blob: ea180fb13f20acc302d524eb1b974202091960e5 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/**
* \file
* Vertex buffer drawing stage.
*
* \author Jose Fonseca <jfonseca@vmware.com>
* \author Keith Whitwell <keithw@vmware.com>
*/
#include "util/u_debug.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "draw_vbuf.h"
#include "draw_private.h"
#include "draw_vertex.h"
#include "draw_pipe.h"
#include "translate/translate.h"
#include "translate/translate_cache.h"
/**
* Vertex buffer emit stage.
*/
struct vbuf_stage {
struct draw_stage stage; /**< This must be first (base class) */
struct vbuf_render *render;
const struct vertex_info *vinfo;
/** Vertex size in bytes */
unsigned vertex_size;
struct translate *translate;
/* FIXME: we have no guarantee that 'unsigned' is 32bit */
/** Vertices in hardware format */
unsigned *vertices;
unsigned *vertex_ptr;
unsigned max_vertices;
unsigned nr_vertices;
/** Indices */
ushort *indices;
unsigned max_indices;
unsigned nr_indices;
/* Cache point size somewhere its address won't change:
*/
float point_size;
float zero4[4];
struct translate_cache *cache;
};
/**
* Basically a cast wrapper.
*/
static inline struct vbuf_stage *
vbuf_stage(struct draw_stage *stage)
{
assert(stage);
return (struct vbuf_stage *)stage;
}
static void vbuf_flush_vertices(struct vbuf_stage *vbuf);
static void vbuf_alloc_vertices(struct vbuf_stage *vbuf);
static inline void
check_space(struct vbuf_stage *vbuf, unsigned nr)
{
if (vbuf->nr_vertices + nr > vbuf->max_vertices ||
vbuf->nr_indices + nr > vbuf->max_indices) {
vbuf_flush_vertices(vbuf);
vbuf_alloc_vertices(vbuf);
}
}
/**
* Extract the needed fields from post-transformed vertex and emit
* a hardware(driver) vertex.
* Recall that the vertices are constructed by the 'draw' module and
* have a couple of slots at the beginning (1-dword header, 4-dword
* clip pos) that we ignore here. We only use the vertex->data[] fields.
*/
static inline ushort
emit_vertex(struct vbuf_stage *vbuf, struct vertex_header *vertex)
{
if (vertex->vertex_id == UNDEFINED_VERTEX_ID && vbuf->vertex_ptr) {
/* Hmm - vertices are emitted one at a time - better make sure
* set_buffer is efficient. Consider a special one-shot mode for
* translate.
*/
/* Note: we really do want data[0] here, not data[pos]:
*/
vbuf->translate->set_buffer(vbuf->translate, 0, vertex->data[0], 0, ~0);
vbuf->translate->run(vbuf->translate, 0, 1, 0, 0, vbuf->vertex_ptr);
if (0) draw_dump_emitted_vertex(vbuf->vinfo, (uint8_t *)vbuf->vertex_ptr);
vbuf->vertex_ptr += vbuf->vertex_size/4;
vertex->vertex_id = vbuf->nr_vertices++;
}
return (ushort)vertex->vertex_id;
}
static void
vbuf_tri(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
unsigned i;
check_space(vbuf, 3);
for (i = 0; i < 3; i++) {
vbuf->indices[vbuf->nr_indices++] = emit_vertex(vbuf, prim->v[i]);
}
}
static void
vbuf_line(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
unsigned i;
check_space(vbuf, 2);
for (i = 0; i < 2; i++) {
vbuf->indices[vbuf->nr_indices++] = emit_vertex(vbuf, prim->v[i]);
}
}
static void
vbuf_point(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
check_space(vbuf, 1);
vbuf->indices[vbuf->nr_indices++] = emit_vertex(vbuf, prim->v[0]);
}
/**
* Set the prim type for subsequent vertices.
* This may result in a new vertex size. The existing vbuffer (if any)
* will be flushed if needed and a new one allocated.
