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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.
*
**************************************************************************/
/**
* 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 <keith@tungstengraphics.com>
*/
#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 == UNDEFINED_VERTEX_ID)
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 == UNDEFINED_VERTEX_ID)
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 == UNDEFINED_VERTEX_ID)
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;
}
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