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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/draw/draw_pt_fetch_shade_emit.c
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/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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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 VMWARE 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 <[email protected]>
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*/
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#include "util/u_math.h"
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#include "util/u_memory.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_pt.h"
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#include "draw/draw_vs.h"
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struct fetch_shade_emit;
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/* Prototype fetch, shade, emit-hw-verts all in one go.
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*/
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struct fetch_shade_emit {
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struct draw_pt_middle_end base;
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struct draw_context *draw;
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/* Temporaries:
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*/
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const float *constants;
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unsigned pitch[PIPE_MAX_ATTRIBS];
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const ubyte *src[PIPE_MAX_ATTRIBS];
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unsigned prim;
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struct draw_vs_variant_key key;
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struct draw_vs_variant *active;
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const struct vertex_info *vinfo;
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};
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static void
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fse_prepare(struct draw_pt_middle_end *middle,
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unsigned prim,
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unsigned opt,
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unsigned *max_vertices)
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{
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struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
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struct draw_context *draw = fse->draw;
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unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs;
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const struct vertex_info *vinfo;
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unsigned i;
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unsigned nr_vbs = 0;
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/* Can't support geometry shader on this path.
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*/
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assert(!draw->gs.geometry_shader);
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draw->render->set_primitive(draw->render, prim);
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/* Must do this after set_primitive() above:
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*/
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fse->vinfo = vinfo = draw->render->get_vertex_info(draw->render);
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fse->key.output_stride = vinfo->size * 4;
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fse->key.nr_outputs = vinfo->num_attribs;
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fse->key.nr_inputs = num_vs_inputs;
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fse->key.nr_elements = MAX2(fse->key.nr_outputs, /* outputs - translate to hw format */
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fse->key.nr_inputs); /* inputs - fetch from api format */
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fse->key.viewport = !draw->bypass_viewport;
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fse->key.clip = draw->clip_xy || draw->clip_z || draw->clip_user;
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fse->key.const_vbuffers = 0;
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memset(fse->key.element, 0,
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fse->key.nr_elements * sizeof(fse->key.element[0]));
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for (i = 0; i < num_vs_inputs; i++) {
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const struct pipe_vertex_element *src = &draw->pt.vertex_element[i];
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fse->key.element[i].in.format = src->src_format;
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/* Consider ignoring these, ie make generated programs
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* independent of this state:
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*/
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fse->key.element[i].in.buffer = src->vertex_buffer_index;
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fse->key.element[i].in.offset = src->src_offset;
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nr_vbs = MAX2(nr_vbs, src->vertex_buffer_index + 1);
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}
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for (i = 0; i < 5 && i < nr_vbs; i++) {
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if (draw->pt.vertex_buffer[i].stride == 0)
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fse->key.const_vbuffers |= (1<<i);
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}
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if (0) debug_printf("%s: lookup const_vbuffers: %x\n", __FUNCTION__, fse->key.const_vbuffers);
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{
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unsigned dst_offset = 0;
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for (i = 0; i < vinfo->num_attribs; i++) {
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unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
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/* doesn't handle EMIT_OMIT */
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assert(emit_sz != 0);
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/* The elements in the key correspond to vertex shader output
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* numbers, not to positions in the hw vertex description --
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* that's handled by the output_offset field.
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*/
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fse->key.element[i].out.format = vinfo->attrib[i].emit;
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fse->key.element[i].out.vs_output = vinfo->attrib[i].src_index;
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fse->key.element[i].out.offset = dst_offset;
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dst_offset += emit_sz;
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assert(fse->key.output_stride >= dst_offset);
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}
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}
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fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader,
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&fse->key );
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if (!fse->active) {
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assert(0);
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return ;
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}
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if (0) debug_printf("%s: found const_vbuffers: %x\n", __FUNCTION__,
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fse->active->key.const_vbuffers);
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/* Now set buffer pointers:
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*/
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for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
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fse->active->set_buffer( fse->active,
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i,
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((const ubyte *) draw->pt.user.vbuffer[i].map +
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draw->pt.vertex_buffer[i].buffer_offset),
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draw->pt.vertex_buffer[i].stride,
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draw->pt.max_index );
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}
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*max_vertices = (draw->render->max_vertex_buffer_bytes /
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(vinfo->size * 4));
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/* Probably need to do this somewhere (or fix exec shader not to
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* need it):
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*/
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if (1) {
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struct draw_vertex_shader *vs = draw->vs.vertex_shader;
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vs->prepare(vs, draw);
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}
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}
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static void
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fse_bind_parameters(struct draw_pt_middle_end *middle)
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{
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/* No-op? */
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}
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static void
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fse_run_linear(struct draw_pt_middle_end *middle,
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unsigned start,
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unsigned count,
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unsigned prim_flags)
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{
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struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
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struct draw_context *draw = fse->draw;
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char *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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if (!draw->render->allocate_vertices( draw->render,
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(ushort)fse->key.output_stride,
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(ushort)count ))
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goto fail;
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hw_verts = draw->render->map_vertices( draw->render );
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if (!hw_verts)
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goto fail;
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/* Single routine to fetch vertices, run shader and emit HW verts.
