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https://github.com/KolibriOS/kolibrios.git
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371 lines
12 KiB
C
371 lines
12 KiB
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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#include "util/u_memory.h"
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#include "util/u_math.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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#include "draw/draw_vs.h"
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#include "translate/translate.h"
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/* A first pass at incorporating vertex fetch/emit functionality into
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*/
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struct draw_vs_variant_generic {
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struct draw_vs_variant base;
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struct draw_vertex_shader *shader;
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struct draw_context *draw;
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/* Basic plan is to run these two translate functions before/after
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* the vertex shader's existing run_linear() routine to simulate
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* the inclusion of this functionality into the shader...
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*
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* Next will look at actually including it.
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*/
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struct translate *fetch;
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struct translate *emit;
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unsigned temp_vertex_stride;
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};
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static void vsvg_set_buffer( struct draw_vs_variant *variant,
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unsigned buffer,
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const void *ptr,
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unsigned stride,
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unsigned max_index )
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{
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struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
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vsvg->fetch->set_buffer(vsvg->fetch,
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buffer,
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ptr,
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stride,
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max_index );
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}
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static const struct pipe_viewport_state *
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find_viewport(struct draw_context *draw,
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char *buffer,
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unsigned vertex_idx,
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unsigned stride)
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{
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int viewport_index_output =
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draw_current_shader_viewport_index_output(draw);
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char *ptr = buffer + vertex_idx * stride;
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unsigned *data = (unsigned *)ptr;
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int viewport_index =
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draw_current_shader_uses_viewport_index(draw) ?
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data[viewport_index_output * 4] : 0;
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viewport_index = draw_clamp_viewport_idx(viewport_index);
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return &draw->viewports[viewport_index];
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}
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/* Mainly for debug at this stage:
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*/
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static void do_rhw_viewport( struct draw_vs_variant_generic *vsvg,
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unsigned count,
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void *output_buffer )
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{
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char *ptr = (char *)output_buffer;
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unsigned stride = vsvg->temp_vertex_stride;
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unsigned j;
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ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
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for (j = 0; j < count; j++, ptr += stride) {
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const struct pipe_viewport_state *viewport =
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find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
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j, stride);
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const float *scale = viewport->scale;
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const float *trans = viewport->translate;
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float *data = (float *)ptr;
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float w = 1.0f / data[3];
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data[0] = data[0] * w * scale[0] + trans[0];
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data[1] = data[1] * w * scale[1] + trans[1];
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data[2] = data[2] * w * scale[2] + trans[2];
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data[3] = w;
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}
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}
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static void do_viewport( struct draw_vs_variant_generic *vsvg,
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unsigned count,
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void *output_buffer )
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{
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char *ptr = (char *)output_buffer;
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unsigned stride = vsvg->temp_vertex_stride;
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unsigned j;
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ptr += vsvg->base.vs->position_output * 4 * sizeof(float);
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for (j = 0; j < count; j++, ptr += stride) {
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const struct pipe_viewport_state *viewport =
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find_viewport(vsvg->base.vs->draw, (char*)output_buffer,
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j, stride);
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const float *scale = viewport->scale;
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const float *trans = viewport->translate;
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float *data = (float *)ptr;
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data[0] = data[0] * scale[0] + trans[0];
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data[1] = data[1] * scale[1] + trans[1];
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data[2] = data[2] * scale[2] + trans[2];
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}
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}
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static void PIPE_CDECL vsvg_run_elts( struct draw_vs_variant *variant,
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const unsigned *elts,
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unsigned count,
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void *output_buffer)
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{
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struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
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unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
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void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
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if (0) debug_printf("%s %d \n", __FUNCTION__, count);
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/* Want to do this in small batches for cache locality?
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*/
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vsvg->fetch->run_elts( vsvg->fetch,
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elts,
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count,
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vsvg->draw->start_instance,
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vsvg->draw->instance_id,
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temp_buffer );
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vsvg->base.vs->run_linear( vsvg->base.vs,
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temp_buffer,
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temp_buffer,
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vsvg->base.vs->draw->pt.user.vs_constants,
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vsvg->base.vs->draw->pt.user.vs_constants_size,
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count,
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temp_vertex_stride,
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temp_vertex_stride);
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/* FIXME: geometry shading? */
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if (vsvg->base.key.clip) {
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/* not really handling clipping, just do the rhw so we can
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* see the results...
