/************************************************************************** * * 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. * **************************************************************************/ /** * \file * Build post-transformation, post-clipping vertex buffers and element * lists by hooking into the end of the primitive pipeline and * manipulating the vertex_id field in the vertex headers. * * XXX: work in progress * * \author José Fonseca * \author Keith Whitwell */ #include "pipe/p_debug.h" #include "pipe/p_inlines.h" #include "pipe/p_winsys.h" #include "nv20_context.h" #include "nv20_state.h" #include "draw/draw_vbuf.h" /** * Primitive renderer for nv20. */ struct nv20_vbuf_render { struct vbuf_render base; struct nv20_context *nv20; /** Vertex buffer */ struct pipe_buffer* buffer; /** Vertex size in bytes */ unsigned vertex_size; /** Hardware primitive */ unsigned hwprim; }; void nv20_vtxbuf_bind( struct nv20_context* nv20 ) { int i; for(i = 0; i < 8; i++) { BEGIN_RING(kelvin, NV10TCL_VERTEX_ARRAY_ATTRIB_OFFSET(i), 1); OUT_RING(0/*nv20->vtxbuf*/); BEGIN_RING(kelvin, NV10TCL_VERTEX_ARRAY_ATTRIB_FORMAT(i) ,1); OUT_RING(0/*XXX*/); } } /** * Basically a cast wrapper. */ static INLINE struct nv20_vbuf_render * nv20_vbuf_render( struct vbuf_render *render ) { assert(render); return (struct nv20_vbuf_render *)render; } static const struct vertex_info * nv20_vbuf_render_get_vertex_info( struct vbuf_render *render ) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); struct nv20_context *nv20 = nv20_render->nv20; nv20_emit_hw_state(nv20); return &nv20->vertex_info; } static void * nv20_vbuf_render_allocate_vertices( struct vbuf_render *render, ushort vertex_size, ushort nr_vertices ) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); struct nv20_context *nv20 = nv20_render->nv20; struct pipe_winsys *winsys = nv20->pipe.winsys; size_t size = (size_t)vertex_size * (size_t)nr_vertices; assert(!nv20_render->buffer); nv20_render->buffer = winsys->buffer_create(winsys, 64, PIPE_BUFFER_USAGE_VERTEX, size); nv20->dirty |= NV20_NEW_VTXARRAYS; return winsys->buffer_map(winsys, nv20_render->buffer, PIPE_BUFFER_USAGE_CPU_WRITE); } static void nv20_vbuf_render_set_primitive( struct vbuf_render *render, unsigned prim ) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); nv20_render->hwprim = prim + 1; } static void nv20_vbuf_render_draw( struct vbuf_render *render, const ushort *indices, uint nr_indices) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); struct nv20_context *nv20 = nv20_render->nv20; int push, i; nv20_emit_hw_state(nv20); BEGIN_RING(kelvin, NV10TCL_VERTEX_ARRAY_OFFSET_POS, 1); OUT_RELOCl(nv20_render->buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_RD); BEGIN_RING(kelvin, NV10TCL_VERTEX_BUFFER_BEGIN_END, 1); OUT_RING(nv20_render->hwprim); if (nr_indices & 1) { BEGIN_RING(kelvin, NV10TCL_VB_ELEMENT_U32, 1); OUT_RING (indices[0]); indices++; nr_indices--; } while (nr_indices) { // XXX too big/small ? check the size push = MIN2(nr_indices, 1200 * 2); BEGIN_RING_NI(kelvin, NV10TCL_VB_ELEMENT_U16, push >> 1); for (i = 0; i < push; i+=2) OUT_RING((indices[i+1] << 16) | indices[i]); nr_indices -= push; indices += push; } BEGIN_RING(kelvin, NV10TCL_VERTEX_BUFFER_BEGIN_END, 1); OUT_RING (0); } static void nv20_vbuf_render_release_vertices( struct vbuf_render *render, void *vertices, unsigned vertex_size, unsigned vertices_used ) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); struct nv20_context *nv20 = nv20_render->nv20; struct pipe_winsys *winsys = nv20->pipe.winsys; struct pipe_screen *pscreen = &nv20->screen->pipe; assert(nv20_render->buffer); winsys->buffer_unmap(winsys, nv20_render->buffer); pipe_buffer_reference(pscreen, &nv20_render->buffer, NULL); } static void nv20_vbuf_render_destroy( struct vbuf_render *render ) { struct nv20_vbuf_render *nv20_render = nv20_vbuf_render(render); FREE(nv20_render); } /** * Create a new primitive render. */ static struct vbuf_render * nv20_vbuf_render_create( struct nv20_context *nv20 ) { struct nv20_vbuf_render *nv20_render = CALLOC_STRUCT(nv20_vbuf_render); nv20_render->nv20 = nv20; nv20_render->base.max_vertex_buffer_bytes = 16*1024; nv20_render->base.max_indices = 1024; nv20_render->base.get_vertex_info = nv20_vbuf_render_get_vertex_info; nv20_render->base.allocate_vertices = nv20_vbuf_render_allocate_vertices; nv20_render->base.set_primitive = nv20_vbuf_render_set_primitive; nv20_render->base.draw = nv20_vbuf_render_draw; nv20_render->base.release_vertices = nv20_vbuf_render_release_vertices; nv20_render->base.destroy = nv20_vbuf_render_destroy; return &nv20_render->base; } /** * Create a new primitive vbuf/render stage. */ struct draw_stage *nv20_draw_vbuf_stage( struct nv20_context *nv20 ) { struct vbuf_render *render; struct draw_stage *stage; render = nv20_vbuf_render_create(nv20); if(!render) return NULL; stage = draw_vbuf_stage( nv20->draw, render ); if(!stage) { render->destroy(render); return NULL; } return stage; }