From 3cb6fc3f9aaa94236be611bad04125c17e01ad6c Mon Sep 17 00:00:00 2001 From: Brian Date: Mon, 20 Aug 2007 18:53:41 -0600 Subject: [PATCH] Move vertex transformation/shader code into draw_prim.c to avoid need for vs_flush() function pointer. --- src/mesa/pipe/draw/draw_arrays.c | 267 ----------------------------- src/mesa/pipe/draw/draw_prim.c | 273 +++++++++++++++++++++++++++++- src/mesa/pipe/draw/draw_private.h | 2 - 3 files changed, 270 insertions(+), 272 deletions(-) diff --git a/src/mesa/pipe/draw/draw_arrays.c b/src/mesa/pipe/draw/draw_arrays.c index 9b1426d1ec6..738fa144b22 100644 --- a/src/mesa/pipe/draw/draw_arrays.c +++ b/src/mesa/pipe/draw/draw_arrays.c @@ -40,271 +40,6 @@ #include "pipe/draw/draw_context.h" #include "pipe/draw/draw_prim.h" -#include "pipe/tgsi/core/tgsi_exec.h" -#include "pipe/tgsi/core/tgsi_build.h" -#include "pipe/tgsi/core/tgsi_util.h" - - -/** XXX remove */ -#define VERT_RESULT_HPOS 0 -#define VERT_RESULT_MAX 24 - - -static INLINE unsigned -compute_clipmask(float cx, float cy, float cz, float cw) -{ - unsigned mask; -#if defined(macintosh) || defined(__powerpc__) - /* on powerpc cliptest is 17% faster in this way. */ - mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); - mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); - mask |= (((cw < cy) << CLIP_TOP_SHIFT)); - mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); - mask |= (((cw < cz) << CLIP_FAR_SHIFT)); - mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); -#else /* !defined(macintosh)) */ - mask = 0x0; - if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT; - if ( cx + cw < 0) mask |= CLIP_LEFT_BIT; - if (-cy + cw < 0) mask |= CLIP_TOP_BIT; - if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT; - if (-cz + cw < 0) mask |= CLIP_FAR_BIT; - if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; -#endif /* defined(macintosh) */ - return mask; -} - - -/** - * Fetch a float[4] vertex attribute from memory, doing format/type - * conversion as needed. - * XXX this might be a temporary thing. - */ -static void -fetch_attrib4(const void *ptr, unsigned format, float attrib[4]) -{ - /* defaults */ - attrib[1] = 0.0; - attrib[2] = 0.0; - attrib[3] = 1.0; - switch (format) { - case PIPE_FORMAT_R32G32B32A32_FLOAT: - attrib[3] = ((float *) ptr)[3]; - /* fall-through */ - case PIPE_FORMAT_R32G32B32_FLOAT: - attrib[2] = ((float *) ptr)[2]; - /* fall-through */ - case PIPE_FORMAT_R32G32_FLOAT: - attrib[1] = ((float *) ptr)[1]; - /* fall-through */ - case PIPE_FORMAT_R32_FLOAT: - attrib[0] = ((float *) ptr)[0]; - break; - default: - assert(0); - } -} - - -/** - * 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 void -run_vertex_program(struct draw_context *draw, - unsigned elts[4], unsigned count, - struct vertex_header *vOut[]) -{ - struct tgsi_exec_machine machine; - unsigned int j; - - ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); - ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); - const float *scale = draw->viewport.scale; - const float *trans = draw->viewport.translate; - - assert(count <= 4); - -#ifdef DEBUG - memset( &machine, 0, sizeof( machine ) ); -#endif - - /* init machine state */ - tgsi_exec_machine_init(&machine, - draw->vertex_shader.tokens, - PIPE_MAX_SAMPLERS, - NULL /*samplers*/ ); - - /* Consts does not require 16 byte alignment. */ - machine.Consts = draw->vertex_shader.constants->constant; - - machine.Inputs = ALIGN16_ASSIGN(inputs); - machine.Outputs = ALIGN16_ASSIGN(outputs); - - - if (0) - { - unsigned attr; - for (attr = 0; attr < 16; attr++) { - if (draw->vertex_shader.inputs_read & (1 << attr)) { - printf("attr %d: buf_off %d src_off %d pitch %d\n", - attr, - draw->vertex_buffer[attr].buffer_offset, - draw->vertex_element[attr].src_offset, - draw->vertex_buffer[attr].pitch); - } - } - } - - /* load