/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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
+ * IN NO EVENT SHALL VMWARE 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>
+ * Keith Whitwell <keithw@vmware.com>
*/
#include "util/u_inlines.h"
#include "util/u_helpers.h"
#include "util/u_prim.h"
+#include "util/u_format.h"
#include "draw_context.h"
+#include "draw_pipe.h"
+#include "draw_prim_assembler.h"
#include "draw_vs.h"
#include "draw_gs.h"
boolean
draw_get_option_use_llvm(void)
{
- static boolean first = TRUE;
- static boolean value;
- if (first) {
- first = FALSE;
- value = debug_get_bool_option("DRAW_USE_LLVM", TRUE);
-
-#ifdef PIPE_ARCH_X86
- util_cpu_detect();
- /* require SSE2 due to LLVM PR6960. */
- if (!util_cpu_caps.has_sse2)
- value = FALSE;
-#endif
- }
- return value;
+ return debug_get_bool_option("DRAW_USE_LLVM", TRUE);
+}
+#else
+boolean
+draw_get_option_use_llvm(void)
+{
+ return FALSE;
}
#endif
* Create new draw module context with gallivm state for LLVM JIT.
*/
static struct draw_context *
-draw_create_context(struct pipe_context *pipe, boolean try_llvm)
+draw_create_context(struct pipe_context *pipe, void *context,
+ boolean try_llvm)
{
struct draw_context *draw = CALLOC_STRUCT( draw_context );
if (draw == NULL)
goto err_out;
+ /* we need correct cpu caps for disabling denorms in draw_vbo() */
+ util_cpu_detect();
+
#if HAVE_LLVM
if (try_llvm && draw_get_option_use_llvm()) {
- draw->llvm = draw_llvm_create(draw);
- if (!draw->llvm)
- goto err_destroy;
+ draw->llvm = draw_llvm_create(draw, (LLVMContextRef)context);
}
#endif
if (!draw_init(draw))
goto err_destroy;
+ draw->ia = draw_prim_assembler_create(draw);
+ if (!draw->ia)
+ goto err_destroy;
+
return draw;
err_destroy:
struct draw_context *
draw_create(struct pipe_context *pipe)
{
- return draw_create_context(pipe, TRUE);
+ return draw_create_context(pipe, NULL, TRUE);
}
+#if HAVE_LLVM
+struct draw_context *
+draw_create_with_llvm_context(struct pipe_context *pipe,
+ void *context)
+{
+ return draw_create_context(pipe, context, TRUE);
+}
+#endif
+
/**
* Create a new draw context, without LLVM JIT.
*/
struct draw_context *
draw_create_no_llvm(struct pipe_context *pipe)
{
- return draw_create_context(pipe, FALSE);
+ return draw_create_context(pipe, NULL, FALSE);
}
draw->clip_z = TRUE;
draw->pt.user.planes = (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) &(draw->plane[0]);
+ draw->pt.user.eltMax = ~0;
if (!draw_pipeline_init( draw ))
return FALSE;
draw->quads_always_flatshade_last = !draw->pipe->screen->get_param(
draw->pipe->screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
+ draw->floating_point_depth = false;
+
return TRUE;
}
void draw_new_instance(struct draw_context *draw)
{
draw_geometry_shader_new_instance(draw->gs.geometry_shader);
+ draw_prim_assembler_new_instance(draw->ia);
}
draw->render->destroy( draw->render );
*/
+ draw_prim_assembler_destroy(draw->ia);
draw_pipeline_destroy( draw );
draw_pt_destroy( draw );
draw_vs_destroy( draw );
/**
- * Specify the Minimum Resolvable Depth factor for polygon offset.
+ * Specify the depth stencil format for the draw pipeline. This function
+ * determines 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.
+ * values between vertex shading and rasterization.
