
TGSI_ATTRIB_x tokens still present and used in a few places. Expanded set of TGSI_SEMANTIC_x tokens for describing the meaning of inputs/outputs. These tokens are in a crude state ATM. Lots of #if 0 / disabled code to be removed yet, etc... Softpipe and i915 drivers should be in working condition but not heavily tested.
560 lines
16 KiB
C
560 lines
16 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "main/imports.h"
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#include "vbo/vbo.h"
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#include "vbo/vbo_context.h"
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#include "tnl/t_vp_build.h"
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#include "st_atom.h"
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#include "st_cache.h"
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#include "st_context.h"
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#include "st_cb_bufferobjects.h"
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#include "st_draw.h"
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#include "st_program.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_winsys.h"
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#include "pipe/tgsi/exec/tgsi_attribs.h"
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#include "pipe/draw/draw_private.h"
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#include "pipe/draw/draw_context.h"
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static GLuint
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pipe_vertex_format(GLenum format, GLuint size)
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{
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static const GLuint float_fmts[4] = {
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PIPE_FORMAT_R32_FLOAT,
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PIPE_FORMAT_R32G32_FLOAT,
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PIPE_FORMAT_R32G32B32_FLOAT,
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PIPE_FORMAT_R32G32B32A32_FLOAT,
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};
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assert(format >= GL_BYTE);
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assert(format <= GL_DOUBLE);
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assert(size >= 1);
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assert(size <= 4);
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switch (format) {
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case GL_FLOAT:
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return float_fmts[size - 1];
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default:
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assert(0);
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}
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}
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/**
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* Convert a mesa vertex attribute to a TGSI attribute
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*/
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static GLuint
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tgsi_attrib_to_mesa_attrib(GLuint attr)
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{
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switch (attr) {
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case TGSI_ATTRIB_POS:
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return VERT_ATTRIB_POS;
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case TGSI_ATTRIB_WEIGHT:
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return VERT_ATTRIB_WEIGHT;
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case TGSI_ATTRIB_NORMAL:
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return VERT_ATTRIB_NORMAL;
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case TGSI_ATTRIB_COLOR0:
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return VERT_ATTRIB_COLOR0;
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case TGSI_ATTRIB_COLOR1:
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return VERT_ATTRIB_COLOR1;
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case TGSI_ATTRIB_FOG:
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return VERT_ATTRIB_FOG;
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case TGSI_ATTRIB_COLOR_INDEX:
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return VERT_ATTRIB_COLOR_INDEX;
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case TGSI_ATTRIB_EDGEFLAG:
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return VERT_ATTRIB_EDGEFLAG;
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case TGSI_ATTRIB_TEX0:
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return VERT_ATTRIB_TEX0;
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case TGSI_ATTRIB_TEX1:
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return VERT_ATTRIB_TEX1;
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case TGSI_ATTRIB_TEX2:
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return VERT_ATTRIB_TEX2;
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case TGSI_ATTRIB_TEX3:
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return VERT_ATTRIB_TEX3;
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case TGSI_ATTRIB_TEX4:
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return VERT_ATTRIB_TEX4;
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case TGSI_ATTRIB_TEX5:
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return VERT_ATTRIB_TEX5;
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case TGSI_ATTRIB_TEX6:
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return VERT_ATTRIB_TEX6;
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case TGSI_ATTRIB_TEX7:
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return VERT_ATTRIB_TEX7;
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case TGSI_ATTRIB_VAR0:
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return VERT_ATTRIB_GENERIC0;
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case TGSI_ATTRIB_VAR1:
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return VERT_ATTRIB_GENERIC1;
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case TGSI_ATTRIB_VAR2:
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return VERT_ATTRIB_GENERIC2;
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case TGSI_ATTRIB_VAR3:
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return VERT_ATTRIB_GENERIC3;
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case TGSI_ATTRIB_VAR4:
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return VERT_ATTRIB_GENERIC4;
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case TGSI_ATTRIB_VAR5:
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return VERT_ATTRIB_GENERIC5;
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case TGSI_ATTRIB_VAR6:
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return VERT_ATTRIB_GENERIC6;
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case TGSI_ATTRIB_VAR7:
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return VERT_ATTRIB_GENERIC7;
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default:
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assert(0);
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return 0;
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}
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}
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/**
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* The default attribute buffer is basically a copy of the
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* ctx->Current.Attrib[] array. It's used when the vertex program
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* references an attribute for which we don't have a VBO/array.
