kolibrios/drivers/video/Gallium/auxiliary/draw/draw_vs.c

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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>
* Brian Paul
*/
#include "util/u_math.h"
#include "util/u_memory.h"
#include "pipe/p_shader_tokens.h"
#include "draw_private.h"
#include "draw_context.h"
#include "draw_vs.h"
#include "translate/translate.h"
#include "translate/translate_cache.h"
#include "tgsi/tgsi_dump.h"
#include "tgsi/tgsi_exec.h"
DEBUG_GET_ONCE_BOOL_OPTION(gallium_dump_vs, "GALLIUM_DUMP_VS", FALSE)
struct draw_vertex_shader *
draw_create_vertex_shader(struct draw_context *draw,
const struct pipe_shader_state *shader)
{
struct draw_vertex_shader *vs = NULL;
if (draw->dump_vs) {
tgsi_dump(shader->tokens, 0);
}
#if HAVE_LLVM
if (draw->pt.middle.llvm) {
vs = draw_create_vs_llvm(draw, shader);
}
#endif
if (!vs) {
vs = draw_create_vs_exec( draw, shader );
}
if (vs)
{
uint i;
bool found_clipvertex = FALSE;
vs->position_output = -1;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_POSITION &&
vs->info.output_semantic_index[i] == 0)
vs->position_output = i;
else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_EDGEFLAG &&
vs->info.output_semantic_index[i] == 0)
vs->edgeflag_output = i;
else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPVERTEX &&
vs->info.output_semantic_index[i] == 0) {
found_clipvertex = TRUE;
vs->clipvertex_output = i;
} else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CLIPDIST) {
debug_assert(vs->info.output_semantic_index[i] <
PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
vs->clipdistance_output[vs->info.output_semantic_index[i]] = i;
} else if (vs->info.output_semantic_name[i] == TGSI_SEMANTIC_CULLDIST) {
debug_assert(vs->info.output_semantic_index[i] <
PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
vs->culldistance_output[vs->info.output_semantic_index[i]] = i;
}
}
if (!found_clipvertex)
vs->clipvertex_output = vs->position_output;
}
assert(vs);
return vs;
}
void
draw_bind_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
if (dvs)
{
draw->vs.vertex_shader = dvs;
draw->vs.num_vs_outputs = dvs->info.num_outputs;
draw->vs.position_output = dvs->position_output;
draw->vs.edgeflag_output = dvs->edgeflag_output;
draw->vs.clipvertex_output = dvs->clipvertex_output;
draw->vs.clipdistance_output[0] = dvs->clipdistance_output[0];
draw->vs.clipdistance_output[1] = dvs->clipdistance_output[1];
dvs->prepare( dvs, draw );
}
else {
draw->vs.vertex_shader = NULL;
draw->vs.num_vs_outputs = 0;
}
}
void
draw_delete_vertex_shader(struct draw_context *draw,
struct draw_vertex_shader *dvs)
{
unsigned i;
for (i = 0; i < dvs->nr_variants; i++)
dvs->variant[i]->destroy( dvs->variant[i] );
dvs->nr_variants = 0;
dvs->delete( dvs );
}
boolean
draw_vs_init( struct draw_context *draw )
{
draw->dump_vs = debug_get_option_gallium_dump_vs();
draw->vs.tgsi.machine = tgsi_exec_machine_create();
if (!draw->vs.tgsi.machine)
return FALSE;
draw->vs.emit_cache = translate_cache_create();
if (!draw->vs.emit_cache)
return FALSE;
draw->vs.fetch_cache = translate_cache_create();
if (!draw->vs.fetch_cache)
return FALSE;
return TRUE;
}
void
draw_vs_destroy( struct draw_context *draw )
{
if (draw->vs.fetch_cache)
translate_cache_destroy(draw->vs.fetch_cache);
if (draw->vs.emit_cache)
translate_cache_destroy(draw->vs.emit_cache);
tgsi_exec_machine_destroy(draw->vs.tgsi.machine);
}
struct draw_vs_variant *
draw_vs_lookup_variant( struct draw_vertex_shader *vs,
const struct draw_vs_variant_key *key )
{
struct draw_vs_variant *variant;
unsigned i;
/* Lookup existing variant:
*/
for (i = 0; i < vs->nr_variants; i++)
if (draw_vs_variant_key_compare(key, &vs->variant[i]->key) == 0)
return vs->variant[i];
/* Else have to create a new one:
*/
variant = vs->create_variant( vs, key );
if (variant == NULL)
return NULL;
/* Add it to our list, could be smarter:
*/
if (vs->nr_variants < Elements(vs->variant)) {
vs->variant[vs->nr_variants++] = variant;
}
else {
vs->last_variant++;
vs->last_variant %= Elements(vs->variant);
vs->variant[vs->last_variant]->destroy(vs->variant[vs->last_variant]);
vs->variant[vs->last_variant] = variant;
}
/* Done
*/
return variant;
}
struct translate *
draw_vs_get_fetch( struct draw_context *draw,
struct translate_key *key )
{
if (!draw->vs.fetch ||
translate_key_compare(&draw->vs.fetch->key, key) != 0)
{
translate_key_sanitize(key);
draw->vs.fetch = translate_cache_find(draw->vs.fetch_cache, key);
}
return draw->vs.fetch;
}
struct translate *
draw_vs_get_emit( struct draw_context *draw,
struct translate_key *key )
{
if (!draw->vs.emit ||
translate_key_compare(&draw->vs.emit->key, key) != 0)
{
translate_key_sanitize(key);
draw->vs.emit = translate_cache_find(draw->vs.emit_cache, key);
}
return draw->vs.emit;
}
void
draw_vs_attach_so(struct draw_vertex_shader *dvs,
const struct pipe_stream_output_info *info)
{
dvs->state.stream_output = *info;
}
void
draw_vs_reset_so(struct draw_vertex_shader *dvs)
{
memset(&dvs->state.stream_output, 0, sizeof(dvs->state.stream_output));
}