draw_context.c revision c5c5cd7132e18f4aad8e73d8ee879f8823c4c1e7
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   if (!draw_init(draw))
48      goto fail;
49
50   return draw;
51
52fail:
53   draw_destroy( draw );
54   return NULL;
55}
56
57boolean draw_init(struct draw_context *draw)
58{
59   ASSIGN_4V( draw->plane[0], -1,  0,  0, 1 );
60   ASSIGN_4V( draw->plane[1],  1,  0,  0, 1 );
61   ASSIGN_4V( draw->plane[2],  0, -1,  0, 1 );
62   ASSIGN_4V( draw->plane[3],  0,  1,  0, 1 );
63   ASSIGN_4V( draw->plane[4],  0,  0,  1, 1 ); /* yes these are correct */
64   ASSIGN_4V( draw->plane[5],  0,  0, -1, 1 ); /* mesa's a bit wonky */
65   draw->nr_planes = 6;
66
67
68   draw->reduced_prim = ~0; /* != any of PIPE_PRIM_x */
69
70
71   if (!draw_pipeline_init( draw ))
72      return FALSE;
73
74   if (!draw_pt_init( draw ))
75      return FALSE;
76
77   if (!draw_vs_init( draw ))
78      return FALSE;
79
80   if (!draw_gs_init( draw ))
81      return FALSE;
82
83   return TRUE;
84}
85
86
87void draw_destroy( struct draw_context *draw )
88{
89   if (!draw)
90      return;
91
92
93
94   /* Not so fast -- we're just borrowing this at the moment.
95    *
96   if (draw->render)
97      draw->render->destroy( draw->render );
98   */
99
100   draw_pipeline_destroy( draw );
101   draw_pt_destroy( draw );
102   draw_vs_destroy( draw );
103   draw_gs_destroy( draw );
104
105   FREE( draw );
106}
107
108
109
110void draw_flush( struct draw_context *draw )
111{
112   draw_do_flush( draw, DRAW_FLUSH_BACKEND );
113}
114
115
116/**
117 * Specify the Minimum Resolvable Depth factor for polygon offset.
118 * This factor potentially depends on the number of Z buffer bits,
119 * the rasterization algorithm and the arithmetic performed on Z
120 * values between vertex shading and rasterization.  It will vary
121 * from one driver to another.
122 */
123void draw_set_mrd(struct draw_context *draw, double mrd)
124{
125   draw->mrd = mrd;
126}
127
128
129/**
130 * Register new primitive rasterization/rendering state.
131 * This causes the drawing pipeline to be rebuilt.
132 */
133void draw_set_rasterizer_state( struct draw_context *draw,
134                                const struct pipe_rasterizer_state *raster )
135{
136   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
137
138   draw->rasterizer = raster;
139   draw->bypass_clipping =
140      ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
141       draw->driver.bypass_clipping);
142}
143
144
145void draw_set_driver_clipping( struct draw_context *draw,
146                               boolean bypass_clipping )
147{
148   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
149
150   draw->driver.bypass_clipping = bypass_clipping;
151   draw->bypass_clipping =
152      ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
153       draw->driver.bypass_clipping);
154}
155
156
157/**
158 * Plug in the primitive rendering/rasterization stage (which is the last
159 * stage in the drawing pipeline).
160 * This is provided by the device driver.
161 */
162void draw_set_rasterize_stage( struct draw_context *draw,
163                               struct draw_stage *stage )
164{
165   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
166
167   draw->pipeline.rasterize = stage;
168}
169
170
171/**
172 * Set the draw module's clipping state.
173 */
174void draw_set_clip_state( struct draw_context *draw,
175                          const struct pipe_clip_state *clip )
176{
177   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
178
179   assert(clip->nr <= PIPE_MAX_CLIP_PLANES);
180   memcpy(&draw->plane[6], clip->ucp, clip->nr * sizeof(clip->ucp[0]));
181   draw->nr_planes = 6 + clip->nr;
182}
183
184
185/**
186 * Set the draw module's viewport state.
