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third_party_mesa3d/src/gallium/auxiliary/draw/draw_context.c

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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 "pipe/p_util.h"
#include "draw_context.h"
#include "draw_private.h"
#include "draw_vbuf.h"
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struct draw_context *draw_create( void )
{
struct draw_context *draw = CALLOC_STRUCT( draw_context );
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#if defined(__i386__) || defined(__386__)
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draw->use_sse = GETENV( "GALLIUM_NOSSE" ) == NULL;
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#else
draw->use_sse = FALSE;
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#endif
/* create pipeline stages */
draw->pipeline.wide_line = draw_wide_line_stage( draw );
draw->pipeline.wide_point = draw_wide_point_stage( draw );
draw->pipeline.stipple = draw_stipple_stage( draw );
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draw->pipeline.unfilled = draw_unfilled_stage( draw );
draw->pipeline.twoside = draw_twoside_stage( draw );
draw->pipeline.offset = draw_offset_stage( draw );
draw->pipeline.clip = draw_clip_stage( draw );
draw->pipeline.flatshade = draw_flatshade_stage( draw );
draw->pipeline.cull = draw_cull_stage( draw );
draw->pipeline.validate = draw_validate_stage( draw );
draw->pipeline.first = draw->pipeline.validate;
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;
/* Statically allocate maximum sized vertices for the cache - could be cleverer...
*/
{
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uint i;
const unsigned size = (MAX_VERTEX_SIZE + 0x0f) & ~0x0f;
char *tmp = align_malloc(Elements(draw->vs.queue) * size, 16);
for (i = 0; i < Elements(draw->vs.queue); i++)
draw->vs.queue[i].vertex = (struct vertex_header *)(tmp + i * size);
}
draw->shader_queue_flush = draw_vertex_shader_queue_flush;
/* these defaults are oriented toward the needs of softpipe */
draw->wide_point_threshold = 1000000.0; /* infinity */
draw->wide_line_threshold = 1.0;
draw->line_stipple = TRUE;
draw->point_sprite = TRUE;
draw->reduced_prim = ~0; /* != any of PIPE_PRIM_x */
draw_vertex_cache_invalidate( draw );
draw_set_mapped_element_buffer( draw, 0, NULL );
return draw;
}
void draw_destroy( struct draw_context *draw )
{
draw->pipeline.wide_line->destroy( draw->pipeline.wide_line );
draw->pipeline.wide_point->destroy( draw->pipeline.wide_point );
draw->pipeline.stipple->destroy( draw->pipeline.stipple );
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draw->pipeline.unfilled->destroy( draw->pipeline.unfilled );
draw->pipeline.twoside->destroy( draw->pipeline.twoside );
draw->pipeline.offset->destroy( draw->pipeline.offset );
draw->pipeline.clip->destroy( draw->pipeline.clip );
draw->pipeline.flatshade->destroy( draw->pipeline.flatshade );
draw->pipeline.cull->destroy( draw->pipeline.cull );
draw->pipeline.validate->destroy( draw->pipeline.validate );
if (draw->pipeline.aaline)
draw->pipeline.aaline->destroy( draw->pipeline.aaline );
if (draw->pipeline.aapoint)
draw->pipeline.aapoint->destroy( draw->pipeline.aapoint );
if (draw->pipeline.pstipple)
draw->pipeline.pstipple->destroy( draw->pipeline.pstipple );
if (draw->pipeline.rasterize)
draw->pipeline.rasterize->destroy( draw->pipeline.rasterize );
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tgsi_exec_machine_free_data(&draw->machine);
align_free( draw->vs.queue[0].vertex ); /* Frees all the vertices. */
/* Not so fast -- we're just borrowing this at the moment.
*
if (draw->render)
draw->render->destroy( draw->render );
*/
FREE( draw );
}
void draw_flush( struct draw_context *draw )
{
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
}
/**
* 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;
}
/**
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* 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 */
}
void
draw_set_vertex_buffer(struct draw_context *draw,
unsigned attr,
const struct pipe_vertex_buffer *buffer)
{
draw_do_flush( draw, DRAW_FLUSH_VERTEX_CACHE/*STATE_CHANGE*/ );
assert(attr < PIPE_ATTRIB_MAX);
draw->vertex_buffer[attr] = *buffer;
}
void
draw_set_vertex_element(struct draw_context *draw,
unsigned attr,
const struct pipe_vertex_element *element)
{
draw_do_flush( draw, DRAW_FLUSH_VERTEX_CACHE/*STATE_CHANGE*/ );
assert(attr < PIPE_ATTRIB_MAX);
draw->vertex_element[attr] = *element;
}
/**
* 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_do_flush( draw, DRAW_FLUSH_VERTEX_CACHE/*STATE_CHANGE*/ );
draw->user.vbuffer[attr] = buffer;
}
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
const void *buffer)
{
draw_do_flush( draw, DRAW_FLUSH_VERTEX_CACHE/*STATE_CHANGE*/ );
draw->user.constants = buffer;
}
/**
* 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->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->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->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->point_sprite = 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 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_vs_output(struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
const struct draw_vertex_shader *vs = draw->vertex_shader;
uint i;
for (i = 0; i < vs->info.num_outputs; i++) {
if (vs->info.output_semantic_name[i] == semantic_name &&
vs->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_vp_outputs.semantic_name == semantic_name &&
draw->extra_vp_outputs.semantic_index == semantic_index) {
return draw->extra_vp_outputs.slot;
}
return 0;
}
/**
* Return number of vertex shader outputs.
*/
uint
draw_num_vs_outputs(struct draw_context *draw)
{
uint count = draw->vertex_shader->info.num_outputs;
if (draw->extra_vp_outputs.slot > 0)
count++;
return count;
}
/**
* Allocate space for temporary post-transform vertices, such as for clipping.
*/
void draw_alloc_temp_verts( struct draw_stage *stage, unsigned nr )
{
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assert(!stage->tmp);
stage->nr_tmps = nr;
if (nr) {
ubyte *store = (ubyte *) MALLOC( MAX_VERTEX_SIZE * nr );
unsigned i;
stage->tmp = (struct vertex_header **) MALLOC( sizeof(struct vertex_header *) * nr );
for (i = 0; i < nr; i++)
stage->tmp[i] = (struct vertex_header *)(store + i * MAX_VERTEX_SIZE);
}
}
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void draw_free_temp_verts( struct draw_stage *stage )
{
if (stage->tmp) {
FREE( stage->tmp[0] );
FREE( stage->tmp );
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stage->tmp = NULL;
}
}
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boolean draw_use_sse(struct draw_context *draw)
{
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return (boolean) draw->use_sse;
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}
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void draw_reset_vertex_ids(struct draw_context *draw)
{
struct draw_stage *stage = draw->pipeline.first;
while (stage) {
unsigned i;
for (i = 0; i < stage->nr_tmps; i++)
stage->tmp[i]->vertex_id = UNDEFINED_VERTEX_ID;
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stage = stage->next;
}
draw_vertex_cache_reset_vertex_ids(draw);
}
void draw_set_render( struct draw_context *draw,
struct vbuf_render *render )
{
draw->render = render;
}