diff options
Diffstat (limited to 'src/gallium/aux/draw/draw_vertex_shader.c')
-rw-r--r-- | src/gallium/aux/draw/draw_vertex_shader.c | 325 |
1 files changed, 325 insertions, 0 deletions
diff --git a/src/gallium/aux/draw/draw_vertex_shader.c b/src/gallium/aux/draw/draw_vertex_shader.c new file mode 100644 index 0000000..c824c14 --- /dev/null +++ b/src/gallium/aux/draw/draw_vertex_shader.c @@ -0,0 +1,325 @@ +/************************************************************************** + * + * 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 + */ + +#include "pipe/p_util.h" +#include "pipe/p_shader_tokens.h" +#if defined(__i386__) || defined(__386__) +#include "pipe/tgsi/exec/tgsi_sse2.h" +#endif +#include "draw_private.h" +#include "draw_context.h" + +#include "x86/rtasm/x86sse.h" +#include "pipe/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<<i); + } + + return mask; +} + + +typedef void (XSTDCALL *codegen_function) ( + const struct tgsi_exec_vector *input, + struct tgsi_exec_vector *output, + float (*constant)[4], + struct tgsi_exec_vector *temporary ); + + +/** + * 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 draw_context *draw, + unsigned elts[4], unsigned count, + struct vertex_header *vOut[]) +{ + struct tgsi_exec_machine *machine = &draw->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; + + /* specify the vertex program to interpret/execute */ + tgsi_exec_machine_init(&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 ); +} |