/************************************************************************** * * 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 <keith@tungstengraphics.com> */ #include "util/u_memory.h" #include "draw/draw_context.h" #include "draw/draw_private.h" #include "draw/draw_vbuf.h" #include "draw/draw_vertex.h" #include "draw/draw_pt.h" #include "draw/draw_gs.h" #include "translate/translate.h" #include "translate/translate_cache.h" /* The simplest 'middle end' in the new vertex code. * * The responsibilities of a middle end are to: * - perform vertex fetch using * - draw vertex element/buffer state * - a list of fetch indices we received as an input * - run the vertex shader * - cliptest, * - clip coord calculation * - viewport transformation * - if necessary, run the primitive pipeline, passing it: * - a linear array of vertex_header vertices constructed here * - a set of draw indices we received as an input * - otherwise, drive the hw backend, * - allocate space for hardware format vertices * - translate the vertex-shader output vertices to hw format * - calling the backend draw functions. * * For convenience, we provide a helper function to drive the hardware * backend given similar inputs to those required to run the pipeline. * * In the case of passthrough mode, many of these actions are disabled * or noops, so we end up doing: * * - perform vertex fetch * - drive the hw backend * * IE, basically just vertex fetch to post-vs-format vertices, * followed by a call to the backend helper function. */ struct fetch_emit_middle_end { struct draw_pt_middle_end base; struct draw_context *draw; struct translate *translate; const struct vertex_info *vinfo; /* Cache point size somewhere it's address won't change: */ float point_size; struct translate_cache *cache; }; static void fetch_emit_prepare( struct draw_pt_middle_end *middle, unsigned prim, unsigned opt, unsigned *max_vertices ) { struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle; struct draw_context *draw = feme->draw; const struct vertex_info *vinfo; unsigned i, dst_offset; struct translate_key key; unsigned gs_out_prim = (draw->gs.geometry_shader ? draw->gs.geometry_shader->output_primitive : prim); draw->render->set_primitive(draw->render, gs_out_prim); /* Must do this after set_primitive() above: */ vinfo = feme->vinfo = draw->render->get_vertex_info(draw->render); /* Transform from API vertices to HW vertices, skipping the * pipeline_vertex intermediate step. */ dst_offset = 0; memset(&key, 0, sizeof(key)); for (i = 0; i < vinfo->num_attribs; i++) { const struct pipe_vertex_element *src = &draw->pt.vertex_element[vinfo->attrib[i].src_index]; unsigned emit_sz = 0; unsigned input_format = src->src_format; unsigned input_buffer = src->vertex_buffer_index; unsigned input_offset = src->src_offset; unsigned output_format; output_format = draw_translate_vinfo_format(vinfo->attrib[i].emit); emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit); if (vinfo->attrib[i].emit == EMIT_OMIT) continue; if (vinfo->attrib[i].emit == EMIT_1F_PSIZE) { input_format = PIPE_FORMAT_R32_FLOAT; input_buffer = draw->pt.nr_vertex_buffers; input_offset = 0; } key.element[i].type = TRANSLATE_ELEMENT_NORMAL; key.element[i].input_format = input_format; key.element[i].input_buffer = input_buffer; key.element[i].input_offset = input_offset; key.element[i].instance_divisor = src->instance_divisor; key.element[i].output_format = output_format; key.element[i].output_offset = dst_offset; dst_offset += emit_sz; } key.nr_elements = vinfo->num_attribs; key.output_stride = vinfo->size * 4; /* Don't bother with caching at this stage: */ if (!feme->translate || translate_key_compare(&feme->translate->key, &key) != 0) { translate_key_sanitize(&key); feme->translate = translate_cache_find(feme->cache, &key); feme->translate->set_buffer(feme->translate, draw->pt.nr_vertex_buffers, &feme->point_size, 0, ~0); } feme->point_size = draw->rasterizer->point_size; for (i = 0; i < draw->pt.nr_vertex_buffers; i++) { feme->translate->set_buffer(feme->translate, i, ((char *)draw->pt.user.vbuffer[i] + draw->pt.vertex_buffer[i].buffer_offset), draw->pt.vertex_buffer[i].stride, draw->pt.max_index); } *max_vertices = (draw->render->max_vertex_buffer_bytes / (vinfo->size * 4)); } static void fetch_emit_run( struct draw_pt_middle_end *middle, const unsigned *fetch_elts, unsigned fetch_count, const ushort *draw_elts, unsigned draw_count, unsigned