/************************************************************************** * * 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. * **************************************************************************/ /** * 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. * * Keith Whitwell */ #include "sp_context.h" #include "sp_headers.h" #include "sp_quad.h" #include "sp_prim_setup.h" #include "pipe/draw/draw_private.h" #include "pipe/draw/draw_vertex.h" #include "pipe/p_util.h" static void vbuf_flush_elements( struct draw_stage *stage ); #define VBUF_SIZE (64*1024) #define IBUF_SIZE (16*1024) /** * Vertex buffer emit stage. */ struct vbuf_stage { struct draw_stage stage; /**< This must be first (base class) */ struct draw_context *draw_context; struct pipe_context *pipe; vbuf_draw_func draw; /* Vertices are passed in as an array of floats making up each * attribute in turn. Will eventually convert to hardware format * in this stage. */ char *vertex_map; char *vertex_ptr; unsigned vertex_size; unsigned nr_vertices; unsigned max_vertices; ushort *element_map; unsigned nr_elements; unsigned prim; }; /** * Basically a cast wrapper. */ static INLINE struct vbuf_stage *vbuf_stage( struct draw_stage *stage ) { return (struct vbuf_stage *)stage; } static boolean overflow( void *map, void *ptr, unsigned bytes, unsigned bufsz ) { unsigned long used = (unsigned long) ((char *) ptr - (char *) map); return (used + bytes) > bufsz; } static boolean check_space( struct vbuf_stage *vbuf ) { if (overflow( vbuf->vertex_map, vbuf->vertex_ptr, 4 * vbuf->vertex_size, VBUF_SIZE )) return FALSE; if (vbuf->nr_elements + 4 > IBUF_SIZE / sizeof(ushort) ) return FALSE; return TRUE; } static void emit_vertex( struct vbuf_stage *vbuf, struct vertex_header *vertex ) { // fprintf(stderr, "emit vertex %d to %p\n", // vbuf->nr_vertices, vbuf->vertex_ptr); vertex->vertex_id = vbuf->nr_vertices++; //vbuf->emit_vertex( vbuf->vertex_ptr, vertex ); memcpy(vbuf->vertex_ptr, vertex, vbuf->vertex_size); vbuf->vertex_ptr += vbuf->vertex_size; } /** * */ static void vbuf_tri( struct draw_stage *stage, struct prim_header *prim ) { struct vbuf_stage *vbuf = vbuf_stage( stage ); unsigned i; if (!check_space( vbuf )) vbuf_flush_elements( stage ); for (i = 0; i < 3; i++) { if (prim->v[i]->vertex_id == 0xffff) emit_vertex( vbuf, prim->v[i] ); vbuf->element_map[vbuf->nr_elements++] = (ushort) prim->v[i]->vertex_id; } } static void vbuf_line(struct draw_stage *stage, struct prim_header *prim) { struct vbuf_stage *vbuf = vbuf_stage( stage ); unsigned i; if (!check_space( vbuf )) vbuf_flush_elements( stage ); for (i = 0; i < 2; i++) { if (prim->v[i]->vertex_id == 0xffff) emit_vertex( vbuf, prim->v[i] ); vbuf->element_map[vbuf->nr_elements++] = (ushort) prim->v[i]->vertex_id; } } static void vbuf_point(struct draw_stage *stage, struct prim_header *prim) { struct vbuf_stage *vbuf = vbuf_stage( stage ); if (!check_space( vbuf )) vbuf_flush_elements( stage ); if (prim->v[0]->vertex_id == 0xffff) emit_vertex( vbuf, prim->v[0] ); vbuf->element_map[vbuf->nr_elements++] = (ushort) prim->v[0]->vertex_id; } static void vbuf_first_tri( struct draw_stage *stage, struct prim_header *prim ) { struct vbuf_stage *vbuf = vbuf_stage( stage ); vbuf_flush_elements( stage ); stage->tri = vbuf_tri; stage->tri( stage, prim ); vbuf->prim = PIPE_PRIM_TRIANGLES; } static void vbuf_first_line( struct draw_stage *stage, struct prim_header *prim ) { struct vbuf_stage *vbuf = vbuf_stage( stage ); vbuf_flush_elements( stage ); stage->line = vbuf_line; stage->line( stage, prim ); vbuf->prim = PIPE_PRIM_LINES; } static void vbuf_first_point( struct draw_stage *stage, struct prim_header *prim ) { struct vbuf_stage *vbuf = vbuf_stage( stage ); vbuf_flush_elements( stage ); stage->point = vbuf_point; stage->point( stage, prim ); vbuf->prim = PIPE_PRIM_POINTS; } static void vbuf_flush_elements( struct draw_stage *stage ) { struct vbuf_stage *vbuf = vbuf_stage( stage ); if (vbuf->nr_elements) { fprintf(stderr, "%s (%d elts)\n", __FUNCTION__, vbuf->nr_elements); /* Draw now or add to list of primitives??? */ vbuf->draw( vbuf->pipe, vbuf->prim, vbuf->element_map, vbuf->nr_elements, vbuf->vertex_map, (unsigned) (vbuf->vertex_ptr - vbuf->vertex_map) / vbuf->vertex_size ); vbuf->nr_elements = 0; vbuf->vertex_ptr = vbuf->vertex_map; vbuf->nr_vertices = 0; /* Reset vertex ids? Actually, want to not do that unless our * vertex buffer is full. Would like separate * flush-on-index-full and flush-on-vb-full, but may raise * issues uploading vertices if the hardware wants to flush when * we flush. */ draw_vertex_cache_reset_vertex_ids( vbuf->draw_context ); } stage->tri = vbuf_first_tri; stage->line = vbuf_first_line; stage->point = vbuf_first_point; } static void vbuf_begin( struct draw_stage *stage ) { struct vbuf_stage *vbuf = vbuf_stage(stage); vbuf->vertex_size = vbuf->draw_context->vertex_info.size * sizeof(float); } static void vbuf_end( struct draw_stage *stage ) { /* Overkill. */ vbuf_flush_elements( stage ); } static void reset_stipple_counter( struct draw_stage *stage ) { /* XXX: This doesn't work. */ } /** * Create a new primitive vbuf/render stage. */ struct draw_stage *sp_draw_vbuf_stage( struct draw_context *draw_context, struct pipe_context *pipe, vbuf_draw_func draw ) { struct vbuf_stage *vbuf = CALLOC_STRUCT(vbuf_stage); vbuf->stage.begin = vbuf_begin; vbuf->stage.point = vbuf_first_point; vbuf->stage.line = vbuf_first_line; vbuf->stage.tri = vbuf_first_tri; vbuf->stage.end = vbuf_end; vbuf->stage.reset_stipple_counter = reset_stipple_counter; vbuf->pipe = pipe; vbuf->draw = draw; vbuf->draw_context = draw_context; vbuf->element_map = MALLOC( IBUF_SIZE ); vbuf->vertex_map = MALLOC( VBUF_SIZE ); vbuf->vertex_ptr = vbuf->vertex_map; return &vbuf->stage; }