gallium: missing file
authorKeith Whitwell <keith@tungstengraphics.com>
Tue, 11 Mar 2008 08:42:49 +0000 (08:42 +0000)
committerKeith Whitwell <keith@tungstengraphics.com>
Tue, 11 Mar 2008 08:43:18 +0000 (08:43 +0000)
src/gallium/auxiliary/draw/draw_passthrough.c [new file with mode: 0644]

diff --git a/src/gallium/auxiliary/draw/draw_passthrough.c b/src/gallium/auxiliary/draw/draw_passthrough.c
new file mode 100644 (file)
index 0000000..fc2dde3
--- /dev/null
@@ -0,0 +1,222 @@
+/**************************************************************************
+ * 
+ * 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>
+  */
+
+
+/* This code is a prototype of what a passhthrough vertex shader might
+ * look like.
+ *
+ * Probably the best approach for us is to do:
+ *    - vertex fetch
+ *    - vertex shader
+ *    - cliptest / viewport transform
+ *
+ * in one step, then examine the clipOrMask & choose between two paths:
+ *
+ * Either:
+ *    - build primitive headers
+ *    - clip and the primitive path
+ *    - build clipped vertex buffers,
+ *    - vertex-emit to vbuf buffers
+ *
+ * Or, if no clipping:
+ *    - vertex-emit directly to vbuf buffers
+ *
+ * But when bypass clipping is enabled, we just take the latter
+ * choice.  If (some new) passthrough-vertex-shader flag is also set,
+ * the pipeline degenerates to:
+ *
+ *    - vertex fetch
+ *    - vertex emit to vbuf buffers
+ *
+ * Which is what is prototyped here.
+ */
+#include "pipe/p_util.h"
+#include "draw/draw_context.h"
+#include "draw/draw_private.h"
+#include "draw/draw_vbuf.h"
+#include "draw/draw_vertex.h"
+
+
+
+/* Example of a fetch/emit passthrough shader which could be
+ * generated when bypass_clipping is enabled on a passthrough vertex
+ * shader.
+ */
+static void fetch_xyz_rgb_st( struct draw_context *draw,
+                             float *out,
+                             unsigned start,
+                             unsigned count )
+{
+   const unsigned *pitch   = draw->vertex_fetch.pitch;
+   const ubyte **src       = draw->vertex_fetch.src_ptr;
+   int i;
+
+   const ubyte *xyzw = src[0] + start * pitch[0];
+   const ubyte *rgba = src[1] + start * pitch[1];
+   const ubyte *st = src[2] + start * pitch[2];
+
+   /* loop over vertex attributes (vertex shader inputs)
+    */
+   for (i = 0; i < count; i++) {
+      {
+        const float *in = (const float *)xyzw; xyzw += pitch[0];
+         /* decode input, encode output.  Assume both are float[4] */
+        out[0] = in[0];
+        out[1] = in[1];
+        out[2] = in[2];
+        out[3] = in[3];
+      }
+
+      {
+        const float *in = (const float *)rgba; rgba += pitch[1];
+         /* decode input, encode output.  Assume both are float[4] */
+        out[4] = in[0];
+        out[5] = in[1];
+        out[6] = in[2];
+        out[7] = in[3];
+      }
+
+      {
+        const float *in = (const float *)st; st += pitch[2];
+         /* decode input, encode output.  Assume both are float[2] */
+        out[8] = in[0];
+        out[9] = in[1];
+      }
+
+      out += 10;
+   }
+}
+
+                              
+static boolean update_shader( struct draw_context *draw )
+{
+   const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
+
+   unsigned nr_attrs = vinfo->num_attribs;
+   unsigned i;
+
+   for (i = 0; i < nr_attrs; i++) {
+      unsigned buf = draw->vertex_element[i].vertex_buffer_index;
+
+      draw->vertex_fetch.src_ptr[i] = (const ubyte *) draw->user.vbuffer[buf] + 
+                                                      draw->vertex_buffer[buf].buffer_offset + 
+                                                      draw->vertex_element[i].src_offset;
+
+      draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch;
+      draw->vertex_fetch.fetch[i] = NULL;
+   }
+
+   draw->vertex_fetch.nr_attrs = nr_attrs;
+   draw->vertex_fetch.fetch_func = NULL;
+   draw->vertex_fetch.pt_fetch = NULL;
+
+   draw->pt.hw_vertex_size = vinfo->size * 4;
+
+   /* Just trying to figure out how this would work:
+    */
+   if (nr_attrs == 3 &&
+       0 /* some other tests */)
+   {
+      draw->vertex_fetch.pt_fetch = fetch_xyz_rgb_st;
+      assert(vinfo->size == 10);
+      return TRUE;
+   }
+   
+   return FALSE;
+}
+
+
+
+static boolean set_prim( struct draw_context *draw,
+                     unsigned prim )
+{
+   assert(!draw->user.elts);   
+
+   draw->pt.prim = prim;
+
+   switch (prim) { 
+   case PIPE_PRIM_LINE_LOOP:
+   case PIPE_PRIM_QUADS:
+   case PIPE_PRIM_QUAD_STRIP:
+      return FALSE;
+   default:
+      draw->render->set_primitive( draw->render, prim );
+      return TRUE;
+   }
+}
+
+
+
+boolean
+draw_passthrough_arrays(struct draw_context *draw, 
+                        unsigned prim,
+                        unsigned start, 
+                        unsigned count)
+{
+   float *hw_verts;
+
+   if (!set_prim(draw, prim))
+      return FALSE;
+
+   if (!update_shader( draw ))
+      return FALSE;
+
+   hw_verts = draw->render->allocate_vertices( draw->render,
+                                               draw->pt.hw_vertex_size,
+                                               count );
+
+   if (!hw_verts)
+      return FALSE;
+                                       
+   /* Single routine to fetch vertices, run shader and emit HW verts.
+    * Clipping and viewport transformation are done on hardware.
+    */
+   draw->vertex_fetch.pt_fetch( draw, 
+                               hw_verts,
+                               start, count );
+
+   /* Draw arrays path to avoid re-emitting index list again and
+    * again.
+    */
+   draw->render->draw_arrays( draw->render,
+                              start,
+                              count );
+   
+
+   draw->render->release_vertices( draw->render, 
+                                  hw_verts, 
+                                  draw->pt.hw_vertex_size, 
+                                  count );
+
+   return TRUE;
+}
+