draw_context.c revision c740a7da6142a9d7c4affddba519b75d47de24fd
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 */
468int draw_current_shader_outputs(struct draw_context *draw)
469{
470   if (draw->gs.geometry_shader)
471      return draw->gs.num_gs_outputs;
472   return draw->vs.num_vs_outputs;
473}
474
475
476/**
477 * Return the index of the shader output which will contain the
478 * vertex position.
479 */
480int draw_current_shader_position_output(struct draw_context *draw)
481{
482   if (draw->gs.geometry_shader)
483      return draw->gs.position_output;
484   return draw->vs.position_output;
485}
486