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*/
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static void
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create_default_attribs_buffer(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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st->default_attrib_buffer = pipe->winsys->buffer_create( pipe->winsys, 32 );
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}
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static void
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destroy_default_attribs_buffer(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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pipe->winsys->buffer_reference(pipe->winsys,
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&st->default_attrib_buffer, NULL);
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}
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static void
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update_default_attribs_buffer(GLcontext *ctx)
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{
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struct pipe_context *pipe = ctx->st->pipe;
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struct pipe_buffer_handle *buf = ctx->st->default_attrib_buffer;
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const unsigned size = sizeof(ctx->Current.Attrib);
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const void *data = ctx->Current.Attrib;
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pipe->winsys->buffer_data(pipe->winsys, buf, size, data);
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}
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/**
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* This function gets plugged into the VBO module and is called when
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* we have something to render.
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* Basically, translate the information into the format expected by pipe.
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*/
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void
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st_draw_vbo(GLcontext *ctx,
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const struct gl_client_array **arrays,
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const struct _mesa_prim *prims,
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GLuint nr_prims,
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const struct _mesa_index_buffer *ib,
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GLuint min_index,
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GLuint max_index)
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{
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struct pipe_context *pipe = ctx->st->pipe;
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const struct st_vertex_program *vp;
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const struct pipe_shader_state *vs;
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const unsigned attr0_offset = (unsigned) arrays[0]->Ptr;
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GLboolean needDefaultAttribs = GL_FALSE;
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GLuint attr;
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st_validate_state(ctx->st);
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/* must get these after state validation! */
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vp = ctx->st->vp;
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vs = ctx->st->state.vs;
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/* loop over TGSI shader inputs */
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for (attr = 0; attr < vs->num_inputs; attr++) {
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const GLuint mesaAttr = vp->index_to_input[attr];
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struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
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struct pipe_vertex_buffer vbuffer;
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struct pipe_vertex_element velement;
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vbuffer.buffer = NULL;
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vbuffer.pitch = 0;
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velement.src_offset = 0;
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velement.vertex_buffer_index = 0;
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velement.src_format = 0;
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if (bufobj && bufobj->Name) {
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struct st_buffer_object *stobj = st_buffer_object(bufobj);
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/* Recall that for VBOs, the gl_client_array->Ptr field is
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* really an offset from the start of the VBO, not a pointer.
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*/
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unsigned offset = (unsigned) arrays[mesaAttr]->Ptr;
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assert(stobj->buffer);
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vbuffer.buffer = stobj->buffer;
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vbuffer.buffer_offset = attr0_offset; /* in bytes */
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vbuffer.pitch = arrays[mesaAttr]->StrideB; /* in bytes */
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vbuffer.max_index = 0; /* need this? */
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velement.src_offset = offset - attr0_offset; /* bytes */
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velement.vertex_buffer_index = attr;
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velement.dst_offset = 0; /* need this? */
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velement.src_format = pipe_vertex_format(arrays[mesaAttr]->Type,
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arrays[mesaAttr]->Size);
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assert(velement.src_format);
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}
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else {
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/* use the default attribute buffer */
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needDefaultAttribs = GL_TRUE;
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vbuffer.buffer = ctx->st->default_attrib_buffer;
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vbuffer.buffer_offset = 0;
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vbuffer.pitch = 0; /* must be zero! */
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vbuffer.max_index = 1;
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velement.src_offset = mesaAttr * 4 * sizeof(GLfloat);
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velement.vertex_buffer_index = attr;
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velement.dst_offset = 0;
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velement.src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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}
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if (attr == 0)
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assert(vbuffer.buffer);
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pipe->set_vertex_buffer(pipe, attr, &vbuffer);
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pipe->set_vertex_element(pipe, attr, &velement);
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}
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if (needDefaultAttribs) {
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update_default_attribs_buffer(ctx);
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}
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/* do actual drawing */
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if (ib) {
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/* indexed primitive */
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struct gl_buffer_object *bufobj = ib->obj;
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struct pipe_buffer_handle *bh = NULL;
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unsigned indexSize, i;
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if (bufobj && bufobj->Name) {
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/* elements/indexes are in a real VBO */
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struct st_buffer_object *stobj = st_buffer_object(bufobj);
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bh = stobj->buffer;
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switch (ib->type) {
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case GL_UNSIGNED_INT:
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indexSize = 4;
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break;
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case GL_UNSIGNED_SHORT:
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indexSize = 2;
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break;
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default:
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assert(0);
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}
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}
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else {
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assert(0);
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}
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for (i = 0; i < nr_prims; i++) {
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pipe->draw_elements(pipe, bh, indexSize,
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prims[i].mode, prims[i].start, prims[i].count);
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}
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}
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else {
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/* non-indexed */
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GLuint i;
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for (i = 0; i < nr_prims; i++) {
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pipe->draw_arrays(pipe, prims[i].mode, prims[i].start, prims[i].count);
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}
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}
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}
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/**
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* Utility function for drawing simple primitives (such as quads for
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* glClear and glDrawPixels). Coordinates are in screen space.