*/
-void draw_set_mrd(struct draw_context *draw, double mrd)
+void draw_set_zs_format(struct draw_context *draw, enum pipe_format format)
+{
+ const struct util_format_description *desc = util_format_description(format);
+
+ draw->floating_point_depth =
+ (util_get_depth_format_type(desc) == UTIL_FORMAT_TYPE_FLOAT);
+
+ draw->mrd = util_get_depth_format_mrd(desc);
+}
+
+
+static bool
+draw_is_vs_window_space(struct draw_context *draw)
{
- draw->mrd = mrd;
+ if (draw->vs.vertex_shader) {
+ struct tgsi_shader_info *info = &draw->vs.vertex_shader->info;
+
+ return info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] != 0;
+ }
+ return false;
}
-static void update_clip_flags( struct draw_context *draw )
+void
+draw_update_clip_flags(struct draw_context *draw)
{
- draw->clip_xy = !draw->driver.bypass_clip_xy;
+ bool window_space = draw_is_vs_window_space(draw);
+
+ draw->clip_xy = !draw->driver.bypass_clip_xy && !window_space;
draw->guard_band_xy = (!draw->driver.bypass_clip_xy &&
draw->driver.guard_band_xy);
draw->clip_z = (!draw->driver.bypass_clip_z &&
- draw->rasterizer && draw->rasterizer->depth_clip);
+ draw->rasterizer && draw->rasterizer->depth_clip) &&
+ !window_space;
draw->clip_user = draw->rasterizer &&
- draw->rasterizer->clip_plane_enable != 0;
+ draw->rasterizer->clip_plane_enable != 0 &&
+ !window_space;
+ draw->guard_band_points_xy = draw->guard_band_xy ||
+ (draw->driver.bypass_clip_points &&
+ (draw->rasterizer &&
+ draw->rasterizer->point_tri_clip));
+}
+
+
+void
+draw_update_viewport_flags(struct draw_context *draw)
+{
+ bool window_space = draw_is_vs_window_space(draw);
+
+ draw->bypass_viewport = window_space || draw->identity_viewport;
}
+
/**
* Register new primitive rasterization/rendering state.
* This causes the drawing pipeline to be rebuilt.
draw->rasterizer = raster;
draw->rast_handle = rast_handle;
- update_clip_flags(draw);
+ draw_update_clip_flags(draw);
}
}
* Some hardware can turn off clipping altogether - in particular any
* hardware with a TNL unit can do its own clipping, even if it is
* relying on the draw module for some other reason.
+ * Setting bypass_clip_points to achieve d3d-style point clipping (the driver
+ * will need to do the "vp scissoring") _requires_ the driver to implement
+ * wide points / point sprites itself (points will still be clipped if rasterizer
+ * point_tri_clip isn't set). Only relevant if bypass_clip_xy isn't set.
*/
void draw_set_driver_clipping( struct draw_context *draw,
boolean bypass_clip_xy,
boolean bypass_clip_z,
- boolean guard_band_xy)
+ boolean guard_band_xy,
+ boolean bypass_clip_points)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->driver.bypass_clip_xy = bypass_clip_xy;
draw->driver.bypass_clip_z = bypass_clip_z;
draw->driver.guard_band_xy = guard_band_xy;
- update_clip_flags(draw);
+ draw->driver.bypass_clip_points = bypass_clip_points;
+ draw_update_clip_flags(draw);
}
(viewport->scale[0] == 1.0f &&
viewport->scale[1] == 1.0f &&
viewport->scale[2] == 1.0f &&
- viewport->scale[3] == 1.0f &&
viewport->translate[0] == 0.0f &&
viewport->translate[1] == 0.0f &&
- viewport->translate[2] == 0.0f &&
- viewport->translate[3] == 0.0f);
+ viewport->translate[2] == 0.0f);
+ draw_update_viewport_flags(draw);
}
}
}
+/**
+ * Prepare outputs slots from the draw module
+ *
+ * Certain parts of the draw module can emit additional
+ * outputs that can be quite useful to the backends, a good
+ * example of it is the process of decomposing primitives
+ * into wireframes (aka. lines) which normally would lose
+ * the face-side information, but using this method we can
+ * inject another shader output which passes the original
+ * face side information to the backend.
+ */
+void
+draw_prepare_shader_outputs(struct draw_context *draw)
+{
+ draw_remove_extra_vertex_attribs(draw);
+ draw_prim_assembler_prepare_outputs(draw->ia);
+ draw_unfilled_prepare_outputs(draw, draw->pipeline.unfilled);
+ if (draw->pipeline.aapoint)
+ draw_aapoint_prepare_outputs(draw, draw->pipeline.aapoint);
+ if (draw->pipeline.aaline)
+ draw_aaline_prepare_outputs(draw, draw->pipeline.aaline);
+}
/**
* Ask the draw module for the location/slot of the given vertex attribute in
}
+/**
+ * Return total number of the vertex shader outputs. This function
+ * also counts any extra vertex output attributes that may
+ * be filled in by some draw stages (such as AA point, AA line,
+ * front face).
