forked from KolibriOS/kolibrios
edb28b33f3
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
393 lines
12 KiB
C
393 lines
12 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 "util/u_memory.h"
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#include "draw/draw_context.h"
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#include "draw/draw_private.h"
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#include "draw/draw_vbuf.h"
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#include "draw/draw_vertex.h"
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#include "draw/draw_pt.h"
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#include "draw/draw_gs.h"
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#include "translate/translate.h"
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#include "translate/translate_cache.h"
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/* The simplest 'middle end' in the new vertex code.
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*
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* The responsibilities of a middle end are to:
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* - perform vertex fetch using
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* - draw vertex element/buffer state
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* - a list of fetch indices we received as an input
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* - run the vertex shader
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* - cliptest,
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* - clip coord calculation
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* - viewport transformation
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* - if necessary, run the primitive pipeline, passing it:
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* - a linear array of vertex_header vertices constructed here
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* - a set of draw indices we received as an input
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* - otherwise, drive the hw backend,
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* - allocate space for hardware format vertices
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* - translate the vertex-shader output vertices to hw format
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* - calling the backend draw functions.
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*
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* For convenience, we provide a helper function to drive the hardware
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* backend given similar inputs to those required to run the pipeline.
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*
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* In the case of passthrough mode, many of these actions are disabled
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* or noops, so we end up doing:
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*
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* - perform vertex fetch
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* - drive the hw backend
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*
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* IE, basically just vertex fetch to post-vs-format vertices,
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* followed by a call to the backend helper function.
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*/
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struct fetch_emit_middle_end {
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struct draw_pt_middle_end base;
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struct draw_context *draw;
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struct translate *translate;
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const struct vertex_info *vinfo;
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/* Cache point size somewhere it's address won't change:
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*/
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float point_size;
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struct translate_cache *cache;
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};
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static void fetch_emit_prepare( struct draw_pt_middle_end *middle,
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unsigned prim,
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unsigned opt,
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unsigned *max_vertices )
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{
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struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
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struct draw_context *draw = feme->draw;
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const struct vertex_info *vinfo;
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unsigned i, dst_offset;
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struct translate_key key;
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unsigned gs_out_prim = (draw->gs.geometry_shader ?
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draw->gs.geometry_shader->output_primitive :
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prim);
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draw->render->set_primitive(draw->render, gs_out_prim);
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/* Must do this after set_primitive() above:
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*/
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vinfo = feme->vinfo = draw->render->get_vertex_info(draw->render);
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/* Transform from API vertices to HW vertices, skipping the
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* pipeline_vertex intermediate step.
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*/
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dst_offset = 0;
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memset(&key, 0, sizeof(key));
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for (i = 0; i < vinfo->num_attribs; i++) {
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const struct pipe_vertex_element *src = &draw->pt.vertex_element[vinfo->attrib[i].src_index];
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unsigned emit_sz = 0;
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unsigned input_format = src->src_format;
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unsigned input_buffer = src->vertex_buffer_index;
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unsigned input_offset = src->src_offset;
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unsigned output_format;
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output_format = draw_translate_vinfo_format(vinfo->attrib[i].emit);
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emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
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if (vinfo->attrib[i].emit == EMIT_OMIT)
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continue;
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if (vinfo->attrib[i].emit == EMIT_1F_PSIZE) {
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input_format = PIPE_FORMAT_R32_FLOAT;
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input_buffer = draw->pt.nr_vertex_buffers;
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input_offset = 0;
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}
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key.element[i].type = TRANSLATE_ELEMENT_NORMAL;
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key.element[i].input_format = input_format;
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key.element[i].input_buffer = input_buffer;
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key.element[i].input_offset = input_offset;
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key.element[i].instance_divisor = src->instance_divisor;
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key.element[i].output_format = output_format;
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key.element[i].output_offset = dst_offset;
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dst_offset += emit_sz;
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}
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key.nr_elements = vinfo->num_attribs;
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key.output_stride = vinfo->size * 4;
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/* Don't bother with caching at this stage:
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*/
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if (!feme->translate ||
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translate_key_compare(&feme->translate->key, &key) != 0)
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{
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translate_key_sanitize(&key);
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feme->translate = translate_cache_find(feme->cache,
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&key);
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feme->translate->set_buffer(feme->translate,
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draw->pt.nr_vertex_buffers,
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&feme->point_size,
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0,
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~0);
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}
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feme->point_size = draw->rasterizer->point_size;
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for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
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feme->translate->set_buffer(feme->translate,
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i,
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((char *)draw->pt.user.vbuffer[i].map +
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draw->pt.vertex_buffer[i].buffer_offset),
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draw->pt.vertex_buffer[i].stride,
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draw->pt.max_index);
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}
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*max_vertices = (draw->render->max_vertex_buffer_bytes /
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(vinfo->size * 4));
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}
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static void fetch_emit_run( struct draw_pt_middle_end *middle,
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const unsigned *fetch_elts,
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unsigned fetch_count,
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const ushort *draw_elts,
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unsigned draw_count,
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unsigned prim_flags )
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{
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struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
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struct draw_context *draw = feme->draw;
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void *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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draw->render->allocate_vertices( draw->render,
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(ushort)feme->translate->key.output_stride,
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(ushort)fetch_count );
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hw_verts = draw->render->map_vertices( draw->render );
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if (!hw_verts) {
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debug_warn_once("vertex buffer allocation failed (out of memory?)");
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return;
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}
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/* Single routine to fetch vertices and emit HW verts.