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* \param mode one of PIPE_PRIM_x
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* \param numVertex number of vertices
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* \param verts vertex data (all attributes are float[4])
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* \param numAttribs number of attributes per vertex
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* \param attribs index of each attribute (0=pos, 3=color, etc)
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*/
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void
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st_draw_vertices(GLcontext *ctx, unsigned prim,
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unsigned numVertex, float *verts,
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unsigned numAttribs, const unsigned attribs[])
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{
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const float width = ctx->DrawBuffer->Width;
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const float height = ctx->DrawBuffer->Height;
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const unsigned vertex_bytes = numVertex * numAttribs * 4 * sizeof(float);
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struct pipe_context *pipe = ctx->st->pipe;
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struct pipe_buffer_handle *vbuf;
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struct pipe_vertex_buffer vbuffer;
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struct pipe_vertex_element velement;
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unsigned i;
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assert(numAttribs > 0);
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assert(attribs[0] == 0); /* position */
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/* convert to clip coords */
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for (i = 0; i < numVertex; i++) {
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float x = verts[i * numAttribs * 4 + 0];
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float y = verts[i * numAttribs * 4 + 1];
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x = x / width * 2.0 - 1.0;
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y = y / height * 2.0 - 1.0;
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verts[i * numAttribs * 4 + 0] = x;
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verts[i * numAttribs * 4 + 1] = y;
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}
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/* XXX create one-time */
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vbuf = pipe->winsys->buffer_create(pipe->winsys, 32);
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pipe->winsys->buffer_data(pipe->winsys, vbuf, vertex_bytes, verts);
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/* tell pipe about the vertex buffer */
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vbuffer.buffer = vbuf;
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vbuffer.pitch = numAttribs * 4 * sizeof(float); /* vertex size */
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vbuffer.buffer_offset = 0;
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pipe->set_vertex_buffer(pipe, 0, &vbuffer);
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/* tell pipe about the vertex attributes */
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for (i = 0; i < numAttribs; i++) {
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velement.src_offset = i * 4 * sizeof(GLfloat);
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velement.vertex_buffer_index = 0;
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velement.src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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velement.dst_offset = 0;
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pipe->set_vertex_element(pipe, i/**attribs[i]**/, &velement);
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}
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/* draw */
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pipe->draw_arrays(pipe, prim, 0, numVertex);
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/* XXX: do one-time */
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pipe->winsys->buffer_reference(pipe->winsys, &vbuf, NULL);
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}
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/**
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* Called by VBO to draw arrays when in selection or feedback mode.
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* This is very much like the normal draw_vbo() function above.
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* Look at code refactoring some day.
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* Might move this into the failover module some day.
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*/
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void
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st_feedback_draw_vbo(GLcontext *ctx,
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const struct gl_client_array **arrays,
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const struct _mesa_prim *prims,
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GLuint nr_prims,
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const struct _mesa_index_buffer *ib,
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GLuint min_index,
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GLuint max_index)
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{
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struct st_context *st = ctx->st;
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struct pipe_context *pipe = st->pipe;
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struct draw_context *draw = st->draw;
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GLuint attr, i;
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GLbitfield attrsNeeded;
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const unsigned attr0_offset = (unsigned) arrays[0]->Ptr;
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struct pipe_buffer_handle *index_buffer_handle = 0;
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assert(ctx->RenderMode == GL_SELECT ||
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ctx->RenderMode == GL_FEEDBACK);
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assert(draw);
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/*
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* Set up the draw module's state.
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*
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* We'd like to do this less frequently, but the normal state-update
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* code sends state updates to the pipe, not to our private draw module.
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*/
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assert(draw);
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draw_set_viewport_state(draw, &st->state.viewport);
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draw_set_clip_state(draw, &st->state.clip);
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draw_set_rasterizer_state(draw, st->state.rasterizer->data);
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draw_set_vertex_shader(draw, st->state.vs);
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/* XXX need to set vertex info too */
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update_default_attribs_buffer(ctx);
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#if 0
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/* this must be after state validation */
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attrsNeeded = ctx->st->state.vs->inputs_read;
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/* tell draw module about the vertex array element/attributes */
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for (attr = 0; attr < 16; attr++) {
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struct pipe_vertex_buffer vbuffer;
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struct pipe_vertex_element velement;
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void *map;
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vbuffer.buffer = NULL;
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vbuffer.pitch = 0;
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velement.src_offset = 0;
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velement.vertex_buffer_index = 0;
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velement.src_format = 0;
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if (attrsNeeded & (1 << attr)) {
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const GLuint mesaAttr = tgsi_attrib_to_mesa_attrib(attr);
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struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
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if (bufobj && bufobj->Name) {
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struct st_buffer_object *stobj = st_buffer_object(bufobj);
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/* Recall that for VBOs, the gl_client_array->Ptr field is
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* really an offset from the start of the VBO, not a pointer.
