+++ /dev/null
-/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the
- * "Software"), to deal in the Software without restriction, including
- * without limitation the rights to use, copy, modify, merge, publish,
- * distribute, sub license, and/or sell copies of the Software, and to
- * permit persons to whom the Software is furnished to do so, subject to
- * the following conditions:
- *
- * The above copyright notice and this permission notice (including the
- * next paragraph) shall be included in all copies or substantial portions
- * of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
- * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
- * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
- * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- **************************************************************************/
-
- /*
- * Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
- */
-
-#include "pipe/p_util.h"
-#include "draw/draw_context.h"
-#include "draw/draw_vertex.h"
-#include "draw/draw_pt.h"
-#include "draw/draw_vs.h"
-
-/* The simplest 'middle end' in the new vertex code.
- *
- * The responsibilities of a middle end are to:
- * - perform vertex fetch using
- * - draw vertex element/buffer state
- * - a list of fetch indices we received as an input
- * - run the vertex shader
- * - cliptest,
- * - clip coord calculation
- * - viewport transformation
- * - if necessary, run the primitive pipeline, passing it:
- * - a linear array of vertex_header vertices constructed here
- * - a set of draw indices we received as an input
- * - otherwise, drive the hw backend,
- * - allocate space for hardware format vertices
- * - translate the vertex-shader output vertices to hw format
- * - calling the backend draw functions.
- *
- * For convenience, we provide a helper function to drive the hardware
- * backend given similar inputs to those required to run the pipeline.
- *
- * In the case of passthrough mode, many of these actions are disabled
- * or noops, so we end up doing:
- *
- * - perform vertex fetch
- * - drive the hw backend
- *
- * IE, basically just vertex fetch to post-vs-format vertices,
- * followed by a call to the backend helper function.
- */
-
-
-struct fetch_pipeline_middle_end {
- struct draw_pt_middle_end base;
- struct draw_context *draw;
-
- void (*header)( unsigned idx, float **out);
-
- struct {
- const ubyte *ptr;
- unsigned pitch;
- void (*fetch)( const void *from, float *attrib);
- void (*emit)( const float *attrib, float **out );
- } fetch[PIPE_MAX_ATTRIBS];
-
- unsigned nr_fetch;
- unsigned pipeline_vertex_size;
- unsigned prim;
-};
-
-
-#if 0
-static void emit_R32_FLOAT( const float *attrib,
- float **out )
-{
- (*out)[0] = attrib[0];
- (*out) += 1;
-}
-
-static void emit_R32G32_FLOAT( const float *attrib,
- float **out )
-{
- (*out)[0] = attrib[0];
- (*out)[1] = attrib[1];
- (*out) += 2;
-}
-
-static void emit_R32G32B32_FLOAT( const float *attrib,
- float **out )
-{
- (*out)[0] = attrib[0];
- (*out)[1] = attrib[1];
- (*out)[2] = attrib[2];
- (*out) += 3;
-}
-#endif
-static void emit_R32G32B32A32_FLOAT( const float *attrib,
- float **out )
-{
- (*out)[0] = attrib[0];
- (*out)[1] = attrib[1];
- (*out)[2] = attrib[2];
- (*out)[3] = attrib[3];
- (*out) += 4;
-}
-
-static void header( unsigned idx,
- float **out )
-{
- struct vertex_header *header = (struct vertex_header *) (*out);
-
- header->clipmask = 0;
- header->edgeflag = 1;
- header->pad = 0;
- header->vertex_id = UNDEFINED_VERTEX_ID;
-
- (*out)[1] = 0;
- (*out)[2] = 0;
- (*out)[3] = 0;
- (*out)[3] = 1;
- (*out) += 5;
-}
-
-
-static void header_ef( unsigned idx,
- float **out )
-{
- struct vertex_header *header = (struct vertex_header *) (*out);
-
- /* XXX: need a reset_stipple flag in the vertex header too?
- */
- header->clipmask = 0;
- header->edgeflag = (idx & DRAW_PT_EDGEFLAG) != 0;
- header->pad = 0;
- header->vertex_id = UNDEFINED_VERTEX_ID;
-
- (*out)[1] = 0;
- (*out)[2] = 0;
- (*out)[3] = 0;
- (*out)[3] = 1;
- (*out) += 5;
-}
-
-
-/**
- * General-purpose fetch from user's vertex arrays, emit to driver's
- * vertex buffer.
- *
- * XXX this is totally temporary.
