1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "pipe/p_shader_tokens.h"
38 #include "draw_private.h"
39 #include "draw_context.h"
42 #include "tgsi/tgsi_parse.h"
43 #include "tgsi/tgsi_scan.h"
46 struct exec_vertex_shader
{
47 struct draw_vertex_shader base
;
48 struct tgsi_exec_machine
*machine
;
49 const struct tgsi_token
*machine_tokens
;
52 static struct exec_vertex_shader
*exec_vertex_shader( struct draw_vertex_shader
*vs
)
54 return (struct exec_vertex_shader
*)vs
;
58 /* Not required for run_linear.
61 vs_exec_prepare( struct draw_vertex_shader
*shader
,
62 struct draw_context
*draw
)
64 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
66 /* Specify the vertex program to interpret/execute.
67 * Avoid rebinding when possible.
69 if (evs
->machine_tokens
!= shader
->state
.tokens
) {
70 tgsi_exec_machine_bind_shader(evs
->machine
,
74 evs
->machine_tokens
= shader
->state
.tokens
;
81 /* Simplified vertex shader interface for the pt paths. Given the
82 * complexity of code-generating all the above operations together,
83 * it's time to try doing all the other stuff separately.
86 vs_exec_run_linear( struct draw_vertex_shader
*shader
,
87 const float (*input
)[4],
89 const float (*constants
)[4],
91 unsigned input_stride
,
92 unsigned output_stride
)
94 struct exec_vertex_shader
*evs
= exec_vertex_shader(shader
);
95 struct tgsi_exec_machine
*machine
= evs
->machine
;
99 machine
->Consts
= constants
;
101 for (i
= 0; i
< count
; i
+= MAX_TGSI_VERTICES
) {
102 unsigned int max_vertices
= MIN2(MAX_TGSI_VERTICES
, count
- i
);
106 for (j
= 0; j
< max_vertices
; j
++) {
108 debug_printf("%d) Input vert:\n", i
+ j
);
109 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
110 debug_printf("\t%d: %f %f %f %f\n", slot
,
118 for (slot
= 0; slot
< shader
->info
.num_inputs
; slot
++) {
119 machine
->Inputs
[slot
].xyzw
[0].f
[j
] = input
[slot
][0];
120 machine
->Inputs
[slot
].xyzw
[1].f
[j
] = input
[slot
][1];
121 machine
->Inputs
[slot
].xyzw
[2].f
[j
] = input
[slot
][2];
122 machine
->Inputs
[slot
].xyzw
[3].f
[j
] = input
[slot
][3];
125 input
= (const float (*)[4])((const char *)input
+ input_stride
);
128 /* run interpreter */
129 tgsi_exec_machine_run( machine
);
131 /* Unswizzle all output results.
133 for (j
= 0; j
< max_vertices
; j
++) {
134 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
135 output
[slot
][0] = machine
->Outputs
[slot
].xyzw
[0].f
[j
];
136 output
[slot
][1] = machine
->Outputs
[slot
].xyzw
[1].f
[j
];
137 output
[slot
][2] = machine
->Outputs
[slot
].xyzw
[2].f
[j
];
138 output
[slot
][3] = machine
->Outputs
[slot
].xyzw
[3].f
[j
];
143 debug_printf("%d) Post xform vert:\n", i
+ j
);
144 for (slot
= 0; slot
< shader
->info
.num_outputs
; slot
++) {
145 debug_printf("\t%d: %f %f %f %f\n", slot
,
153 output
= (float (*)[4])((char *)output
+ output_stride
);
163 vs_exec_delete( struct draw_vertex_shader
*dvs
)
165 FREE((void*) dvs
->state
.tokens
);
170 struct draw_vertex_shader
*
171 draw_create_vs_exec(struct draw_context
*draw
,
172 const struct pipe_shader_state
*state
)
174 struct exec_vertex_shader
*vs
= CALLOC_STRUCT( exec_vertex_shader
);
179 /* we make a private copy of the tokens */
180 vs
->base
.state
.tokens
= tgsi_dup_tokens(state
->tokens
);
181 if (!vs
->base
.state
.tokens
) {
186 tgsi_scan_shader(state
->tokens
, &vs
->base
.info
);
188 vs
->base
.draw
= draw
;
189 vs
->base
.prepare
= vs_exec_prepare
;
190 vs
->base
.run_linear
= vs_exec_run_linear
;
191 vs
->base
.delete = vs_exec_delete
;
192 vs
->base
.create_varient
= draw_vs_varient_generic
;
193 vs
->machine
= &draw
->vs
.machine
;