draw: remove dead file

This commit is contained in:
Keith Whitwell 2008-05-27 14:17:57 +01:00
parent 9f9f6c21be
commit f64c44ad3e

View file

@ -1,705 +0,0 @@
/**************************************************************************
*
* 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 "pipe/p_util.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;
struct fse_shader {
struct translate_key key;
void (*run_linear)( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer );
void (*run_elts)( const struct fetch_shade_emit *fse,
const unsigned *fetch_elts,
unsigned fetch_count,
char *buffer );
};
/* Prototype fetch, shade, emit-hw-verts all in one go.
*/
struct fetch_shade_emit {
struct draw_pt_middle_end base;
struct draw_context *draw;
struct translate_key key;
/* Temporaries:
*/
const float *constants;
unsigned pitch[PIPE_MAX_ATTRIBS];
const ubyte *src[PIPE_MAX_ATTRIBS];
unsigned prim;
/* Points to one of the three hardwired example shaders, below:
*/
struct fse_shader *active;
/* Temporary: A list of hard-wired shaders. Of course the plan
* would be to generate these for a given (vertex-shader,
* translate-key) pair...
*/
struct fse_shader shader[10];
int nr_shaders;
};
/* Not quite passthrough yet -- we're still running the 'shader' here,
* inlined into the vertex fetch function.
*/
static void shader0_run_linear( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = fse->constants;
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
const ubyte *st = fse->src[2] + start * fse->pitch[2];
float *out = (float *)buffer;
/* loop over vertex attributes (vertex shader inputs)
*/
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
xyz += fse->pitch[0];
}
{
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
rgb += fse->pitch[1];
}
{
const float *in = (const float *)st;
out[8] = in[0];
out[9] = in[1];
out[10] = 0.0f;
out[11] = 1.0f;
st += fse->pitch[2];
}
out += 12;
}
}
static void shader1_run_linear( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
float *out = (float *)buffer;
// debug_printf("rgb %f %f %f\n", rgb[0], rgb[1], rgb[2]);
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
xyz += fse->pitch[0];
}
{
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
rgb += fse->pitch[1];
}
out += 8;
}
}
static void shader2_run_linear( const struct fetch_shade_emit *fse,
unsigned start,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
const ubyte *xyz = fse->src[0] + start * fse->pitch[0];
const ubyte *rgb = fse->src[1] + start * fse->pitch[1];
const float psiz = 1.0;
float *out = (float *)buffer;
assert(fse->pitch[1] == 0);
for (i = 0; i < count; i++) {
{
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
xyz += fse->pitch[0];
}
{
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
rgb += fse->pitch[1];
}
{
out[8] = psiz;
}
out += 9;
}
}
static void shader0_run_elts( const struct fetch_shade_emit *fse,
const unsigned *elts,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = fse->constants;
float *out = (float *)buffer;
/* loop over vertex attributes (vertex shader inputs)
*/
for (i = 0; i < count; i++) {
unsigned elt = elts[i];
{
const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
}
{
const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
}
{
const ubyte *st = fse->src[2] + elt * fse->pitch[2];
const float *in = (const float *)st;
out[8] = in[0];
out[9] = in[1];
out[10] = 0.0f;
out[11] = 1.0f;
}
out += 12;
}
}
static void shader1_run_elts( const struct fetch_shade_emit *fse,
const unsigned *elts,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
float *out = (float *)buffer;
for (i = 0; i < count; i++) {
unsigned elt = elts[i];
{
const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
xyz += fse->pitch[0];
}
{
const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
const float *in = (const float *)rgb;
out[4] = in[0];
out[5] = in[1];
out[6] = in[2];
out[7] = 1.0f;
rgb += fse->pitch[1];
}
out += 8;
}
}
static void shader2_run_elts( const struct fetch_shade_emit *fse,
const unsigned *elts,
unsigned count,
char *buffer )
{
unsigned i;
const float *m = (const float *)fse->constants;
const float psiz = 1.0;
float *out = (float *)buffer;
for (i = 0; i < count; i++) {
unsigned elt = elts[i];
{
const ubyte *xyz = fse->src[0] + elt * fse->pitch[0];
const float *in = (const float *)xyz;
const float ix = in[0], iy = in[1], iz = in[2];
out[0] = m[0] * ix + m[4] * iy + m[8] * iz + m[12];
out[1] = m[1] * ix + m[5] * iy + m[9] * iz + m[13];
out[2] = m[2] * ix + m[6] * iy + m[10] * iz + m[14];
out[3] = m[3] * ix + m[7] * iy + m[11] * iz + m[15];
}
{
const ubyte *rgb = fse->src[1] + elt * fse->pitch[1];
out[4] = rgb[0];
out[5] = rgb[1];
out[6] = rgb[2];
out[7] = 1.0f;
}
{
out[8] = psiz;
}
out += 9;
}
}
static void fse_prepare( struct draw_pt_middle_end *middle,
unsigned prim,
unsigned opt )
{
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;
unsigned num_vs_outputs = draw->vs.vertex_shader->info.num_outputs;
const struct vertex_info *vinfo;
unsigned i;
boolean need_psize = 0;
if (draw->pt.user.elts) {
assert(0);
return ;
}
if (!draw->render->set_primitive( draw->render,
prim )) {
assert(0);
return;
}
/* Must do this after set_primitive() above:
*/
vinfo = draw->render->get_vertex_info(draw->render);
fse->key.nr_elements = MAX2(num_vs_outputs, /* outputs - translate to hw format */
num_vs_inputs); /* inputs - fetch from api format */
fse->key.output_stride = vinfo->size * 4;
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].input_format = src->src_format;
/* Consider ignoring these at this point, ie make generated
* programs independent of this state:
