/************************************************************************** * * 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 #include "pipe/draw/draw_vbuf.h" #include "pipe/p_util.h" #include "pipe/p_winsys.h" #include "i915_context.h" #include "i915_reg.h" #include "i915_winsys.h" #include "i915_batch.h" #include "i915_state.h" /** * Primitive renderer for i915. */ struct i915_vbuf_render { struct vbuf_render base; struct i915_context *i915; /** Vertex size in bytes */ unsigned vertex_size; /** Hardware primitive */ unsigned hwprim; }; /** * Basically a cast wrapper. */ static INLINE struct i915_vbuf_render * i915_vbuf_render( struct vbuf_render *render ) { assert(render); return (struct i915_vbuf_render *)render; } static const struct vertex_info * i915_vbuf_render_get_vertex_info( struct vbuf_render *render ) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); struct i915_context *i915 = i915_render->i915; return &i915->current.vertex_info; } static void * i915_vbuf_render_allocate_vertices( struct vbuf_render *render, ushort vertex_size, ushort nr_vertices ) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); struct i915_context *i915 = i915_render->i915; struct pipe_winsys *winsys = i915->pipe.winsys; size_t size = (size_t)vertex_size * (size_t)nr_vertices; /* FIXME: handle failure */ assert(!i915->vbo); i915->vbo = winsys->buffer_create(winsys, 64, 0, 0); winsys->buffer_data( winsys, i915->vbo, size, NULL, I915_BUFFER_USAGE_LIT_VERTEX ); i915->dirty |= I915_NEW_VBO; return winsys->buffer_map(winsys, i915->vbo, PIPE_BUFFER_FLAG_WRITE ); } static void i915_vbuf_render_set_primitive( struct vbuf_render *render, unsigned prim ) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); switch(prim) { case PIPE_PRIM_POINTS: i915_render->hwprim = PRIM3D_POINTLIST; break; case PIPE_PRIM_LINES: i915_render->hwprim = PRIM3D_LINELIST; break; case PIPE_PRIM_TRIANGLES: i915_render->hwprim = PRIM3D_TRILIST; break; default: assert(0); } } static void i915_vbuf_render_draw( struct vbuf_render *render, uint prim, const ushort *indices, uint nr_indices, const void *vertices, uint nr_vertices, uint vertex_bytes) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); struct i915_context *i915 = i915_render->i915; unsigned i; assert(nr_indices); assert((i915->dirty & ~I915_NEW_VBO) == 0); if (i915->dirty) i915_update_derived( i915 ); if (i915->hardware_dirty) i915_emit_hardware_state( i915 ); if (!BEGIN_BATCH( 1 + (nr_indices + 1)/2, 1 )) { FLUSH_BATCH(); /* Make sure state is re-emitted after a flush: */ i915_update_derived( i915 ); i915_emit_hardware_state( i915 ); if (!BEGIN_BATCH( 1 + (nr_indices + 1)/2, 1 )) { assert(0); return; } } OUT_BATCH( _3DPRIMITIVE | PRIM_INDIRECT | i915_render->hwprim | PRIM_INDIRECT_ELTS | nr_indices ); for (i = 0; i + 1 < nr_indices; i += 2) { OUT_BATCH( indices[i] | (indices[i + 1] << 16) ); } if (i < nr_indices) { OUT_BATCH( indices[i] ); } } static void i915_vbuf_render_release_vertices( struct vbuf_render *render, void *vertices, unsigned vertex_size, unsigned vertices_used ) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); struct i915_context *i915 = i915_render->i915; struct pipe_winsys *winsys = i915->pipe.winsys; assert(i915->vbo); winsys->buffer_unmap(winsys, i915->vbo); winsys->buffer_reference(winsys, &i915->vbo, NULL); } static void i915_vbuf_render_destroy( struct vbuf_render *render ) { struct i915_vbuf_render *i915_render = i915_vbuf_render(render); free(i915_render); } /** * Create a new primitive render. */ static struct vbuf_render * i915_vbuf_render_create( struct i915_context *i915 ) { struct i915_vbuf_render *i915_render = CALLOC_STRUCT(i915_vbuf_render); i915_render->i915 = i915; i915_render->base.max_vertex_buffer_bytes = 128*1024; /* NOTE: it must be such that state and vertices indices fit in a single * batch buffer. */ i915_render->base.max_indices = 16*1024; i915_render->base.get_vertex_info = i915_vbuf_render_get_vertex_info; i915_render->base.allocate_vertices = i915_vbuf_render_allocate_vertices; i915_render->base.set_primitive = i915_vbuf_render_set_primitive; i915_render->base.draw = i915_vbuf_render_draw; i915_render->base.release_vertices = i915_vbuf_render_release_vertices; i915_render->base.destroy = i915_vbuf_render_destroy; return &i915_render->base; } /** * Create a new primitive vbuf/render stage. */ struct draw_stage *i915_draw_vbuf_stage( struct i915_context *i915 ) { struct vbuf_render *render; struct draw_stage *stage; render = i915_vbuf_render_create(i915); if(!render) return NULL; stage = draw_vbuf_stage( i915->draw, render ); if(!stage) { render->destroy(render); return NULL; } return stage; }