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/**************************************************************************
*
* 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>
*/
/* This code is a prototype of what a passhthrough vertex shader might
* look like.
*
* Probably the best approach for us is to do:
* - vertex fetch
* - vertex shader
* - cliptest / viewport transform
*
* in one step, then examine the clipOrMask & choose between two paths:
*
* Either:
* - build primitive headers
* - clip and the primitive path
* - build clipped vertex buffers,
* - vertex-emit to vbuf buffers
*
* Or, if no clipping:
* - vertex-emit directly to vbuf buffers
*
* But when bypass clipping is enabled, we just take the latter
* choice. If (some new) passthrough-vertex-shader flag is also set,
* the pipeline degenerates to:
*
* - vertex fetch
* - vertex emit to vbuf buffers
*
* Which is what is prototyped here.
*/
#include "pipe/p_util.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
/**
* General-purpose fetch from user's vertex arrays, emit to driver's
* vertex buffer.
*
* XXX this is totally temporary.
*/
static void
fetch_store_general( struct draw_context *draw,
float *out,
unsigned start,
unsigned count )
{
const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
const unsigned nr_attrs = vinfo->num_attribs;
uint i, j;
const unsigned *pitch = draw->vertex_fetch.pitch;
const ubyte **src = draw->vertex_fetch.src_ptr;
for (i = start; i < start + count; i++) {
for (j = 0; j < nr_attrs; j++) {
/* vinfo->src_index is the output of the vertex shader
* matching this hw-vertex component.
*
* In passthrough, we require a 1:1 mapping between vertex
* shader outputs and inputs, which in turn correspond to
* vertex elements in the state. So, this is the vertex
* element we're interested in...
*/
const uint jj = vinfo->src_index[j];
const enum pipe_format srcFormat = draw->vertex_element[jj].src_format;
const ubyte *from = src[jj] + i * pitch[jj];
float attrib[4];
/* Except... When we're not. Two cases EMIT_HEADER &
* EMIT_1F_PSIZE don't consume an input. Should have some
* method for indicating this, or change the logic here
* somewhat so it doesn't matter.
*
* Just hack this up now, do something better about it later.
*/
if (vinfo->emit[j] == EMIT_HEADER) {
memset(out, 0, sizeof(struct vertex_header));
out += sizeof(struct vertex_header) / 4;
continue;
}
else if (vinfo->emit[j] == EMIT_1F_PSIZE) {
out[0] = 1.0; /* xxx */
out += 1;
continue;
}
/* The normal fetch/emit code:
*/
switch (srcFormat) {
case PIPE_FORMAT_B8G8R8A8_UNORM:
{
ubyte *ub = (ubyte *) from;
attrib[2] = UBYTE_TO_FLOAT(ub[0]);
attrib[1] = UBYTE_TO_FLOAT(ub[1]);
attrib[0] = UBYTE_TO_FLOAT(ub[2]);
attrib[3] = UBYTE_TO_FLOAT(ub[3]);
}
break;
case PIPE_FORMAT_R32G32B32A32_FLOAT:
{
float *f = (float *) from;
attrib[0] = f[0];
attrib[1] = f[1];
attrib[2] = f[2];
attrib[3] = f[3];
}
break;
case PIPE_FORMAT_R32G32B32_FLOAT:
{
float *f = (float *) from;
attrib[0] = f[0];
attrib[1] = f[1];
attrib[2] = f[2];
attrib[3] = 1.0;
}
break;
case PIPE_FORMAT_R32G32_FLOAT:
{
float *f = (float *) from;
attrib[0] = f[0];
attrib[1] = f[1];
attrib[2] = 0.0;
attrib[3] = 1.0;
}
break;
case PIPE_FORMAT_R32_FLOAT:
{
float *f = (float *) from;
attrib[0] = f[0];
attrib[1] = 0.0;
attrib[2] = 0.0;
attrib[3] = 1.0;
}
break;
default:
assert(0);
}
debug_printf("attrib %d: %f %f %f %f\n", j,
attrib[0], attrib[1], attrib[2], attrib[3]);
switch (vinfo->emit[j]) {
case EMIT_1F:
out[0] = attrib[0];
out += 1;
break;
case EMIT_2F:
out[0] = attrib[0];
out[1] = attrib[1];
out += 2;
break;
case EMIT_4F:
out[0] = attrib[0];
out[1] = attrib[1];
out[2] = attrib[2];
out[3] = attrib[3];
out += 4;
break;
default:
assert(0);
}
}
debug_printf("\n");
}
}
static boolean update_shader( struct draw_context *draw )
{
const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
unsigned nr_attrs = vinfo->num_attribs;
unsigned i;
for (i = 0; i < nr_attrs; i++) {
unsigned buf = draw->vertex_element[i].vertex_buffer_index;
draw->vertex_fetch.src_ptr[i] = (const ubyte *) draw->user.vbuffer[buf] +
draw->vertex_buffer[buf].buffer_offset +
draw->vertex_element[i].src_offset;
draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch;
draw->vertex_fetch.fetch[i] = NULL;
}
draw->vertex_fetch.nr_attrs = nr_attrs;
draw->vertex_fetch.fetch_func = NULL;
