softpipe_draw_arrays() function

Also includes:
  Temporary stand-in for vertex program execution.
  draw_prim() code
  post-transform vertex cache
This commit is contained in:
Brian 2007-08-15 19:02:37 -06:00
parent ab0b040b60
commit 2de9958624

View file

@ -0,0 +1,663 @@
/**************************************************************************
*
* 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.
*
**************************************************************************/
/* Author:
* Brian Paul
* Keith Whitwell
*/
#include "main/mtypes.h"
#include "main/context.h"
#include "pipe/p_defines.h"
#include "pipe/p_context.h"
#include "pipe/p_winsys.h"
#include "sp_context.h"
#include "sp_state.h"
#include "pipe/draw/draw_private.h"
#include "pipe/draw/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
};
/**
* Stand-in for actual vertex program execution
* XXX this will probably live in a new file, like "sp_vs.c"
* \param draw the drawing context
* \param vbuffer the mapped vertex buffer pointer
* \param elem which element of the vertex buffer to use as input
* \param vOut the output vertex
*/
static void
run_vertex_program(struct draw_context *draw,
const void *vbuffer, GLuint elem,
struct vertex_header *vOut)
{
const float *vIn, *cIn;
const GLfloat *scale = draw->viewport.scale;
const GLfloat *trans = draw->viewport.translate;
const void *mapped = vbuffer;
GET_CURRENT_CONTEXT(ctx);
const GLfloat *m = ctx->_ModelProjectMatrix.m;
vIn = (const float *) ((const GLubyte *) mapped
+ draw->vertex_buffer[0].buffer_offset
+ draw->vertex_element[0].src_offset
+ elem * draw->vertex_buffer[0].pitch);
cIn = (const float *) ((const GLubyte *) mapped
+ draw->vertex_buffer[3].buffer_offset
+ draw->vertex_element[3].src_offset
+ elem * draw->vertex_buffer[3].pitch);
{
float x = vIn[0];
float y = vIn[1];
float z = vIn[2];
float w = 1.0;
vOut->clipmask = 0x0;
vOut->edgeflag = 0;
/* MVP */
vOut->clip[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;
vOut->clip[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;
vOut->clip[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
vOut->clip[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
/* divide by w */
x = vOut->clip[0] / vOut->clip[3];
y = vOut->clip[1] / vOut->clip[3];
z = vOut->clip[2] / vOut->clip[3];
w = 1.0 / vOut->clip[3];
/* Viewport */
vOut->data[0][0] = scale[0] * x + trans[0];
vOut->data[0][1] = scale[1] * y + trans[1];
vOut->data[0][2] = scale[2] * z + trans[2];
vOut->data[0][3] = w;
/* color */
vOut->data[1][0] = cIn[0];
vOut->data[1][1] = cIn[1];
vOut->data[1][2] = cIn[2];
vOut->data[1][3] = 1.0;
}
}
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:
*/
const unsigned elt = draw->vs.queue[i].elt;
struct vertex_header *dest = draw->vs.queue[i].dest;
run_vertex_program(draw, draw->mapped_vbuffer, elt, dest);
}
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<<slot))
slot = draw->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<<slot);
return draw->vcache.vertex[slot];
}
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;
}
}
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;
}
void
softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
unsigned start, unsigned count)
{
struct softpipe_context *sp = softpipe_context(pipe);
struct draw_context *draw = sp->draw;
struct pipe_buffer_handle *buf;
softpipe_map_surfaces(sp);
/*
* Map vertex buffers
*/
buf = sp->vertex_buffer[0].buffer;
draw->mapped_vbuffer
= pipe->winsys->buffer_map(pipe->winsys, buf, PIPE_BUFFER_FLAG_READ);
/* tell drawing pipeline we're beginning drawing */
draw->pipeline.first->begin( draw->pipeline.first );
draw_invalidate_vcache( draw );
#if 0
if (VB->Elts)
draw->get_vertex = get_uint_elt_vertex;
else
#endif
draw->get_vertex = get_vertex;
draw_set_prim( draw, mode );
/* XXX draw_prim_info() and TRIM here */
draw_prim(draw, start, count);
/* draw any left-over buffered prims */
draw_flush(draw);
/* tell drawing pipeline we're done drawing */
draw->pipeline.first->end( draw->pipeline.first );
#if 0
draw->verts = NULL;
draw->in_vb = 0;
draw->elts = NULL;
#endif
pipe->winsys->buffer_unmap(pipe->winsys, buf);
softpipe_unmap_surfaces(sp);
}
#define EMIT_ATTR( VF_ATTR, STYLE, SIZE ) \
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++; \
draw->vertex_size += SIZE; \
} while (0)
void draw_set_vertex_attributes2( 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;
draw->vertex_size = 0;
/*
* First three attribs are always the same: header, clip pos, winpos
*/
EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F, 1);
EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F, 4);
assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT, 4);
/*
* Remaining attribs (color, texcoords, etc)
*/
for (i = 1; i < nr_attrs; i++)
EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F, 4);
#if 0
/* 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 );
#endif
draw->vertex_size *= 4; /* floats to bytes */
}