From: Keith Whitwell Date: Tue, 27 May 2008 13:17:57 +0000 (+0100) Subject: draw: remove dead file X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f64c44ad3e55467ce964871502445cf5a0fb46d6;p=mesa.git draw: remove dead file --- diff --git a/src/gallium/auxiliary/draw/draw_pt_middle_fse.c b/src/gallium/auxiliary/draw/draw_pt_middle_fse.c deleted file mode 100644 index 643ea151c14..00000000000 --- a/src/gallium/auxiliary/draw/draw_pt_middle_fse.c +++ /dev/null @@ -1,705 +0,0 @@ -/************************************************************************** - * - * 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 - */ - - -#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" -#include "draw/draw_pt.h" -#include "draw/draw_vs.h" - -#include "translate/translate.h" - -struct fetch_shade_emit; - -struct fse_shader { - struct translate_key key; - - void (*run_linear)( const struct fetch_shade_emit *fse, - unsigned start, - unsigned count, - char *buffer ); - - void (*run_elts)( const struct fetch_shade_emit *fse, - const unsigned *fetch_elts, - unsigned fetch_count, - char *buffer ); - -}; - -/* Prototype fetch, shade, emit-hw-verts all in one go. - */ -struct fetch_shade_emit { - struct draw_pt_middle_end base; - struct draw_context *draw; - - struct translate_key key; - - /* Temporaries: - */ - const float *constants; - unsigned pitch[PIPE_MAX_ATTRIBS]; - const ubyte *src[PIPE_MAX_ATTRIBS]; - unsigned prim; - - /* Points to one of the three hardwired example shaders, below: - */ - struct fse_shader *active; - - /* Temporary: A list of hard-wired shaders. Of course the plan - * would be to generate these for a given (vertex-shader, - * translate-key) pair... - */ - struct fse_shader shader[10]; - int nr_shaders; -}; - - - -/* Not quite passthrough yet -- we're still running the 'shader' here, - * inlined into the vertex fetch function. - */ -static void shader0_run_linear( const struct fetch_shade_emit *fse, - unsigned start, - unsigned count, - char *buffer ) -{ - unsigned i; - - const float *m = fse->constants; - const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; - const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; - const ubyte *st = fse->src[2] + start * fse->pitch[2]; - - float *out = (float *)buffer; - - /* loop over vertex attributes (vertex shader inputs) - */ - for (i = 0; i < count; i++) { - { - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - xyz += fse->pitch[0]; - } - - { - const float *in = (const float *)rgb; - out[4] = in[0]; - out[5] = in[1]; - out[6] = in[2]; - out[7] = 1.0f; - rgb += fse->pitch[1]; - } - - { - const float *in = (const float *)st; - out[8] = in[0]; - out[9] = in[1]; - out[10] = 0.0f; - out[11] = 1.0f; - st += fse->pitch[2]; - } - - out += 12; - } -} - - - -static void shader1_run_linear( const struct fetch_shade_emit *fse, - unsigned start, - unsigned count, - char *buffer ) -{ - unsigned i; - const float *m = (const float *)fse->constants; - const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; - const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; - float *out = (float *)buffer; - -// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]); - - - for (i = 0; i < count; i++) { - { - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - xyz += fse->pitch[0]; - } - - { - const float *in = (const float *)rgb; - out[4] = in[0]; - out[5] = in[1]; - out[6] = in[2]; - out[7] = 1.0f; - rgb += fse->pitch[1]; - } - - out += 8; - } -} - - - - -static void shader2_run_linear( const struct fetch_shade_emit *fse, - unsigned start, - unsigned count, - char *buffer ) -{ - unsigned i; - const float *m = (const float *)fse->constants; - const ubyte *xyz = fse->src[0] + start * fse->pitch[0]; - const ubyte *rgb = fse->src[1] + start * fse->pitch[1]; - const float psiz = 1.0; - float *out = (float *)buffer; - - - assert(fse->pitch[1] == 0); - - for (i = 0; i < count; i++) { - { - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - xyz += fse->pitch[0]; - } - - { - const float *in = (const float *)rgb; - out[4] = in[0]; - out[5] = in[1]; - out[6] = in[2]; - out[7] = 1.0f; - rgb += fse->pitch[1]; - } - - { - out[8] = psiz; - } - - out += 9; - } -} - - - - -static void shader0_run_elts( const struct fetch_shade_emit *fse, - const unsigned *elts, - unsigned count, - char *buffer ) -{ - unsigned i; - const float *m = fse->constants; - float *out = (float *)buffer; - - - /* loop over vertex attributes (vertex shader inputs) - */ - for (i = 0; i < count; i++) { - unsigned elt = elts[i]; - { - const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - } - - { - const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; - const float *in = (const float *)rgb; - out[4] = in[0]; - out[5] = in[1]; - out[6] = in[2]; - out[7] = 1.0f; - } - - { - const ubyte *st = fse->src[2] + elt * fse->pitch[2]; - const float *in = (const float *)st; - out[8] = in[0]; - out[9] = in[1]; - out[10] = 0.0f; - out[11] = 1.0f; - } - - out += 12; - } -} - - - -static void shader1_run_elts( const struct fetch_shade_emit *fse, - const unsigned *elts, - unsigned count, - char *buffer ) -{ - unsigned i; - const float *m = (const float *)fse->constants; - float *out = (float *)buffer; - - for (i = 0; i < count; i++) { - unsigned