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-rw-r--r--src/mesa/pipe/cell/spu/spu_vertex_shader.c224
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diff --git a/src/mesa/pipe/cell/spu/spu_vertex_shader.c b/src/mesa/pipe/cell/spu/spu_vertex_shader.c
new file mode 100644
index 0000000000..e694ff729f
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+++ b/src/mesa/pipe/cell/spu/spu_vertex_shader.c
@@ -0,0 +1,224 @@
+/**************************************************************************
+ *
+ * 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 <keith@tungstengraphics.com>
+ * Brian Paul
+ * Ian Romanick <idr@us.ibm.com>
+ */
+
+#include "pipe/p_util.h"
+#include "pipe/p_state.h"
+#include "pipe/p_shader_tokens.h"
+#include "spu_vertex_shader.h"
+#include "spu_exec.h"
+#include "pipe/draw/draw_private.h"
+#include "pipe/draw/draw_context.h"
+#include "pipe/cell/common.h"
+
+#define DBG_VS 0
+
+
+static INLINE unsigned
+compute_clipmask(const float *clip, /*const*/ float plane[][4], unsigned nr)
+{
+ unsigned mask = 0;
+ unsigned i;
+
+ /* Do the hardwired planes first:
+ */
+ if (-clip[0] + clip[3] < 0) mask |= CLIP_RIGHT_BIT;
+ if ( clip[0] + clip[3] < 0) mask |= CLIP_LEFT_BIT;
+ if (-clip[1] + clip[3] < 0) mask |= CLIP_TOP_BIT;
+ if ( clip[1] + clip[3] < 0) mask |= CLIP_BOTTOM_BIT;
+ if (-clip[2] + clip[3] < 0) mask |= CLIP_FAR_BIT;
+ if ( clip[2] + clip[3] < 0) mask |= CLIP_NEAR_BIT;
+
+ /* Followed by any remaining ones:
+ */
+ for (i = 6; i < nr; i++) {
+ if (dot4(clip, plane[i]) < 0)
+ mask |= (1<<i);
+ }
+
+ return mask;
+}
+
+
+/**
+ * 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 spu_vs_context *draw,
+ unsigned elts[4], unsigned count,
+ struct vertex_header *vOut[])
+{
+ struct spu_exec_machine *machine = &draw->machine;
+ unsigned int j;
+
+ ALIGN16_DECL(struct spu_exec_vector, inputs, PIPE_ATTRIB_MAX);
+ ALIGN16_DECL(struct spu_exec_vector, outputs, PIPE_ATTRIB_MAX);
+ const float *scale = draw->viewport.scale;
+ const float *trans = draw->viewport.translate;
+
+ assert(count <= 4);
+
+ /* Consts does not require 16 byte alignment. */
+ ASSERT_ALIGN16(draw->constants);
+ machine->Consts = (float (*)[4]) draw->constants;
+
+ machine->Inputs = ALIGN16_ASSIGN(inputs);
+ machine->Outputs = ALIGN16_ASSIGN(outputs);
+
+ spu_vertex_fetch( draw, machine, elts, count );
+
+ /* run shader */
+ spu_exec_machine_run( machine );
+
+
+ /* store machine results */
+ for (j = 0; j < count; j++) {
+ unsigned slot;
+ float x, y, z, w;
+
+ /* Handle attr[0] (position) specially:
+ *
+ * XXX: Computing the clipmask should be done in the vertex
+ * program as a set of DP4 instructions appended to the
+ * user-provided code.
+ */
+ x = vOut[j]->clip[0] = machine->Outputs[0].xyzw[0].f[j];
+ y = vOut[j]->clip[1] = machine->Outputs[0].xyzw[1].f[j];
+ z = vOut[j]->clip[2] = machine->Outputs[0].xyzw[2].f[j];
+ w = vOut[j]->clip[3] = machine->Outputs[0].xyzw[3].f[j];
+
+ vOut[j]->clipmask = compute_clipmask(vOut[j]->clip, draw->plane,
+ draw->nr_planes);
+ vOut[j]->edgeflag = 1;
+
+ /* divide by w */
+ w = 1.0f / 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 DBG_VS
+ printf("output[%d]win: %f %f %f %f\n", j,
+ vOut[j]->data[0][0],
+ vOut[j]->data[0][1],
+ vOut[j]->data[0][2],
+ vOut[j]->data[0][3]);
+#endif
+ /* Remaining attributes are packed into sequential post-transform
+ * vertex attrib slots.
+ */
+ for (slot = 1; slot < draw->num_vs_outputs; slot++) {
+ vOut[j]->data[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
+ vOut[j]->data[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
+ vOut[j]->data[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
+ vOut[j]->data[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
+#if DBG_VS
+ printf("output[%d][%d]: %f %f %f %f\n", j, slot,
+ vOut[j]->data[slot][0],
+ vOut[j]->data[slot][1],
+ vOut[j]->data[slot][2],
+ vOut[j]->data[slot][3]);
+#endif
+ }
+ } /* loop over vertices */
+}
+
+
+static void
+spu_bind_vertex_shader(struct spu_vs_context *draw,
+ void *uniforms,
+ void *planes,
+ unsigned nr_planes,
+ unsigned num_outputs
+ )
+{
+ draw->constants = (float (*)[4]) uniforms;
+
+ (void) memcpy(draw->plane, planes, sizeof(float) * 4 * nr_planes);
+ draw->nr_planes = nr_planes;
+ draw->num_vs_outputs = num_outputs;
+
+ /* specify the shader to interpret/execute */
+ spu_exec_machine_init(&draw->machine,
+ PIPE_MAX_SAMPLERS,
+ NULL /*samplers*/,
+ PIPE_SHADER_VERTEX);
+}
+
+
+void
+spu_execute_vertex_shader(struct spu_vs_context *draw,
+ const struct cell_command_vs *vs)
+{
+ unsigned i;
+ unsigned j;
+
+ draw->machine.Instructions = (struct tgsi_full_instruction *)
+ vs->shader.instructions;
+ draw->machine.NumInstructions = vs->shader.num_instructions;
+
+ draw->machine.Declarations = (struct tgsi_full_declaration *)
+ vs->shader.declarations;
+ draw->machine.NumDeclarations = vs->shader.num_declarations;
+
+ spu_bind_vertex_shader(draw, vs->shader.uniforms,
+ NULL, -1,
+ vs->shader.num_outputs);
+
+ for (i = 0; i < vs->num_elts; i += 4) {
+ const unsigned batch_size = MIN2(vs->num_elts - i, 4);
+ unsigned elts[4];
+
+ for (j = 0; j < batch_size; j++) {
+ switch (vs->bytes_per_elt) {
+ case 1: elts[j] = ((unsigned char *) vs->elts)[i + j]; break;
+ case 2: elts[j] = ((unsigned short *)vs->elts)[i + j]; break;
+ case 4: elts[j] = ((unsigned int *) vs->elts)[i + j]; break;
+ }
+ }
+
+ run_vertex_program(draw, elts, batch_size,
+ (struct vertex_header (*)[]) vs->vOut);
+ }
+}