draw_context.c revision cdc920a0
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 "pipe/p_context.h"
35#include "util/u_memory.h"
36#include "util/u_math.h"
37#include "draw_context.h"
38#include "draw_vs.h"
39#include "draw_gs.h"
40
41
42struct draw_context *draw_create( struct pipe_context *pipe )
43{
44   struct draw_context *draw = CALLOC_STRUCT( draw_context );
45   if (draw == NULL)
46      goto fail;
47
48   ASSIGN_4V( draw->plane[0], -1,  0,  0, 1 );
49   ASSIGN_4V( draw->plane[1],  1,  0,  0, 1 );
50   ASSIGN_4V( draw->plane[2],  0, -1,  0, 1 );
51   ASSIGN_4V( draw->plane[3],  0,  1,  0, 1 );
52   ASSIGN_4V( draw->plane[4],  0,  0,  1, 1 ); /* yes these are correct */
53   ASSIGN_4V( draw->plane[5],  0,  0, -1, 1 ); /* mesa's a bit wonky */
54   draw->nr_planes = 6;
55
56
57   draw->reduced_prim = ~0; /* != any of PIPE_PRIM_x */
58
59
60   if (!draw_pipeline_init( draw ))
61      goto fail;
62
63   if (!draw_pt_init( draw ))
64      goto fail;
65
66   if (!draw_vs_init( draw ))
67      goto fail;
68
69   if (!draw_gs_init( draw ))
70      goto fail;
71
72   draw->pipe = pipe;
73
74   return draw;
75
76fail:
77   draw_destroy( draw );
78   return NULL;
79}
80
81
82void draw_destroy( struct draw_context *draw )
83{
84   struct pipe_context *pipe = draw->pipe;
85   int i, j;
86
87   if (!draw)
88      return;
89
90   /* free any rasterizer CSOs that we may have created.
91    */
92   for (i = 0; i < 2; i++) {
93      for (j = 0; j < 2; j++) {
94         if (draw->rasterizer_no_cull[i][j]) {
95            pipe->delete_rasterizer_state(pipe, draw->rasterizer_no_cull[i][j]);
96         }
97      }
98   }
99
100   /* Not so fast -- we're just borrowing this at the moment.
101    *
102   if (draw->render)
103      draw->render->destroy( draw->render );
104   */
105
106   draw_pipeline_destroy( draw );
107   draw_pt_destroy( draw );
108   draw_vs_destroy( draw );
109   draw_gs_destroy( draw );
110
111   FREE( draw );
112}
113
114
115
116void draw_flush( struct draw_context *draw )
117{
118   draw_do_flush( draw, DRAW_FLUSH_BACKEND );
119}
120
121
122/**
123 * Specify the Minimum Resolvable Depth factor for polygon offset.
124 * This factor potentially depends on the number of Z buffer bits,
125 * the rasterization algorithm and the arithmetic performed on Z
126 * values between vertex shading and rasterization.  It will vary
127 * from one driver to another.
128 */
129void draw_set_mrd(struct draw_context *draw, double mrd)
130{
131   draw->mrd = mrd;
132}
133
134
135/**
136 * Register new primitive rasterization/rendering state.
137 * This causes the drawing pipeline to be rebuilt.
138 */
139void draw_set_rasterizer_state( struct draw_context *draw,
140                                const struct pipe_rasterizer_state *raster,
141                                void *rast_handle )
142{
143   if (!draw->suspend_flushing) {
144      draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
145
146      draw->rasterizer = raster;
147      draw->rast_handle = rast_handle;
148
149      draw->bypass_clipping = draw->driver.bypass_clipping;
150   }
151}
152
153
154void draw_set_driver_clipping( struct draw_context *draw,
155                               boolean bypass_clipping )
156{
157   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
158
159   draw->driver.bypass_clipping = bypass_clipping;
160   draw->bypass_clipping = draw->driver.bypass_clipping;
161}
162
163
164/**
165 * Plug in the primitive rendering/rasterization stage (which is the last
166 * stage in the drawing pipeline).
167 * This is provided by the device driver.
168 */
169void draw_set_rasterize_stage( struct draw_context *draw,
170                               struct draw_stage *stage )
171{
172   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
173
174   draw->pipeline.rasterize = stage;
175}
176
177
178/**
179 * Set the draw module's clipping state.
180 */
181void draw_set_clip_state( struct draw_context *draw,
182                          const struct pipe_clip_state *clip )
183{
184   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
185
186   assert(clip->nr <= PIPE_MAX_CLIP_PLANES);
187   memcpy(&draw->plane[6], clip->ucp, clip->nr * sizeof(clip->ucp[0]));
188   draw->nr_planes = 6 + clip->nr;
189}
190
191
192/**
193 * Set the draw module's viewport state.