*/
fse->key.element[i].input_buffer = 0; //src->vertex_buffer_index;
fse->key.element[i].input_offset = 0; //src->src_offset;
}
{
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = 0;
unsigned output_format = PIPE_FORMAT_NONE;
unsigned vs_output = vinfo->src_index[i];
switch (vinfo->emit[i]) {
case EMIT_4F:
output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
emit_sz = 4 * sizeof(float);
break;
case EMIT_3F:
output_format = PIPE_FORMAT_R32G32B32_FLOAT;
emit_sz = 3 * sizeof(float);
break;
case EMIT_2F:
output_format = PIPE_FORMAT_R32G32_FLOAT;
emit_sz = 2 * sizeof(float);
break;
case EMIT_1F:
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
break;
case EMIT_1F_PSIZE:
need_psize = 1;
output_format = PIPE_FORMAT_R32_FLOAT;
emit_sz = 1 * sizeof(float);
vs_output = num_vs_outputs + 1;
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[vs_output].output_format = output_format;
fse->key.element[vs_output].output_offset = dst_offset;
dst_offset += emit_sz;
assert(fse->key.output_stride >= dst_offset);
}
}
/* To make psize work, really need to tell the vertex shader to
* copy that value from input->output. For 'translate' this was
* implicit for all elements.
*/
#if 0
if (need_psize) {
unsigned input = num_vs_inputs + 1;
const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
fse->key.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
fse->key.element[i].input_buffer = 0; //nr_buffers + 1;
fse->key.element[i].input_offset = 0;
fse->key.nr_elements += 1;
}
#endif
fse->constants = draw->pt.user.constants;
/* 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 = NULL;
for (i = 0; i < fse->nr_shaders; i++) {
if (translate_key_compare( &fse->key, &fse->shader[i].key) == 0)
fse->active = &fse->shader[i];
}
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->src[i] = ((const ubyte *) draw->pt.user.vbuffer[buf] +
draw->pt.vertex_buffer[buf].buffer_offset +
draw->pt.vertex_element[i].src_offset);
fse->pitch[i] = draw->pt.vertex_buffer[buf].pitch;
}
//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 and viewport transformation are done elsewhere --
* either by the API or on hardware, or for some other reason not
* required...
*/
fse->active->run_linear( fse,
start, count,
hw_verts );
/* Draw arrays path to avoid re-emitting index list again and
* again.
*/
draw->render->draw_arrays( draw->render,
0,
count );
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,
fetch_elts,
fetch_count,
hw_verts );
draw->render->draw( draw->render,
draw_elts,
draw_count );
draw->render->release_vertices( draw->render,
hw_verts,
fse->key.output_stride,
fetch_count );
}
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.finish = fse_finish;
fse->base.destroy = fse_destroy;
fse->draw = draw;
fse->shader[0].run_linear = shader0_run_linear;
fse->shader[0].run_elts = shader0_run_elts;
fse->shader[0].key.nr_elements = 3;
fse->shader[0].key.output_stride = 12 * sizeof(float);
fse->shader[0].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[0].key.element[0].input_buffer = 0;
fse->shader[0].key.element[0].input_offset = 0;
fse->shader[0].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[0].output_offset = 0;
fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[0].key.element[1].input_buffer = 0;
fse->shader[0].key.element[1].input_offset = 0;
fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[1].output_offset = 16;
fse->shader[0].key.element[1].input_format = PIPE_FORMAT_R32G32_FLOAT;
fse->shader[0].key.element[1].input_buffer = 0;
fse->shader[0].key.element[1].input_offset = 0;
fse->shader[0].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[0].key.element[1].output_offset = 32;
fse->shader[1].run_linear = shader1_run_linear;
fse->shader[1].run_elts = shader1_run_elts;
fse->shader[1].key.nr_elements = 2;
fse->shader[1].key.output_stride = 8 * sizeof(float);
fse->shader[1].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[1].key.element[0].input_buffer = 0;
fse->shader[1].key.element[0].input_offset = 0;
fse->shader[1].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[1].key.element[0].output_offset = 0;
fse->shader[1].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[1].key.element[1].input_buffer = 0;
fse->shader[1].key.element[1].input_offset = 0;
fse->shader[1].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[1].key.element[1].output_offset = 16;
fse->shader[2].run_linear = shader2_run_linear;
fse->shader[2].run_elts = shader2_run_elts;
fse->shader[2].key.nr_elements = 3;
fse->shader[2].key.output_stride = 9 * sizeof(float);
fse->shader[2].key.element[0].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[2].key.element[0].input_buffer = 0;
fse->shader[2].key.element[0].input_offset = 0;
fse->shader[2].key.element[0].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[2].key.element[0].output_offset = 0;
fse->shader[2].key.element[1].input_format = PIPE_FORMAT_R32G32B32_FLOAT;
fse->shader[2].key.element[1].input_buffer = 0;
fse->shader[2].key.element[1].input_offset = 0;
fse->shader[2].key.element[1].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
fse->shader[2].key.element[1].output_offset = 16;
/* psize is special
* -- effectively add it here as another input!?!
* -- who knows how to add it as a buffer?
*/
fse->shader[2].key.element[2].input_format = PIPE_FORMAT_R32_FLOAT;
fse->shader[2].key.element[2].input_buffer = 0;
fse->shader[2].key.element[2].input_offset = 0;
fse->shader[2].key.element[2].output_format = PIPE_FORMAT_R32_FLOAT;
fse->shader[2].key.element[2].output_offset = 32;
fse->nr_shaders = 3;
return &fse->base;
}