/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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. * **************************************************************************/ /* * Authors: * Keith Whitwell */ #include "imports.h" #include "macros.h" #include "tnl/t_context.h" #include "vf/vf.h" #include "draw_private.h" #include "draw_context.h" #define RP_NONE 0 #define RP_POINT 1 #define RP_LINE 2 #define RP_TRI 3 static unsigned reduced_prim[GL_POLYGON + 1] = { RP_POINT, RP_LINE, RP_LINE, RP_LINE, RP_TRI, RP_TRI, RP_TRI, RP_TRI, RP_TRI, RP_TRI }; /* This file is a temporary set of hooks to allow us to use the tnl/ * and vf/ modules until we have replacements in pipe. */ static void vs_flush( struct draw_context *draw ) { unsigned i; /* We're not really running a vertex shader yet, so flushing the vs * queue is just a matter of building the vertices and returning. */ /* Actually, I'm cheating even more and pre-building them still * with the mesa/vf module. So it's very easy... */ for (i = 0; i < draw->vs.queue_nr; i++) { /* Would do the following steps here: * * 1) Loop over vertex element descriptors, fetch data from each * to build the pre-tnl vertex. This might require a new struct * to represent the pre-tnl vertex. * * 2) Bundle groups of upto 4 pre-tnl vertices together and pass * to vertex shader. * * 3) Do any necessary unswizzling, make sure vertex headers are * correctly populated, store resulting post-transformed * vertices in vcache. * * In this version, just do the last step: */ unsigned elt = draw->vs.queue[i].elt; struct vertex_header *dest = draw->vs.queue[i].dest; /* Magic: */ memcpy(dest, draw->verts + elt * draw->vertex_size, draw->vertex_size); } draw->vs.queue_nr = 0; } static void draw_flush( struct draw_context *draw ) { struct draw_stage *first = draw->pipeline.first; unsigned i; /* Make sure all vertices are available: */ vs_flush( draw ); switch (draw->reduced_prim) { case RP_TRI: for (i = 0; i < draw->pq.queue_nr; i++) { if (draw->pq.queue[i].reset_line_stipple) first->reset_stipple_counter( first ); first->tri( first, &draw->pq.queue[i] ); } break; case RP_LINE: for (i = 0; i < draw->pq.queue_nr; i++) { if (draw->pq.queue[i].reset_line_stipple) first->reset_stipple_counter( first ); first->line( first, &draw->pq.queue[i] ); } break; case RP_POINT: first->reset_stipple_counter( first ); for (i = 0; i < draw->pq.queue_nr; i++) first->point( first, &draw->pq.queue[i] ); break; } draw->pq.queue_nr = 0; draw->vcache.referenced = 0; draw->vcache.overflow = 0; } static void draw_invalidate_vcache( struct draw_context *draw ) { unsigned i; assert(draw->pq.queue_nr == 0); assert(draw->vs.queue_nr == 0); assert(draw->vcache.referenced == 0); for (i = 0; i < Elements( draw->vcache.idx ); i++) draw->vcache.idx[i] = ~0; } /* Return a pointer to a freshly queued primitive header. Ensure that * there is room in the vertex cache for a maximum of "nr_verts" new * vertices. Flush primitive and/or vertex queues if necessary to * make space. */ static struct prim_header *get_queued_prim( struct draw_context *draw, GLuint nr_verts ) { if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH || draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW) draw_flush( draw ); /* The vs queue is sized so that this can never happen: */ assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH); return &draw->pq.queue[draw->pq.queue_nr++]; } /* Check if vertex is in cache, otherwise add it. It won't go through * VS yet, not until there is a flush operation or the VS queue fills up. */ static struct vertex_header *get_vertex( struct draw_context *draw, GLuint i ) { unsigned slot = (i + (i>>5)) & 31; /* Cache miss? */ if (draw->vcache.idx[slot] != i) { /* If slot is in use, use the overflow area: */ if (draw->vcache.referenced & (1<vcache.overflow++; draw->vcache.idx[slot] = i; /* Add to vertex shader queue: */ draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot]; draw->vs.queue[draw->vs.queue_nr].elt = i; draw->vs.queue_nr++; } /* Mark slot as in-use: */ draw->vcache.referenced |= (1<vcache.vertex[slot]; } static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw, GLuint i ) { const GLuint *elts = (const GLuint *)draw->elts; return get_vertex( draw, elts[i] ); } #if 0 static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw, const void *elts, GLuint i ) { const GLushort *elts = (const GLushort *)draw->elts; return get_vertex( draw, elts[i] ); } static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw, const void *elts, GLuint i ) { const GLubyte *elts = (const GLubyte *)draw->elts; return get_vertex( draw, elts[i] ); } #endif static void draw_set_prim( struct draw_context *draw, GLenum prim ) { if (reduced_prim[prim] != draw->reduced_prim) { draw_flush( draw ); draw->reduced_prim = reduced_prim[prim]; } draw->prim = prim; } static void do_point( struct draw_context *draw, GLuint i0 ) { struct prim_header *prim = get_queued_prim( draw, 1 ); prim->reset_line_stipple = 0; prim->edgeflags = 1; prim->pad = 0; prim->v[0] = draw->get_vertex( draw, i0 ); } static void do_line( struct draw_context *draw, GLboolean reset_stipple, GLuint i0, GLuint i1 ) { struct prim_header *prim = get_queued_prim( draw, 2 ); prim->reset_line_stipple = reset_stipple; prim->edgeflags = 1; prim->pad = 0; prim->v[0] = draw->get_vertex( draw, i0 ); prim->v[1] = draw->get_vertex( draw, i1 ); } static void do_triangle( struct draw_context *draw, GLuint i0, GLuint i1, GLuint i2 ) { struct prim_header *prim = get_queued_prim( draw, 3 ); prim->reset_line_stipple = 1; prim->edgeflags = ~0; prim->pad = 0; prim->v[0] = draw->get_vertex( draw, i0 ); prim->v[1] = draw->get_vertex( draw, i1 ); prim->v[2] = draw->get_vertex( draw, i2 ); } static void do_ef_triangle( struct draw_context *draw, GLboolean reset_stipple, GLuint ef_mask, GLuint i0, GLuint i1, GLuint i2 ) { struct prim_header *prim = get_queued_prim( draw, 3 ); struct vertex_header *v0 = draw->get_vertex( draw, i0 ); struct vertex_header *v1 = draw->get_vertex( draw, i1 ); struct vertex_header *v2 = draw->get_vertex( draw, i2 ); prim->reset_line_stipple = reset_stipple; prim->edgeflags = ef_mask & ((v0->edgeflag << 0) | (v1->edgeflag << 1) | (v2->edgeflag << 2)); prim->pad = 0; prim->v[0] = v0; prim->v[1] = v1; prim->v[2] = v2; } static void do_quad( struct draw_context *draw, unsigned v0, unsigned v1, unsigned v2, unsigned v3 ) { do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 ); do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 ); } static void draw_prim( struct draw_context *draw, GLuint start, GLuint count ) { GLuint i; // _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count ); switch (draw->prim) { case GL_POINTS: for (i = 0; i < count; i ++) { do_point( draw, start + i ); } break; case GL_LINES: for (i = 0; i+1 < count; i += 2) { do_line( draw, TRUE, start + i + 0, start + i + 1); } break; case GL_LINE_LOOP: if (count >= 2) { for (i = 1; i < count; i++) { do_line( draw, i == 1, /* XXX: only if vb not split */ start + i - 1, start + i ); } do_line( draw, 0, start + count - 1, start + 0 ); } break; case GL_LINE_STRIP: if (count >= 2) { for (i = 1; i < count; i++) { do_line( draw, i == 1, start + i - 1, start + i ); } } break; case GL_TRIANGLES: for (i = 0; i+2 < count; i += 3) { do_ef_triangle( draw, 1, ~0, start + i + 0, start + i + 1, start + i + 2 ); } break; case GL_TRIANGLE_STRIP: for (i = 0; i+2 < count; i++) { if (i & 1) { do_triangle( draw, start + i + 1, start + i + 0, start + i + 2 ); } else { do_triangle( draw, start + i + 0, start + i + 1, start + i + 2 ); } } break; case GL_TRIANGLE_FAN: if (count >= 3) { for (i = 0; i+2 < count; i++) { do_triangle( draw, start + 0, start + i + 1, start + i + 2 ); } } break; case GL_QUADS: for (i = 0; i+3 < count; i += 4) { do_quad( draw, start + i + 0, start + i + 1, start + i + 2, start + i + 3); } break; case GL_QUAD_STRIP: for (i = 0; i+3 < count; i += 2) { do_quad( draw, start + i + 2, start + i + 0, start + i + 1, start + i + 3); } break; case GL_POLYGON: if (count >= 3) { unsigned ef_mask = (1<<2) | (1<<0); for (i = 0; i+2 < count; i++) { if (i + 3 >= count) ef_mask |= (1<<1); do_ef_triangle( draw, i == 0, ef_mask, start + i + 1, start + i + 2, start + i + 0); ef_mask &= ~(1<<2); } } break; default: assert(0); break; } } /** * Allocate storage for post-transformation vertices. */ static void draw_allocate_vertices( struct draw_context *draw, GLuint nr_vertices ) { assert(draw->vertex_size > 0); draw->nr_vertices = nr_vertices; draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size ); draw_invalidate_vcache( draw ); } /** * Free storage which was allocated by draw_allocate_vertices() */ static void draw_release_vertices( struct draw_context *draw ) { free(draw->verts); draw->verts = NULL; } /** * Note: this must match struct vertex_header's layout (I think). */ struct header_dword { GLuint clipmask:12; GLuint edgeflag:1; GLuint pad:19; }; static void build_vertex_headers( struct draw_context *draw, struct vertex_buffer *VB ) { if (draw->header.storage == NULL) { draw->header.stride = sizeof(GLfloat); draw->header.size = 1; draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(GLfloat), 32 ); draw->header.data = draw->header.storage; draw->header.count = 0; draw->header.flags = VEC_SIZE_1 | VEC_MALLOC; } /* Build vertex header attribute. * */ { GLuint i; struct header_dword *header = (struct header_dword *)draw->header.storage; /* yes its a hack */ assert(sizeof(*header) == sizeof(GLfloat)); draw->header.count = VB->Count; if (VB->EdgeFlag) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = VB->EdgeFlag[i]; header[i].pad = 0; } } else if (VB->ClipOrMask) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = 0; header[i].pad = 0; } } else { for (i = 0; i < VB->Count; i++) { header[i].clipmask = 0; header[i].edgeflag = 0; header[i].pad = 0; } } } VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header; } static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr) { switch (mode) { case GL_POINTS: *first = 1; *incr = 1; return 0; case GL_LINES: *first = 2; *incr = 2; return 0; case GL_LINE_STRIP: *first = 2; *incr = 1; return 0; case GL_LINE_LOOP: *first = 2; *incr = 1; return 1; case GL_TRIANGLES: *first = 3; *incr = 3; return 0; case GL_TRIANGLE_STRIP: *first = 3; *incr = 1; return 0; case GL_TRIANGLE_FAN: case GL_POLYGON: *first = 3; *incr = 1; return 1; case GL_QUADS: *first = 4; *incr = 4; return 0; case GL_QUAD_STRIP: *first = 4; *incr = 2; return 0; default: assert(0); *first = 1; *incr = 1; return 0; } } static GLuint trim( GLuint count, GLuint first, GLuint incr ) { if (count < first) return 0; else return count - (count - first) % incr; } /** * This is a hack & will all go away. */ void draw_vb(struct draw_context *draw, struct vertex_buffer *VB ) { GLuint i; VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr; VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1]; VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1]; VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr; /* Build vertex headers: */ build_vertex_headers( draw, VB ); draw->in_vb = 1; /* tell drawing pipeline we're beginning drawing */ draw->pipeline.first->begin( draw->pipeline.first ); /* Allocate storage for the post-transform vertices: */ draw_allocate_vertices( draw, VB->Count ); /* Bind the vb outputs: */ vf_set_sources( draw->vf, VB->AttribPtr, 0 ); vf_emit_vertices( draw->vf, VB->Count, draw->verts ); draw->elts = VB->Elts; if (VB->Elts) draw->get_vertex = get_uint_elt_vertex; else draw->get_vertex = get_vertex; for (i = 0; i < VB->PrimitiveCount; i++) { const GLenum mode = VB->Primitive[i].mode; const GLuint start = VB->Primitive[i].start; GLuint length, first, incr; /* Trim the primitive down to a legal size. */ draw_prim_info( mode, &first, &incr ); length = trim( VB->Primitive[i].count, first, incr ); if (!length) continue; if (draw->prim != mode) draw_set_prim( draw, mode ); draw_prim( draw, start, length ); } /* draw any left-over buffered prims */ draw_flush(draw); /* tell drawing pipeline we're done drawing */ draw->pipeline.first->end( draw->pipeline.first ); /* free the post-transformed vertices */ draw_release_vertices( draw ); draw->verts = NULL; draw->in_vb = 0; draw->elts = NULL; } /** * XXX Temporary mechanism to draw simple vertex arrays. * All attribs are GLfloat[4]. Arrays are interleaved, in GL-speak. */ void draw_vertices(struct draw_context *draw, GLuint mode, GLuint numVerts, const GLfloat *vertices, GLuint numAttrs, const GLuint attribs[]) { /*GLuint first, incr;*/ GLuint i, j; assert(mode <= GL_POLYGON); draw->get_vertex = get_vertex; draw->vertex_size = sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat); /*draw_prim_info(mode, &first, &incr);*/ draw_allocate_vertices( draw, numVerts ); draw->pipeline.first->begin( draw->pipeline.first ); if (draw->prim != mode) draw_set_prim( draw, mode ); /* setup attr info */ draw->nr_attrs = numAttrs + 2; draw->attrs[0].attrib = VF_ATTRIB_VERTEX_HEADER; draw->attrs[0].format = EMIT_1F; draw->attrs[1].attrib = VF_ATTRIB_CLIP_POS; draw->attrs[1].format = EMIT_4F; for (j = 0; j < numAttrs; j++) { draw->vf_attr_to_slot[attribs[j]] = 2+j; draw->attrs[2+j].attrib = attribs[j]; draw->attrs[2+j].format = EMIT_4F; } /* build vertices */ for (i = 0; i < numVerts; i++) { struct vertex_header *v = (struct vertex_header *) (draw->verts + i * draw->vertex_size); v->clipmask = 0x0; v->edgeflag = 0; for (j = 0; j < numAttrs; j++) { COPY_4FV(v->data[j], vertices + (i * numAttrs + j) * 4); } } /* draw */ draw_prim(draw, 0, numVerts); draw_flush(draw); draw->pipeline.first->end( draw->pipeline.first ); /* clean up */ draw_release_vertices( draw ); draw->verts = NULL; draw->in_vb = 0; } /** * Accumulate another attribute's info. * Note the "- 2" factor here. We need this because the vertex->data[] * array does not include the first two attributes we emit (VERTEX_HEADER * and CLIP_POS). So, the 3rd attribute actually winds up in the 1st * position of the data[] array. */ #define EMIT_ATTR( VF_ATTR, STYLE ) \ do { \ if (draw->nr_attrs >= 2) \ draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \ draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \ draw->attrs[draw->nr_attrs].format = STYLE; \ draw->nr_attrs++; \ } while (0) /** * Tell the draw module about the layout of attributes in the vertex. * We need this in order to know which vertex slot has color0, etc. * * \param slot_to_vf_attr an array which maps slot indexes to vertex * format tokens (VF_*). * \param nr_attrs the size of the slot_to_vf_attr array * (and number of attributes) */ void draw_set_vertex_attributes( struct draw_context *draw, const GLuint *slot_to_vf_attr, GLuint nr_attrs ) { GLuint i; memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot)); draw->nr_attrs = 0; /* * First three attribs are always the same: header, clip pos, winpos */ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F); EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F); assert(slot_to_vf_attr[0] == VF_ATTRIB_POS); EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT); /* * Remaining attribs (color, texcoords, etc) */ for (i = 1; i < nr_attrs; i++) EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F); /* tell the vertex format module how to construct vertices for us */ draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs, draw->nr_attrs, 0 ); } void draw_alloc_tmps( struct draw_stage *stage, GLuint nr ) { stage->nr_tmps = nr; if (nr) { GLubyte *store = (GLubyte *) malloc(MAX_VERTEX_SIZE * nr); GLuint i; stage->tmp = MALLOC(sizeof(struct vertex_header *) * nr); for (i = 0; i < nr; i++) stage->tmp[i] = (struct vertex_header *)(store + i * MAX_VERTEX_SIZE); } } void draw_free_tmps( struct draw_stage *stage ) { if (stage->tmp) { free(stage->tmp[0]); free(stage->tmp); } }