forked from KolibriOS/kolibrios
edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
973 lines
27 KiB
C
973 lines
27 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 "pipe/p_context.h"
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#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "util/u_cpu_detect.h"
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#include "util/u_inlines.h"
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#include "util/u_helpers.h"
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#include "util/u_prim.h"
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#include "draw_context.h"
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#include "draw_vs.h"
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#include "draw_gs.h"
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#if HAVE_LLVM
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#include "gallivm/lp_bld_init.h"
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#include "gallivm/lp_bld_limits.h"
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#include "draw_llvm.h"
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boolean
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draw_get_option_use_llvm(void)
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{
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static boolean first = TRUE;
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static boolean value;
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if (first) {
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first = FALSE;
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value = debug_get_bool_option("DRAW_USE_LLVM", TRUE);
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#ifdef PIPE_ARCH_X86
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util_cpu_detect();
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/* require SSE2 due to LLVM PR6960. */
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if (!util_cpu_caps.has_sse2)
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value = FALSE;
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#endif
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}
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return value;
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}
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#endif
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/**
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* Create new draw module context with gallivm state for LLVM JIT.
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*/
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static struct draw_context *
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draw_create_context(struct pipe_context *pipe, boolean try_llvm)
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{
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struct draw_context *draw = CALLOC_STRUCT( draw_context );
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if (draw == NULL)
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goto err_out;
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#if HAVE_LLVM
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if (try_llvm && draw_get_option_use_llvm()) {
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draw->llvm = draw_llvm_create(draw);
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if (!draw->llvm)
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goto err_destroy;
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}
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#endif
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draw->pipe = pipe;
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if (!draw_init(draw))
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goto err_destroy;
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return draw;
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err_destroy:
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draw_destroy( draw );
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err_out:
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return NULL;
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}
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/**
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* Create new draw module context, with LLVM JIT.
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*/
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struct draw_context *
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draw_create(struct pipe_context *pipe)
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{
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return draw_create_context(pipe, TRUE);
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}
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/**
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* Create a new draw context, without LLVM JIT.
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*/
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struct draw_context *
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draw_create_no_llvm(struct pipe_context *pipe)
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{
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return draw_create_context(pipe, FALSE);
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}
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boolean draw_init(struct draw_context *draw)
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{
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/*
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* Note that several functions compute the clipmask of the predefined
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* formats with hardcoded formulas instead of using these. So modifications
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* here must be reflected there too.
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*/
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ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 );
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ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 );
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ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 );
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ASSIGN_4V( draw->plane[3], 0, 1, 0, 1 );
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ASSIGN_4V( draw->plane[4], 0, 0, 1, 1 ); /* yes these are correct */
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ASSIGN_4V( draw->plane[5], 0, 0, -1, 1 ); /* mesa's a bit wonky */
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draw->clip_xy = TRUE;
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draw->clip_z = TRUE;
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draw->pt.user.planes = (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) &(draw->plane[0]);
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draw->pt.user.eltMax = ~0;
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if (!draw_pipeline_init( draw ))
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return FALSE;
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if (!draw_pt_init( draw ))
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return FALSE;
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if (!draw_vs_init( draw ))
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return FALSE;
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if (!draw_gs_init( draw ))
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return FALSE;
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draw->quads_always_flatshade_last = !draw->pipe->screen->get_param(
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draw->pipe->screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
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return TRUE;
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}
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/*
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* Called whenever we're starting to draw a new instance.
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* Some internal structures don't want to have to reset internal
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* members on each invocation (because their state might have to persist
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* between multiple primitive restart rendering call) but might have to
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* for each new instance.
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* This is particularly the case for primitive id's in geometry shader.
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*/
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void draw_new_instance(struct draw_context *draw)
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{
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draw_geometry_shader_new_instance(draw->gs.geometry_shader);
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}
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void draw_destroy( struct draw_context *draw )
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{
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struct pipe_context *pipe;
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unsigned i, j;
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if (!draw)
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return;
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pipe = draw->pipe;
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/* free any rasterizer CSOs that we may have created.
