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gallium: missing file
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src/gallium/auxiliary/draw/draw_passthrough.c
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src/gallium/auxiliary/draw/draw_passthrough.c
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/* This code is a prototype of what a passhthrough vertex shader might
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* look like.
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*
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* Probably the best approach for us is to do:
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* - vertex fetch
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* - vertex shader
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* - cliptest / viewport transform
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*
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* in one step, then examine the clipOrMask & choose between two paths:
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*
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* Either:
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* - build primitive headers
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* - clip and the primitive path
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* - build clipped vertex buffers,
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* - vertex-emit to vbuf buffers
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*
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* Or, if no clipping:
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* - vertex-emit directly to vbuf buffers
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*
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* But when bypass clipping is enabled, we just take the latter
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* choice. If (some new) passthrough-vertex-shader flag is also set,
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* the pipeline degenerates to:
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*
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* - vertex fetch
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* - vertex emit to vbuf buffers
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*
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* Which is what is prototyped here.
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*/
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#include "pipe/p_util.h"
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#include "draw/draw_context.h"
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#include "draw/draw_private.h"
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#include "draw/draw_vbuf.h"
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#include "draw/draw_vertex.h"
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/* Example of a fetch/emit passthrough shader which could be
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* generated when bypass_clipping is enabled on a passthrough vertex
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* shader.
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*/
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static void fetch_xyz_rgb_st( struct draw_context *draw,
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float *out,
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unsigned start,
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unsigned count )
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{
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const unsigned *pitch = draw->vertex_fetch.pitch;
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const ubyte **src = draw->vertex_fetch.src_ptr;
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int i;
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const ubyte *xyzw = src[0] + start * pitch[0];
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const ubyte *rgba = src[1] + start * pitch[1];
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const ubyte *st = src[2] + start * pitch[2];
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/* loop over vertex attributes (vertex shader inputs)
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*/
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for (i = 0; i < count; i++) {
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{
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const float *in = (const float *)xyzw; xyzw += pitch[0];
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/* decode input, encode output. Assume both are float[4] */
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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out[3] = in[3];
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}
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{
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const float *in = (const float *)rgba; rgba += pitch[1];
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/* decode input, encode output. Assume both are float[4] */
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out[4] = in[0];
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out[5] = in[1];
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out[6] = in[2];
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out[7] = in[3];
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}
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{
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const float *in = (const float *)st; st += pitch[2];
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/* decode input, encode output. Assume both are float[2] */
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out[8] = in[0];
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out[9] = in[1];
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}
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out += 10;
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}
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}
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static boolean update_shader( struct draw_context *draw )
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{
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const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render);
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unsigned nr_attrs = vinfo->num_attribs;
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unsigned i;
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for (i = 0; i < nr_attrs; i++) {
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unsigned buf = draw->vertex_element[i].vertex_buffer_index;
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draw->vertex_fetch.src_ptr[i] = (const ubyte *) draw->user.vbuffer[buf] +
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draw->vertex_buffer[buf].buffer_offset +
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draw->vertex_element[i].src_offset;
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draw->vertex_fetch.pitch[i] = draw->vertex_buffer[buf].pitch;
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draw->vertex_fetch.fetch[i] = NULL;
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}
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draw->vertex_fetch.nr_attrs = nr_attrs;
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draw->vertex_fetch.fetch_func = NULL;
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draw->vertex_fetch.pt_fetch = NULL;
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draw->pt.hw_vertex_size = vinfo->size * 4;
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/* Just trying to figure out how this would work:
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*/
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if (nr_attrs == 3 &&
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0 /* some other tests */)
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{
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draw->vertex_fetch.pt_fetch = fetch_xyz_rgb_st;
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assert(vinfo->size == 10);
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return TRUE;
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}
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return FALSE;
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}
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static boolean set_prim( struct draw_context *draw,
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unsigned prim )
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{
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assert(!draw->user.elts);
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draw->pt.prim = prim;
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switch (prim) {
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case PIPE_PRIM_LINE_LOOP:
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case PIPE_PRIM_QUADS:
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case PIPE_PRIM_QUAD_STRIP:
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return FALSE;
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default:
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draw->render->set_primitive( draw->render, prim );
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return TRUE;
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}
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}
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boolean
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draw_passthrough_arrays(struct draw_context *draw,
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unsigned prim,
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unsigned start,
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unsigned count)
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{
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float *hw_verts;
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if (!set_prim(draw, prim))
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return FALSE;
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if (!update_shader( draw ))
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return FALSE;
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hw_verts = draw->render->allocate_vertices( draw->render,
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draw->pt.hw_vertex_size,
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count );
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if (!hw_verts)
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return FALSE;
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/* Single routine to fetch vertices, run shader and emit HW verts.
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* Clipping and viewport transformation are done on hardware.
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*/
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draw->vertex_fetch.pt_fetch( draw,
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hw_verts,
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start, count );
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/* Draw arrays path to avoid re-emitting index list again and
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* again.
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*/
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draw->render->draw_arrays( draw->render,
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start,
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count );
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draw->render->release_vertices( draw->render,
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hw_verts,
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draw->pt.hw_vertex_size,
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count );
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return TRUE;
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}
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