draw_context.c revision 256f7f5ab2123bae9549e4f572276e200dc1ae76
1/************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28 /* 29 * Authors: 30 * Keith Whitwell <keith@tungstengraphics.com> 31 */ 32 33 34#include "util/u_memory.h" 35#include "util/u_math.h" 36#include "draw_context.h" 37#include "draw_vs.h" 38#include "draw_gs.h" 39 40 41struct draw_context *draw_create( void ) 42{ 43 struct draw_context *draw = CALLOC_STRUCT( draw_context ); 44 if (draw == NULL) 45 goto fail; 46 47 ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 ); 48 ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 ); 49 ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 ); 50 ASSIGN_4V( draw->plane[3], 0, 1, 0, 1 ); 51 ASSIGN_4V( draw->plane[4], 0, 0, 1, 1 ); /* yes these are correct */ 52 ASSIGN_4V( draw->plane[5], 0, 0, -1, 1 ); /* mesa's a bit wonky */ 53 draw->nr_planes = 6; 54 55 56 draw->reduced_prim = ~0; /* != any of PIPE_PRIM_x */ 57 58 59 if (!draw_pipeline_init( draw )) 60 goto fail; 61 62 if (!draw_pt_init( draw )) 63 goto fail; 64 65 if (!draw_vs_init( draw )) 66 goto fail; 67 68 if (!draw_gs_init( draw )) 69 goto fail; 70 71 return draw; 72 73fail: 74 draw_destroy( draw ); 75 return NULL; 76} 77 78 79void draw_destroy( struct draw_context *draw ) 80{ 81 if (!draw) 82 return; 83 84 85 86 /* Not so fast -- we're just borrowing this at the moment. 87 * 88 if (draw->render) 89 draw->render->destroy( draw->render ); 90 */ 91 92 draw_pipeline_destroy( draw ); 93 draw_pt_destroy( draw ); 94 draw_vs_destroy( draw ); 95 draw_gs_destroy( draw ); 96 97 FREE( draw ); 98} 99 100 101 102void draw_flush( struct draw_context *draw ) 103{ 104 draw_do_flush( draw, DRAW_FLUSH_BACKEND ); 105} 106 107 108/** 109 * Specify the Minimum Resolvable Depth factor for polygon offset. 110 * This factor potentially depends on the number of Z buffer bits, 111 * the rasterization algorithm and the arithmetic performed on Z 112 * values between vertex shading and rasterization. It will vary 113 * from one driver to another. 114 */ 115void draw_set_mrd(struct draw_context *draw, double mrd) 116{ 117 draw->mrd = mrd; 118} 119 120 121/** 122 * Register new primitive rasterization/rendering state. 123 * This causes the drawing pipeline to be rebuilt. 124 */ 125void draw_set_rasterizer_state( struct draw_context *draw, 126 const struct pipe_rasterizer_state *raster ) 127{ 128 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 129 130 draw->rasterizer = raster; 131 draw->bypass_clipping = 132 ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) || 133 draw->driver.bypass_clipping); 134} 135 136 137void draw_set_driver_clipping( struct draw_context *draw, 138 boolean bypass_clipping ) 139{ 140 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 141 142 draw->driver.bypass_clipping = bypass_clipping; 143 draw->bypass_clipping = 144 ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) || 145 draw->driver.bypass_clipping); 146} 147 148 149/** 150 * Plug in the primitive rendering/rasterization stage (which is the last 151 * stage in the drawing pipeline). 152 * This is provided by the device driver. 153 */ 154void draw_set_rasterize_stage( struct draw_context *draw, 155 struct draw_stage *stage ) 156{ 157 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 158 159 draw->pipeline.rasterize = stage; 160} 161 162 163/** 164 * Set the draw module's clipping state. 165 */ 166void draw_set_clip_state( struct draw_context *draw, 167 const struct pipe_clip_state *clip ) 168{ 169 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 170 171 assert(clip->nr <= PIPE_MAX_CLIP_PLANES); 172 memcpy(&draw->plane[6], clip->ucp, clip->nr * sizeof(clip->ucp[0])); 173 draw->nr_planes = 6 + clip->nr; 174} 175 176 177/** 178 * Set the draw module's viewport state. 