elt = elts[i]; - - { - const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - xyz += fse->pitch[0]; - } - - { - const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; - const float *in = (const float *)rgb; - out[4] = in[0]; - out[5] = in[1]; - out[6] = in[2]; - out[7] = 1.0f; - rgb += fse->pitch[1]; - } - - out += 8; - } -} - - - - -static void shader2_run_elts( const struct fetch_shade_emit *fse, - const unsigned *elts, - unsigned count, - char *buffer ) -{ - unsigned i; - const float *m = (const float *)fse->constants; - const float psiz = 1.0; - float *out = (float *)buffer; - - for (i = 0; i < count; i++) { - unsigned elt = elts[i]; - { - const ubyte *xyz = fse->src[0] + elt * fse->pitch[0]; - const float *in = (const float *)xyz; - const float ix = in[0], iy = in[1], iz = in[2]; - - out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12]; - out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13]; - out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14]; - out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15]; - } - - { - const ubyte *rgb = fse->src[1] + elt * fse->pitch[1]; - out[4] = rgb[0]; - out[5] = rgb[1]; - out[6] = rgb[2]; - out[7] = 1.0f; - } - - { - out[8] = psiz; - } - - out += 9; - } -} - - - -static void fse_prepare( struct draw_pt_middle_end *middle, - unsigned prim, - unsigned opt ) -{ - struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle; - struct draw_context *draw = fse->draw; - unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs; - unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs; - const struct vertex_info *vinfo; - unsigned i; - boolean need_psize = 0; - - - if (draw->pt.user.elts) { - assert(0); - return ; - } - - if (!draw->render->set_primitive( draw->render, - prim )) { - assert(0); - return; - } - - /* Must do this after set_primitive() above: - */ - vinfo = draw->render->get_vertex_info(draw->render); - - - - fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */ - num_vs_inputs); /* inputs - fetch from api format */ - - fse->key.output_stride = vinfo->size * 4; - memset(fse->key.element, 0, - fse->key.nr_elements * sizeof(fse->key.element[0])); - - for (i = 0; i < num_vs_inputs; i++) { - const struct pipe_vertex_element *src = &draw->pt.vertex_element[i]; - fse->key.element[i].input_format = src->src_format; - - /* Consider ignoring these at this point, ie make generated - * programs independent of this state: - */ - fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index; - fse->key.element[i].input_offset = 0; //src->src_offset; - } - - - { - unsigned dst_offset = 0; - - for (i = 0; i < vinfo->num_attribs; i++) { - unsigned emit_sz = 0; - unsigned output_format = PIPE_FORMAT_NONE; - unsigned vs_output = vinfo->src_index[i]; - - switch (vinfo->emit[i]) { - case EMIT_4F: - output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - emit_sz = 4 * sizeof(float); - break; - case EMIT_3F: - output_format = PIPE_FORMAT_R32G32B32_FLOAT; - emit_sz = 3 * sizeof(float); - break; - case EMIT_2F: - output_format = PIPE_FORMAT_R32G32_FLOAT; - emit_sz = 2 * sizeof(float); - break; - case EMIT_1F: - output_format = PIPE_FORMAT_R32_FLOAT; - emit_sz = 1 * sizeof(float); - break; - case EMIT_1F_PSIZE: - need_psize = 1; - output_format = PIPE_FORMAT_R32_FLOAT; - emit_sz = 1 * sizeof(float); - vs_output = num_vs_outputs + 1; - - break; - default: - assert(0); - break; - } - - /* The elements in the key correspond to vertex shader output - * numbers, not to positions in the hw vertex description -- - * that's handled by the output_offset field. - */ - fse->key.element[vs_output].output_format = output_format; - fse->key.element[vs_output].output_offset = dst_offset; - - dst_offset += emit_sz; - assert(fse->key.output_stride >= dst_offset); - } - } - - /* To make psize work, really need to tell the vertex shader to - * copy that value from input->output. For 'translate' this was - * implicit for all elements. - */ -#if 0 - if (need_psize) { - unsigned input = num_vs_inputs + 1; - const struct pipe_vertex_element *src = &draw->pt.vertex_element[i]; - fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT; - fse->key.element[i].input_buffer = 0; //nr_buffers + 1; - fse->key.element[i].input_offset = 0; - - fse->key.nr_elements += 1; - - } -#endif - - fse->constants = draw->pt.user.constants; - - /* Would normally look up a vertex shader and peruse its list of - * varients somehow. We omitted that step and put all the - * hardcoded "shaders" into an array. We're just making the - * assumption that this happens to be a matching shader... ie - * you're running isosurf, aren't you? - */ - fse->active = NULL; - for (i = 0; i < fse->nr_shaders; i++) { - if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0) - fse->active = &fse->shader[i]; - } - - if (!fse->active) { - assert(0); - return ; - } - - /* Now set buffer pointers: - */ - for (i = 0; i < num_vs_inputs; i++) { - unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index; - - fse->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] + - draw->pt.vertex_buffer[buf].buffer_offset + - draw->pt.vertex_element[i].src_offset); - - fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch; - - } - - - //return