diff options
author | Brian <brian.paul@tungstengraphics.com> | 2008-03-13 17:10:28 -0600 |
---|---|---|
committer | Brian <brian.paul@tungstengraphics.com> | 2008-03-13 17:10:28 -0600 |
commit | d088d640fca415261a208d3cbede94a6522ebb6b (patch) | |
tree | 58c6ff82993089556ed15938c87c4f7201867368 /src/gallium/auxiliary/draw/draw_passthrough.c | |
parent | 5bae5871f03c96eb173cb55d7e8a846a2c4bd4a0 (diff) |
gallium: plug in vertex passthrough code
Based on a patch from Zack.
Basically, implement a new draw_arrays function that copies the incoming
user-vertices to the hardware vertex buffer, doing format/type conversion
as needed.
The vertex fetch/store code is totally temporary for now.
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_passthrough.c')
-rw-r--r-- | src/gallium/auxiliary/draw/draw_passthrough.c | 106 |
1 files changed, 100 insertions, 6 deletions
diff --git a/src/gallium/auxiliary/draw/draw_passthrough.c b/src/gallium/auxiliary/draw/draw_passthrough.c index a51fa0ab23..d16f056191 100644 --- a/src/gallium/auxiliary/draw/draw_passthrough.c +++ b/src/gallium/auxiliary/draw/draw_passthrough.c @@ -66,6 +66,95 @@ #include "draw/draw_vertex.h" +/** + * General-purpose fetch from user's vertex arrays, emit to driver's + * vertex buffer. + * + * XXX this is totally temporary. + */ +static void +fetch_store_general( struct draw_context *draw, + float *out, + unsigned start, + unsigned count ) +{ + const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render); + const unsigned nr_attrs = vinfo->num_attribs; + uint i, j; + + const unsigned *pitch = draw->vertex_fetch.pitch; + const ubyte **src = draw->vertex_fetch.src_ptr; + + for (i = start; i < count; i++) { + for (j = 0; j < nr_attrs; j++) { + const uint jj = vinfo->src_index[j]; + const enum pipe_format srcFormat = draw->vertex_element[jj].src_format; + const ubyte *from = src[jj] + i * pitch[jj]; + float attrib[4]; + + switch (srcFormat) { + case PIPE_FORMAT_R32G32B32A32_FLOAT: + { + float *f = (float *) from; + attrib[0] = f[0]; + attrib[1] = f[1]; + attrib[2] = f[2]; + attrib[3] = f[3]; + } + break; + case PIPE_FORMAT_R32G32B32_FLOAT: + { + float *f = (float *) from; + attrib[0] = f[0]; + attrib[1] = f[1]; + attrib[2] = f[2]; + attrib[3] = 1.0; + } + break; + case PIPE_FORMAT_R32G32_FLOAT: + { + float *f = (float *) from; + attrib[0] = f[0]; + attrib[1] = f[1]; + attrib[2] = 0.0; + attrib[3] = 1.0; + } + break; + case PIPE_FORMAT_R32_FLOAT: + { + float *f = (float *) from; + attrib[0] = f[0]; + attrib[1] = 0.0; + attrib[2] = 0.0; + attrib[3] = 1.0; + } + break; + default: + abort(); + } + + /* XXX this will probably only work for softpipe */ + switch (vinfo->emit[j]) { + case EMIT_HEADER: + memset(out, 0, sizeof(struct vertex_header)); + out += sizeof(struct vertex_header) / 4; + break; + case EMIT_4F: + out[0] = attrib[0]; + out[1] = attrib[1]; + out[2] = attrib[2]; + out[3] = attrib[3]; + out += 4; + break; + default: + abort(); + } + + } + } +} + + /* Example of a fetch/emit passthrough shader which could be * generated when bypass_clipping is enabled on a passthrough vertex @@ -116,7 +205,6 @@ static void fetch_xyz_rgb_st( struct draw_context *draw, } } - static boolean update_shader( struct draw_context *draw ) { const struct vertex_info *vinfo = draw->render->get_vertex_info(draw->render); @@ -143,11 +231,15 @@ static boolean update_shader( struct draw_context *draw ) /* Just trying to figure out how this would work: */ - if (nr_attrs == 3 && - 0 /* some other tests */) + if (draw->rasterizer->bypass_vs || + (nr_attrs == 3 && 0 /* some other tests */)) { +#if 0 draw->vertex_fetch.pt_fetch = fetch_xyz_rgb_st; - assert(vinfo->size == 10); +#else + draw->vertex_fetch.pt_fetch = fetch_store_general; +#endif + /*assert(vinfo->size == 10);*/ return TRUE; } @@ -175,7 +267,6 @@ static boolean set_prim( struct draw_context *draw, } - boolean draw_passthrough_arrays(struct draw_context *draw, unsigned prim, @@ -184,10 +275,13 @@ draw_passthrough_arrays(struct draw_context *draw, { float *hw_verts; + if (draw_need_pipeline(draw)) + return FALSE; + if (!set_prim(draw, prim)) return FALSE; - if (!update_shader( draw )) + if (!update_shader(draw)) return FALSE; hw_verts = draw->render->allocate_vertices( draw->render, |