Merge branch 'gallium-nopointsizeminmax'
[mesa.git] / src / gallium / auxiliary / draw / draw_context.c
index 41a4cba1ddde4a8af635b3d3191233f0980ba151..d5ddc4a6a922c25cf1bb008f6284c601e9de4522 100644 (file)
 #include "util/u_memory.h"
 #include "util/u_math.h"
 #include "draw_context.h"
-#include "draw_vbuf.h"
 #include "draw_vs.h"
-#include "draw_pt.h"
-#include "draw_pipe.h"
+#include "draw_gs.h"
 
 
 struct draw_context *draw_create( void )
@@ -67,6 +65,9 @@ struct draw_context *draw_create( void )
    if (!draw_vs_init( draw ))
       goto fail;
 
+   if (!draw_gs_init( draw ))
+      goto fail;
+
    return draw;
 
 fail:
@@ -91,6 +92,7 @@ void draw_destroy( struct draw_context *draw )
    draw_pipeline_destroy( draw );
    draw_pt_destroy( draw );
    draw_vs_destroy( draw );
+   draw_gs_destroy( draw );
 
    FREE( draw );
 }
@@ -103,6 +105,18 @@ void draw_flush( struct draw_context *draw )
 }
 
 
+/**
+ * Specify the Minimum Resolvable Depth factor for polygon offset.
+ * This factor potentially depends on the number of Z buffer bits,
+ * the rasterization algorithm and the arithmetic performed on Z
+ * values between vertex shading and rasterization.  It will vary
+ * from one driver to another.
+ */
+void draw_set_mrd(struct draw_context *draw, double mrd)
+{
+   draw->mrd = mrd;
+}
+
 
 /**
  * Register new primitive rasterization/rendering state.
@@ -115,7 +129,7 @@ void draw_set_rasterizer_state( struct draw_context *draw,
 
    draw->rasterizer = raster;
    draw->bypass_clipping =
-      ((draw->rasterizer && draw->rasterizer->bypass_clipping) ||
+      ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
        draw->driver.bypass_clipping);
 }
 
@@ -126,8 +140,9 @@ void draw_set_driver_clipping( struct draw_context *draw,
    draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
 
    draw->driver.bypass_clipping = bypass_clipping;
-   draw->bypass_clipping = (draw->rasterizer->bypass_clipping || 
-                            draw->driver.bypass_clipping);
+   draw->bypass_clipping =
+      ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
+       draw->driver.bypass_clipping);
 }
 
 
@@ -218,11 +233,22 @@ draw_set_mapped_vertex_buffer(struct draw_context *draw,
 
 void
 draw_set_mapped_constant_buffer(struct draw_context *draw,
-                                const void *buffer, 
+                                unsigned shader_type,
+                                unsigned slot,
+                                const void *buffer,
                                 unsigned size )
 {
-   draw->pt.user.constants = buffer;
-   draw_vs_set_constants( draw, (const float (*)[4])buffer, size );
+   debug_assert(shader_type == PIPE_SHADER_VERTEX ||
+                shader_type == PIPE_SHADER_GEOMETRY);
+   debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
+
+   if (shader_type == PIPE_SHADER_VERTEX) {
+      draw->pt.user.vs_constants[slot] = buffer;
+      draw_vs_set_constants(draw, slot, buffer, size);
+   } else if (shader_type == PIPE_SHADER_GEOMETRY) {
+      draw->pt.user.gs_constants[slot] = buffer;
+      draw_gs_set_constants(draw, slot, buffer, size);
+   }
 }
 
 
@@ -285,7 +311,7 @@ draw_set_force_passthrough( struct draw_context *draw, boolean enable )
  * a post-transformed vertex.
  *
  * With this function, drivers that use the draw module should have no reason
- * to track the current vertex shader.
+ * to track the current vertex/geometry shader.
  *
  * Note that the draw module may sometimes generate vertices with extra
  * attributes (such as texcoords for AA lines).  The driver can call this
@@ -296,41 +322,79 @@ draw_set_force_passthrough( struct draw_context *draw, boolean enable )
  * work for the drivers.
  */
 int
-draw_find_vs_output(const struct draw_context *draw,
-                    uint semantic_name, uint semantic_index)
+draw_find_shader_output(const struct draw_context *draw,
+                        uint semantic_name, uint semantic_index)
 {
    const struct draw_vertex_shader *vs = draw->vs.vertex_shader;
+   const struct draw_geometry_shader *gs = draw->gs.geometry_shader;
    uint i;
-   for (i = 0; i < vs->info.num_outputs; i++) {
-      if (vs->info.output_semantic_name[i] == semantic_name &&
-          vs->info.output_semantic_index[i] == semantic_index)
+   const struct tgsi_shader_info *info = &vs->info;
+
+   if (gs)
+      info = &gs->info;
+
+   for (i = 0; i < info->num_outputs; i++) {
+      if (info->output_semantic_name[i] == semantic_name &&
+          info->output_semantic_index[i] == semantic_index)
          return i;
    }
 
