mesa: Add "shader/" path to #include statements in shader parser/lexer sources
[mesa.git] / src / gallium / auxiliary / draw / draw_pt_fetch_shade_emit.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 */
32
33
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "draw/draw_context.h"
37 #include "draw/draw_private.h"
38 #include "draw/draw_vbuf.h"
39 #include "draw/draw_vertex.h"
40 #include "draw/draw_pt.h"
41 #include "draw/draw_vs.h"
42
43 #include "translate/translate.h"
44
45 struct fetch_shade_emit;
46
47
48 /* Prototype fetch, shade, emit-hw-verts all in one go.
49 */
50 struct fetch_shade_emit {
51 struct draw_pt_middle_end base;
52 struct draw_context *draw;
53
54
55 /* Temporaries:
56 */
57 const float *constants;
58 unsigned pitch[PIPE_MAX_ATTRIBS];
59 const ubyte *src[PIPE_MAX_ATTRIBS];
60 unsigned prim;
61
62 struct draw_vs_varient_key key;
63 struct draw_vs_varient *active;
64
65
66 const struct vertex_info *vinfo;
67 };
68
69
70
71
72 static void fse_prepare( struct draw_pt_middle_end *middle,
73 unsigned prim,
74 unsigned opt,
75 unsigned *max_vertices )
76 {
77 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
78 struct draw_context *draw = fse->draw;
79 unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
80 const struct vertex_info *vinfo;
81 unsigned i;
82 unsigned nr_vbs = 0;
83
84
85 if (!draw->render->set_primitive( draw->render,
86 prim )) {
87 assert(0);
88 return;
89 }
90
91 /* Must do this after set_primitive() above:
92 */
93 fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
94
95
96
97 fse->key.output_stride = vinfo->size * 4;
98 fse->key.nr_outputs = vinfo->num_attribs;
99 fse->key.nr_inputs = num_vs_inputs;
100
101 fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
102 fse->key.nr_inputs); /* inputs - fetch from api format */
103
104 fse->key.viewport = (!draw->rasterizer->bypass_vs_clip_and_viewport &&
105 !draw->identity_viewport);
106 fse->key.clip = !draw->bypass_clipping;
107 fse->key.const_vbuffers = 0;
108
109 memset(fse->key.element, 0,
110 fse->key.nr_elements * sizeof(fse->key.element[0]));
111
112 for (i = 0; i < num_vs_inputs; i++) {
113 const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
114 fse->key.element[i].in.format = src->src_format;
115
116 /* Consider ignoring these, ie make generated programs
117 * independent of this state:
118 */
119 fse->key.element[i].in.buffer = src->vertex_buffer_index;
120 fse->key.element[i].in.offset = src->src_offset;
121 nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
122 }
123
124 for (i = 0; i < 5 && i < nr_vbs; i++) {
125 if (draw->pt.vertex_buffer[i].stride == 0)
126 fse->key.const_vbuffers |= (1<<i);
127 }
128
129 if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
130
131 {
132 unsigned dst_offset = 0;
133
134 for (i = 0; i < vinfo->num_attribs; i++) {
135 unsigned emit_sz = 0;
136
137 switch (vinfo->attrib[i].emit) {
138 case EMIT_4F:
139 emit_sz = 4 * sizeof(float);
140 break;
141 case EMIT_3F:
142 emit_sz = 3 * sizeof(float);
143 break;
144 case EMIT_2F:
145 emit_sz = 2 * sizeof(float);
146 break;
147 case EMIT_1F:
148 emit_sz = 1 * sizeof(float);
149 break;
150 case EMIT_1F_PSIZE:
151 emit_sz = 1 * sizeof(float);
152 break;
153 case EMIT_4UB:
154 emit_sz = 4 * sizeof(ubyte);
155 break;
156 default:
157 assert(0);
158 break;
159 }
160
161 /* The elements in the key correspond to vertex shader output
162 * numbers, not to positions in the hw vertex description --
163 * that's handled by the output_offset field.
164 */
165 fse->key.element[i].out.format = vinfo->attrib[i].emit;
166 fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
167 fse->key.element[i].out.offset = dst_offset;
168
169 dst_offset += emit_sz;
170 assert(fse->key.output_stride >= dst_offset);
171 }
172 }
173
174
175 fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
176 &fse->key );
177
178 if (!fse->active) {
179 assert(0);
180 return ;
181 }
182
183 if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
184 fse->active->key.const_vbuffers);
185
186 /* Now set buffer pointers:
187 */
188 for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
189 fse->active->set_buffer( fse->active,
190 i,
191 ((const ubyte *) draw->pt.user.vbuffer[i] +
192 draw->pt.vertex_buffer[i].buffer_offset),
193 draw->pt.vertex_buffer[i].stride );
194 }
195
196 *max_vertices = (draw->render->max_vertex_buffer_bytes /
197 (vinfo->size * 4));
198
199 /* Return an even number of verts.
200 * This prevents "parity" errors when splitting long triangle strips which
201 * can lead to front/back culling mix-ups.
202 * Every other triangle in a strip has an alternate front/back orientation
203 * so splitting at an odd position can cause the orientation of subsequent
204 * triangles to get reversed.
