputs are just the inputs */
+ machine->Outputs = machine->Inputs;
+ }
+ else {
+ machine->Outputs = ALIGN16_ASSIGN(outputs);
+ }
- draw->vertex_fetch.fetch_func( draw, machine, elts, count );
+ for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
+ unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
+ draw->vertex_fetch.fetch_func( draw, machine, &elts[i], max_vertices );
- /* run interpreter */
- tgsi_exec_machine_run( machine );
+ if (!draw->rasterizer->bypass_vs) {
+ /* run interpreter */
+ tgsi_exec_machine_run( machine );
+ }
+ /* store machine results */
+ for (j = 0; j < max_vertices; j++) {
+ unsigned slot;
+ float x, y, z, w;
+ struct vertex_header *out =
+ draw_header_from_block(vOut, vertex_size, i + j);
+
+ /* Handle attr[0] (position) specially:
+ *
+ * XXX: Computing the clipmask should be done in the vertex
+ * program as a set of DP4 instructions appended to the
+ * user-provided code.
+ */
+ x = out->clip[0] = machine->Outputs[0].xyzw[0].f[j];
+ y = out->clip[1] = machine->Outputs[0].xyzw[1].f[j];
+ z = out->clip[2] = machine->Outputs[0].xyzw[2].f[j];
+ w = out->clip[3] = machine->Outputs[0].xyzw[3].f[j];
+
+ if (!draw->rasterizer->bypass_clipping) {
+ out->clipmask = compute_clipmask(out->clip, draw->plane,
+ draw->nr_planes);
+ clipped += out->clipmask;
+
+ /* divide by w */
+ w = 1.0f / w;
+ x *= w;
+ y *= w;
+ z *= w;
+ }
+ else {
+ out->clipmask = 0;
+ }
+ out->edgeflag = 1;
+ out->vertex_id = UNDEFINED_VERTEX_ID;
+
+ if (!draw->identity_viewport) {
+ /* Viewport mapping */
+ out->data[0][0] = x * scale[0] + trans[0];
+ out->data[0][1] = y * scale[1] + trans[1];
+ out->data[0][2] = z * scale[2] + trans[2];
+ out->data[0][3] = w;
+ }
+ else {
+ out->data[0][0] = x;
+ out->data[0][1] = y;
+ out->data[0][2] = z;
+ out->data[0][3] = w;
+ }
+
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->num_vs_outputs; slot++) {
+ out->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ out->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ out->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ out->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+ }
+
+#if 0 /*DEBUG*/
+ printf("%d) Post xform vert:\n", i + j);
+ for (slot = 0; slot < draw->num_vs_outputs; slot++) {
+ printf("\t%d: %f %f %f %f\n", slot,
+ out->data[slot][0],
+ out->data[slot][1],
+ out->data[slot][2],
+ out->data[slot][3]);
+ }
+#endif
+ } /* loop over vertices */
+ }
+ return clipped != 0;
+}
- /* store machine results */
- for (j = 0; j < count; j++) {
- unsigned slot;
- float x, y, z, w;
- /* Handle attr[0] (position) specially:
- *
- * XXX: Computing the clipmask should be done in the vertex
- * program as a set of DP4 instructions appended to the
- * user-provided code.
- */
- x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
- y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
- z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
- w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
-
- if (!draw->rasterizer->bypass_clipping) {
- vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane, draw->nr_planes);
- vOut[j]->edgeflag = 1;
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
-
- /* Viewport mapping */
- vOut[j]->data[0][0] = x * scale[0] + trans[0];
- vOut[j]->data[0][1] = y * scale[1] + trans[1];
- vOut[j]->data[0][2] = z * scale[2] + trans[2];
- vOut[j]->data[0][3] = w;
- }
- else {
- vOut[j]->clipmask = 0;
- vOut[j]->edgeflag = 1;
- vOut[j]->data[0][0] = x;
- vOut[j]->data[0][1] = y;
- vOut[j]->data[0][2] = z;
- vOut[j]->data[0][3] = w;
- }
- /* Remaining attributes are packed into sequential post-transform
- * vertex attrib slots.
+/* Simplified vertex shader interface for the pt paths. Given the
+ * complexity of code-generating all the above operations together,
+ * it's time to try doing all the other stuff separately.
+ */
+static void
+vs_exec_run_linear( struct draw_vertex_shader *shader,
+ const float (*input)[4],
+ float (*output)[4],
+ const float (*constants)[4],
+ unsigned count,
+ unsigned input_stride,
+ unsigned output_stride )
+{
+ struct exec_vertex_shader *evs = exec_vertex_shader(shader);
+ struct tgsi_exec_machine *machine = evs->machine;
+ unsigned int i, j;
+ unsigned slot;
+
+ machine->Consts = constants;
+
+ for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
+ unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
+
+ /* Swizzle inputs.
*/
- for (slot = 1; slot < draw->num_vs_outputs; slot++) {
- vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
- vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
- vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
- vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
- }
- } /* loop over vertices */
+ for (j = 0; j < max_vertices; j++) {
+ for (slot = 0; slot < shader->info.num_inputs; slot++) {
+ machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
+ machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
+ machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
+ machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
+ }
+ }
+
+ /* run interpreter */
+ tgsi_exec_machine_run( machine );
+
+ /* Unswizzle all output results.
+ */
+ for (j = 0; j < max_vertices; j++) {
+ for (slot = 0; slot < shader->info.num_outputs; slot++) {
+ output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+ }
+ }
+
+ /* Advance input, output pointers:
+ */
+ input = (const float (*)[4])((const char *)input + input_stride);
+ output = (float (*)[4])((char *)output + output_stride);
+ }
}
+
static void
vs_exec_delete( struct draw_vertex_shader *dvs )
{
+ FREE((void*) dvs->state.tokens);
FREE( dvs );
}
draw_create_vs_exec(struct draw_context *draw,
const struct pipe_shader_state *state)
{
- struct draw_vertex_shader *vs = CALLOC_STRUCT( draw_vertex_shader );
+ struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
+ uint nt = tgsi_num_tokens(state->tokens);
if (vs == NULL)
return NULL;
- vs->state = state;
- vs->prepare = vs_exec_prepare;
- vs->run = vs_exec_run;
- vs->delete = vs_exec_delete;
+ /* we make a private copy of the tokens */
+ vs->base.state.tokens = mem_dup(state->tokens, nt * sizeof(state->tokens[0]));
+ tgsi_scan_shader(state->tokens, &vs->base.info);
+
+
+ vs->base.prepare = vs_exec_prepare;
+ vs->base.run = vs_exec_run;
+ vs->base.run_linear = vs_exec_run_linear;
+ vs->base.delete = vs_exec_delete;
+ vs->machine = &draw->machine;
+
- return vs;
+ return &vs->base;
}