machine inputs */ - for (j = 0; j < count; j++) { - unsigned attr; - for (attr = 0; attr < 16; attr++) { - if (draw->vertex_shader.inputs_read & (1 << attr)) { - unsigned buf = draw->vertex_element[attr].vertex_buffer_index; - const void *src - = (const void *) ((const ubyte *) draw->mapped_vbuffer[buf] - + draw->vertex_buffer[buf].buffer_offset - + draw->vertex_element[attr].src_offset - + elts[j] * draw->vertex_buffer[buf].pitch); - float p[4]; - - fetch_attrib4(src, draw->vertex_element[attr].src_format, p); - - machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/ - machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/ - machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/ - machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/ -#if 0 - if (attr == 0) { - printf("Input vertex %d: %f %f %f\n", - j, p[0], p[1], p[2]); - } -#endif - } - } - } - -#if 0 - printf("Consts:\n"); - for (i = 0; i < 4; i++) { - printf(" %d: %f %f %f %f\n", i, - machine.Consts[i][0], - machine.Consts[i][1], - machine.Consts[i][2], - machine.Consts[i][3]); - } -#endif - - /* run shader */ - tgsi_exec_machine_run( &machine ); - -#if 0 - printf("VS result: %f %f %f %f\n", - outputs[0].xyzw[0].f[0], - outputs[0].xyzw[1].f[0], - outputs[0].xyzw[2].f[0], - outputs[0].xyzw[3].f[0]); -#endif - - /* store machine results */ - assert(draw->vertex_shader.outputs_written & (1 << VERT_RESULT_HPOS)); - for (j = 0; j < count; j++) { - unsigned attr, slot; - float x, y, z, w; - - /* Handle attr[0] (position) specially: */ - 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]; - - vOut[j]->clipmask = compute_clipmask(x, y, z, w); - vOut[j]->edgeflag = 1; - - /* divide by w */ - w = 1.0 / 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; -#if 0 - printf("wincoord: %f %f %f %f\n", - vOut[j]->data[0][0], - vOut[j]->data[0][1], - vOut[j]->data[0][2], - vOut[j]->data[0][3]); -#endif - - /* remaining attributes: */ - /* pack into sequential post-transform attrib slots */ - slot = 1; - for (attr = 1; attr < VERT_RESULT_MAX; attr++) { - if (draw->vertex_shader.outputs_written & (1 << attr)) { - assert(slot < draw->nr_attrs); - vOut[j]->data[slot][0] = outputs[attr].xyzw[0].f[j]; - vOut[j]->data[slot][1] = outputs[attr].xyzw[1].f[j]; - vOut[j]->data[slot][2] = outputs[attr].xyzw[2].f[j]; - vOut[j]->data[slot][3] = outputs[attr].xyzw[3].f[j]; - slot++; - } - } - } - -#if 0 - memcpy( - quad->outputs.color, - &machine.Outputs[1].xyzw[0].f[0], - sizeof( quad->outputs.color ) ); -#endif -} - - -/** - * Called by the draw module when the vertx cache needs to be flushed. - * This involves running the vertex shader. - */ -static void vs_flush( struct draw_context *draw ) -{ - unsigned i, j; - - /* run vertex shader on vertex cache entries, four per invokation */ - for (i = 0; i < draw->vs.queue_nr; i += 4) { - struct vertex_header *dests[4]; - unsigned elts[4]; - int n; - - for (j = 0; j < 4; j++) { - elts[j] = draw->vs.queue[i + j].elt; - dests[j] = draw->vs.queue[i + j].dest; - } - - n = MIN2(4, draw->vs.queue_nr - i); - assert(n > 0); - assert(n <= 4); - - run_vertex_program(draw, elts, n, dests); - } - - draw->vs.queue_nr = 0; -} - - -void draw_set_mapped_vertex_buffer(struct draw_context *draw, - unsigned attr, const void *buffer) -{ - draw->mapped_vbuffer[attr] = buffer; -} - /** * Draw vertex arrays @@ -320,8 +55,6 @@ draw_arrays(struct draw_context *draw, unsigned prim, /* tell drawing pipeline we're beginning drawing */ draw->pipeline.first->begin( draw->pipeline.first ); - draw->vs_flush = vs_flush; - draw_invalidate_vcache( draw ); draw_set_prim( draw, prim ); diff --git a/src/mesa/pipe/draw/draw_prim.c b/src/mesa/pipe/draw/draw_prim.c index d296780fd75..fd8a39106dd 100644 --- a/src/mesa/pipe/draw/draw_prim.c +++ b/src/mesa/pipe/draw/draw_prim.c @@ -35,6 +35,10 @@ #include "draw_context.h" #include "draw_prim.h" +#include "pipe/tgsi/core/tgsi_exec.h" +#include "pipe/tgsi/core/tgsi_build.h" +#include "pipe/tgsi/core/tgsi_util.h" + #define RP_NONE 0 #define RP_POINT 1 @@ -56,6 +60,261 @@ static unsigned reduced_prim[PIPE_PRIM_POLYGON + 1] = { }; + +/** XXX remove */ +#define VERT_RESULT_HPOS 0 +#define VERT_RESULT_MAX 24 + + +static INLINE unsigned +compute_clipmask(float cx, float cy, float cz, float cw) +{ + unsigned mask; +#if defined(macintosh) || defined(__powerpc__) + /* on powerpc cliptest is 17% faster in this way. */ + mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); + mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); + mask |= (((cw < cy) << CLIP_TOP_SHIFT)); + mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); + mask |= (((cw < cz) << CLIP_FAR_SHIFT)); + mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); +#else /* !defined(macintosh)) */ + mask = 0x0; + if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT; + if ( cx + cw < 0) mask |= CLIP_LEFT_BIT; + if (-cy + cw < 0) mask |= CLIP_TOP_BIT; + if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT; + if (-cz + cw < 0) mask |= CLIP_FAR_BIT; + if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; +#endif /* defined(macintosh) */ + return mask; +} + + +/** + * Fetch a float[4] vertex attribute from memory, doing format/type + * conversion as needed. + * XXX this might be a temporary thing. + */ +static void +fetch_attrib4(const void *ptr, unsigned format, float attrib[4]) +{ + /* defaults */ + attrib[1] = 0.0; + attrib[2] = 0.0; + attrib[3] = 1.0; + switch (format) { + case PIPE_FORMAT_R32G32B32A32_FLOAT: + attrib[3] = ((float *) ptr)[3]; + /* fall-through */ + case PIPE_FORMAT_R32G32B32_FLOAT: + attrib[2] = ((float *) ptr)[2]; + /* fall-through */ + case PIPE_FORMAT_R32G32_FLOAT: + attrib[1] = ((float *) ptr)[1]; + /* fall-through */ + case PIPE_FORMAT_R32_FLOAT: + attrib[0] = ((float *) ptr)[0]; + break; + default: + assert(0); + } +} + + +/** + * 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 void +run_vertex_program(struct draw_context *draw, + unsigned elts[4], unsigned count, + struct vertex_header *vOut[]) +{ + struct tgsi_exec_machine machine; + unsigned int j; + + ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX); + ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX); + const float *scale = draw->viewport.scale; + const float *trans = draw->viewport.translate; + + assert(count <= 4); + +#ifdef DEBUG + memset( &machine, 0, sizeof( machine ) ); +#endif + + /* init machine state */ + tgsi_exec_machine_init(&machine, + draw->vertex_shader.tokens, + PIPE_MAX_SAMPLERS, + NULL /*samplers*/ ); + + /* Consts does not require 16 byte alignment. */ + machine.Consts = draw->vertex_shader.constants->constant; + + machine.Inputs = ALIGN16_ASSIGN(inputs); + machine.Outputs = ALIGN16_ASSIGN(outputs); + + + if (0) + { + unsigned attr; + for (attr = 0; attr < 16; attr++) { + if (draw->vertex_shader.inputs_read & (1 << attr)) { + printf("attr %d: buf_off %d src_off %d pitch %d\n", + attr, + draw->vertex_buffer[attr].buffer_offset, + draw->vertex_element[attr].src_offset, + draw->vertex_buffer[attr].pitch); + } + } + } + + /* load machine inputs */ + for (j = 0; j < count; j++) { + unsigned attr; + for (attr = 0; attr < 16; attr++) { + if (draw->vertex_shader.inputs_read & (1 << attr)) { + unsigned buf = draw->vertex_element[attr].vertex_buffer_index; + const void *src + = (const void *) ((const ubyte *) draw->mapped_vbuffer[buf] + + draw->vertex_buffer[buf].buffer_offset + + draw->vertex_element[attr].src_offset + + elts[j] * draw->vertex_buffer[buf].pitch); + float p[4]; + + fetch_attrib4(src, draw->vertex_element[attr].src_format, p); + + machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/ + machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/ + machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/ + machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/ +#if 0 + if (attr == 0) { + printf("Input vertex %d: %f %f %f\n", + j, p[0], p[1], p[2]); + } +#endif + } + } + } + +#if 0 + printf("Consts:\n"); + for (i = 0; i < 4; i++) { + printf(" %d: %f %f %f %f\n", i, + machine.Consts[i][0], + machine.Consts[i][1], + machine.Consts[i][2], + machine.Consts[i][3]); + } +#endif + + /* run shader */ + tgsi_exec_machine_run( &machine ); + +#if 0 + printf("VS result: %f %f %f %f\n", + outputs[0].xyzw[0].f[0], + outputs[0].xyzw[1].f[0], + outputs[0].xyzw[2].f[0], + outputs[0].xyzw[3].f[0]); +#endif + + /* store machine results */ + assert(draw->vertex_shader.outputs_written & (1 << VERT_RESULT_HPOS)); + for (j = 0; j < count; j++) { + unsigned attr, slot; + float x, y, z, w; + + /* Handle attr[0] (position) specially: */ + 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]; + + vOut[j]->clipmask = compute_clipmask(x, y, z, w); + vOut[j]->edgeflag = 1; + + /* divide by w */ + w = 1.0 / 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; +#if 0 + printf("wincoord: %f %f %f %f\n", + vOut[j]->data[0][0], + vOut[j]->data[0][1], + vOut[j]->data[0][2], + vOut[j]->data[0][3]); +#endif + + /* remaining attributes: */ + /* pack into sequential post-transform attrib slots */ + slot = 1; + for (attr = 1; attr < VERT_RESULT_MAX; attr++) { + if (draw->vertex_shader.outputs_written & (1 << attr)) { + assert(slot < draw->nr_attrs); + vOut[j]->data[slot][0] = outputs[attr].xyzw[0].f[j]; + vOut[j]->data[slot][1] = outputs[attr].xyzw[1].f[j]; + vOut[j]->data[slot][2] = outputs[attr].xyzw[2].f[j]; + vOut[j]->data[slot][3] = outputs[attr].xyzw[3].f[j]; + slot++; + } + } + } + +#if 0 + memcpy( + quad->outputs.color, + &machine.Outputs[1].xyzw[0].f[0], + sizeof( quad->outputs.color ) ); +#endif +} + + +/** + * Called by the draw module when the vertx cache needs to be flushed. + * This involves running the vertex shader. + */ +static void transform_vertices( struct draw_context *draw ) +{ + unsigned i, j; + + /* run vertex shader on vertex cache entries, four per invokation */ + for (i = 0; i < draw->vs.queue_nr; i += 4) { + struct vertex_header *dests[4]; + unsigned elts[4]; + int n; + + for (j = 0; j < 4; j++) { + elts[j] = draw->vs.queue[i + j].elt; + dests[j] = draw->vs.queue[i + j].dest; + } + + n = MIN2(4, draw->vs.queue_nr - i); + assert(n > 0); + assert(n <= 4); + + run_vertex_program(draw, elts, n, dests); + } + + draw->vs.queue_nr = 0; +} + + void draw_flush( struct draw_context *draw ) { struct draw_stage *first = draw->pipeline.first; @@ -63,9 +322,7 @@ void draw_flush( struct draw_context *draw ) /* Make sure all vertices are available: */ - assert(draw->vs_flush); - draw->vs_flush( draw ); - + transform_vertices(draw); switch (draw->reduced_prim) { case RP_TRI: @@ -459,6 +716,16 @@ draw_set_mapped_element_buffer( struct draw_context *draw, } +/** + * Tell drawing context where to find mapped vertex buffers. + */ +void draw_set_mapped_vertex_buffer(struct draw_context *draw, + unsigned attr, const void *buffer) +{ + draw->mapped_vbuffer[attr] = buffer; +} + + unsigned draw_prim_info(unsigned prim, unsigned *first, unsigned *incr) { diff --git a/src/mesa/pipe/draw/draw_private.h b/src/mesa/pipe/draw/draw_private.h index 1912607b66e..85feb146882 100644 --- a/src/mesa/pipe/draw/draw_private.h +++ b/src/mesa/pipe/draw/draw_private.h @@ -186,8 +186,6 @@ struct draw_context unsigned prim; /**< current prim type: PIPE_PRIM_x */ unsigned reduced_prim; - void (*vs_flush)( struct draw_context *draw ); - struct vertex_header *(*get_vertex)( struct draw_context *draw, unsigned i ); -- 2.30.2