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*/
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for (i = 0; i < 2; i++) {
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for (j = 0; j < 2; j++) {
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if (draw->rasterizer_no_cull[i][j]) {
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pipe->delete_rasterizer_state(pipe, draw->rasterizer_no_cull[i][j]);
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}
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}
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}
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for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
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pipe_resource_reference(&draw->pt.vertex_buffer[i].buffer, NULL);
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}
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/* Not so fast -- we're just borrowing this at the moment.
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*
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if (draw->render)
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draw->render->destroy( draw->render );
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*/
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draw_pipeline_destroy( draw );
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draw_pt_destroy( draw );
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draw_vs_destroy( draw );
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draw_gs_destroy( draw );
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#ifdef HAVE_LLVM
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if (draw->llvm)
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draw_llvm_destroy( draw->llvm );
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#endif
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FREE( draw );
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}
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void draw_flush( struct draw_context *draw )
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{
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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}
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/**
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* Specify the Minimum Resolvable Depth factor for polygon offset.
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* This factor potentially depends on the number of Z buffer bits,
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* the rasterization algorithm and the arithmetic performed on Z
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* values between vertex shading and rasterization. It will vary
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* from one driver to another.
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*/
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void draw_set_mrd(struct draw_context *draw, double mrd)
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{
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draw->mrd = mrd;
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}
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static void update_clip_flags( struct draw_context *draw )
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{
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draw->clip_xy = !draw->driver.bypass_clip_xy;
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draw->guard_band_xy = (!draw->driver.bypass_clip_xy &&
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draw->driver.guard_band_xy);
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draw->clip_z = (!draw->driver.bypass_clip_z &&
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draw->rasterizer && draw->rasterizer->depth_clip);
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draw->clip_user = draw->rasterizer &&
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draw->rasterizer->clip_plane_enable != 0;
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}
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/**
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* Register new primitive rasterization/rendering state.
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* This causes the drawing pipeline to be rebuilt.
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*/
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void draw_set_rasterizer_state( struct draw_context *draw,
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const struct pipe_rasterizer_state *raster,
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void *rast_handle )
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{
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if (!draw->suspend_flushing) {
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->rasterizer = raster;
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draw->rast_handle = rast_handle;
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update_clip_flags(draw);
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}
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}
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/* With a little more work, llvmpipe will be able to turn this off and
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* do its own x/y clipping.
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*
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* Some hardware can turn off clipping altogether - in particular any
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* hardware with a TNL unit can do its own clipping, even if it is
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* relying on the draw module for some other reason.
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*/
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void draw_set_driver_clipping( struct draw_context *draw,
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boolean bypass_clip_xy,
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boolean bypass_clip_z,
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boolean guard_band_xy)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->driver.bypass_clip_xy = bypass_clip_xy;
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draw->driver.bypass_clip_z = bypass_clip_z;
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draw->driver.guard_band_xy = guard_band_xy;
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update_clip_flags(draw);
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}
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/**
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* Plug in the primitive rendering/rasterization stage (which is the last
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* stage in the drawing pipeline).
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* This is provided by the device driver.
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*/
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void draw_set_rasterize_stage( struct draw_context *draw,
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struct draw_stage *stage )
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.rasterize = stage;
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}
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/**
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* Set the draw module's clipping state.
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*/
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void draw_set_clip_state( struct draw_context *draw,
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const struct pipe_clip_state *clip )
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{
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draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
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memcpy(&draw->plane[6], clip->ucp, sizeof(clip->ucp));
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}
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/**
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* Set the draw module's viewport state.
