/**************************************************************************
*
* 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;
}