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 (at) tungstengraphics.com> 31 * Brian Paul 32 */ 33 34 #include "util/u_math.h" 35 #include "util/u_memory.h" 36 #include "pipe/p_shader_tokens.h" 37 38 #include "draw_private.h" 39 #include "draw_context.h" 40 #include "draw_vs.h" 41 42 #include "tgsi/tgsi_parse.h" 43 #include "tgsi/tgsi_scan.h" 44 #include "tgsi/tgsi_exec.h" 45 46 47 struct exec_vertex_shader { 48 struct draw_vertex_shader base; 49 struct tgsi_exec_machine *machine; 50 }; 51 52 static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs ) 53 { 54 return (struct exec_vertex_shader *)vs; 55 } 56 57 58 /* Not required for run_linear. 59 */ 60 static void 61 vs_exec_prepare( struct draw_vertex_shader *shader, 62 struct draw_context *draw ) 63 { 64 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 65 66 /* Specify the vertex program to interpret/execute. 67 * Avoid rebinding when possible. 68 */ 69 if (evs->machine->Tokens != shader->state.tokens) { 70 tgsi_exec_machine_bind_shader(evs->machine, 71 shader->state.tokens, 72 draw->vs.tgsi.num_samplers, 73 draw->vs.tgsi.samplers); 74 } 75 } 76 77 78 79 80 /* Simplified vertex shader interface for the pt paths. Given the 81 * complexity of code-generating all the above operations together, 82 * it's time to try doing all the other stuff separately. 83 */ 84 static void 85 vs_exec_run_linear( struct draw_vertex_shader *shader, 86 const float (*input)[4], 87 float (*output)[4], 88 const void *constants[PIPE_MAX_CONSTANT_BUFFERS], 89 const unsigned const_size[PIPE_MAX_CONSTANT_BUFFERS], 90 unsigned count, 91 unsigned input_stride, 92 unsigned output_stride ) 93 { 94 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 95 struct tgsi_exec_machine *machine = evs->machine; 96 unsigned int i, j; 97 unsigned slot; 98 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color; 99 100 tgsi_exec_set_constant_buffers(machine, PIPE_MAX_CONSTANT_BUFFERS, 101 constants, const_size); 102 103 if (shader->info.uses_instanceid) { 104 unsigned i = machine->SysSemanticToIndex[TGSI_SEMANTIC_INSTANCEID]; 105 assert(i < Elements(machine->SystemValue)); 106 for (j = 0; j < TGSI_QUAD_SIZE; j++) 107 machine->SystemValue[i].i[j] = shader->draw->instance_id; 108 } 109 110 for (i = 0; i < count; i += MAX_TGSI_VERTICES) { 111 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i); 112 113 /* Swizzle inputs. 114 */ 115 for (j = 0; j < max_vertices; j++) { 116 #if 0 117 debug_printf("%d) Input vert:\n", i + j); 118 for (slot = 0; slot < shader->info.num_inputs; slot++) { 119 debug_printf("\t%d: %f %f %f %f\n", slot, 120 input[slot][0], 121 input[slot][1], 122 input[slot][2], 123 input[slot][3]); 124 } 125 #endif 126 127 if (shader->info.uses_vertexid) { 128 unsigned vid = machine->SysSemanticToIndex[TGSI_SEMANTIC_VERTEXID]; 129 assert(vid < Elements(machine->SystemValue)); 130 machine->SystemValue[vid].i[j] = i + j; 131 } 132 133 for (slot = 0; slot < shader->info.num_inputs; slot++) { 134 #if 0 135 assert(!util_is_inf_or_nan(input[slot][0])); 136 assert(!util_is_inf_or_nan(input[slot][1])); 137 assert(!util_is_inf_or_nan(input[slot][2])); 138 assert(!util_is_inf_or_nan(input[slot][3])); 139 #endif 140 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0]; 141 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1]; 142 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2]; 143 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3]; 144 } 145 146 input = (const float (*)[4])((const char *)input + input_stride); 147 } 148 149 tgsi_set_exec_mask(machine, 150 1, 151 max_vertices > 1, 152 max_vertices > 2, 153 max_vertices > 3); 154 155 /* run interpreter */ 156 tgsi_exec_machine_run( machine ); 157 158 /* Unswizzle all output results. 159 */ 160 for (j = 0; j < max_vertices; j++) { 161 for (slot = 0; slot < shader->info.num_outputs; slot++) { 162 unsigned name = shader->info.output_semantic_name[slot]; 163 if(clamp_vertex_color && 164 (name == TGSI_SEMANTIC_COLOR || name == TGSI_SEMANTIC_BCOLOR)) 165 { 166 output[slot][0] = CLAMP(machine->Outputs[slot].xyzw[0].f[j], 0.0f, 1.0f); 167 output[slot][1] = CLAMP(machine->Outputs[slot].xyzw[1].f[j], 0.0f, 1.0f); 168 output[slot][2] = CLAMP(machine->Outputs[slot].xyzw[2].f[j], 0.0f, 1.0f); 169 output[slot][3] = CLAMP(machine->Outputs[slot].xyzw[3].f[j], 0.0f, 1.0f); 170 } 171 else if (name == TGSI_SEMANTIC_FOG) { 172 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; 173 output[slot][1] = 0; 174 output[slot][2] = 0; 175 output[slot][3] = 1; 176 } else 177 { 178 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j]; 179 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j]; 180 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j]; 181 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j]; 182 } 183 } 184 185 #if 0 186 debug_printf("%d) Post xform vert:\n", i + j); 187 for (slot = 0; slot < shader->info.num_outputs; slot++) { 188 debug_printf("\t%d: %f %f %f %f\n", slot, 189 output[slot][0], 190 output[slot][1], 191 output[slot][2], 192 output[slot][3]); 193 assert(!util_is_inf_or_nan(output[slot][0])); 194 } 195 #endif 196 197 output = (float (*)[4])((char *)output + output_stride); 198 } 199 200 } 201 } 202 203 204 205 206 static void 207 vs_exec_delete( struct draw_vertex_shader *dvs ) 208 { 209 FREE((void*) dvs->state.tokens); 210 FREE( dvs ); 211 } 212 213 214 struct draw_vertex_shader * 215 draw_create_vs_exec(struct draw_context *draw, 216 const struct pipe_shader_state *state) 217 { 218 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader ); 219 220 if (vs == NULL) 221 return NULL; 222 223 /* we make a private copy of the tokens */ 224 vs->base.state.tokens = tgsi_dup_tokens(state->tokens); 225 if (!vs->base.state.tokens) { 226 FREE(vs); 227 return NULL; 228 } 229 230 tgsi_scan_shader(state->tokens, &vs->base.info); 231 232 vs->base.state.stream_output = state->stream_output; 233 vs->base.draw = draw; 234 vs->base.prepare = vs_exec_prepare; 235 vs->base.run_linear = vs_exec_run_linear; 236 vs->base.delete = vs_exec_delete; 237 vs->base.create_variant = draw_vs_create_variant_generic; 238 vs->machine = draw->vs.tgsi.machine; 239 240 return &vs->base; 241 } 242