179 */ 180void draw_set_viewport_state( struct draw_context *draw, 181 const struct pipe_viewport_state *viewport ) 182{ 183 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 184 draw->viewport = *viewport; /* struct copy */ 185 draw->identity_viewport = (viewport->scale[0] == 1.0f && 186 viewport->scale[1] == 1.0f && 187 viewport->scale[2] == 1.0f && 188 viewport->scale[3] == 1.0f && 189 viewport->translate[0] == 0.0f && 190 viewport->translate[1] == 0.0f && 191 viewport->translate[2] == 0.0f && 192 viewport->translate[3] == 0.0f); 193 194 draw_vs_set_viewport( draw, viewport ); 195} 196 197 198 199void 200draw_set_vertex_buffers(struct draw_context *draw, 201 unsigned count, 202 const struct pipe_vertex_buffer *buffers) 203{ 204 assert(count <= PIPE_MAX_ATTRIBS); 205 206 memcpy(draw->pt.vertex_buffer, buffers, count * sizeof(buffers[0])); 207 draw->pt.nr_vertex_buffers = count; 208} 209 210 211void 212draw_set_vertex_elements(struct draw_context *draw, 213 unsigned count, 214 const struct pipe_vertex_element *elements) 215{ 216 assert(count <= PIPE_MAX_ATTRIBS); 217 218 memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0])); 219 draw->pt.nr_vertex_elements = count; 220} 221 222 223/** 224 * Tell drawing context where to find mapped vertex buffers. 225 */ 226void 227draw_set_mapped_vertex_buffer(struct draw_context *draw, 228 unsigned attr, const void *buffer) 229{ 230 draw->pt.user.vbuffer[attr] = buffer; 231} 232 233 234void 235draw_set_mapped_constant_buffer(struct draw_context *draw, 236 unsigned shader_type, 237 unsigned slot, 238 const void *buffer, 239 unsigned size ) 240{ 241 debug_assert(shader_type == PIPE_SHADER_VERTEX || 242 shader_type == PIPE_SHADER_GEOMETRY); 243 debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS); 244 245 if (shader_type == PIPE_SHADER_VERTEX) { 246 draw->pt.user.vs_constants[slot] = buffer; 247 draw_vs_set_constants(draw, slot, buffer, size); 248 } else if (shader_type == PIPE_SHADER_GEOMETRY) { 249 draw->pt.user.gs_constants[slot] = buffer; 250 draw_gs_set_constants(draw, slot, buffer, size); 251 } 252} 253 254 255/** 256 * Tells the draw module to draw points with triangles if their size 257 * is greater than this threshold. 258 */ 259void 260draw_wide_point_threshold(struct draw_context *draw, float threshold) 261{ 262 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 263 draw->pipeline.wide_point_threshold = threshold; 264} 265 266 267/** 268 * Tells the draw module to draw lines with triangles if their width 269 * is greater than this threshold. 270 */ 271void 272draw_wide_line_threshold(struct draw_context *draw, float threshold) 273{ 274 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 275 draw->pipeline.wide_line_threshold = threshold; 276} 277 278 279/** 280 * Tells the draw module whether or not to implement line stipple. 281 */ 282void 283draw_enable_line_stipple(struct draw_context *draw, boolean enable) 284{ 285 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 286 draw->pipeline.line_stipple = enable; 287} 288 289 290/** 291 * Tells draw module whether to convert points to quads for sprite mode. 292 */ 293void 294draw_enable_point_sprites(struct draw_context *draw, boolean enable) 295{ 296 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 297 draw->pipeline.point_sprite = enable; 298} 299 300 301void 302draw_set_force_passthrough( struct draw_context *draw, boolean enable ) 303{ 304 draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE ); 305 draw->force_passthrough = enable; 306} 307 308 309/** 310 * Ask the draw module for the location/slot of the given vertex attribute in 311 * a post-transformed vertex. 312 * 313 * With this function, drivers that use the draw module should have no reason 314 * to track the current vertex/geometry shader. 315 * 316 * Note that the draw module may sometimes generate vertices with extra 317 * attributes (such as texcoords for AA lines). The driver can call this 318 * function to find those attributes. 319 * 320 * Zero is returned if the attribute is not found since this is 321 * a don't care / undefined situtation. Returning -1 would be a bit more 322 * work for the drivers. 323 */ 324int 325draw_find_shader_output(const struct draw_context *draw, 326 uint semantic_name, uint semantic_index) 327{ 328 const struct draw_vertex_shader *vs = draw->vs.vertex_shader; 329 const struct draw_geometry_shader *gs = draw->gs.geometry_shader; 330 uint i; 331 const struct tgsi_shader_info *info = &vs->info; 332 333 if (gs) 334 info = &gs->info; 335 336 for (i = 0; i < info->num_outputs; i++) { 337 if (info->output_semantic_name[i] == semantic_name && 338 info->output_semantic_index[i] == semantic_index) 339 return i; 340 } 341 342 /* XXX there may be more than one extra vertex attrib. 