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*/
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void draw_set_viewport_states( struct draw_context *draw,
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unsigned start_slot,
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unsigned num_viewports,
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const struct pipe_viewport_state *vps )
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{
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const struct pipe_viewport_state *viewport = vps;
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draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
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debug_assert(start_slot < PIPE_MAX_VIEWPORTS);
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debug_assert((start_slot + num_viewports) <= PIPE_MAX_VIEWPORTS);
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memcpy(draw->viewports + start_slot, vps,
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sizeof(struct pipe_viewport_state) * num_viewports);
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draw->identity_viewport = (num_viewports == 1) &&
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(viewport->scale[0] == 1.0f &&
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viewport->scale[1] == 1.0f &&
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viewport->scale[2] == 1.0f &&
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viewport->scale[3] == 1.0f &&
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viewport->translate[0] == 0.0f &&
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viewport->translate[1] == 0.0f &&
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viewport->translate[2] == 0.0f &&
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viewport->translate[3] == 0.0f);
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}
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void
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draw_set_vertex_buffers(struct draw_context *draw,
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unsigned start_slot, unsigned count,
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const struct pipe_vertex_buffer *buffers)
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{
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assert(start_slot + count <= PIPE_MAX_ATTRIBS);
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util_set_vertex_buffers_count(draw->pt.vertex_buffer,
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&draw->pt.nr_vertex_buffers,
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buffers, start_slot, count);
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}
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void
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draw_set_vertex_elements(struct draw_context *draw,
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unsigned count,
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const struct pipe_vertex_element *elements)
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{
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assert(count <= PIPE_MAX_ATTRIBS);
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/* We could improve this by only flushing the frontend and the fetch part
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* of the middle. This would avoid recalculating the emit keys.*/
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0]));
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draw->pt.nr_vertex_elements = count;
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}
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/**
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* Tell drawing context where to find mapped vertex buffers.
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*/
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void
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draw_set_mapped_vertex_buffer(struct draw_context *draw,
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unsigned attr, const void *buffer,
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size_t size)
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{
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draw->pt.user.vbuffer[attr].map = buffer;
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draw->pt.user.vbuffer[attr].size = size;
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}
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void
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draw_set_mapped_constant_buffer(struct draw_context *draw,
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unsigned shader_type,
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unsigned slot,
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const void *buffer,
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unsigned size )
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{
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debug_assert(shader_type == PIPE_SHADER_VERTEX ||
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shader_type == PIPE_SHADER_GEOMETRY);
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debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
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draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
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switch (shader_type) {
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case PIPE_SHADER_VERTEX:
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draw->pt.user.vs_constants[slot] = buffer;
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draw->pt.user.vs_constants_size[slot] = size;
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break;
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case PIPE_SHADER_GEOMETRY:
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draw->pt.user.gs_constants[slot] = buffer;
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draw->pt.user.gs_constants_size[slot] = size;
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break;
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default:
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assert(0 && "invalid shader type in draw_set_mapped_constant_buffer");
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}
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}
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/**
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* Tells the draw module to draw points with triangles if their size
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* is greater than this threshold.
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*/
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void
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draw_wide_point_threshold(struct draw_context *draw, float threshold)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.wide_point_threshold = threshold;
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}
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/**
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* Should the draw module handle point->quad conversion for drawing sprites?
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*/
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void
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draw_wide_point_sprites(struct draw_context *draw, boolean draw_sprite)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.wide_point_sprites = draw_sprite;
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}
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/**
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* Tells the draw module to draw lines with triangles if their width
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* is greater than this threshold.
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*/
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void
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draw_wide_line_threshold(struct draw_context *draw, float threshold)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.wide_line_threshold = roundf(threshold);
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}
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/**
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* Tells the draw module whether or not to implement line stipple.
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*/
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void
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draw_enable_line_stipple(struct draw_context *draw, boolean enable)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.line_stipple = enable;
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}
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/**
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* Tells draw module whether to convert points to quads for sprite mode.