draw->vertex_fetch.pt_fetch = NULL;
draw->pt.hw_vertex_size = vinfo->size * 4;
draw->vertex_fetch.pt_fetch = fetch_store_general;
return TRUE;
}
static boolean split_prim_inplace(unsigned prim, unsigned *first, unsigned *incr)
{
switch (prim) {
case PIPE_PRIM_POINTS:
*first = 1;
*incr = 1;
return TRUE;
case PIPE_PRIM_LINES:
*first = 2;
*incr = 2;
return TRUE;
case PIPE_PRIM_LINE_STRIP:
*first = 2;
*incr = 1;
return TRUE;
case PIPE_PRIM_TRIANGLES:
*first = 3;
*incr = 3;
return TRUE;
case PIPE_PRIM_TRIANGLE_STRIP:
*first = 3;
*incr = 1;
return TRUE;
case PIPE_PRIM_QUADS:
*first = 4;
*incr = 4;
return TRUE;
case PIPE_PRIM_QUAD_STRIP:
*first = 4;
*incr = 2;
return TRUE;
default:
*first = 0;
*incr = 1; /* set to one so that count % incr works */
return FALSE;
}
}
static boolean set_prim( struct draw_context *draw,
unsigned prim,
unsigned count )
{
assert(!draw->user.elts);
switch (prim) {
case PIPE_PRIM_LINE_LOOP:
if (count > 1024)
return FALSE;
return draw->render->set_primitive( draw->render, PIPE_PRIM_LINE_STRIP );
case PIPE_PRIM_TRIANGLE_FAN:
case PIPE_PRIM_POLYGON:
if (count > 1024)
return FALSE;
return draw->render->set_primitive( draw->render, prim );
case PIPE_PRIM_QUADS:
case PIPE_PRIM_QUAD_STRIP:
return draw->render->set_primitive( draw->render, PIPE_PRIM_TRIANGLES );
default:
return draw->render->set_primitive( draw->render, prim );
break;
}
return TRUE;
}
#define INDEX(i) (start + (i))
static void pt_draw_arrays( struct draw_context *draw,
unsigned start,
unsigned length )
{
ushort *tmp = NULL;
unsigned i, j;
switch (draw->pt.prim) {
case PIPE_PRIM_LINE_LOOP:
tmp = MALLOC( sizeof(ushort) * (length + 1) );
for (i = 0; i < length; i++)
tmp[i] = INDEX(i);
tmp[length] = 0;
draw->render->draw( draw->render,
tmp,
length+1 );
break;
case PIPE_PRIM_QUAD_STRIP:
tmp = MALLOC( sizeof(ushort) * (length / 2 * 6) );
for (j = i = 0; i + 3 < length; i += 2, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+2);
tmp[j+4] = INDEX(i+0);
tmp[j+5] = INDEX(i+3);
}
if (j)
draw->render->draw( draw->render, tmp, j );
break;
case PIPE_PRIM_QUADS:
tmp = MALLOC( sizeof(int) * (length / 4 * 6) );
for (j = i = 0; i + 3 < length; i += 4, j += 6) {
tmp[j+0] = INDEX(i+0);
tmp[j+1] = INDEX(i+1);
tmp[j+2] = INDEX(i+3);
tmp[j+3] = INDEX(i+1);
tmp[j+4] = INDEX(i+2);
tmp[j+5] = INDEX(i+3);
}
if (j)
draw->render->draw( draw->render, tmp, j );
break;
default:
draw->render->draw_arrays( draw->render,
start,
length );
break;
}
if (tmp)
FREE(tmp);
}
static boolean do_draw( struct draw_context *draw,
unsigned start, unsigned count )
{
float *hw_verts =
draw->render->allocate_vertices( draw->render,
(ushort)draw->pt.hw_vertex_size,
(ushort)count );
if (!hw_verts)
return FALSE;
/* Single routine to fetch vertices and emit HW verts.
*/
draw->vertex_fetch.pt_fetch( draw,
hw_verts,
start, count );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
pt_draw_arrays( draw,
0,
count );
draw->render->release_vertices( draw->render,
hw_verts,
draw->pt.hw_vertex_size,
count );
return TRUE;
}
boolean
draw_passthrough_arrays(struct draw_context *draw,
unsigned prim,
unsigned start,
unsigned count)
{
unsigned i = 0;
unsigned first, incr;
//debug_printf("%s prim %d start %d count %d\n", __FUNCTION__, prim, start, count);
split_prim_inplace(prim, &first, &incr);
count -= (count - first) % incr;
debug_printf("%s %d %d %d\n", __FUNCTION__, prim, start, count);
if (draw_need_pipeline(draw, prim))
return FALSE;
debug_printf("%s AAA\n", __FUNCTION__);
if (!set_prim(draw, prim, count))
return FALSE;
/* XXX: need a single value that reflects the most recent call to
* driver->set_primitive:
*/
draw->pt.prim = prim;
debug_printf("%s BBB\n", __FUNCTION__);
if (!update_shader(draw))
return FALSE;
debug_printf("%s CCC\n", __FUNCTION__);
/* Chop this up into bite-sized pieces that a driver should be able
* to devour -- problem is we don't have a quick way to query the
* driver on the maximum size for this chunk in the current state.
*/
while (i + first <= count) {
int nr = MIN2( count - i, 1024 );
/* snap to prim boundary
*/
nr -= (nr - first) % incr;
if (!do_draw( draw, start + i, nr )) {
assert(0);
return FALSE;
}
/* increment allowing for repeated vertices
*/
i += nr - (first - incr);
}
debug_printf("%s DONE\n", __FUNCTION__);
return TRUE;
}
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