+ */
+uint
+draw_total_vs_outputs(const struct draw_context *draw)
+{
+ const struct tgsi_shader_info *info = &draw->vs.vertex_shader->info;
+
+ return info->num_outputs + draw->extra_shader_outputs.num;
+}
+
+/**
+ * Return total number of the geometry shader outputs. This function
+ * also counts any extra geometry output attributes that may
+ * be filled in by some draw stages (such as AA point, AA line, front
+ * face).
+ */
+uint
+draw_total_gs_outputs(const struct draw_context *draw)
+{
+ const struct tgsi_shader_info *info;
+
+ if (!draw->gs.geometry_shader)
+ return 0;
+
+ info = &draw->gs.geometry_shader->info;
+
+ return info->num_outputs + draw->extra_shader_outputs.num;
+}
+
+
/**
* Provide TGSI sampler objects for vertex/geometry shaders that use
* texture fetches. This state only needs to be set once per context.
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->viewport_index_output;
- return 0;
+ return draw->vs.vertex_shader->viewport_index_output;
}
/**
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->info.writes_viewport_index;
- return FALSE;
+ return draw->vs.vertex_shader->info.writes_viewport_index;
}
/**
* Return the index of the shader output which will contain the
- * vertex position.
+ * clip vertex position.
+ * Note we don't support clipvertex output in the gs. For clipping
+ * to work correctly hence we return ordinary position output instead.
*/
uint
draw_current_shader_clipvertex_output(const struct draw_context *draw)
{
+ if (draw->gs.geometry_shader)
+ return draw->gs.position_output;
return draw->vs.clipvertex_output;
}
return draw->rasterizer_no_cull[scissor][flatshade];
}
-/**
- * Sets the mapped so targets.
- *
- * The append bitmask specifies which of the buffers are in
- * the append mode. The append mode means that the buffer
- * should be appended to, rather than written to from the start.
- * i.e. the outputs should be written starting from the last
- * location to which the previous
- * pass of stream output wrote to in this buffer.
- * If the buffer is not in an append mode (which is more common)
- * the writing begins from the start of the buffer.
- *
- */
void
draw_set_mapped_so_targets(struct draw_context *draw,
int num_targets,
- struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS],
- unsigned append_bitmask)
+ struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS])
{
int i;
- for (i = 0; i < num_targets; i++) {
+ for (i = 0; i < num_targets; i++)
draw->so.targets[i] = targets[i];
- /* if we're not appending then lets reset the internal
- data of our so target */
- if (!(append_bitmask & (1 << i)) && draw->so.targets[i]) {
- draw->so.targets[i]->internal_offset = 0;
- draw->so.targets[i]->emitted_vertices = 0;
- }
- }
for (i = num_targets; i < PIPE_MAX_SO_BUFFERS; i++)
draw->so.targets[i] = NULL;
/**
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
* different ways of setting textures, and drivers typically only support one.
+ * Drivers requesting a draw context explicitly without llvm must call
+ * draw_get_shader_param_no_llvm instead.
*/
int
draw_get_shader_param(unsigned shader, enum pipe_shader_cap param)
const struct draw_prim_info *prim_info)
{
if (draw->collect_statistics) {
- unsigned start, i;
- for (start = i = 0;
- i < prim_info->primitive_count;
- start += prim_info->primitive_lengths[i], i++)
- {
+ unsigned i;
+ for (i = 0; i < prim_info->primitive_count; i++) {
draw->statistics.c_invocations +=
u_decomposed_prims_for_vertices(prim_info->prim,
prim_info->primitive_lengths[i]);
}
}
}
+
+
+/**
+ * Returns true if the draw module will inject the frontface
+ * info into the outputs.
+ *
+ * Given the specified primitive and rasterizer state
+ * the function will figure out if the draw module
+ * will inject the front-face information into shader
+ * outputs. This is done to preserve the front-facing
+ * info when decomposing primitives into wireframes.
+ */
+boolean
+draw_will_inject_frontface(const struct draw_context *draw)
+{
+ unsigned reduced_prim = u_reduced_prim(draw->pt.prim);
+ const struct pipe_rasterizer_state *rast = draw->rasterizer;
+
+ if (reduced_prim != PIPE_PRIM_TRIANGLES) {
+ return FALSE;
+ }
+
+ return (rast &&
+ (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
+ rast->fill_back != PIPE_POLYGON_MODE_FILL));
+}