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*/
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void
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draw_enable_point_sprites(struct draw_context *draw, boolean enable)
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->pipeline.point_sprite = enable;
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}
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void
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draw_set_force_passthrough( struct draw_context *draw, boolean enable )
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{
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draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
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draw->force_passthrough = enable;
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}
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|
|
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/**
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* Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
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* exist already.
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*
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* This is used by some of the optional draw module stages such
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* as wide_point which may need to allocate additional generic/texcoord
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* attributes.
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*/
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int
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draw_alloc_extra_vertex_attrib(struct draw_context *draw,
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uint semantic_name, uint semantic_index)
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{
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int slot;
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uint num_outputs;
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uint n;
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slot = draw_find_shader_output(draw, semantic_name, semantic_index);
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if (slot >= 0) {
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return slot;
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}
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num_outputs = draw_current_shader_outputs(draw);
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n = draw->extra_shader_outputs.num;
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assert(n < Elements(draw->extra_shader_outputs.semantic_name));
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draw->extra_shader_outputs.semantic_name[n] = semantic_name;
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draw->extra_shader_outputs.semantic_index[n] = semantic_index;
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draw->extra_shader_outputs.slot[n] = num_outputs + n;
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draw->extra_shader_outputs.num++;
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return draw->extra_shader_outputs.slot[n];
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}
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|
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/**
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* Remove all extra vertex attributes that were allocated with
|
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* draw_alloc_extra_vertex_attrib().
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*/
|
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void
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draw_remove_extra_vertex_attribs(struct draw_context *draw)
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{
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draw->extra_shader_outputs.num = 0;
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}
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|
|
|
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/**
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* If a geometry shader is present, return its info, else the vertex shader's
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* info.
|
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*/
|
|
struct tgsi_shader_info *
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draw_get_shader_info(const struct draw_context *draw)
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{
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if (draw->gs.geometry_shader) {
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return &draw->gs.geometry_shader->info;
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} else {
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return &draw->vs.vertex_shader->info;
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}
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}
|
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|
|
|
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/**
|
|
* Ask the draw module for the location/slot of the given vertex attribute in
|
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* a post-transformed vertex.
|
|
*
|
|
* With this function, drivers that use the draw module should have no reason
|
|
* to track the current vertex/geometry 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.
|
|
*
|
|
* -1 is returned if the attribute is not found since this is
|
|
* an undefined situation. Note, that zero is valid and can
|
|
* be used by any of the attributes, because position is not
|
|
* required to be attribute 0 or even at all present.
|
|
*/
|
|
int
|
|
draw_find_shader_output(const struct draw_context *draw,
|
|
uint semantic_name, uint semantic_index)
|
|
{
|
|
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
|
|
uint i;
|
|
|
|
for (i = 0; i < info->num_outputs; i++) {
|
|
if (info->output_semantic_name[i] == semantic_name &&
|
|
info->output_semantic_index[i] == semantic_index)
|
|
return i;
|
|
}
|
|
|
|
/* Search the extra vertex attributes */
|
|
for (i = 0; i < draw->extra_shader_outputs.num; i++) {
|
|
if (draw->extra_shader_outputs.semantic_name[i] == semantic_name &&
|
|
draw->extra_shader_outputs.semantic_index[i] == semantic_index) {
|
|
return draw->extra_shader_outputs.slot[i];
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return total number of the shader outputs. This function is similar to
|
|
* draw_current_shader_outputs() but this function also counts any extra
|
|
* vertex/geometry output attributes that may be filled in by some draw
|
|
* stages (such as AA point, AA line).
|
|
*
|
|
* If geometry shader is present, its output will be returned,
|
|
* if not vertex shader is used.
|
|
*/
|
|
uint
|
|
draw_num_shader_outputs(const struct draw_context *draw)
|
|
{
|
|
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
|
|
uint count;
|
|
|
|
count = info->num_outputs;
|
|
count += draw->extra_shader_outputs.num;
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
/**
|
|
* Provide TGSI sampler objects for vertex/geometry shaders that use
|
|
* texture fetches. This state only needs to be set once per context.
