/************************************************************************** * * 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 * Brian Paul */ #include "pipe/p_util.h" #include "pipe/p_shader_tokens.h" #if defined(__i386__) || defined(__386__) #include "tgsi/exec/tgsi_sse2.h" #endif #include "draw_private.h" #include "draw_context.h" #include "x86/rtasm/x86sse.h" #include "llvm/gallivm.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<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); assert(draw->vertex_shader->state->output_semantic_name[0] == TGSI_SEMANTIC_POSITION); /* Consts does not require 16 byte alignment. */ machine->Consts = (float (*)[4]) draw->user.constants; machine->Inputs = ALIGN16_ASSIGN(inputs); machine->Outputs = ALIGN16_ASSIGN(outputs); draw->vertex_fetch.fetch_func( draw, machine, elts, count ); /* run shader */ #ifdef MESA_LLVM if (1) { struct gallivm_prog *prog = draw->vertex_shader->llvm_prog; gallivm_cpu_vs_exec(prog, machine->Inputs, machine->Outputs, machine->Consts, machine->Temps); } else #elif defined(__i386__) || defined(__386__) if (draw->use_sse) { /* SSE */ /* cast away const */ struct draw_vertex_shader *shader = (struct draw_vertex_shader *)draw->vertex_shader; codegen_function func = (codegen_function) x86_get_func( &shader->sse2_program ); if (func) func( machine->Inputs, machine->Outputs, machine->Consts, machine->Temps ); else /* interpreter */ tgsi_exec_machine_run( machine ); } else #endif { /* interpreter */ tgsi_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 debug_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 debug_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 */ } /** * Run the vertex shader on all vertices in the vertex queue. * Called by the draw module when the vertx cache needs to be flushed. */ void draw_vertex_shader_queue_flush(struct draw_context *draw) { unsigned i; assert(draw->vs.queue_nr != 0); /* XXX: do this on statechange: */ draw_update_vertex_fetch( draw ); // fprintf(stderr, " q(%d) ", draw->vs.queue_nr ); /* 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 j, n = MIN2(4, draw->vs.queue_nr - i); for (j = 0; j < n; j++) { elts[j] = draw->vs.queue[i + j].elt; dests[j] = draw->vs.queue[i + j].dest; } for ( ; j < 4; j++) { elts[j] = elts[0]; dests[j] = dests[0]; } assert(n > 0); assert(n <= 4); run_vertex_program(draw, elts, n, dests); } draw->vs.queue_nr = 0; } struct draw_vertex_shader * draw_create_vertex_shader(struct draw_context *draw, const struct pipe_shader_state *shader) { struct draw_vertex_shader *vs; vs = CALLOC_STRUCT( draw_vertex_shader ); if (vs == NULL) { return NULL; } vs->state = shader; #ifdef MESA_LLVM struct gallivm_ir *ir = gallivm_ir_new(GALLIVM_VS); gallivm_ir_set_layout(ir, GALLIVM_SOA); gallivm_ir_set_components(ir, 4); gallivm_ir_fill_from_tgsi(ir, shader->tokens); vs->llvm_prog = gallivm_ir_compile(ir); gallivm_ir_delete(ir); draw->engine = gallivm_global_cpu_engine(); if (!draw->engine) { draw->engine = gallivm_cpu_engine_create(vs->llvm_prog); } else { gallivm_cpu_jit_compile(draw->engine, vs->llvm_prog); } #elif defined(__i386__) || defined(__386__) if (draw->use_sse) { /* cast-away const */ struct pipe_shader_state *sh = (struct pipe_shader_state *) shader; x86_init_func( &vs->sse2_program ); if (!tgsi_emit_sse2( (struct tgsi_token *) sh->tokens, &vs->sse2_program )) { x86_release_func( (struct x86_function *) &vs->sse2_program ); fprintf(stdout /*err*/, "tgsi_emit_sse2() failed, falling back to interpreter\n"); } } #endif return vs; } void draw_bind_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->vertex_shader = dvs; draw->num_vs_outputs = dvs->state->num_outputs; tgsi_exec_machine_init(&draw->machine); /* specify the vertex program to interpret/execute */ tgsi_exec_machine_bind_shader(&draw->machine, draw->vertex_shader->state->tokens, PIPE_MAX_SAMPLERS, NULL /*samplers*/ ); } void draw_delete_vertex_shader(struct draw_context *draw, struct draw_vertex_shader *dvs) { #if defined(__i386__) || defined(__386__) x86_release_func( (struct x86_function *) &dvs->sse2_program ); #endif FREE( dvs ); }