svga: check for and skip null vertex buffer pointers
[mesa.git] / src / mesa / drivers / dri / i965 / brw_sf.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32
33 #include "main/glheader.h"
34 #include "main/macros.h"
35 #include "main/enums.h"
36
37 #include "intel_batchbuffer.h"
38
39 #include "brw_defines.h"
40 #include "brw_context.h"
41 #include "brw_eu.h"
42 #include "brw_util.h"
43 #include "brw_sf.h"
44 #include "brw_state.h"
45
46 #include "glsl/ralloc.h"
47
48 static void compile_sf_prog( struct brw_context *brw,
49 struct brw_sf_prog_key *key )
50 {
51 struct intel_context *intel = &brw->intel;
52 struct brw_sf_compile c;
53 const GLuint *program;
54 void *mem_ctx;
55 GLuint program_size;
56 GLuint i;
57
58 memset(&c, 0, sizeof(c));
59
60 mem_ctx = ralloc_context(NULL);
61 /* Begin the compilation:
62 */
63 brw_init_compile(brw, &c.func, mem_ctx);
64
65 c.key = *key;
66 c.vue_map = brw->vs.prog_data->vue_map;
67 if (c.key.do_point_coord) {
68 /*
69 * gl_PointCoord is a FS instead of VS builtin variable, thus it's
70 * not included in c.vue_map generated in VS stage. Here we add
71 * it manually to let SF shader generate the needed interpolation
72 * coefficient for FS shader.
73 */
74 c.vue_map.vert_result_to_slot[BRW_VERT_RESULT_PNTC] = c.vue_map.num_slots;
75 c.vue_map.slot_to_vert_result[c.vue_map.num_slots++] = BRW_VERT_RESULT_PNTC;
76 }
77 c.urb_entry_read_offset = brw_sf_compute_urb_entry_read_offset(intel);
78 c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset;
79 c.nr_setup_regs = c.nr_attr_regs;
80
81 c.prog_data.urb_read_length = c.nr_attr_regs;
82 c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
83
84 /* Which primitive? Or all three?
85 */
86 switch (key->primitive) {
87 case SF_TRIANGLES:
88 c.nr_verts = 3;
89 brw_emit_tri_setup( &c, true );
90 break;
91 case SF_LINES:
92 c.nr_verts = 2;
93 brw_emit_line_setup( &c, true );
94 break;
95 case SF_POINTS:
96 c.nr_verts = 1;
97 if (key->do_point_sprite)
98 brw_emit_point_sprite_setup( &c, true );
99 else
100 brw_emit_point_setup( &c, true );
101 break;
102 case SF_UNFILLED_TRIS:
103 c.nr_verts = 3;
104 brw_emit_anyprim_setup( &c );
105 break;
106 default:
107 assert(0);
108 return;
109 }
110
111 /* get the program
112 */
113 program = brw_get_program(&c.func, &program_size);
114
115 if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
116 printf("sf:\n");
117 for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
118 brw_disasm(stdout, &((struct brw_instruction *)program)[i],
119 intel->gen);
120 printf("\n");
121 }
122
123 brw_upload_cache(&brw->cache, BRW_SF_PROG,
124 &c.key, sizeof(c.key),
125 program, program_size,
126 &c.prog_data, sizeof(c.prog_data),
127 &brw->sf.prog_offset, &brw->sf.prog_data);
128 ralloc_free(mem_ctx);
129 }
130
131 /* Calculate interpolants for triangle and line rasterization.
132 */
133 static void
134 brw_upload_sf_prog(struct brw_context *brw)
135 {
136 struct gl_context *ctx = &brw->intel.ctx;
137 struct brw_sf_prog_key key;
138 /* _NEW_BUFFERS */
139 bool render_to_fbo = ctx->DrawBuffer->Name != 0;
140
141 memset(&key, 0, sizeof(key));
142
143 /* Populate the key, noting state dependencies:
144 */
145 /* CACHE_NEW_VS_PROG */
146 key.attrs = brw->vs.prog_data->outputs_written;
147
148 /* BRW_NEW_REDUCED_PRIMITIVE */
149 switch (brw->intel.reduced_primitive) {
150 case GL_TRIANGLES:
151 /* NOTE: We just use the edgeflag attribute as an indicator that
152 * unfilled triangles are active. We don't actually do the
153 * edgeflag testing here, it is already done in the clip
154 * program.
155 */
156 if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
157 key.primitive = SF_UNFILLED_TRIS;
158 else
159 key.primitive = SF_TRIANGLES;
160 break;
161 case GL_LINES:
162 key.primitive = SF_LINES;
163 break;
164 case GL_POINTS:
165 key.primitive = SF_POINTS;
166 break;
167 }
168
169 /* _NEW_TRANSFORM */
170 key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
171
172 /* _NEW_POINT */
173 key.do_point_sprite = ctx->Point.PointSprite;
174 if (key.do_point_sprite) {
175 int i;
176
177 for (i = 0; i < 8; i++) {
178 if (ctx->Point.CoordReplace[i])
179 key.point_sprite_coord_replace |= (1 << i);
180 }
181 }
182 if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(FRAG_ATTRIB_PNTC))
183 key.do_point_coord = 1;
184 /*
185 * Window coordinates in a FBO are inverted, which means point
186 * sprite origin must be inverted, too.
187 */
188 if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo)
189 key.sprite_origin_lower_left = true;
190
191 /* _NEW_LIGHT */
192 key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
193 key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
194
195 /* _NEW_POLYGON */
196 if (key.do_twoside_color) {
197 /* If we're rendering to a FBO, we have to invert the polygon
198 * face orientation, just as we invert the viewport in
199 * sf_unit_create_from_key().
200 */
201 key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo;
202 }
203
204 if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
205 &key, sizeof(key),
206 &brw->sf.prog_offset, &brw->sf.prog_data)) {
207 compile_sf_prog( brw, &key );
208 }
209 }
210
211
212 const struct brw_tracked_state brw_sf_prog = {
213 .dirty = {
214 .mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT |
215 _NEW_TRANSFORM | _NEW_BUFFERS),
216 .brw = (BRW_NEW_REDUCED_PRIMITIVE),
217 .cache = CACHE_NEW_VS_PROG
218 },
219 .emit = brw_upload_sf_prog
220 };
221