- */
-static void
-fetch_store_general( struct fetch_pipeline_middle_end *fpme,
- void *out_ptr,
- const unsigned *fetch_elts,
- unsigned count )
-{
- float *out = (float *)out_ptr;
- uint i, j;
-
- for (i = 0; i < count; i++) {
- unsigned elt = fetch_elts[i];
-
- fpme->header( elt, &out );
- elt &= ~DRAW_PT_FLAG_MASK;
-
- for (j = 0; j < fpme->nr_fetch; j++) {
- float attrib[4];
- const ubyte *from = (fpme->fetch[j].ptr +
- fpme->fetch[j].pitch * elt);
-
- fpme->fetch[j].fetch( from, attrib );
- fpme->fetch[j].emit( attrib, &out );
- }
- }
-}
-
-
-/* We aren't running a vertex shader, but are running the pipeline.
- * That means the vertices we need to build look like:
- *
- * dw0: vertex header (zero?)
- * dw1: clip coord 0
- * dw2: clip coord 1
- * dw3: clip coord 2
- * dw4: clip coord 4
- * dw5: screen coord 0
- * dw6: screen coord 0
- * dw7: screen coord 0
- * dw8: screen coord 0
- * dw9: other attribs...
- *
- */
-static void fetch_pipeline_prepare( struct draw_pt_middle_end *middle,
- unsigned prim,
- unsigned opt )
-{
- struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle;
- struct draw_context *draw = fpme->draw;
- unsigned i, nr = 0;
-
- fpme->prim = prim;
-
- /* Emit the vertex header and empty clipspace coord field:
- */
- if (draw->user.edgeflag) {
- fpme->header = header_ef;
- }
- else {
- fpme->header = header;
- }
-
-
- /* Need to look at vertex shader inputs (we know it is a
- * passthrough shader, so these define the outputs too). If we
- * were running a shader, we'd still be looking at the inputs at
- * this point.
- */
- for (i = 0; i < draw->vertex_shader->info.num_inputs; i++) {
- unsigned buf = draw->vertex_element[i].vertex_buffer_index;
- enum pipe_format format = draw->vertex_element[i].src_format;
-
- fpme->fetch[nr].ptr = ((const ubyte *) draw->user.vbuffer[buf] +
- draw->vertex_buffer[buf].buffer_offset +
- draw->vertex_element[i].src_offset);
-
- fpme->fetch[nr].pitch = draw->vertex_buffer[buf].pitch;
- fpme->fetch[nr].fetch = draw_get_fetch_func( format );
-
- /* Always do this -- somewhat redundant...
- */
- fpme->fetch[nr].emit = emit_R32G32B32A32_FLOAT;
- nr++;
- }
-
- fpme->nr_fetch = nr;
- fpme->pipeline_vertex_size = sizeof(struct vertex_header) + nr * 4 * sizeof(float);
-}
-
-
-
-
-static void fetch_pipeline_run( struct draw_pt_middle_end *middle,
- const unsigned *fetch_elts,
- unsigned fetch_count,
- const ushort *draw_elts,
- unsigned draw_count )
-{
- struct fetch_pipeline_middle_end *fpme = (struct fetch_pipeline_middle_end *)middle;
- char *pipeline_verts;
-
- pipeline_verts = MALLOC( fpme->pipeline_vertex_size *
- fetch_count );
- if (!pipeline_verts) {
- assert(0);
- return;
- }
-
-
- /* Single routine to fetch vertices and emit pipeline verts.
- */
- fetch_store_general( fpme,
- pipeline_verts,
- fetch_elts,
- fetch_count );
-
-
- /* Run the pipeline
- */
- draw_pt_run_pipeline( fpme->draw,
- fpme->prim,
- (struct vertex_header *)pipeline_verts,
- fetch_count,
- fpme->pipeline_vertex_size,
- draw_elts,
- draw_count );
-
-
- /* Done -- that was easy, wasn't it:
- */
- FREE( pipeline_verts );
-}
-
-
-
-static void fetch_pipeline_finish( struct draw_pt_middle_end *middle )
-{
- /* nothing to do */
-}
-
-static void fetch_pipeline_destroy( struct draw_pt_middle_end *middle )
-{
- FREE(middle);
-}
-
-
-struct draw_pt_middle_end *draw_pt_fetch_pipeline( struct draw_context *draw )
-{
- struct fetch_pipeline_middle_end *fetch_pipeline = CALLOC_STRUCT( fetch_pipeline_middle_end );
-
- fetch_pipeline->base.prepare = fetch_pipeline_prepare;
- fetch_pipeline->base.run = fetch_pipeline_run;
- fetch_pipeline->base.finish = fetch_pipeline_finish;
- fetch_pipeline->base.destroy = fetch_pipeline_destroy;
-
- fetch_pipeline->draw = draw;
-
- return &fetch_pipeline->base;
-}
-