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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>
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vbuf.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
#include "draw/draw_vs.h"
#include "translate/translate.h"
struct fetch_shade_emit;
/* Prototype fetch, shade, emit-hw-verts all in one go.
*/
struct fetch_shade_emit {
struct draw_pt_middle_end base;
struct draw_context *draw;
/* Temporaries:
*/
const float *constants;
unsigned pitch[PIPE_MAX_ATTRIBS];
const ubyte *src[PIPE_MAX_ATTRIBS];
unsigned prim;
struct draw_vs_varient_key key;
struct draw_vs_varient *active;
const struct vertex_info *vinfo;
};
static void fse_prepare( struct draw_pt_middle_end *middle,
unsigned prim,
unsigned opt,
unsigned *max_vertices )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
const struct vertex_info *vinfo;
unsigned i;
if (!draw->render->set_primitive( draw->render,
prim )) {
assert(0);
return;
}
/* Must do this after set_primitive() above:
*/
fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
fse->key.output_stride = vinfo->size * 4;
fse->key.nr_outputs = vinfo->num_attribs;
fse->key.nr_inputs = num_vs_inputs;
fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
fse->key.nr_inputs); /* inputs - fetch from api format */
fse->key.viewport = !draw->identity_viewport;
fse->key.clip = !draw->bypass_clipping;
fse->key.pad = 0;
memset(fse->key.element, 0,
fse->key.nr_elements * sizeof(fse->key.element[0]));
for (i = 0; i < num_vs_inputs; i++) {
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].in.format = src->src_format;
/* Consider ignoring these, ie make generated programs
* independent of this state:
*/
fse->key.element[i].in.buffer = src->vertex_buffer_index;
fse->key.element[i].in.offset = src->src_offset;
}
{
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = 0;
switch (vinfo->emit[i]) {
case EMIT_4F:
emit_sz = 4 * sizeof(float);
break;
case EMIT_3F:
emit_sz = 3 * sizeof(float);
break;
case EMIT_2F:
emit_sz = 2 * sizeof(float);
break;
case EMIT_1F:
emit_sz = 1 * sizeof(float);
break;
case EMIT_1F_PSIZE:
emit_sz = 1 * sizeof(float);
break;
case EMIT_4UB:
emit_sz = 4 * sizeof(ubyte);
break;
default:
assert(0);
break;
}
/* The elements in the key correspond to vertex shader output
* numbers, not to positions in the hw vertex description --
* that's handled by the output_offset field.
*/
fse->key.element[i].out.format = vinfo->emit[i];
fse->key.element[i].out.vs_output = vinfo->src_index[i];
fse->key.element[i].out.offset = dst_offset;
dst_offset += emit_sz;
assert(fse->key.output_stride >= dst_offset);
}
}
/* Would normally look up a vertex shader and peruse its list of
* varients somehow. We omitted that step and put all the
* hardcoded "shaders" into an array. We're just making the
* assumption that this happens to be a matching shader... ie
* you're running isosurf, aren't you?
*/
fse->active = draw_vs_lookup_varient( draw->vs.vertex_shader,
&fse->key );
if (!fse->active) {
assert(0);
return ;
}
/* Now set buffer pointers:
*/
for (i = 0; i < num_vs_inputs; i++) {
unsigned buf = draw->pt.vertex_element[i].vertex_buffer_index;
fse->active->set_input( fse->active,
i,
((const ubyte *) draw->pt.user.vbuffer[buf] +
draw->pt.vertex_buffer[buf].buffer_offset),
draw->pt.vertex_buffer[buf].pitch );
}
*max_vertices = (draw->render->max_vertex_buffer_bytes /
(vinfo->size * 4));
/* Return an even number of verts.
* This prevents "parity" errors when splitting long triangle strips which
* can lead to front/back culling mix-ups.
* Every other triangle in a strip has an alternate front/back orientation
* so splitting at an odd position can cause the orientation of subsequent
* triangles to get reversed.
*/
*max_vertices = *max_vertices & ~1;
/* Probably need to do this somewhere (or fix exec shader not to
* need it):
*/
if (1) {
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
vs->prepare(vs, draw);
}
//return TRUE;
}
static void fse_run_linear( struct draw_pt_middle_end *middle,
unsigned start,
unsigned count )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
char *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
hw_verts = draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)count );
if (!hw_verts) {
assert(0);
return;
}
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
* or for some other reason not required...
*/
fse->active->run_linear( fse->active,
start, count,
hw_verts );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
draw->render->draw_arrays( draw->render,
0,
count );
if (0) {
unsigned i;
for (i = 0; i < count; i++) {
debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
fse->key.output_stride,
fse->key.output_stride * i);
draw_dump_emitted_vertex( fse->vinfo,
(const uint8_t *)hw_verts + fse->key.output_stride * i );
}
}
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
count );
}
static void
fse_run(struct draw_pt_middle_end *middle,
const unsigned *fetch_elts,
unsigned fetch_count,
const ushort *draw_elts,
unsigned draw_count )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
void *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
hw_verts = draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)fetch_count );
if (!hw_verts) {
assert(0);
return;
}
/* Single routine to fetch vertices, run shader and emit HW verts.
*/
fse->active->run_elts( fse->active,
fetch_elts,
fetch_count,
hw_verts );
draw->render->draw( draw->render,
draw_elts,
draw_count );
if (0) {
unsigned i;
for (i = 0; i < fetch_count; i++) {
debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
draw_dump_emitted_vertex( fse->vinfo,
(const uint8_t *)hw_verts +
fse->key.output_stride * i );
}
}
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
fetch_count );
}
static boolean fse_run_linear_elts( struct draw_pt_middle_end *middle,
unsigned start,
unsigned count,
const ushort *draw_elts,
unsigned draw_count )
{
struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
struct draw_context *draw = fse->draw;
char *hw_verts;
/* XXX: need to flush to get prim_vbuf.c to release its allocation??
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
hw_verts = draw->render->allocate_vertices( draw->render,
(ushort)fse->key.output_stride,
(ushort)count );
if (!hw_verts) {
return FALSE;
}
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
* or for some other reason not required...
*/
fse->active->run_linear( fse->active,
start, count,
hw_verts );
draw->render->draw( draw->render,
draw_elts,
draw_count );
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
count );
return TRUE;
}
static void fse_finish( struct draw_pt_middle_end *middle )
{
}
static void
fse_destroy( struct draw_pt_middle_end *middle )
{
FREE(middle);
}
struct draw_pt_middle_end *draw_pt_middle_fse( struct draw_context *draw )
{
struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
if (!fse)
return NULL;
fse->base.prepare = fse_prepare;
fse->base.run = fse_run;
fse->base.run_linear = fse_run_linear;
fse->base.run_linear_elts = fse_run_linear_elts;
fse->base.finish = fse_finish;
fse->base.destroy = fse_destroy;
fse->draw = draw;
return &fse->base;
}
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