343 * For example, simulated gl_FragCoord and gl_PointCoord. 344 */ 345 if (draw->extra_shader_outputs.semantic_name == semantic_name && 346 draw->extra_shader_outputs.semantic_index == semantic_index) { 347 return draw->extra_shader_outputs.slot; 348 } 349 350 return 0; 351} 352 353 354/** 355 * Return total number of the shader outputs. This function is similar to 356 * draw_current_shader_outputs() but this function also counts any extra 357 * vertex/geometry output attributes that may be filled in by some draw 358 * stages (such as AA point, AA line). 359 * 360 * If geometry shader is present, its output will be returned, 361 * if not vertex shader is used. 362 */ 363uint 364draw_num_shader_outputs(const struct draw_context *draw) 365{ 366 uint count = draw->vs.vertex_shader->info.num_outputs; 367 368 /* If a geometry shader is present, its outputs go to the 369 * driver, else the vertex shader's outputs. 370 */ 371 if (draw->gs.geometry_shader) 372 count = draw->gs.geometry_shader->info.num_outputs; 373 374 if (draw->extra_shader_outputs.slot > 0) 375 count++; 376 return count; 377} 378 379 380/** 381 * Provide TGSI sampler objects for vertex/geometry shaders that use 382 * texture fetches. 383 * This might only be used by software drivers for the time being. 384 */ 385void 386draw_texture_samplers(struct draw_context *draw, 387 uint num_samplers, 388 struct tgsi_sampler **samplers) 389{ 390 draw->vs.num_samplers = num_samplers; 391 draw->vs.samplers = samplers; 392 draw->gs.num_samplers = num_samplers; 393 draw->gs.samplers = samplers; 394} 395 396 397 398 399void draw_set_render( struct draw_context *draw, 400 struct vbuf_render *render ) 401{ 402 draw->render = render; 403} 404 405 406 407/** 408 * Tell the drawing context about the index/element buffer to use 409 * (ala glDrawElements) 410 * If no element buffer is to be used (i.e. glDrawArrays) then this 411 * should be called with eltSize=0 and elements=NULL. 412 * 413 * \param draw the drawing context 414 * \param eltSize size of each element (1, 2 or 4 bytes) 415 * \param elements the element buffer ptr 416 */ 417void 418draw_set_mapped_element_buffer_range( struct draw_context *draw, 419 unsigned eltSize, 420 unsigned min_index, 421 unsigned max_index, 422 const void *elements ) 423{ 424 draw->pt.user.elts = elements; 425 draw->pt.user.eltSize = eltSize; 426 draw->pt.user.min_index = min_index; 427 draw->pt.user.max_index = max_index; 428} 429 430 431void 432draw_set_mapped_element_buffer( struct draw_context *draw, 433 unsigned eltSize, 434 const void *elements ) 435{ 436 draw->pt.user.elts = elements; 437 draw->pt.user.eltSize = eltSize; 438 draw->pt.user.min_index = 0; 439 draw->pt.user.max_index = 0xffffffff; 440} 441 442 443/* Revamp me please: 444 */ 445void draw_do_flush( struct draw_context *draw, unsigned flags ) 446{ 447 if (!draw->suspend_flushing) 448 { 449 assert(!draw->flushing); /* catch inadvertant recursion */ 450 451 draw->flushing = TRUE; 452 453 draw_pipeline_flush( draw, flags ); 454 455 draw->reduced_prim = ~0; /* is reduced_prim needed any more? */ 456 457 draw->flushing = FALSE; 458 } 459} 460 461 462/** 463 * Return the number of output attributes produced by the geometry 464 * shader, if present. If no geometry shader, return the number of 465 * outputs from the vertex shader. 466 * \sa draw_num_shader_outputs 467 */ 468uint 469draw_current_shader_outputs(const struct draw_context *draw) 470{ 471 if (draw->gs.geometry_shader) 472 return draw->gs.num_gs_outputs; 473 return draw->vs.num_vs_outputs; 474} 475 476 477/** 478 * Return the index of the shader output which will contain the 479 * vertex position. 480 */ 481uint 482draw_current_shader_position_output(const struct draw_context *draw) 483{ 484 if (draw->gs.geometry_shader) 485 return draw->gs.position_output; 486 return draw->vs.position_output; 487} 488