TRUE; -} - - - - - - - -static void fse_run_linear( struct draw_pt_middle_end *middle, - unsigned start, - unsigned count ) -{ - struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle; - struct draw_context *draw = fse->draw; - - char *hw_verts; - - /* XXX: need to flush to get prim_vbuf.c to release its allocation?? - */ - draw_do_flush( draw, DRAW_FLUSH_BACKEND ); - - hw_verts = draw->render->allocate_vertices( draw->render, - (ushort)fse->key.output_stride, - (ushort)count ); - - if (!hw_verts) { - assert(0); - return; - } - - /* Single routine to fetch vertices, run shader and emit HW verts. - * Clipping and viewport transformation are done elsewhere -- - * either by the API or on hardware, or for some other reason not - * required... - */ - fse->active->run_linear( fse, - start, count, - hw_verts ); - - /* Draw arrays path to avoid re-emitting index list again and - * again. - */ - draw->render->draw_arrays( draw->render, - 0, - count ); - - - draw->render->release_vertices( draw->render, - hw_verts, - fse->key.output_stride, - count ); -} - - -static void -fse_run(struct draw_pt_middle_end *middle, - const unsigned *fetch_elts, - unsigned fetch_count, - const ushort *draw_elts, - unsigned draw_count ) -{ - struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle; - struct draw_context *draw = fse->draw; - void *hw_verts; - - /* XXX: need to flush to get prim_vbuf.c to release its allocation?? - */ - draw_do_flush( draw, DRAW_FLUSH_BACKEND ); - - hw_verts = draw->render->allocate_vertices( draw->render, - (ushort)fse->key.output_stride, - (ushort)fetch_count ); - if (!hw_verts) { - assert(0); - return; - } - - - /* Single routine to fetch vertices, run shader and emit HW verts. - */ - fse->active->run_elts( fse, - fetch_elts, - fetch_count, - hw_verts ); - - draw->render->draw( draw->render, - draw_elts, - draw_count ); - - draw->render->release_vertices( draw->render, - hw_verts, - fse->key.output_stride, - fetch_count ); - -} - - -static void fse_finish( struct draw_pt_middle_end *middle ) -{ -} - - -static void -fse_destroy( struct draw_pt_middle_end *middle ) -{ - FREE(middle); -} - -struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw ) -{ - struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit); - if (!fse) - return NULL; - - fse->base.prepare = fse_prepare; - fse->base.run = fse_run; - fse->base.run_linear = fse_run_linear; - fse->base.finish = fse_finish; - fse->base.destroy = fse_destroy; - fse->draw = draw; - - fse->shader[0].run_linear = shader0_run_linear; - fse->shader[0].run_elts = shader0_run_elts; - fse->shader[0].key.nr_elements = 3; - fse->shader[0].key.output_stride = 12 * sizeof(float); - - fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[0].key.element[0].input_buffer = 0; - fse->shader[0].key.element[0].input_offset = 0; - fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[0].key.element[0].output_offset = 0; - - fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[0].key.element[1].input_buffer = 0; - fse->shader[0].key.element[1].input_offset = 0; - fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[0].key.element[1].output_offset = 16; - - fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT; - fse->shader[0].key.element[1].input_buffer = 0; - fse->shader[0].key.element[1].input_offset = 0; - fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[0].key.element[1].output_offset = 32; - - fse->shader[1].run_linear = shader1_run_linear; - fse->shader[1].run_elts = shader1_run_elts; - fse->shader[1].key.nr_elements = 2; - fse->shader[1].key.output_stride = 8 * sizeof(float); - - fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[1].key.element[0].input_buffer = 0; - fse->shader[1].key.element[0].input_offset = 0; - fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[1].key.element[0].output_offset = 0; - - fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[1].key.element[1].input_buffer = 0; - fse->shader[1].key.element[1].input_offset = 0; - fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[1].key.element[1].output_offset = 16; - - fse->shader[2].run_linear = shader2_run_linear; - fse->shader[2].run_elts = shader2_run_elts; - fse->shader[2].key.nr_elements = 3; - fse->shader[2].key.output_stride = 9 * sizeof(float); - - fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[2].key.element[0].input_buffer = 0; - fse->shader[2].key.element[0].input_offset = 0; - fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[2].key.element[0].output_offset = 0; - - fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT; - fse->shader[2].key.element[1].input_buffer = 0; - fse->shader[2].key.element[1].input_offset = 0; - fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT; - fse->shader[2].key.element[1].output_offset = 16; - - /* psize is special - * -- effectively add it here as another input!?! - * -- who knows how to add it as a buffer? - */ - fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT; - fse->shader[2].key.element[2].input_buffer = 0; - fse->shader[2].key.element[2].input_offset = 0; - fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT; - fse->shader[2].key.element[2].output_offset = 32; - - fse->nr_shaders = 3; - - return &fse->base; -}