|
|
* This might only be used by software drivers for the time being.
|
|
*/
|
|
void
|
|
draw_texture_sampler(struct draw_context *draw,
|
|
uint shader,
|
|
struct tgsi_sampler *sampler)
|
|
{
|
|
if (shader == PIPE_SHADER_VERTEX) {
|
|
draw->vs.tgsi.sampler = sampler;
|
|
} else {
|
|
debug_assert(shader == PIPE_SHADER_GEOMETRY);
|
|
draw->gs.tgsi.sampler = sampler;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void draw_set_render( struct draw_context *draw,
|
|
struct vbuf_render *render )
|
|
{
|
|
draw->render = render;
|
|
}
|
|
|
|
|
|
/**
|
|
* Tell the draw module where vertex indexes/elements are located, and
|
|
* their size (in bytes).
|
|
*
|
|
* Note: the caller must apply the pipe_index_buffer::offset value to
|
|
* the address. The draw module doesn't do that.
|
|
*/
|
|
void
|
|
draw_set_indexes(struct draw_context *draw,
|
|
const void *elements, unsigned elem_size,
|
|
unsigned elem_buffer_space)
|
|
{
|
|
assert(elem_size == 0 ||
|
|
elem_size == 1 ||
|
|
elem_size == 2 ||
|
|
elem_size == 4);
|
|
draw->pt.user.elts = elements;
|
|
draw->pt.user.eltSizeIB = elem_size;
|
|
if (elem_size)
|
|
draw->pt.user.eltMax = elem_buffer_space / elem_size;
|
|
else
|
|
draw->pt.user.eltMax = 0;
|
|
}
|
|
|
|
|
|
/* Revamp me please:
|
|
*/
|
|
void draw_do_flush( struct draw_context *draw, unsigned flags )
|
|
{
|
|
if (!draw->suspend_flushing)
|
|
{
|
|
assert(!draw->flushing); /* catch inadvertant recursion */
|
|
|
|
draw->flushing = TRUE;
|
|
|
|
draw_pipeline_flush( draw, flags );
|
|
|
|
draw_pt_flush( draw, flags );
|
|
|
|
draw->flushing = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the number of output attributes produced by the geometry
|
|
* shader, if present. If no geometry shader, return the number of
|
|
* outputs from the vertex shader.
|
|
* \sa draw_num_shader_outputs
|
|
*/
|
|
uint
|
|
draw_current_shader_outputs(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.num_gs_outputs;
|
|
return draw->vs.num_vs_outputs;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the index of the shader output which will contain the
|
|
* vertex position.
|
|
*/
|
|
uint
|
|
draw_current_shader_position_output(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.position_output;
|
|
return draw->vs.position_output;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the index of the shader output which will contain the
|
|
* viewport index.
|
|
*/
|
|
uint
|
|
draw_current_shader_viewport_index_output(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->viewport_index_output;
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Returns true if there's a geometry shader bound and the geometry
|
|
* shader writes out a viewport index.
|
|
*/
|
|
boolean
|
|
draw_current_shader_uses_viewport_index(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->info.writes_viewport_index;
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the index of the shader output which will contain the
|
|
* vertex position.