187 */
188void draw_set_viewport_state( struct draw_context *draw,
189                              const struct pipe_viewport_state *viewport )
190{
191   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
192   draw->viewport = *viewport; /* struct copy */
193   draw->identity_viewport = (viewport->scale[0] == 1.0f &&
194                              viewport->scale[1] == 1.0f &&
195                              viewport->scale[2] == 1.0f &&
196                              viewport->scale[3] == 1.0f &&
197                              viewport->translate[0] == 0.0f &&
198                              viewport->translate[1] == 0.0f &&
199                              viewport->translate[2] == 0.0f &&
200                              viewport->translate[3] == 0.0f);
201
202   draw_vs_set_viewport( draw, viewport );
203}
204
205
206
207void
208draw_set_vertex_buffers(struct draw_context *draw,
209                        unsigned count,
210                        const struct pipe_vertex_buffer *buffers)
211{
212   assert(count <= PIPE_MAX_ATTRIBS);
213
214   memcpy(draw->pt.vertex_buffer, buffers, count * sizeof(buffers[0]));
215   draw->pt.nr_vertex_buffers = count;
216}
217
218
219void
220draw_set_vertex_elements(struct draw_context *draw,
221                         unsigned count,
222                         const struct pipe_vertex_element *elements)
223{
224   assert(count <= PIPE_MAX_ATTRIBS);
225
226   memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0]));
227   draw->pt.nr_vertex_elements = count;
228}
229
230
231/**
232 * Tell drawing context where to find mapped vertex buffers.
233 */
234void
235draw_set_mapped_vertex_buffer(struct draw_context *draw,
236                              unsigned attr, const void *buffer)
237{
238   draw->pt.user.vbuffer[attr] = buffer;
239}
240
241
242void
243draw_set_mapped_constant_buffer(struct draw_context *draw,
244                                unsigned shader_type,
245                                unsigned slot,
246                                const void *buffer,
247                                unsigned size )
248{
249   debug_assert(shader_type == PIPE_SHADER_VERTEX ||
250                shader_type == PIPE_SHADER_GEOMETRY);
251   debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
252
253   if (shader_type == PIPE_SHADER_VERTEX) {
254      draw->pt.user.vs_constants[slot] = buffer;
255      draw_vs_set_constants(draw, slot, buffer, size);
256   } else if (shader_type == PIPE_SHADER_GEOMETRY) {
257      draw->pt.user.gs_constants[slot] = buffer;
258      draw_gs_set_constants(draw, slot, buffer, size);
259   }
260}
261
262
263/**
264 * Tells the draw module to draw points with triangles if their size
265 * is greater than this threshold.
266 */
267void
268draw_wide_point_threshold(struct draw_context *draw, float threshold)
269{
270   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
271   draw->pipeline.wide_point_threshold = threshold;
272}
273
274
275/**
276 * Tells the draw module to draw lines with triangles if their width
277 * is greater than this threshold.
278 */
279void
280draw_wide_line_threshold(struct draw_context *draw, float threshold)
281{
282   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
283   draw->pipeline.wide_line_threshold = threshold;
284}
285
286
287/**
288 * Tells the draw module whether or not to implement line stipple.
289 */
290void
291draw_enable_line_stipple(struct draw_context *draw, boolean enable)
292{
293   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
294   draw->pipeline.line_stipple = enable;
295}
296
297
298/**
299 * Tells draw module whether to convert points to quads for sprite mode.
300 */
301void
302draw_enable_point_sprites(struct draw_context *draw, boolean enable)
303{
304   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
305   draw->pipeline.point_sprite = enable;
306}
307
308
309void
310draw_set_force_passthrough( struct draw_context *draw, boolean enable )
311{
312   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
313   draw->force_passthrough = enable;
314}
315
316
317/**
318 * Ask the draw module for the location/slot of the given vertex attribute in
319 * a post-transformed vertex.
320 *
321 * With this function, drivers that use the draw module should have no reason
322 * to track the current vertex/geometry shader.
323 *
324 * Note that the draw module may sometimes generate vertices with extra
325 * attributes (such as texcoords for AA lines).  The driver can call this
326 * function to find those attributes.
327 *
328 * Zero is returned if the attribute is not found since this is
329 * a don't care / undefined situtation.  Returning -1 would be a bit more
330 * work for the drivers.
331 */
332int
333draw_find_shader_output(const struct draw_context *draw,
334                        uint semantic_name, uint semantic_index)
335{
336   const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
337   const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
338   uint i;
339   const struct tgsi_shader_info *info = &vs->info;
340
341   if (gs)
342      info = &gs->info;
343
344   for (i = 0; i < info->num_outputs; i++) {
345      if (info->output_semantic_name[i] == semantic_name &&
346          info->output_semantic_index[i] == semantic_index)
347         return i;
348   }
349
350   /* XXX there may be more than one extra vertex attrib.
