1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28  /*
29   * Authors:
30   *   Keith Whitwell <keith@tungstengraphics.com>
31   */
32 
33 
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36 #include "draw/draw_context.h"
37 #include "draw/draw_private.h"
38 #include "draw/draw_vbuf.h"
39 #include "draw/draw_vertex.h"
40 #include "draw/draw_pt.h"
41 #include "draw/draw_vs.h"
42 
43 
44 struct fetch_shade_emit;
45 
46 
47 /* Prototype fetch, shade, emit-hw-verts all in one go.
48  */
49 struct fetch_shade_emit {
50    struct draw_pt_middle_end base;
51    struct draw_context *draw;
52 
53    /* Temporaries:
54     */
55    const float *constants;
56    unsigned pitch[PIPE_MAX_ATTRIBS];
57    const ubyte *src[PIPE_MAX_ATTRIBS];
58    unsigned prim;
59 
60    struct draw_vs_variant_key key;
61    struct draw_vs_variant *active;
62 
63    const struct vertex_info *vinfo;
64 };
65 
66 
67 
68 static void
fse_prepare(struct draw_pt_middle_end * middle,unsigned prim,unsigned opt,unsigned * max_vertices)69 fse_prepare(struct draw_pt_middle_end *middle,
70             unsigned prim,
71             unsigned opt,
72             unsigned *max_vertices)
73 {
74    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
75    struct draw_context *draw = fse->draw;
76    unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
77    const struct vertex_info *vinfo;
78    unsigned i;
79    unsigned nr_vbs = 0;
80 
81    /* Can't support geometry shader on this path.
82     */
83    assert(!draw->gs.geometry_shader);
84 
85    draw->render->set_primitive(draw->render, prim);
86 
87    /* Must do this after set_primitive() above:
88     */
89    fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
90 
91    fse->key.output_stride = vinfo->size * 4;
92    fse->key.nr_outputs = vinfo->num_attribs;
93    fse->key.nr_inputs = num_vs_inputs;
94 
95    fse->key.nr_elements = MAX2(fse->key.nr_outputs,     /* outputs - translate to hw format */
96                                fse->key.nr_inputs);     /* inputs - fetch from api format */
97 
98    fse->key.viewport = !draw->identity_viewport;
99    fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
100    fse->key.const_vbuffers = 0;
101 
102    memset(fse->key.element, 0,
103           fse->key.nr_elements * sizeof(fse->key.element[0]));
104 
105    for (i = 0; i < num_vs_inputs; i++) {
106       const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
107       fse->key.element[i].in.format = src->src_format;
108 
109       /* Consider ignoring these, ie make generated programs
110        * independent of this state:
111        */
112       fse->key.element[i].in.buffer = src->vertex_buffer_index;
113       fse->key.element[i].in.offset = src->src_offset;
114       nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
115    }
116 
117    for (i = 0; i < 5 && i < nr_vbs; i++) {
118       if (draw->pt.vertex_buffer[i].stride == 0)
119          fse->key.const_vbuffers |= (1<<i);
120    }
121 
122    if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
123 
124    {
125       unsigned dst_offset = 0;
126 
127       for (i = 0; i < vinfo->num_attribs; i++) {
128          unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
129 
130          /* doesn't handle EMIT_OMIT */
131          assert(emit_sz != 0);
132 
133          /* The elements in the key correspond to vertex shader output
134           * numbers, not to positions in the hw vertex description --
135           * that's handled by the output_offset field.
136           */
137          fse->key.element[i].out.format = vinfo->attrib[i].emit;
138          fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
139          fse->key.element[i].out.offset = dst_offset;
140 
141          dst_offset += emit_sz;
142          assert(fse->key.output_stride >= dst_offset);
143       }
144    }
145 
146    fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader,
147                                          &fse->key );
148 
149    if (!fse->active) {
150       assert(0);
151       return ;
152    }
153 
154    if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
155                        fse->active->key.const_vbuffers);
156 
157    /* Now set buffer pointers:
158     */
159    for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
160       fse->active->set_buffer( fse->active,
161                                i,
162                                ((const ubyte *) draw->pt.user.vbuffer[i] +
163                                 draw->pt.vertex_buffer[i].buffer_offset),
164                               draw->pt.vertex_buffer[i].stride,
165                               draw->pt.max_index );
166    }
167 
168    *max_vertices = (draw->render->max_vertex_buffer_bytes /
169                     (vinfo->size * 4));
170 
171    /* Probably need to do this somewhere (or fix exec shader not to
172     * need it):
173     */
174    if (1) {
175       struct draw_vertex_shader *vs = draw->vs.vertex_shader;
176       vs->prepare(vs, draw);
177    }
178 }
179 
180 
181 
182 static void
fse_run_linear(struct draw_pt_middle_end * middle,unsigned start,unsigned count,unsigned prim_flags)183 fse_run_linear(struct draw_pt_middle_end *middle,
184                unsigned start,
185                unsigned count,
186                unsigned prim_flags)
187 {
188    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
189    struct draw_context *draw = fse->draw;
190    char *hw_verts;
191 
192    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
193     */
194    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
195 
196    if (!draw->render->allocate_vertices( draw->render,
197                                          (ushort)fse->key.output_stride,
198                                          (ushort)count ))
199       goto fail;
200 
201    hw_verts = draw->render->map_vertices( draw->render );
202    if (!hw_verts)
203       goto fail;
204 
205    /* Single routine to fetch vertices, run shader and emit HW verts.