|
|
*/
|
|
uint
|
|
draw_current_shader_clipvertex_output(const struct draw_context *draw)
|
|
{
|
|
return draw->vs.clipvertex_output;
|
|
}
|
|
|
|
uint
|
|
draw_current_shader_clipdistance_output(const struct draw_context *draw, int index)
|
|
{
|
|
debug_assert(index < PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->clipdistance_output[index];
|
|
return draw->vs.clipdistance_output[index];
|
|
}
|
|
|
|
|
|
uint
|
|
draw_current_shader_num_written_clipdistances(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->info.num_written_clipdistance;
|
|
return draw->vs.vertex_shader->info.num_written_clipdistance;
|
|
}
|
|
|
|
|
|
uint
|
|
draw_current_shader_culldistance_output(const struct draw_context *draw, int index)
|
|
{
|
|
debug_assert(index < PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->culldistance_output[index];
|
|
return draw->vs.vertex_shader->culldistance_output[index];
|
|
}
|
|
|
|
uint
|
|
draw_current_shader_num_written_culldistances(const struct draw_context *draw)
|
|
{
|
|
if (draw->gs.geometry_shader)
|
|
return draw->gs.geometry_shader->info.num_written_culldistance;
|
|
return draw->vs.vertex_shader->info.num_written_culldistance;
|
|
}
|
|
|
|
/**
|
|
* Return a pointer/handle for a driver/CSO rasterizer object which
|
|
* disabled culling, stippling, unfilled tris, etc.
|
|
* This is used by some pipeline stages (such as wide_point, aa_line
|
|
* and aa_point) which convert points/lines into triangles. In those
|
|
* cases we don't want to accidentally cull the triangles.
|
|
*
|
|
* \param scissor should the rasterizer state enable scissoring?
|
|
* \param flatshade should the rasterizer state use flat shading?
|
|
* \return rasterizer CSO handle
|
|
*/
|
|
void *
|
|
draw_get_rasterizer_no_cull( struct draw_context *draw,
|
|
boolean scissor,
|
|
boolean flatshade )
|
|
{
|
|
if (!draw->rasterizer_no_cull[scissor][flatshade]) {
|
|
/* create now */
|
|
struct pipe_context *pipe = draw->pipe;
|
|
struct pipe_rasterizer_state rast;
|
|
|
|
memset(&rast, 0, sizeof(rast));
|
|
rast.scissor = scissor;
|
|
rast.flatshade = flatshade;
|
|
rast.front_ccw = 1;
|
|
rast.half_pixel_center = draw->rasterizer->half_pixel_center;
|
|
rast.bottom_edge_rule = draw->rasterizer->bottom_edge_rule;
|
|
rast.clip_halfz = draw->rasterizer->clip_halfz;
|
|
|
|
draw->rasterizer_no_cull[scissor][flatshade] =
|
|
pipe->create_rasterizer_state(pipe, &rast);
|
|
}
|
|
return draw->rasterizer_no_cull[scissor][flatshade];
|
|
}
|
|
|
|
void
|
|
draw_set_mapped_so_targets(struct draw_context *draw,
|
|
int num_targets,
|
|
struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS])
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < num_targets; i++)
|
|
draw->so.targets[i] = targets[i];
|
|
for (i = num_targets; i < PIPE_MAX_SO_BUFFERS; i++)
|
|
draw->so.targets[i] = NULL;
|
|
|
|
draw->so.num_targets = num_targets;
|
|
}
|
|
|
|
void
|
|
draw_set_sampler_views(struct draw_context *draw,
|
|
unsigned shader_stage,
|
|
struct pipe_sampler_view **views,
|
|
unsigned num)
|
|
{
|
|
unsigned i;
|
|
|
|
debug_assert(shader_stage < PIPE_SHADER_TYPES);
|
|
debug_assert(num <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
|
|
|
|
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
|
|
|
|
for (i = 0; i < num; ++i)
|
|
draw->sampler_views[shader_stage][i] = views[i];
|
|
for (i = num; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; ++i)
|
|
draw->sampler_views[shader_stage][i] = NULL;
|
|
|
|
