--- /dev/null
+/**************************************************************************
+ *
+ * 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.
+ *
+ **************************************************************************/
+
+/* Author:
+ * Brian Paul
+ * Keith Whitwell
+ */
+
+
+#include "main/mtypes.h"
+#include "main/context.h"
+
+#include "pipe/p_defines.h"
+#include "pipe/p_context.h"
+#include "pipe/p_winsys.h"
+
+#include "sp_context.h"
+#include "sp_state.h"
+
+#include "pipe/draw/draw_private.h"
+#include "pipe/draw/draw_context.h"
+
+
+
+#define RP_NONE 0
+#define RP_POINT 1
+#define RP_LINE 2
+#define RP_TRI 3
+
+static unsigned reduced_prim[GL_POLYGON + 1] = {
+ RP_POINT,
+ RP_LINE,
+ RP_LINE,
+ RP_LINE,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI
+};
+
+
+/**
+ * Stand-in for actual vertex program execution
+ * XXX this will probably live in a new file, like "sp_vs.c"
+ * \param draw the drawing context
+ * \param vbuffer the mapped vertex buffer pointer
+ * \param elem which element of the vertex buffer to use as input
+ * \param vOut the output vertex
+ */
+static void
+run_vertex_program(struct draw_context *draw,
+ const void *vbuffer, GLuint elem,
+ struct vertex_header *vOut)
+{
+ const float *vIn, *cIn;
+ const GLfloat *scale = draw->viewport.scale;
+ const GLfloat *trans = draw->viewport.translate;
+ const void *mapped = vbuffer;
+
+ GET_CURRENT_CONTEXT(ctx);
+ const GLfloat *m = ctx->_ModelProjectMatrix.m;
+
+ vIn = (const float *) ((const GLubyte *) mapped
+ + draw->vertex_buffer[0].buffer_offset
+ + draw->vertex_element[0].src_offset
+ + elem * draw->vertex_buffer[0].pitch);
+
+ cIn = (const float *) ((const GLubyte *) mapped
+ + draw->vertex_buffer[3].buffer_offset
+ + draw->vertex_element[3].src_offset
+ + elem * draw->vertex_buffer[3].pitch);
+
+ {
+ float x = vIn[0];
+ float y = vIn[1];
+ float z = vIn[2];
+ float w = 1.0;
+
+ vOut->clipmask = 0x0;
+ vOut->edgeflag = 0;
+ /* MVP */
+ vOut->clip[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;
+ vOut->clip[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;
+ vOut->clip[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
+ vOut->clip[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
+
+ /* divide by w */
+ x = vOut->clip[0] / vOut->clip[3];
+ y = vOut->clip[1] / vOut->clip[3];
+ z = vOut->clip[2] / vOut->clip[3];
+ w = 1.0 / vOut->clip[3];
+
+ /* Viewport */
+ vOut->data[0][0] = scale[0] * x + trans[0];
+ vOut->data[0][1] = scale[1] * y + trans[1];
+ vOut->data[0][2] = scale[2] * z + trans[2];
+ vOut->data[0][3] = w;
+
+ /* color */
+ vOut->data[1][0] = cIn[0];
+ vOut->data[1][1] = cIn[1];
+ vOut->data[1][2] = cIn[2];
+ vOut->data[1][3] = 1.0;
+ }
+}
+
+
+static void vs_flush( struct draw_context *draw )
+{
+ unsigned i;
+
+ /* We're not really running a vertex shader yet, so flushing the vs
+ * queue is just a matter of building the vertices and returning.
+ */
+ /* Actually, I'm cheating even more and pre-building them still
+ * with the mesa/vf module. So it's very easy...
+ */
+ for (i = 0; i < draw->vs.queue_nr; i++) {
+ /* Would do the following steps here:
+ *
+ * 1) Loop over vertex element descriptors, fetch data from each
+ * to build the pre-tnl vertex. This might require a new struct
+ * to represent the pre-tnl vertex.
+ *
+ * 2) Bundle groups of upto 4 pre-tnl vertices together and pass
+ * to vertex shader.
+ *
+ * 3) Do any necessary unswizzling, make sure vertex headers are
+ * correctly populated, store resulting post-transformed
+ * vertices in vcache.