*/
static void
vbuf_start_prim(struct vbuf_stage *vbuf, uint prim)
{
struct translate_key hw_key;
unsigned dst_offset;
unsigned i;
const struct vertex_info *vinfo;
vbuf->render->set_primitive(vbuf->render, prim);
if (vbuf->render->set_view_index)
vbuf->render->set_view_index(vbuf->render, vbuf->stage.draw->pt.user.viewid);
/* Must do this after set_primitive() above:
*
* XXX: need some state managment to track when this needs to be
* recalculated. The driver should tell us whether there was a
* state change.
*/
vbuf->vinfo = vbuf->render->get_vertex_info(vbuf->render);
vinfo = vbuf->vinfo;
vbuf->vertex_size = vinfo->size * sizeof(float);
/* Translate from pipeline vertices to hw vertices.
*/
dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
unsigned emit_sz = 0;
unsigned src_buffer = 0;
enum pipe_format output_format;
unsigned src_offset = (vinfo->attrib[i].src_index * 4 * sizeof(float));
output_format = draw_translate_vinfo_format(vinfo->attrib[i].emit);
emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
/* doesn't handle EMIT_OMIT */
assert(emit_sz != 0);
if (vinfo->attrib[i].emit == EMIT_1F_PSIZE) {
src_buffer = 1;
src_offset = 0;
}
else if (vinfo->attrib[i].src_index == DRAW_ATTR_NONEXIST) {
/* elements which don't exist will get assigned zeros */
src_buffer = 2;
src_offset = 0;
}
hw_key.element[i].type = TRANSLATE_ELEMENT_NORMAL;
hw_key.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
hw_key.element[i].input_buffer = src_buffer;
hw_key.element[i].input_offset = src_offset;
hw_key.element[i].instance_divisor = 0;
hw_key.element[i].output_format = output_format;
hw_key.element[i].output_offset = dst_offset;
dst_offset += emit_sz;
}
hw_key.nr_elements = vinfo->num_attribs;
hw_key.output_stride = vbuf->vertex_size;
/* Don't bother with caching at this stage:
*/
if (!vbuf->translate ||
translate_key_compare(&vbuf->translate->key, &hw_key) != 0) {
translate_key_sanitize(&hw_key);
vbuf->translate = translate_cache_find(vbuf->cache, &hw_key);
vbuf->translate->set_buffer(vbuf->translate, 1, &vbuf->point_size, 0, ~0);
vbuf->translate->set_buffer(vbuf->translate, 2, &vbuf->zero4[0], 0, ~0);
}
vbuf->point_size = vbuf->stage.draw->rasterizer->point_size;
/* Allocate new buffer?
*/
assert(vbuf->vertices == NULL);
vbuf_alloc_vertices(vbuf);
}
static void
vbuf_first_tri(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
vbuf_flush_vertices(vbuf);
vbuf_start_prim(vbuf, PIPE_PRIM_TRIANGLES);
stage->tri = vbuf_tri;
stage->tri(stage, prim);
}
static void
vbuf_first_line(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
vbuf_flush_vertices(vbuf);
vbuf_start_prim(vbuf, PIPE_PRIM_LINES);
stage->line = vbuf_line;
stage->line(stage, prim);
}
static void
vbuf_first_point(struct draw_stage *stage, struct prim_header *prim)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
vbuf_flush_vertices(vbuf);
vbuf_start_prim(vbuf, PIPE_PRIM_POINTS);
stage->point = vbuf_point;
stage->point(stage, prim);
}
/**
* Flush existing vertex buffer and allocate a new one.
*/
static void
vbuf_flush_vertices(struct vbuf_stage *vbuf)
{
if (vbuf->vertices) {
vbuf->render->unmap_vertices(vbuf->render, 0, vbuf->nr_vertices - 1);
if (vbuf->nr_indices) {
vbuf->render->draw_elements(vbuf->render,
vbuf->indices,
vbuf->nr_indices);
vbuf->nr_indices = 0;
}
/* Reset temporary vertices ids */
if (vbuf->nr_vertices)
draw_reset_vertex_ids(vbuf->stage.draw);
/* Free the vertex buffer */
vbuf->render->release_vertices(vbuf->render);
vbuf->max_vertices = vbuf->nr_vertices = 0;
vbuf->vertex_ptr = vbuf->vertices = NULL;
}
/* Reset point/line/tri function pointers.