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*/
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unsigned offset = (unsigned) arrays[mesaAttr]->Ptr;
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assert(stobj->buffer);
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vbuffer.buffer = stobj->buffer;
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vbuffer.buffer_offset = attr0_offset; /* in bytes */
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vbuffer.pitch = arrays[mesaAttr]->StrideB; /* in bytes */
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vbuffer.max_index = 0; /* need this? */
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velement.src_offset = offset - attr0_offset; /* bytes */
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velement.vertex_buffer_index = attr;
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velement.dst_offset = 0; /* need this? */
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velement.src_format = pipe_vertex_format(arrays[mesaAttr]->Type,
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arrays[mesaAttr]->Size);
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assert(velement.src_format);
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}
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else {
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/* use the default attribute buffer */
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vbuffer.buffer = ctx->st->default_attrib_buffer;
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vbuffer.buffer_offset = 0;
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vbuffer.pitch = 0; /* must be zero! */
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vbuffer.max_index = 1;
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velement.src_offset = attr * 4 * sizeof(GLfloat);
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velement.vertex_buffer_index = attr;
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velement.dst_offset = 0;
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velement.src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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}
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}
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if (attr == 0)
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assert(vbuffer.buffer);
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draw_set_vertex_buffer(draw, attr, &vbuffer);
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draw_set_vertex_element(draw, attr, &velement);
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/* map the attrib buffer */
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if (vbuffer.buffer) {
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map = pipe->winsys->buffer_map(pipe->winsys,
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vbuffer.buffer,
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PIPE_BUFFER_FLAG_READ);
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draw_set_mapped_vertex_buffer(draw, attr, map);
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}
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}
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#else
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assert(0);
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#endif
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if (ib) {
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unsigned indexSize;
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struct gl_buffer_object *bufobj = ib->obj;
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struct st_buffer_object *stobj = st_buffer_object(bufobj);
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index_buffer_handle = stobj->buffer;
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void *map;
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switch (ib->type) {
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case GL_UNSIGNED_INT:
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indexSize = 4;
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break;
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case GL_UNSIGNED_SHORT:
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indexSize = 2;
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break;
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default:
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assert(0);
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}
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map = pipe->winsys->buffer_map(pipe->winsys,
|
|
index_buffer_handle,
|
|
PIPE_BUFFER_FLAG_READ);
|
|
draw_set_mapped_element_buffer(draw, indexSize, map);
|
|
}
|
|
|
|
|
|
/* draw here */
|
|
for (i = 0; i < nr_prims; i++) {
|
|
draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count);
|
|
}
|
|
|
|
|
|
/*
|
|
* unmap vertex/index buffers
|
|
*/
|
|
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
|
|
if (draw->vertex_buffer[i].buffer) {
|
|
pipe->winsys->buffer_unmap(pipe->winsys,
|
|
draw->vertex_buffer[i].buffer);
|
|
draw_set_mapped_vertex_buffer(draw, i, NULL);
|
|
}
|
|
}
|
|
if (ib) {
|
|
pipe->winsys->buffer_unmap(pipe->winsys, index_buffer_handle);
|
|
draw_set_mapped_element_buffer(draw, 0, NULL);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* This is all a hack to keep using tnl until we have vertex programs
|
|
* up and running.
|
|
*/
|
|
void st_init_draw( struct st_context *st )
|
|
{
|
|
GLcontext *ctx = st->ctx;
|
|
struct vbo_context *vbo = (struct vbo_context *) ctx->swtnl_im;
|
|
|
|
create_default_attribs_buffer(st);
|
|
|
|
assert(vbo);
|
|
assert(vbo->draw_prims);
|
|
vbo->draw_prims = st_draw_vbo;
|
|
|
|
_tnl_ProgramCacheInit( ctx );
|
|
}
|
|
|
|
|
|
void st_destroy_draw( struct st_context *st )
|
|
{
|
|
destroy_default_attribs_buffer(st);
|
|
}
|
|
|
|
|