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|
/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
*/
#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->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
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->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
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;
}
|