* If (for example) we transition from points to tris and back to points
* again, we need to call the vbuf_first_point() function again to flush
* the triangles before drawing more points. This can happen when drawing
* with front polygon mode = filled and back polygon mode = line or point.
*/
vbuf->stage.point = vbuf_first_point;
vbuf->stage.line = vbuf_first_line;
vbuf->stage.tri = vbuf_first_tri;
}
static void
vbuf_alloc_vertices(struct vbuf_stage *vbuf)
{
if (vbuf->vertex_ptr) {
assert(!vbuf->nr_indices);
assert(!vbuf->vertices);
}
/* Allocate a new vertex buffer */
vbuf->max_vertices =
vbuf->render->max_vertex_buffer_bytes / vbuf->vertex_size;
if (vbuf->max_vertices >= UNDEFINED_VERTEX_ID)
vbuf->max_vertices = UNDEFINED_VERTEX_ID - 1;
/* Must always succeed -- driver gives us a
* 'max_vertex_buffer_bytes' which it guarantees it can allocate,
* and it will flush itself if necessary to do so. If this does
* fail, we are basically without usable hardware.
*/
vbuf->render->allocate_vertices(vbuf->render,
(ushort) vbuf->vertex_size,
(ushort) vbuf->max_vertices);
vbuf->vertices = (uint *) vbuf->render->map_vertices(vbuf->render);
vbuf->vertex_ptr = vbuf->vertices;
}
static void
vbuf_flush(struct draw_stage *stage, unsigned flags)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
vbuf_flush_vertices(vbuf);
}
static void
vbuf_reset_stipple_counter(struct draw_stage *stage)
{
/* XXX: Need to do something here for hardware with linestipple.
*/
(void) stage;
}
static void
vbuf_destroy(struct draw_stage *stage)
{
struct vbuf_stage *vbuf = vbuf_stage(stage);
if (vbuf->indices)
align_free(vbuf->indices);
if (vbuf->render)
vbuf->render->destroy(vbuf->render);
if (vbuf->cache)
translate_cache_destroy(vbuf->cache);
FREE(stage);
}
/**
* Create a new primitive vbuf/render stage.
*/
struct draw_stage *
draw_vbuf_stage(struct draw_context *draw, struct vbuf_render *render)
{
struct vbuf_stage *vbuf = CALLOC_STRUCT(vbuf_stage);
if (!vbuf)
goto fail;
vbuf->stage.draw = draw;
vbuf->stage.name = "vbuf";
vbuf->stage.point = vbuf_first_point;
vbuf->stage.line = vbuf_first_line;
vbuf->stage.tri = vbuf_first_tri;
vbuf->stage.flush = vbuf_flush;
vbuf->stage.reset_stipple_counter = vbuf_reset_stipple_counter;
vbuf->stage.destroy = vbuf_destroy;
vbuf->render = render;
vbuf->max_indices = MIN2(render->max_indices, UNDEFINED_VERTEX_ID-1);
vbuf->indices = (ushort *) align_malloc(vbuf->max_indices *
sizeof(vbuf->indices[0]),
16);
if (!vbuf->indices)
goto fail;
vbuf->cache = translate_cache_create();
if (!vbuf->cache)
goto fail;
vbuf->vertices = NULL;
vbuf->vertex_ptr = vbuf->vertices;
vbuf->zero4[0] = vbuf->zero4[1] = vbuf->zero4[2] = vbuf->zero4[3] = 0.0f;
return &vbuf->stage;
fail:
if (vbuf)
vbuf_destroy(&vbuf->stage);
return NULL;
}