    /* XXX there may be more than one extra vertex attrib.
     * For example, simulated gl_FragCoord and gl_PointCoord.
     */
-   if (draw->extra_vp_outputs.semantic_name == semantic_name &&
-       draw->extra_vp_outputs.semantic_index == semantic_index) {
-      return draw->extra_vp_outputs.slot;
+   if (draw->extra_shader_outputs.semantic_name == semantic_name &&
+       draw->extra_shader_outputs.semantic_index == semantic_index) {
+      return draw->extra_shader_outputs.slot;
    }
+
    return 0;
 }
 
 
 /**
- * Return number of vertex shader outputs.
+ * Return total number of the shader outputs.  This function is similar to
+ * draw_current_shader_outputs() but this function also counts any extra
+ * vertex/geometry output attributes that may be filled in by some draw
+ * stages (such as AA point, AA line).
+ *
+ * If geometry shader is present, its output will be returned,
+ * if not vertex shader is used.
  */
 uint
-draw_num_vs_outputs(const struct draw_context *draw)
+draw_num_shader_outputs(const struct draw_context *draw)
 {
    uint count = draw->vs.vertex_shader->info.num_outputs;
-   if (draw->extra_vp_outputs.slot > 0)
+
+   /* If a geometry shader is present, its outputs go to the
+    * driver, else the vertex shader's outputs.
+    */
+   if (draw->gs.geometry_shader)
+      count = draw->gs.geometry_shader->info.num_outputs;
+
+   if (draw->extra_shader_outputs.slot > 0)
       count++;
    return count;
 }
 
 
+/**
+ * Provide TGSI sampler objects for vertex/geometry shaders that use
+ * texture fetches.
+ * This might only be used by software drivers for the time being.
+ */
+void
+draw_texture_samplers(struct draw_context *draw,
+                      uint num_samplers,
+                      struct tgsi_sampler **samplers)
+{
+   draw->vs.num_samplers = num_samplers;
+   draw->vs.samplers = samplers;
+   draw->gs.num_samplers = num_samplers;
+   draw->gs.samplers = samplers;
+}
+
+
+
 
 void draw_set_render( struct draw_context *draw, 
                      struct vbuf_render *render )
@@ -338,13 +402,6 @@ void draw_set_render( struct draw_context *draw,
    draw->render = render;
 }
 
-void draw_set_edgeflags( struct draw_context *draw,
-                         const unsigned *edgeflag )
-{
-   draw->pt.user.edgeflag = edgeflag;
-}
-
-
 
 
 /**
@@ -362,7 +419,7 @@ draw_set_mapped_element_buffer_range( struct draw_context *draw,
                                       unsigned eltSize,
                                       unsigned min_index,
                                       unsigned max_index,
-                                      void *elements )
+                                      const void *elements )
 {
    draw->pt.user.elts = elements;
    draw->pt.user.eltSize = eltSize;
@@ -374,7 +431,7 @@ draw_set_mapped_element_buffer_range( struct draw_context *draw,
 void
 draw_set_mapped_element_buffer( struct draw_context *draw,
                                 unsigned eltSize,
-                                void *elements )
+                                const void *elements )
 {
    draw->pt.user.elts = elements;
    draw->pt.user.eltSize = eltSize;
@@ -400,3 +457,31 @@ void draw_do_flush( struct draw_context *draw, unsigned flags )
       draw->flushing = FALSE;
    }
 }
+
+
+/**
+ * Return the number of output attributes produced by the geometry
+ * shader, if present.  If no geometry shader, return the number of
+ * outputs from the vertex shader.
+ * \sa draw_num_shader_outputs
+ */
+uint
+draw_current_shader_outputs(const struct draw_context *draw)
+{
+   if (draw->gs.geometry_shader)
+      return draw->gs.num_gs_outputs;
+   return draw->vs.num_vs_outputs;
+}
+
+
+/**
+ * Return the index of the shader output which will contain the
+ * vertex position.
+ */
+uint
+draw_current_shader_position_output(const struct draw_context *draw)
+{
+   if (draw->gs.geometry_shader)
+      return draw->gs.position_output;
+   return draw->vs.position_output;
+}