194 */
195void draw_set_viewport_state( struct draw_context *draw,
196                              const struct pipe_viewport_state *viewport )
197{
198   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
199   draw->viewport = *viewport; /* struct copy */
200   draw->identity_viewport = (viewport->scale[0] == 1.0f &&
201                              viewport->scale[1] == 1.0f &&
202                              viewport->scale[2] == 1.0f &&
203                              viewport->scale[3] == 1.0f &&
204                              viewport->translate[0] == 0.0f &&
205                              viewport->translate[1] == 0.0f &&
206                              viewport->translate[2] == 0.0f &&
207                              viewport->translate[3] == 0.0f);
208
209   draw_vs_set_viewport( draw, viewport );
210}
211
212
213
214void
215draw_set_vertex_buffers(struct draw_context *draw,
216                        unsigned count,
217                        const struct pipe_vertex_buffer *buffers)
218{
219   assert(count <= PIPE_MAX_ATTRIBS);
220
221   memcpy(draw->pt.vertex_buffer, buffers, count * sizeof(buffers[0]));
222   draw->pt.nr_vertex_buffers = count;
223}
224
225
226void
227draw_set_vertex_elements(struct draw_context *draw,
228                         unsigned count,
229                         const struct pipe_vertex_element *elements)
230{
231   assert(count <= PIPE_MAX_ATTRIBS);
232
233   memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0]));
234   draw->pt.nr_vertex_elements = count;
235}
236
237
238/**
239 * Tell drawing context where to find mapped vertex buffers.
240 */
241void
242draw_set_mapped_vertex_buffer(struct draw_context *draw,
243                              unsigned attr, const void *buffer)
244{
245   draw->pt.user.vbuffer[attr] = buffer;
246}
247
248
249void
250draw_set_mapped_constant_buffer(struct draw_context *draw,
251                                unsigned shader_type,
252                                unsigned slot,
253                                const void *buffer,
254                                unsigned size )
255{
256   debug_assert(shader_type == PIPE_SHADER_VERTEX ||
257                shader_type == PIPE_SHADER_GEOMETRY);
258   debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
259
260   if (shader_type == PIPE_SHADER_VERTEX) {
261      draw->pt.user.vs_constants[slot] = buffer;
262      draw_vs_set_constants(draw, slot, buffer, size);
263   } else if (shader_type == PIPE_SHADER_GEOMETRY) {
264      draw->pt.user.gs_constants[slot] = buffer;
265      draw_gs_set_constants(draw, slot, buffer, size);
266   }
267}
268
269
270/**
271 * Tells the draw module to draw points with triangles if their size
272 * is greater than this threshold.
273 */
274void
275draw_wide_point_threshold(struct draw_context *draw, float threshold)
276{
277   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
278   draw->pipeline.wide_point_threshold = threshold;
279}
280
281
282/**
283 * Tells the draw module to draw lines with triangles if their width
284 * is greater than this threshold.
285 */
286void
287draw_wide_line_threshold(struct draw_context *draw, float threshold)
288{
289   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
290   draw->pipeline.wide_line_threshold = threshold;
291}
292
293
294/**
295 * Tells the draw module whether or not to implement line stipple.
296 */
297void
298draw_enable_line_stipple(struct draw_context *draw, boolean enable)
299{
300   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
301   draw->pipeline.line_stipple = enable;
302}
303
304
305/**
306 * Tells draw module whether to convert points to quads for sprite mode.
307 */
308void
309draw_enable_point_sprites(struct draw_context *draw, boolean enable)
310{
311   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
312   draw->pipeline.point_sprite = enable;
313}
314
315
316void
317draw_set_force_passthrough( struct draw_context *draw, boolean enable )
318{
319   draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
320   draw->force_passthrough = enable;
321}
322
323
324/**
325 * Ask the draw module for the location/slot of the given vertex attribute in
326 * a post-transformed vertex.
327 *
328 * With this function, drivers that use the draw module should have no reason
329 * to track the current vertex/geometry shader.
330 *
331 * Note that the draw module may sometimes generate vertices with extra
332 * attributes (such as texcoords for AA lines).  The driver can call this
333 * function to find those attributes.
334 *
335 * Zero is returned if the attribute is not found since this is
336 * a don't care / undefined situtation.  Returning -1 would be a bit more
337 * work for the drivers.
338 */
339int
340draw_find_shader_output(const struct draw_context *draw,
341                        uint semantic_name, uint semantic_index)
342{
343   const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
344   const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
345   uint i;
346   const struct tgsi_shader_info *info = &vs->info;
347
348   if (gs)
349      info = &gs->info;
350
351   for (i = 0; i < info->num_outputs; i++) {
352      if (info->output_semantic_name[i] == semantic_name &&
353          info->output_semantic_index[i] == semantic_index)
354         return i;
355   }
356
357   /* XXX there may be more than one extra vertex attrib.
358    * For example, simulated gl_FragCoord and gl_PointCoord.
359    */
360   if (draw->extra_shader_outputs.semantic_name == semantic_name &&
361       draw->extra_shader_outputs.semantic_index == semantic_index) {
362      return draw->extra_shader_outputs.slot;
363   }
364
365   return 0;
366}
367
368
369/**
370 * Return total number of the shader outputs.  This function is similar to
371 * draw_current_shader_outputs() but this function also counts any extra
372 * vertex/geometry output attributes that may be filled in by some draw
373 * stages (such as AA point, AA line).