205 */
206 *max_vertices = *max_vertices & ~1;
207
208 /* Probably need to do this somewhere (or fix exec shader not to
209 * need it):
210 */
211 if (1) {
212 struct draw_vertex_shader *vs = draw->vs.vertex_shader;
213 vs->prepare(vs, draw);
214 }
215 }
216
217
218
219 static void fse_run_linear( struct draw_pt_middle_end *middle,
220 unsigned start,
221 unsigned count )
222 {
223 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
224 struct draw_context *draw = fse->draw;
225 char *hw_verts;
226
227 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
228 */
229 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
230
231 if (count >= UNDEFINED_VERTEX_ID)
232 goto fail;
233
234 if (!draw->render->allocate_vertices( draw->render,
235 (ushort)fse->key.output_stride,
236 (ushort)count ))
237 goto fail;
238
239 hw_verts = draw->render->map_vertices( draw->render );
240 if (!hw_verts)
241 goto fail;
242
243 /* Single routine to fetch vertices, run shader and emit HW verts.
244 * Clipping is done elsewhere -- either by the API or on hardware,
245 * or for some other reason not required...
246 */
247 fse->active->run_linear( fse->active,
248 start, count,
249 hw_verts );
250
251
252 if (0) {
253 unsigned i;
254 for (i = 0; i < count; i++) {
255 debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
256 fse->key.output_stride,
257 fse->key.output_stride * i);
258
259 draw_dump_emitted_vertex( fse->vinfo,
260 (const uint8_t *)hw_verts + fse->key.output_stride * i );
261 }
262 }
263
264 draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
265
266 /* Draw arrays path to avoid re-emitting index list again and
267 * again.
268 */
269 draw->render->draw_arrays( draw->render,
270 0,
271 count );
272
273
274 draw->render->release_vertices( draw->render );
275
276 return;
277
278 fail:
279 assert(0);
280 return;
281 }
282
283
284 static void
285 fse_run(struct draw_pt_middle_end *middle,
286 const unsigned *fetch_elts,
287 unsigned fetch_count,
288 const ushort *draw_elts,
289 unsigned draw_count )
290 {
291 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
292 struct draw_context *draw = fse->draw;
293 void *hw_verts;
294
295 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
296 */
297 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
298
299 if (fetch_count >= UNDEFINED_VERTEX_ID)
300 goto fail;
301
302 if (!draw->render->allocate_vertices( draw->render,
303 (ushort)fse->key.output_stride,
304 (ushort)fetch_count ))
305 goto fail;
306
307 hw_verts = draw->render->map_vertices( draw->render );
308 if (!hw_verts)
309 goto fail;
310
311
312 /* Single routine to fetch vertices, run shader and emit HW verts.
313 */
314 fse->active->run_elts( fse->active,
315 fetch_elts,
316 fetch_count,
317 hw_verts );
318
319
320 if (0) {
321 unsigned i;
322 for (i = 0; i < fetch_count; i++) {
323 debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
324 draw_dump_emitted_vertex( fse->vinfo,
325 (const uint8_t *)hw_verts +
326 fse->key.output_stride * i );
327 }
328 }
329
330 draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
331
332 draw->render->draw( draw->render,
333 draw_elts,
334 draw_count );
335
336
337 draw->render->release_vertices( draw->render );
338 return;
339
340 fail:
341 assert(0);
342 return;
343 }
344
345
346
347 static boolean fse_run_linear_elts( struct draw_pt_middle_end *middle,
348 unsigned start,
349 unsigned count,
350 const ushort *draw_elts,
351 unsigned draw_count )
352 {
353 struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
354 struct draw_context *draw = fse->draw;
355 char *hw_verts;
356
357 /* XXX: need to flush to get prim_vbuf.c to release its allocation??
358 */
359 draw_do_flush( draw, DRAW_FLUSH_BACKEND );
360
361 if (count >= UNDEFINED_VERTEX_ID)
362 return FALSE;
363
364 if (!draw->render->allocate_vertices( draw->render,
365 (ushort)fse->key.output_stride,
366 (ushort)count ))
367 return FALSE;
368
369 hw_verts = draw->render->map_vertices( draw->render );
370 if (!hw_verts)
371 return FALSE;
372
373 /* Single routine to fetch vertices, run shader and emit HW verts.
374 * Clipping is done elsewhere -- either by the API or on hardware,
375 * or for some other reason not required...
376 */
377 fse->active->run_linear( fse->active,
378 start, count,
379 hw_verts );
380
381
382 draw->render->draw( draw->render,
383 draw_elts,
384 draw_count );
385
386
387 draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
388
389 draw->render->release_vertices( draw->render );
390
391 return TRUE;
392 }
393
394
395
396 static void fse_finish( struct draw_pt_middle_end *middle )
397 {
398 }
399
400
401 static void
402 fse_destroy( struct draw_pt_middle_end *middle )
403 {
404 FREE(middle);
405 }
406
407 struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
408 {
409 struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
410 if (!fse)
411 return NULL;
412
413 fse->base.prepare = fse_prepare;
414 fse->base.run = fse_run;
415 fse->base.run_linear = fse_run_linear;
416 fse->base.run_linear_elts = fse_run_linear_elts;
417 fse->base.finish = fse_finish;
418 fse->base.destroy = fse_destroy;
419 fse->draw = draw;
420
421 return &fse->base;
422 }