/************************************************************************** * * 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. * **************************************************************************/ /** * \file * Vertex buffer drawing stage. * * \author Jose Fonseca <jrfonsec@tungstengraphics.com> * \author Keith Whitwell <keith@tungstengraphics.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 it's address won't change: */ float point_size; 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 boolean overflow( void *map, void *ptr, unsigned bytes, unsigned bufsz ) { unsigned long used = (unsigned long) ((char *)ptr - (char *)map); return (used + bytes) > bufsz; } 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, 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; vbuf->render->set_primitive(vbuf->render, prim); /* 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); vbuf->vertex_size = vbuf->vinfo->size * sizeof(float); /* Translate from pipeline vertices to hw vertices. */ dst_offset = 0; for (i = 0; i < vbuf->vinfo->num_attribs; i++) { unsigned emit_sz = 0; unsigned src_buffer = 0; enum pipe_format output_format; unsigned src_offset = (vbuf->vinfo->attrib[i].src_index * 4 * sizeof(float) ); output_format = draw_translate_vinfo_format(vbuf->vinfo->attrib[i].emit); emit_sz = draw_translate_vinfo_size(vbuf->vinfo->attrib[i].emit); /* doesn't handle EMIT_OMIT */ assert(emit_sz != 0); if (vbuf->vinfo->attrib[i].emit == EMIT_1F_PSIZE) { src_buffer = 1; 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 = vbuf->vinfo->num_attribs; hw_key.output_stride = vbuf->vinfo->size * 4; /* 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->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 == NULL) 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; return &vbuf->stage; fail: if (vbuf) vbuf_destroy(&vbuf->stage); return NULL; }