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*/
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feme->translate->run_elts( feme->translate,
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fetch_elts,
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fetch_count,
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draw->start_instance,
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draw->instance_id,
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hw_verts );
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if (0) {
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unsigned i;
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for (i = 0; i < fetch_count; i++) {
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debug_printf("\n\nvertex %d:\n", i);
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draw_dump_emitted_vertex( feme->vinfo,
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(const uint8_t *)hw_verts + feme->vinfo->size * 4 * i );
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}
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}
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draw->render->unmap_vertices( draw->render,
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0,
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(ushort)(fetch_count - 1) );
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/* XXX: Draw arrays path to avoid re-emitting index list again and
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* again.
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*/
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draw->render->draw_elements( draw->render,
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draw_elts,
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draw_count );
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/* Done -- that was easy, wasn't it:
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*/
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draw->render->release_vertices( draw->render );
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}
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static void fetch_emit_run_linear( struct draw_pt_middle_end *middle,
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unsigned start,
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unsigned count,
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unsigned prim_flags )
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{
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struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
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struct draw_context *draw = feme->draw;
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void *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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if (!draw->render->allocate_vertices( draw->render,
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(ushort)feme->translate->key.output_stride,
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(ushort)count ))
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goto fail;
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hw_verts = draw->render->map_vertices( draw->render );
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if (!hw_verts)
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goto fail;
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/* Single routine to fetch vertices and emit HW verts.
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*/
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feme->translate->run( feme->translate,
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start,
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count,
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draw->start_instance,
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draw->instance_id,
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hw_verts );
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if (0) {
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unsigned i;
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for (i = 0; i < count; i++) {
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debug_printf("\n\nvertex %d:\n", i);
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draw_dump_emitted_vertex( feme->vinfo,
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(const uint8_t *)hw_verts + feme->vinfo->size * 4 * i );
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}
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}
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draw->render->unmap_vertices( draw->render, 0, count - 1 );
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/* XXX: Draw arrays path to avoid re-emitting index list again and
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* again.
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*/
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draw->render->draw_arrays( draw->render, 0, count );
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/* Done -- that was easy, wasn't it:
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*/
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draw->render->release_vertices( draw->render );
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return;
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fail:
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debug_warn_once("allocate or map of vertex buffer failed (out of memory?)");
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return;
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}
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static boolean fetch_emit_run_linear_elts( struct draw_pt_middle_end *middle,
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unsigned start,
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unsigned count,
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const ushort *draw_elts,
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unsigned draw_count,
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unsigned prim_flags )
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{
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struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
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struct draw_context *draw = feme->draw;
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void *hw_verts;
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/* XXX: need to flush to get prim_vbuf.c to release its allocation??
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*/
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draw_do_flush( draw, DRAW_FLUSH_BACKEND );
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if (!draw->render->allocate_vertices( draw->render,
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(ushort)feme->translate->key.output_stride,
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(ushort)count ))
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return FALSE;
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hw_verts = draw->render->map_vertices( draw->render );
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if (!hw_verts)
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return FALSE;
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/* Single routine to fetch vertices and emit HW verts.
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*/
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feme->translate->run( feme->translate,
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start,
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count,
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draw->start_instance,
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draw->instance_id,
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hw_verts );
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draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
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/* XXX: Draw arrays path to avoid re-emitting index list again and
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* again.
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*/
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draw->render->draw_elements( draw->render,
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draw_elts,
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draw_count );
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/* Done -- that was easy, wasn't it:
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*/
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draw->render->release_vertices( draw->render );
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return TRUE;
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}
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static void fetch_emit_finish( struct draw_pt_middle_end *middle )
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{
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/* nothing to do */
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}
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static void fetch_emit_destroy( struct draw_pt_middle_end *middle )
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{
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struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle;
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if (feme->cache)
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translate_cache_destroy(feme->cache);
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FREE(middle);
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}
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struct draw_pt_middle_end *draw_pt_fetch_emit( struct draw_context *draw )
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{
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struct fetch_emit_middle_end *fetch_emit = CALLOC_STRUCT( fetch_emit_middle_end );
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if (fetch_emit == NULL)
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return NULL;
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fetch_emit->cache = translate_cache_create();
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if (!fetch_emit->cache) {
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FREE(fetch_emit);
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return NULL;
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}
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fetch_emit->base.prepare = fetch_emit_prepare;
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fetch_emit->base.run = fetch_emit_run;
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fetch_emit->base.run_linear = fetch_emit_run_linear;
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fetch_emit->base.run_linear_elts = fetch_emit_run_linear_elts;
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fetch_emit->base.finish = fetch_emit_finish;
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fetch_emit->base.destroy = fetch_emit_destroy;
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fetch_emit->draw = draw;
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return &fetch_emit->base;
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}
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