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*/
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do_rhw_viewport( vsvg,
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count,
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temp_buffer );
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}
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else if (vsvg->base.key.viewport) {
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do_viewport( vsvg,
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count,
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temp_buffer );
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}
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vsvg->emit->set_buffer( vsvg->emit,
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0,
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temp_buffer,
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temp_vertex_stride,
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~0 );
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vsvg->emit->set_buffer( vsvg->emit,
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1,
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&vsvg->draw->rasterizer->point_size,
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0,
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~0 );
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vsvg->emit->run( vsvg->emit,
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0, count,
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vsvg->draw->start_instance,
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vsvg->draw->instance_id,
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output_buffer );
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FREE(temp_buffer);
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}
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static void PIPE_CDECL vsvg_run_linear( struct draw_vs_variant *variant,
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unsigned start,
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unsigned count,
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void *output_buffer )
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{
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struct draw_vs_variant_generic *vsvg = (struct draw_vs_variant_generic *)variant;
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unsigned temp_vertex_stride = vsvg->temp_vertex_stride;
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void *temp_buffer = MALLOC( align(count,4) * temp_vertex_stride );
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if (0) debug_printf("%s %d %d (sz %d, %d)\n", __FUNCTION__, start, count,
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vsvg->base.key.output_stride,
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temp_vertex_stride);
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vsvg->fetch->run( vsvg->fetch,
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start,
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count,
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vsvg->draw->start_instance,
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vsvg->draw->instance_id,
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temp_buffer );
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vsvg->base.vs->run_linear( vsvg->base.vs,
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temp_buffer,
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temp_buffer,
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vsvg->base.vs->draw->pt.user.vs_constants,
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vsvg->base.vs->draw->pt.user.vs_constants_size,
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count,
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temp_vertex_stride,
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temp_vertex_stride);
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if (vsvg->base.key.clip) {
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/* not really handling clipping, just do the rhw so we can
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* see the results...
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*/
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do_rhw_viewport( vsvg,
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count,
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temp_buffer );
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}
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else if (vsvg->base.key.viewport) {
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do_viewport( vsvg,
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count,
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temp_buffer );
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}
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vsvg->emit->set_buffer( vsvg->emit,
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0,
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temp_buffer,
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temp_vertex_stride,
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~0 );
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vsvg->emit->set_buffer( vsvg->emit,
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1,
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&vsvg->draw->rasterizer->point_size,
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0,
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~0 );
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vsvg->emit->run( vsvg->emit,
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0, count,
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vsvg->draw->start_instance,
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vsvg->draw->instance_id,
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output_buffer );
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FREE(temp_buffer);
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}
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static void vsvg_destroy( struct draw_vs_variant *variant )
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{
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FREE(variant);
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}
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struct draw_vs_variant *
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draw_vs_create_variant_generic( struct draw_vertex_shader *vs,
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const struct draw_vs_variant_key *key )
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{
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unsigned i;
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struct translate_key fetch, emit;
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struct draw_vs_variant_generic *vsvg = CALLOC_STRUCT( draw_vs_variant_generic );
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if (vsvg == NULL)
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return NULL;
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vsvg->base.key = *key;
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vsvg->base.vs = vs;
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vsvg->base.set_buffer = vsvg_set_buffer;
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vsvg->base.run_elts = vsvg_run_elts;
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vsvg->base.run_linear = vsvg_run_linear;
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vsvg->base.destroy = vsvg_destroy;
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vsvg->draw = vs->draw;
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vsvg->temp_vertex_stride = MAX2(key->nr_inputs,
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vsvg->base.vs->info.num_outputs) * 4 * sizeof(float);
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/* Build free-standing fetch and emit functions:
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*/
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fetch.nr_elements = key->nr_inputs;
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fetch.output_stride = vsvg->temp_vertex_stride;
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for (i = 0; i < key->nr_inputs; i++) {
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fetch.element[i].type = TRANSLATE_ELEMENT_NORMAL;
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fetch.element[i].input_format = key->element[i].in.format;
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fetch.element[i].input_buffer = key->element[i].in.buffer;
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fetch.element[i].input_offset = key->element[i].in.offset;
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fetch.element[i].instance_divisor = 0;
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fetch.element[i].output_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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fetch.element[i].output_offset = i * 4 * sizeof(float);
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assert(fetch.element[i].output_offset < fetch.output_stride);
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}
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emit.nr_elements = key->nr_outputs;
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emit.output_stride = key->output_stride;
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for (i = 0; i < key->nr_outputs; i++) {
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if (key->element[i].out.format != EMIT_1F_PSIZE)
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{
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emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
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emit.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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emit.element[i].input_buffer = 0;
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emit.element[i].input_offset = key->element[i].out.vs_output * 4 * sizeof(float);
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emit.element[i].instance_divisor = 0;
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emit.element[i].output_format = draw_translate_vinfo_format(key->element[i].out.format);
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emit.element[i].output_offset = key->element[i].out.offset;
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assert(emit.element[i].input_offset <= fetch.output_stride);
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}
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else {
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emit.element[i].type = TRANSLATE_ELEMENT_NORMAL;
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emit.element[i].input_format = PIPE_FORMAT_R32_FLOAT;
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emit.element[i].input_buffer = 1;
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emit.element[i].input_offset = 0;
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emit.element[i].instance_divisor = 0;
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emit.element[i].output_format = PIPE_FORMAT_R32_FLOAT;
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emit.element[i].output_offset = key->element[i].out.offset;
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}
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}
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vsvg->fetch = draw_vs_get_fetch( vs->draw, &fetch );
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vsvg->emit = draw_vs_get_emit( vs->draw, &emit );
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return &vsvg->base;
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}
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