/************************************************************************** * * 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 */ #include "util/u_memory.h" #include "util/u_math.h" #include "draw_context.h" #include "draw_vs.h" #include "draw_gs.h" struct draw_context *draw_create( void ) { struct draw_context *draw = CALLOC_STRUCT( draw_context ); if (draw == NULL) goto fail; ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 ); ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 ); ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 ); ASSIGN_4V( draw->plane[3], 0, 1, 0, 1 ); ASSIGN_4V( draw->plane[4], 0, 0, 1, 1 ); /* yes these are correct */ ASSIGN_4V( draw->plane[5], 0, 0, -1, 1 ); /* mesa's a bit wonky */ draw->nr_planes = 6; draw->reduced_prim = ~0; /* != any of PIPE_PRIM_x */ if (!draw_pipeline_init( draw )) goto fail; if (!draw_pt_init( draw )) goto fail; if (!draw_vs_init( draw )) goto fail; if (!draw_gs_init( draw )) goto fail; return draw; fail: draw_destroy( draw ); return NULL; } void draw_destroy( struct draw_context *draw ) { if (!draw) return; /* Not so fast -- we're just borrowing this at the moment. * if (draw->render) draw->render->destroy( draw->render ); */ draw_pipeline_destroy( draw ); draw_pt_destroy( draw ); draw_vs_destroy( draw ); draw_gs_destroy( draw ); FREE( draw ); } void draw_flush( struct draw_context *draw ) { draw_do_flush( draw, DRAW_FLUSH_BACKEND ); } /** * Specify the Minimum Resolvable Depth factor for polygon offset. * This factor potentially depends on the number of Z buffer bits, * the rasterization algorithm and the arithmetic performed on Z * values between vertex shading and rasterization. It will vary * from one driver to another. */ void draw_set_mrd(struct draw_context *draw, double mrd) { draw->mrd = mrd; } /** * Register new primitive rasterization/rendering state. * This causes the drawing pipeline to be rebuilt. */ void draw_set_rasterizer_state( struct draw_context *draw, const struct pipe_rasterizer_state *raster ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->rasterizer = raster; draw->bypass_clipping = draw->driver.bypass_clipping; } void draw_set_driver_clipping( struct draw_context *draw, boolean bypass_clipping ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->driver.bypass_clipping = bypass_clipping; draw->bypass_clipping = draw->driver.bypass_clipping; } /** * Plug in the primitive rendering/rasterization stage (which is the last * stage in the drawing pipeline). * This is provided by the device driver. */ void draw_set_rasterize_stage( struct draw_context *draw, struct draw_stage *stage ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->pipeline.rasterize = stage; } /** * Set the draw module's clipping state. */ void draw_set_clip_state( struct draw_context *draw, const struct pipe_clip_state *clip ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); assert(clip->nr <= PIPE_MAX_CLIP_PLANES); memcpy(&draw->plane[6], clip->ucp, clip->nr * sizeof(clip->ucp[0])); draw->nr_planes = 6 + clip->nr; } /** * Set the draw module's viewport state. */ void draw_set_viewport_state( struct draw_context *draw, const struct pipe_viewport_state *viewport ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->viewport = *viewport; /* struct copy */ draw->identity_viewport = (viewport->scale[0] == 1.0f && viewport->scale[1] == 1.0f && viewport->scale[2] == 1.0f && viewport->scale[3] == 1.0f && viewport->translate[0] == 0.0f && viewport->translate[1] == 0.0f && viewport->translate[2] == 0.0f && viewport->translate[3] == 0.0f); draw_vs_set_viewport( draw, viewport ); } void draw_set_vertex_buffers(struct draw_context *draw, unsigned count, const struct pipe_vertex_buffer *buffers) { assert(count <= PIPE_MAX_ATTRIBS); memcpy(draw->pt.vertex_buffer, buffers, count * sizeof(buffers[0])); draw->pt.nr_vertex_buffers = count; } void draw_set_vertex_elements(struct draw_context *draw, unsigned count, const struct pipe_vertex_element *elements) { assert(count <= PIPE_MAX_ATTRIBS); memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0])); draw->pt.nr_vertex_elements = count; } /** * Tell drawing context where to find mapped vertex buffers. */ void draw_set_mapped_vertex_buffer(struct draw_context *draw, unsigned attr, const void *buffer) { draw->pt.user.vbuffer[attr] = buffer; } void draw_set_mapped_constant_buffer(struct draw_context *draw, unsigned shader_type, unsigned slot, const void *buffer, unsigned size ) { debug_assert(shader_type == PIPE_SHADER_VERTEX || shader_type == PIPE_SHADER_GEOMETRY); debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS); if (shader_type == PIPE_SHADER_VERTEX) { draw->pt.user.vs_constants[slot] = buffer; draw_vs_set_constants(draw, slot, buffer, size); } else if (shader_type == PIPE_SHADER_GEOMETRY) { draw->pt.user.gs_constants[slot] = buffer; draw_gs_set_constants(draw, slot, buffer, size); } } /** * Tells the draw module to draw points with triangles if their size * is greater than this threshold. */ void draw_wide_point_threshold(struct draw_context *draw, float threshold) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->pipeline.wide_point_threshold = threshold; } /** * Tells the draw module to draw lines with triangles if their width * is greater than