206     * Clipping is done elsewhere -- either by the API or on hardware,
207     * or for some other reason not required...
208     */
209    fse->active->run_linear( fse->active,
210                             start, count,
211                             hw_verts );
212 
213    if (0) {
214       unsigned i;
215       for (i = 0; i < count; i++) {
216          debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
217                       fse->key.output_stride,
218                       fse->key.output_stride * i);
219 
220          draw_dump_emitted_vertex( fse->vinfo,
221                                    (const uint8_t *)hw_verts + fse->key.output_stride * i );
222       }
223    }
224 
225    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
226 
227    /* Draw arrays path to avoid re-emitting index list again and
228     * again.
229     */
230    draw->render->draw_arrays( draw->render,
231                               0,
232                               count );
233 
234    draw->render->release_vertices( draw->render );
235 
236    return;
237 
238 fail:
239    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
240    return;
241 }
242 
243 
244 static void
fse_run(struct draw_pt_middle_end * middle,const unsigned * fetch_elts,unsigned fetch_count,const ushort * draw_elts,unsigned draw_count,unsigned prim_flags)245 fse_run(struct draw_pt_middle_end *middle,
246         const unsigned *fetch_elts,
247         unsigned fetch_count,
248         const ushort *draw_elts,
249         unsigned draw_count,
250         unsigned prim_flags )
251 {
252    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
253    struct draw_context *draw = fse->draw;
254    void *hw_verts;
255 
256    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
257     */
258    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
259 
260    if (!draw->render->allocate_vertices( draw->render,
261                                          (ushort)fse->key.output_stride,
262                                          (ushort)fetch_count ))
263       goto fail;
264 
265    hw_verts = draw->render->map_vertices( draw->render );
266    if (!hw_verts)
267       goto fail;
268 
269    /* Single routine to fetch vertices, run shader and emit HW verts.
270     */
271    fse->active->run_elts( fse->active,
272                           fetch_elts,
273                           fetch_count,
274                           hw_verts );
275 
276    if (0) {
277       unsigned i;
278       for (i = 0; i < fetch_count; i++) {
279          debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
280          draw_dump_emitted_vertex( fse->vinfo,
281                                    (const uint8_t *)hw_verts +
282                                    fse->key.output_stride * i );
283       }
284    }
285 
286    draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
287 
288    draw->render->draw_elements( draw->render,
289                                 draw_elts,
290                                 draw_count );
291 
292    draw->render->release_vertices( draw->render );
293    return;
294 
295 fail:
296    debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
297    return;
298 }
299 
300 
301 
302 static boolean
fse_run_linear_elts(struct draw_pt_middle_end * middle,unsigned start,unsigned count,const ushort * draw_elts,unsigned draw_count,unsigned prim_flags)303 fse_run_linear_elts(struct draw_pt_middle_end *middle,
304                     unsigned start,
305                     unsigned count,
306                     const ushort *draw_elts,
307                     unsigned draw_count,
308                     unsigned prim_flags)
309 {
310    struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
311    struct draw_context *draw = fse->draw;
312    char *hw_verts;
313 
314    /* XXX: need to flush to get prim_vbuf.c to release its allocation??
315     */
316    draw_do_flush( draw, DRAW_FLUSH_BACKEND );
317 
318    if (!draw->render->allocate_vertices( draw->render,
319                                          (ushort)fse->key.output_stride,
320                                          (ushort)count ))
321       return FALSE;
322 
323    hw_verts = draw->render->map_vertices( draw->render );
324    if (!hw_verts)
325       return FALSE;
326 
327    /* Single routine to fetch vertices, run shader and emit HW verts.
328     * Clipping is done elsewhere -- either by the API or on hardware,
329     * or for some other reason not required...
330     */
331    fse->active->run_linear( fse->active,
332                             start, count,
333                             hw_verts );
334 
335    draw->render->draw_elements( draw->render,
336                                 draw_elts,
337                                 draw_count );
338 
339    draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
340 
341    draw->render->release_vertices( draw->render );
342 
343    return TRUE;
344 }
345 
346 
347 
348 static void
fse_finish(struct draw_pt_middle_end * middle)349 fse_finish(struct draw_pt_middle_end *middle)
350 {
351 }
352 
353 
354 static void
fse_destroy(struct draw_pt_middle_end * middle)355 fse_destroy(struct draw_pt_middle_end *middle)
356 {
357    FREE(middle);
358 }
359 
360 
361 struct draw_pt_middle_end *
draw_pt_middle_fse(struct draw_context * draw)362 draw_pt_middle_fse(struct draw_context *draw)
363 {
364    struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
365    if (!fse)
366       return NULL;
367 
368    fse->base.prepare = fse_prepare;
369    fse->base.run = fse_run;
370    fse->base.run_linear = fse_run_linear;
371    fse->base.run_linear_elts = fse_run_linear_elts;
372    fse->base.finish = fse_finish;
373    fse->base.destroy = fse_destroy;
374    fse->draw = draw;
375 
376    return &fse->base;
377 }
378