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authorBrian <brian.paul@tungstengraphics.com>2007-08-20 18:53:41 -0600
committerBrian <brian.paul@tungstengraphics.com>2007-08-20 18:53:41 -0600
commit3cb6fc3f9aaa94236be611bad04125c17e01ad6c (patch)
treeaa3c52f8c6faa493acfe36d68390704fa200c8db /src/mesa/pipe/draw
parent3772441c498b997947f68e98830f72649bbc8442 (diff)
Move vertex transformation/shader code into draw_prim.c to avoid need for vs_flush() function pointer.
Diffstat (limited to 'src/mesa/pipe/draw')
-rw-r--r--src/mesa/pipe/draw/draw_arrays.c267
-rw-r--r--src/mesa/pipe/draw/draw_prim.c273
-rw-r--r--src/mesa/pipe/draw/draw_private.h2
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 9b1426d1ec..738fa144b2 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 d296780fd7..fd8a39106d 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 1912607b66..85feb14688 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 );