351    * For example, simulated gl_FragCoord and gl_PointCoord.
352    */
353   if (draw->extra_shader_outputs.semantic_name == semantic_name &&
354       draw->extra_shader_outputs.semantic_index == semantic_index) {
355      return draw->extra_shader_outputs.slot;
356   }
357
358   return 0;
359}
360
361
362/**
363 * Return total number of the shader outputs.  This function is similar to
364 * draw_current_shader_outputs() but this function also counts any extra
365 * vertex/geometry output attributes that may be filled in by some draw
366 * stages (such as AA point, AA line).
367 *
368 * If geometry shader is present, its output will be returned,
369 * if not vertex shader is used.
370 */
371uint
372draw_num_shader_outputs(const struct draw_context *draw)
373{
374   uint count = draw->vs.vertex_shader->info.num_outputs;
375
376   /* If a geometry shader is present, its outputs go to the
377    * driver, else the vertex shader's outputs.
378    */
379   if (draw->gs.geometry_shader)
380      count = draw->gs.geometry_shader->info.num_outputs;
381
382   if (draw->extra_shader_outputs.slot > 0)
383      count++;
384   return count;
385}
386
387
388/**
389 * Provide TGSI sampler objects for vertex/geometry shaders that use
390 * texture fetches.
391 * This might only be used by software drivers for the time being.
392 */
393void
394draw_texture_samplers(struct draw_context *draw,
395                      uint num_samplers,
396                      struct tgsi_sampler **samplers)
397{
398   draw->vs.num_samplers = num_samplers;
399   draw->vs.samplers = samplers;
400   draw->gs.num_samplers = num_samplers;
401   draw->gs.samplers = samplers;
402}
403
404
405
406
407void draw_set_render( struct draw_context *draw,
408		      struct vbuf_render *render )
409{
410   draw->render = render;
411}
412
413
414
415/**
416 * Tell the drawing context about the index/element buffer to use
417 * (ala glDrawElements)
418 * If no element buffer is to be used (i.e. glDrawArrays) then this
419 * should be called with eltSize=0 and elements=NULL.
420 *
421 * \param draw  the drawing context
422 * \param eltSize  size of each element (1, 2 or 4 bytes)
423 * \param elements  the element buffer ptr
424 */
425void
426draw_set_mapped_element_buffer_range( struct draw_context *draw,
427                                      unsigned eltSize,
428                                      unsigned min_index,
429                                      unsigned max_index,
430                                      const void *elements )
431{
432   draw->pt.user.elts = elements;
433   draw->pt.user.eltSize = eltSize;
434   draw->pt.user.min_index = min_index;
435   draw->pt.user.max_index = max_index;
436}
437
438
439void
440draw_set_mapped_element_buffer( struct draw_context *draw,
441                                unsigned eltSize,
442                                const void *elements )
443{
444   draw->pt.user.elts = elements;
445   draw->pt.user.eltSize = eltSize;
446   draw->pt.user.min_index = 0;
447   draw->pt.user.max_index = 0xffffffff;
448}
449
450
451/* Revamp me please:
452 */
453void draw_do_flush( struct draw_context *draw, unsigned flags )
454{
455   if (!draw->suspend_flushing)
456   {
457      assert(!draw->flushing); /* catch inadvertant recursion */
458
459      draw->flushing = TRUE;
460
461      draw_pipeline_flush( draw, flags );
462
463      draw->reduced_prim = ~0; /* is reduced_prim needed any more? */
464
465      draw->flushing = FALSE;
466   }
467}
468
469
470/**
471 * Return the number of output attributes produced by the geometry
472 * shader, if present.  If no geometry shader, return the number of
473 * outputs from the vertex shader.
474 * \sa draw_num_shader_outputs
475 */
476uint
477draw_current_shader_outputs(const struct draw_context *draw)
478{
479   if (draw->gs.geometry_shader)
480      return draw->gs.num_gs_outputs;
481   return draw->vs.num_vs_outputs;
482}
483
484
485/**
486 * Return the index of the shader output which will contain the
487 * vertex position.
488 */
489uint
490draw_current_shader_position_output(const struct draw_context *draw)
491{
492   if (draw->gs.geometry_shader)
493      return draw->gs.position_output;
494   return draw->vs.position_output;
495}
496