374 *
375 * If geometry shader is present, its output will be returned,
376 * if not vertex shader is used.
377 */
378uint
379draw_num_shader_outputs(const struct draw_context *draw)
380{
381   uint count = draw->vs.vertex_shader->info.num_outputs;
382
383   /* If a geometry shader is present, its outputs go to the
384    * driver, else the vertex shader's outputs.
385    */
386   if (draw->gs.geometry_shader)
387      count = draw->gs.geometry_shader->info.num_outputs;
388
389   if (draw->extra_shader_outputs.slot > 0)
390      count++;
391   return count;
392}
393
394
395/**
396 * Provide TGSI sampler objects for vertex/geometry shaders that use
397 * texture fetches.
398 * This might only be used by software drivers for the time being.
399 */
400void
401draw_texture_samplers(struct draw_context *draw,
402                      uint num_samplers,
403                      struct tgsi_sampler **samplers)
404{
405   draw->vs.num_samplers = num_samplers;
406   draw->vs.samplers = samplers;
407   draw->gs.num_samplers = num_samplers;
408   draw->gs.samplers = samplers;
409}
410
411
412
413
414void draw_set_render( struct draw_context *draw,
415		      struct vbuf_render *render )
416{
417   draw->render = render;
418}
419
420
421
422/**
423 * Tell the drawing context about the index/element buffer to use
424 * (ala glDrawElements)
425 * If no element buffer is to be used (i.e. glDrawArrays) then this
426 * should be called with eltSize=0 and elements=NULL.
427 *
428 * \param draw  the drawing context
429 * \param eltSize  size of each element (1, 2 or 4 bytes)
430 * \param elements  the element buffer ptr
431 */
432void
433draw_set_mapped_element_buffer_range( struct draw_context *draw,
434                                      unsigned eltSize,
435                                      unsigned min_index,
436                                      unsigned max_index,
437                                      const void *elements )
438{
439   draw->pt.user.elts = elements;
440   draw->pt.user.eltSize = eltSize;
441   draw->pt.user.min_index = min_index;
442   draw->pt.user.max_index = max_index;
443}
444
445
446void
447draw_set_mapped_element_buffer( struct draw_context *draw,
448                                unsigned eltSize,
449                                const void *elements )
450{
451   draw->pt.user.elts = elements;
452   draw->pt.user.eltSize = eltSize;
453   draw->pt.user.min_index = 0;
454   draw->pt.user.max_index = 0xffffffff;
455}
456
457
458/* Revamp me please:
459 */
460void draw_do_flush( struct draw_context *draw, unsigned flags )
461{
462   if (!draw->suspend_flushing)
463   {
464      assert(!draw->flushing); /* catch inadvertant recursion */
465
466      draw->flushing = TRUE;
467
468      draw_pipeline_flush( draw, flags );
469
470      draw->reduced_prim = ~0; /* is reduced_prim needed any more? */
471
472      draw->flushing = FALSE;
473   }
474}
475
476
477/**
478 * Return the number of output attributes produced by the geometry
479 * shader, if present.  If no geometry shader, return the number of
480 * outputs from the vertex shader.
481 * \sa draw_num_shader_outputs
482 */
483uint
484draw_current_shader_outputs(const struct draw_context *draw)
485{
486   if (draw->gs.geometry_shader)
487      return draw->gs.num_gs_outputs;
488   return draw->vs.num_vs_outputs;
489}
490
491
492/**
493 * Return the index of the shader output which will contain the
494 * vertex position.
495 */
496uint
497draw_current_shader_position_output(const struct draw_context *draw)
498{
499   if (draw->gs.geometry_shader)
500      return draw->gs.position_output;
501   return draw->vs.position_output;
502}
503
504
505/**
506 * Return a pointer/handle for a driver/CSO rasterizer object which
507 * disabled culling, stippling, unfilled tris, etc.
508 * This is used by some pipeline stages (such as wide_point, aa_line
509 * and aa_point) which convert points/lines into triangles.  In those
510 * cases we don't want to accidentally cull the triangles.
511 *
512 * \param scissor  should the rasterizer state enable scissoring?
513 * \param flatshade  should the rasterizer state use flat shading?
514 * \return  rasterizer CSO handle
515 */
516void *
517draw_get_rasterizer_no_cull( struct draw_context *draw,
518                             boolean scissor,
519                             boolean flatshade )
520{
521   if (!draw->rasterizer_no_cull[scissor][flatshade]) {
522      /* create now */
523      struct pipe_context *pipe = draw->pipe;
524      struct pipe_rasterizer_state rast;
525
526      memset(&rast, 0, sizeof(rast));
527      rast.scissor = scissor;
528      rast.flatshade = flatshade;
529      rast.front_winding = PIPE_WINDING_CCW;
530      rast.gl_rasterization_rules = draw->rasterizer->gl_rasterization_rules;
531
532      draw->rasterizer_no_cull[scissor][flatshade] =
533         pipe->create_rasterizer_state(pipe, &rast);
534   }
535   return draw->rasterizer_no_cull[scissor][flatshade];
536}
537