this threshold. */ void draw_wide_line_threshold(struct draw_context *draw, float threshold) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->pipeline.wide_line_threshold = threshold; } /** * Tells the draw module whether or not to implement line stipple. */ void draw_enable_line_stipple(struct draw_context *draw, boolean enable) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->pipeline.line_stipple = enable; } /** * Tells draw module whether to convert points to quads for sprite mode. */ void draw_enable_point_sprites(struct draw_context *draw, boolean enable) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->pipeline.point_sprite = enable; } void draw_set_force_passthrough( struct draw_context *draw, boolean enable ) { draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); draw->force_passthrough = enable; } /** * Ask the draw module for the location/slot of the given vertex attribute in * a post-transformed vertex. * * With this function, drivers that use the draw module should have no reason * to track the current vertex/geometry shader. * * Note that the draw module may sometimes generate vertices with extra * attributes (such as texcoords for AA lines). The driver can call this * function to find those attributes. * * Zero is returned if the attribute is not found since this is * a don't care / undefined situtation. Returning -1 would be a bit more * work for the drivers. */ int draw_find_shader_output(const struct draw_context *draw, uint semantic_name, uint semantic_index) { const struct draw_vertex_shader *vs = draw->vs.vertex_shader; const struct draw_geometry_shader *gs = draw->gs.geometry_shader; uint i; const struct tgsi_shader_info *info = &vs->info; if (gs) info = &gs->info; for (i = 0; i < info->num_outputs; i++) { if (info->output_semantic_name[i] == semantic_name && info->output_semantic_index[i] == semantic_index) return i; } /* XXX there may be more than one extra vertex attrib. * For example, simulated gl_FragCoord and gl_PointCoord. */ if (draw->extra_shader_outputs.semantic_name == semantic_name && draw->extra_shader_outputs.semantic_index == semantic_index) { return draw->extra_shader_outputs.slot; } return 0; } /** * Return total number of the shader outputs. This function is similar to * draw_current_shader_outputs() but this function also counts any extra * vertex/geometry output attributes that may be filled in by some draw * stages (such as AA point, AA line). * * If geometry shader is present, its output will be returned, * if not vertex shader is used. */ uint draw_num_shader_outputs(const struct draw_context *draw) { uint count = draw->vs.vertex_shader->info.num_outputs; /* If a geometry shader is present, its outputs go to the * driver, else the vertex shader's outputs. */ if (draw->gs.geometry_shader) count = draw->gs.geometry_shader->info.num_outputs; if (draw->extra_shader_outputs.slot > 0) count++; return count; } /** * Provide TGSI sampler objects for vertex/geometry shaders that use * texture fetches. * This might only be used by software drivers for the time being. */ void draw_texture_samplers(struct draw_context *draw, uint num_samplers, struct tgsi_sampler **samplers) { draw->vs.num_samplers = num_samplers; draw->vs.samplers = samplers; draw->gs.num_samplers = num_samplers; draw->gs.samplers = samplers; } void draw_set_render( struct draw_context *draw, struct vbuf_render *render ) { draw->render = render; } /** * Tell the drawing context about the index/element buffer to use * (ala glDrawElements) * If no element buffer is to be used (i.e. glDrawArrays) then this * should be called with eltSize=0 and elements=NULL. * * \param draw the drawing context * \param eltSize size of each element (1, 2 or 4 bytes) * \param elements the element buffer ptr */ void draw_set_mapped_element_buffer_range( struct draw_context *draw, unsigned eltSize, unsigned min_index, unsigned max_index, const void *elements ) { draw->pt.user.elts = elements; draw->pt.user.eltSize = eltSize; draw->pt.user.min_index = min_index; draw->pt.user.max_index = max_index; } void draw_set_mapped_element_buffer( struct draw_context *draw, unsigned eltSize, const void *elements ) { draw->pt.user.elts = elements; draw->pt.user.eltSize = eltSize; draw->pt.user.min_index = 0; draw->pt.user.max_index = 0xffffffff; } /* Revamp me please: */ void draw_do_flush( struct draw_context *draw, unsigned flags ) { if (!draw->suspend_flushing) { assert(!draw->flushing); /* catch inadvertant recursion */ draw->flushing = TRUE; draw_pipeline_flush( draw, flags ); draw->reduced_prim = ~0; /* is reduced_prim needed any more? */ draw->flushing = FALSE; } } /** * Return the number of output attributes produced by the geometry * shader, if present. If no geometry shader, return the number of * outputs from the vertex shader. * \sa draw_num_shader_outputs */ uint draw_current_shader_outputs(const struct draw_context *draw) { if (draw->gs.geometry_shader) return draw->gs.num_gs_outputs; return draw->vs.num_vs_outputs; } /** * Return the index of the shader output which will contain the * vertex position. */ uint draw_current_shader_position_output(const struct draw_context *draw) { if (draw->gs.geometry_shader) return draw->gs.position_output; return draw->vs.position_output; }