prim_flags ) { struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle; struct draw_context *draw = feme->draw; void *hw_verts; /* XXX: need to flush to get prim_vbuf.c to release its allocation?? */ draw_do_flush( draw, DRAW_FLUSH_BACKEND ); draw->render->allocate_vertices( draw->render, (ushort)feme->translate->key.output_stride, (ushort)fetch_count ); hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) { debug_warn_once("vertex buffer allocation failed (out of memory?)"); return; } /* Single routine to fetch vertices and emit HW verts. */ feme->translate->run_elts( feme->translate, fetch_elts, fetch_count, draw->instance_id, hw_verts ); if (0) { unsigned i; for (i = 0; i < fetch_count; i++) { debug_printf("\n\nvertex %d:\n", i); draw_dump_emitted_vertex( feme->vinfo, (const uint8_t *)hw_verts + feme->vinfo->size * 4 * i ); } } draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) ); /* XXX: Draw arrays path to avoid re-emitting index list again and * again. */ draw->render->draw_elements( draw->render, draw_elts, draw_count ); /* Done -- that was easy, wasn't it: */ draw->render->release_vertices( draw->render ); } static void fetch_emit_run_linear( struct draw_pt_middle_end *middle, unsigned start, unsigned count, unsigned prim_flags ) { struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle; struct draw_context *draw = feme->draw; void *hw_verts; /* XXX: need to flush to get prim_vbuf.c to release its allocation?? */ draw_do_flush( draw, DRAW_FLUSH_BACKEND ); if (!draw->render->allocate_vertices( draw->render, (ushort)feme->translate->key.output_stride, (ushort)count )) goto fail; hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) goto fail; /* Single routine to fetch vertices and emit HW verts. */ feme->translate->run( feme->translate, start, count, draw->instance_id, hw_verts ); if (0) { unsigned i; for (i = 0; i < count; i++) { debug_printf("\n\nvertex %d:\n", i); draw_dump_emitted_vertex( feme->vinfo, (const uint8_t *)hw_verts + feme->vinfo->size * 4 * i ); } } draw->render->unmap_vertices( draw->render, 0, count - 1 ); /* XXX: Draw arrays path to avoid re-emitting index list again and * again. */ draw->render->draw_arrays( draw->render, 0, count ); /* Done -- that was easy, wasn't it: */ draw->render->release_vertices( draw->render ); return; fail: debug_warn_once("allocate or map of vertex buffer failed (out of memory?)"); return; } static boolean fetch_emit_run_linear_elts( struct draw_pt_middle_end *middle, unsigned start, unsigned count, const ushort *draw_elts, unsigned draw_count, unsigned prim_flags ) { struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle; struct draw_context *draw = feme->draw; void *hw_verts; /* XXX: need to flush to get prim_vbuf.c to release its allocation?? */ draw_do_flush( draw, DRAW_FLUSH_BACKEND ); if (!draw->render->allocate_vertices( draw->render, (ushort)feme->translate->key.output_stride, (ushort)count )) return FALSE; hw_verts = draw->render->map_vertices( draw->render ); if (!hw_verts) return FALSE; /* Single routine to fetch vertices and emit HW verts. */ feme->translate->run( feme->translate, start, count, draw->instance_id, hw_verts ); draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) ); /* XXX: Draw arrays path to avoid re-emitting index list again and * again. */ draw->render->draw_elements( draw->render, draw_elts, draw_count ); /* Done -- that was easy, wasn't it: */ draw->render->release_vertices( draw->render ); return TRUE; } static void fetch_emit_finish( struct draw_pt_middle_end *middle ) { /* nothing to do */ } static void fetch_emit_destroy( struct draw_pt_middle_end *middle ) { struct fetch_emit_middle_end *feme = (struct fetch_emit_middle_end *)middle; if (feme->cache) translate_cache_destroy(feme->cache); FREE(middle); } struct draw_pt_middle_end *draw_pt_fetch_emit( struct draw_context *draw ) { struct fetch_emit_middle_end *fetch_emit = CALLOC_STRUCT( fetch_emit_middle_end ); if (fetch_emit == NULL) return NULL; fetch_emit->cache = translate_cache_create(); if (!fetch_emit->cache) { FREE(fetch_emit); return NULL; } fetch_emit->base.prepare = fetch_emit_prepare; fetch_emit->base.run = fetch_emit_run; fetch_emit->base.run_linear = fetch_emit_run_linear; fetch_emit->base.run_linear_elts = fetch_emit_run_linear_elts; fetch_emit->base.finish = fetch_emit_finish; fetch_emit->base.destroy = fetch_emit_destroy; fetch_emit->draw = draw; return &fetch_emit->base; }