assert(n > 0);
assert(n <= MAX_SHADER_VERTICES);
- shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
+// shader->run(shader, draw, elts, n, dests, MAX_VERTEX_ALLOCATION);
}
draw->vs.post_nr = draw->vs.queue_nr;
/* Run the shader - this interface will get cleaned up in the
* future:
*/
- boolean (*run)( struct draw_vertex_shader *shader,
- struct draw_context *draw,
- const unsigned *elts,
- unsigned count,
- void *out,
- unsigned vertex_size);
-
void (*run_linear)( struct draw_vertex_shader *shader,
const float (*input)[4],
float (*output)[4],
PIPE_MAX_SAMPLERS,
NULL /*samplers*/ );
- draw_update_vertex_fetch( draw );
}
-/**
- * Transform vertices with the current vertex program/shader
- * Up to four vertices can be shaded at a time.
- * \param vbuffer the input vertex data
- * \param elts indexes of four input vertices
- * \param count number of vertices to shade [1..4]
- * \param vOut array of pointers to four output vertices
- */
-static boolean
-vs_exec_run( struct draw_vertex_shader *shader,
- struct draw_context *draw,
- const unsigned *elts,
- unsigned count,
- void *vOut,
- unsigned vertex_size)
-{
- struct exec_vertex_shader *evs = exec_vertex_shader(shader);
- struct tgsi_exec_machine *machine = evs->machine;
- unsigned int i, j;
- unsigned int clipped = 0;
- struct tgsi_exec_vector *outputs = 0;
- const float *scale = draw->viewport.scale;
- const float *trans = draw->viewport.translate;
-
- assert(shader->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
-
- machine->Consts = (const float (*)[4]) draw->user.constants;
-
- if (draw->rasterizer->bypass_vs) {
- /* outputs are just the inputs */
- outputs = machine->Inputs;
- }
- else {
- outputs = machine->Outputs;
- }
-
- 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 );
-
-#if 0
- for (j = 0; j < max_vertices; j++) {
- unsigned slot;
- debug_printf("%d) Input vert:\n", i + j);
- for (slot = 0; slot < shader->info.num_inputs; slot++) {
- debug_printf("\t%d: %f %f %f %f\n", slot,
- machine->Inputs[slot].xyzw[0].f[j],
- machine->Inputs[slot].xyzw[1].f[j],
- machine->Inputs[slot].xyzw[2].f[j],
- machine->Inputs[slot].xyzw[3].f[j]);
- }
- }
-#endif
-
-
- 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] = outputs[0].xyzw[0].f[j];
- y = out->clip[1] = outputs[0].xyzw[1].f[j];
- z = out->clip[2] = outputs[0].xyzw[2].f[j];
- w = out->clip[3] = 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] = outputs[slot].xyzw[0].f[j];
- out->data[slot][1] = outputs[slot].xyzw[1].f[j];
- out->data[slot][2] = outputs[slot].xyzw[2].f[j];
- out->data[slot][3] = 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;
-}
-
/* Simplified vertex shader interface for the pt paths. Given the
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;
-/**
- * Transform vertices with the current vertex program/shader
- * Up to four vertices can be shaded at a time.
- * \param vbuffer the input vertex data
- * \param elts indexes of four input vertices
- * \param count number of vertices to shade [1..4]
- * \param vOut array of pointers to four output vertices
- */
-static boolean
-vs_llvm_run( struct draw_vertex_shader *base,
- struct draw_context *draw,
- const unsigned *elts,
- unsigned count,
- void *vOut )
-{
- struct draw_llvm_vertex_shader *shader =
- (struct draw_llvm_vertex_shader *)base;
-
- struct tgsi_exec_machine *machine = shader->machine;
- unsigned int j;
- unsigned int clipped = 0;
- const float *scale = draw->viewport.scale;
- const float *trans = draw->viewport.translate;
-
-
- assert(count <= 4);
- assert(base->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
-
- /* Consts does not require 16 byte alignment. */
- machine->Consts = (float (*)[4]) draw->user.constants;
-
- if (draw->rasterizer->bypass_vs) {
- /* outputs are just the inputs */
- outputs = machine->Inputs;
- }
- else {
- outputs = machine->Outputs;
- }
-
-
- draw->vertex_fetch.fetch_func( draw, machine, elts, count );
-
- if (!draw->rasterizer->bypass_vs) {
- /* run shader */
- gallivm_cpu_vs_exec(shader->llvm_prog,
- machine->Inputs,
- machine->Outputs,
- machine->Consts,
- machine->Temps);
- }
-
- /* store machine results */
- for (j = 0; j < count; j++) {
- unsigned slot;
- float x, y, z, w;
-
- x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
- y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
- z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
- w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
-
- if (!draw->rasterizer->bypass_clipping) {
- vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane,
- draw->nr_planes);
- clipped += vOut[j]->clipmask;
-
- /* divide by w */
- w = 1.0f / w;
- x *= w;
- y *= w;
- z *= w;
- }
- else {
- vOut[j]->clipmask = 0;
- }
- vOut[j]->edgeflag = 1;
- vOut[j]->vertex_id = UNDEFINED_VERTEX_ID;
-
- if (!draw->identity_viewport) {
- /* 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]->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.