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* Clipping is done elsewhere -- either by the API or on hardware,
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* or for some other reason not required...
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*/
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fse->active->run_linear( fse->active,
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start, count,
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hw_verts );
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if (0) {
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unsigned i;
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for (i = 0; i < count; i++) {
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debug_printf("\n\n%s vertex %d: (stride %d, offset %d)\n", __FUNCTION__, i,
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fse->key.output_stride,
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fse->key.output_stride * i);
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draw_dump_emitted_vertex( fse->vinfo,
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(const uint8_t *)hw_verts + fse->key.output_stride * i );
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}
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}
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draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
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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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0,
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count );
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draw->render->release_vertices( draw->render );
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return;
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fail:
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debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
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return;
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}
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static void
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fse_run(struct draw_pt_middle_end *middle,
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const unsigned *fetch_elts,
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unsigned fetch_count,
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const ushort *draw_elts,
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unsigned draw_count,
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unsigned prim_flags )
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{
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struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
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struct draw_context *draw = fse->draw;
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void *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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if (!draw->render->allocate_vertices( draw->render,
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(ushort)fse->key.output_stride,
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(ushort)fetch_count ))
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goto fail;
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hw_verts = draw->render->map_vertices( draw->render );
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if (!hw_verts)
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goto fail;
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/* Single routine to fetch vertices, run shader and emit HW verts.
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*/
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fse->active->run_elts( fse->active,
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fetch_elts,
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fetch_count,
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hw_verts );
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if (0) {
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unsigned i;
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for (i = 0; i < fetch_count; i++) {
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debug_printf("\n\n%s vertex %d:\n", __FUNCTION__, i);
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draw_dump_emitted_vertex( fse->vinfo,
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(const uint8_t *)hw_verts +
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fse->key.output_stride * i );
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}
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}
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draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
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draw->render->draw_elements( draw->render,
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draw_elts,
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draw_count );
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draw->render->release_vertices( draw->render );
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return;
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fail:
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debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
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return;
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}
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static boolean
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fse_run_linear_elts(struct draw_pt_middle_end *middle,
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unsigned start,
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unsigned count,
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const ushort *draw_elts,
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unsigned draw_count,
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unsigned prim_flags)
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{
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struct fetch_shade_emit *fse = (struct fetch_shade_emit *)middle;
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struct draw_context *draw = fse->draw;
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char *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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if (!draw->render->allocate_vertices( draw->render,
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(ushort)fse->key.output_stride,
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(ushort)count ))
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return FALSE;
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hw_verts = draw->render->map_vertices( draw->render );
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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 is done elsewhere -- either by the API or on hardware,
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* or for some other reason not required...
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*/
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fse->active->run_linear( fse->active,
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start, count,
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hw_verts );
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draw->render->draw_elements( draw->render,
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draw_elts,
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draw_count );
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draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
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draw->render->release_vertices( draw->render );
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return TRUE;
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}
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static void
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fse_finish(struct draw_pt_middle_end *middle)
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{
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}
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static void
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fse_destroy(struct draw_pt_middle_end *middle)
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{
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FREE(middle);
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}
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struct draw_pt_middle_end *
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draw_pt_middle_fse(struct draw_context *draw)
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{
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struct fetch_shade_emit *fse = CALLOC_STRUCT(fetch_shade_emit);
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if (!fse)
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return NULL;
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fse->base.prepare = fse_prepare;
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fse->base.bind_parameters = fse_bind_parameters;
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fse->base.run = fse_run;
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fse->base.run_linear = fse_run_linear;
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fse->base.run_linear_elts = fse_run_linear_elts;
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fse->base.finish = fse_finish;
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fse->base.destroy = fse_destroy;
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fse->draw = draw;
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return &fse->base;
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}
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