draw->num_sampler_views[shader_stage] = num;
|
|
}
|
|
|
|
void
|
|
draw_set_samplers(struct draw_context *draw,
|
|
unsigned shader_stage,
|
|
struct pipe_sampler_state **samplers,
|
|
unsigned num)
|
|
{
|
|
unsigned i;
|
|
|
|
debug_assert(shader_stage < PIPE_SHADER_TYPES);
|
|
debug_assert(num <= PIPE_MAX_SAMPLERS);
|
|
|
|
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
|
|
|
|
for (i = 0; i < num; ++i)
|
|
draw->samplers[shader_stage][i] = samplers[i];
|
|
for (i = num; i < PIPE_MAX_SAMPLERS; ++i)
|
|
draw->samplers[shader_stage][i] = NULL;
|
|
|
|
draw->num_samplers[shader_stage] = num;
|
|
|
|
#ifdef HAVE_LLVM
|
|
if (draw->llvm)
|
|
draw_llvm_set_sampler_state(draw, shader_stage);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
draw_set_mapped_texture(struct draw_context *draw,
|
|
unsigned shader_stage,
|
|
unsigned sview_idx,
|
|
uint32_t width, uint32_t height, uint32_t depth,
|
|
uint32_t first_level, uint32_t last_level,
|
|
const void *base_ptr,
|
|
uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS],
|
|
uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS],
|
|
uint32_t mip_offsets[PIPE_MAX_TEXTURE_LEVELS])
|
|
{
|
|
#ifdef HAVE_LLVM
|
|
if (draw->llvm)
|
|
draw_llvm_set_mapped_texture(draw,
|
|
shader_stage,
|
|
sview_idx,
|
|
width, height, depth, first_level,
|
|
last_level, base_ptr,
|
|
row_stride, img_stride, mip_offsets);
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
|
|
* different ways of setting textures, and drivers typically only support one.
|
|
*/
|
|
int
|
|
draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param)
|
|
{
|
|
switch(shader) {
|
|
case PIPE_SHADER_VERTEX:
|
|
case PIPE_SHADER_GEOMETRY:
|
|
return tgsi_exec_get_shader_param(param);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
|
|
* different ways of setting textures, and drivers typically only support one.
|
|
*/
|
|
int
|
|
draw_get_shader_param(unsigned shader, enum pipe_shader_cap param)
|
|
{
|
|
|
|
#ifdef HAVE_LLVM
|
|
if (draw_get_option_use_llvm()) {
|
|
switch(shader) {
|
|
case PIPE_SHADER_VERTEX:
|
|
case PIPE_SHADER_GEOMETRY:
|
|
return gallivm_get_shader_param(param);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return draw_get_shader_param_no_llvm(shader, param);
|
|
}
|
|
|
|
/**
|
|
* Enables or disables collection of statistics.
|
|
*
|
|
* Draw module is capable of generating statistics for the vertex
|
|
* processing pipeline. Collection of that data isn't free and so
|
|
* it's disabled by default. The users of the module can enable
|
|
* (or disable) this functionality through this function.
|
|
* The actual data will be emitted through the VBUF interface,
|
|
* the 'pipeline_statistics' callback to be exact.
|
|
*/
|
|
void
|
|
draw_collect_pipeline_statistics(struct draw_context *draw,
|
|
boolean enable)
|
|
{
|
|
draw->collect_statistics = enable;
|
|
}
|
|
|
|
/**
|
|
* Computes clipper invocation statistics.
|
|
*
|
|
* Figures out how many primitives would have been
|
|
* sent to the clipper given the specified
|
|
* prim info data.
|
|
*/
|
|
void
|
|
draw_stats_clipper_primitives(struct draw_context *draw,
|
|
const struct draw_prim_info *prim_info)
|
|
{
|
|
if (draw->collect_statistics) {
|
|
unsigned start, i;
|
|
for (start = i = 0;
|
|
i < prim_info->primitive_count;
|
|
start += prim_info->primitive_lengths[i], i++)
|
|
{
|
|
draw->statistics.c_invocations +=
|
|
u_decomposed_prims_for_vertices(prim_info->prim,
|
|
prim_info->primitive_lengths[i]);
|
|
}
|
|
}
|
|
}
|