- */
- for (slot = 1; slot < draw->num_vs_outputs; slot++) {
- vOut[j]->data[slot][0] = outputs[slot].xyzw[0].f[j];
- vOut[j]->data[slot][1] = outputs[slot].xyzw[1].f[j];
- vOut[j]->data[slot][2] = outputs[slot].xyzw[2].f[j];
- vOut[j]->data[slot][3] = outputs[slot].xyzw[3].f[j];
- }
- } /* loop over vertices */
- return clipped != 0;
-}
-
-
-
static void
vs_llvm_run_linear( struct draw_vertex_shader *base,
tgsi_scan_shader(shader->tokens, &vs->base.info);
vs->base.prepare = vs_llvm_prepare;
- vs->base.run = vs_llvm_run;
vs->base.run_linear = vs_llvm_run_linear;
vs->base.delete = vs_llvm_delete;
vs->machine = &draw->machine;
draw_update_vertex_fetch( draw );
}
-/**
- * Transform vertices with the current vertex program/shader
- * Up to four vertices can be shaded at a time.
- * \param vbuffer the input vertex data
- * \param elts indexes of four input vertices
- * \param count number of vertices to shade [1..4]
- * \param vOut array of pointers to four output vertices
- */
-static boolean
-vs_sse_run( struct draw_vertex_shader *base,
- struct draw_context *draw,
- const unsigned *elts,
- unsigned count,
- void *vOut,
- unsigned vertex_size )
-{
- struct draw_sse_vertex_shader *shader = (struct draw_sse_vertex_shader *)base;
- struct tgsi_exec_machine *machine = shader->machine;
- unsigned int i, j;
- unsigned int clipped = 0;
- struct tgsi_exec_vector *outputs = 0;
- const float *scale = draw->viewport.scale;
- const float *trans = draw->viewport.translate;
-
- assert(base->info.output_semantic_name[0] == TGSI_SEMANTIC_POSITION);
-
- /* Consts does not require 16 byte alignment. */
- machine->Consts = (const float (*)[4]) draw->user.constants;
-
- if (draw->rasterizer->bypass_vs) {
- /* outputs are just the inputs */
- outputs = machine->Inputs;
- }
- else {
- outputs = machine->Outputs;
- }
-
- for (i = 0; i < count; i += SSE_MAX_VERTICES) {
- unsigned int max_vertices = MIN2(SSE_MAX_VERTICES, count - i);
- /* Fetch vertices. This may at some point be integrated into the
- * compiled shader -- that would require a reorganization where
- * multiple versions of the compiled shader might exist,
- * specialized for each fetch state.
- */
- draw->vertex_fetch.fetch_func(draw, machine, &elts[i], max_vertices);
-
- if (!draw->rasterizer->bypass_vs) {
- /* run compiled shader
- */
- shader->func(machine->Inputs,
- machine->Outputs,
- (float (*)[4])machine->Consts,
- machine->Temps,
- shader->immediates);
- }
-
- /* XXX: Computing the clipmask and emitting results should be done
- * in the vertex program as a set of instructions appended to
- * the user-provided code.
- */
- 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);
-
- x = out->clip[0] = outputs[0].xyzw[0].f[j];
- y = out->clip[1] = outputs[0].xyzw[1].f[j];
- z = out->clip[2] = outputs[0].xyzw[2].f[j];
- w = out->clip[3] = 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] = outputs[slot].xyzw[0].f[j];
- out->data[slot][1] = outputs[slot].xyzw[1].f[j];
- out->data[slot][2] = outputs[slot].xyzw[2].f[j];
- out->data[slot][3] = 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
- }
- }
- return clipped != 0;
-}
/* Simplified vertex shader interface for the pt paths. Given the
tgsi_scan_shader(templ->tokens, &vs->base.info);
vs->base.prepare = vs_sse_prepare;
- vs->base.run = vs_sse_run;
vs->base.run_linear = vs_sse_run_linear;
vs->base.delete = vs_sse_delete;
vs->machine = &draw->machine;