+ *
+ * In this version, just do the last step:
+ */
+ const unsigned elt = draw->vs.queue[i].elt;
+ struct vertex_header *dest = draw->vs.queue[i].dest;
+
+ run_vertex_program(draw, draw->mapped_vbuffer, elt, dest);
+ }
+ draw->vs.queue_nr = 0;
+}
+
+
+static void draw_flush( struct draw_context *draw )
+{
+ struct draw_stage *first = draw->pipeline.first;
+ unsigned i;
+
+ /* Make sure all vertices are available:
+ */
+ vs_flush( draw );
+
+
+ switch (draw->reduced_prim) {
+ case RP_TRI:
+ for (i = 0; i < draw->pq.queue_nr; i++) {
+ if (draw->pq.queue[i].reset_line_stipple)
+ first->reset_stipple_counter( first );
+
+ first->tri( first, &draw->pq.queue[i] );
+ }
+ break;
+ case RP_LINE:
+ for (i = 0; i < draw->pq.queue_nr; i++) {
+ if (draw->pq.queue[i].reset_line_stipple)
+ first->reset_stipple_counter( first );
+
+ first->line( first, &draw->pq.queue[i] );
+ }
+ break;
+ case RP_POINT:
+ first->reset_stipple_counter( first );
+ for (i = 0; i < draw->pq.queue_nr; i++)
+ first->point( first, &draw->pq.queue[i] );
+ break;
+ }
+
+ draw->pq.queue_nr = 0;
+ draw->vcache.referenced = 0;
+ draw->vcache.overflow = 0;
+}
+
+
+static void draw_invalidate_vcache( struct draw_context *draw )
+{
+ unsigned i;
+
+ assert(draw->pq.queue_nr == 0);
+ assert(draw->vs.queue_nr == 0);
+ assert(draw->vcache.referenced == 0);
+
+ for (i = 0; i < Elements( draw->vcache.idx ); i++)
+ draw->vcache.idx[i] = ~0;
+}
+
+
+/* Return a pointer to a freshly queued primitive header. Ensure that
+ * there is room in the vertex cache for a maximum of "nr_verts" new
+ * vertices. Flush primitive and/or vertex queues if necessary to
+ * make space.
+ */
+static struct prim_header *get_queued_prim( struct draw_context *draw,
+ GLuint nr_verts )
+{
+ if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
+ draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
+ draw_flush( draw );
+
+ /* The vs queue is sized so that this can never happen:
+ */
+ assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
+
+ return &draw->pq.queue[draw->pq.queue_nr++];
+}
+
+
+/* Check if vertex is in cache, otherwise add it. It won't go through
+ * VS yet, not until there is a flush operation or the VS queue fills up.
+ */
+static struct vertex_header *get_vertex( struct draw_context *draw,
+ GLuint i )
+{
+ unsigned slot = (i + (i>>5)) & 31;
+
+ /* Cache miss?
+ */
+ if (draw->vcache.idx[slot] != i) {
+
+ /* If slot is in use, use the overflow area:
+ */
+ if (draw->vcache.referenced & (1<<slot))
+ slot = draw->vcache.overflow++;
+
+ draw->vcache.idx[slot] = i;
+
+ /* Add to vertex shader queue:
+ */
+ draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
+ draw->vs.queue[draw->vs.queue_nr].elt = i;
+ draw->vs.queue_nr++;
+ }
+
+ /* Mark slot as in-use:
+ */
+ draw->vcache.referenced |= (1<<slot);
+ return draw->vcache.vertex[slot];
+}
+
+
+
+static void draw_set_prim( struct draw_context *draw,
+ GLenum prim )
+{
+ if (reduced_prim[prim] != draw->reduced_prim) {
+ draw_flush( draw );
+ draw->reduced_prim = reduced_prim[prim];
+ }
+
+ draw->prim = prim;
+}
+
+
+static void do_point( struct draw_context *draw,
+ GLuint i0 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 1 );
+
+ prim->reset_line_stipple = 0;
+ prim->edgeflags = 1;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+}
+
+
+static void do_line( struct draw_context *draw,
+ GLboolean reset_stipple,
+ GLuint i0,
+ GLuint i1 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 2 );
+
+ prim->reset_line_stipple = reset_stipple;
+ prim->edgeflags = 1;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+ prim->v[1] = draw->get_vertex( draw, i1 );
+}
+
+static void do_triangle( struct draw_context *draw,
+ GLuint i0,
+ GLuint i1,
+ GLuint i2 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 3 );
+
+ prim->reset_line_stipple = 1;
+ prim->edgeflags = ~0;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+ prim->v[1] = draw->get_vertex( draw, i1 );
+ prim->v[2] = draw->get_vertex( draw, i2 );
+}
+
+static void do_ef_triangle( struct draw_context *draw,
+ GLboolean reset_stipple,
+ GLuint ef_mask,
+ GLuint i0,
+ GLuint i1,
+ GLuint i2 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 3 );
+ struct vertex_header *v0 = draw->get_vertex( draw, i0 );
+ struct vertex_header *v1 = draw->get_vertex( draw, i1 );
+ struct vertex_header *v2 = draw->get_vertex( draw, i2 );
+
+ prim->reset_line_stipple = reset_stipple;
+
+ prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
+ (v1->edgeflag << 1) |
+ (v2->edgeflag << 2));
+ prim->pad = 0;
+ prim->v[0] = v0;
+ prim->v[1] = v1;
+ prim->v[2] = v2;
+}
+
+
+static void do_quad( struct draw_context *draw,
+ unsigned v0,
+ unsigned v1,
+ unsigned v2,
+ unsigned v3 )
+{
+ do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
+ do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
+}
+
+
+static void draw_prim( struct draw_context *draw,
+ GLuint start,
+ GLuint count )
+{
+ GLuint i;
+
+// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
+
+ switch (draw->prim) {
+ case GL_POINTS:
+ for (i = 0; i < count; i ++) {
+ do_point( draw,
+ start + i );
+ }
+ break;
+
+ case GL_LINES:
+ for (i = 0; i+1 < count; i += 2) {
+ do_line( draw,
+ TRUE,
+ start + i + 0,
+ start + i + 1);
+ }
+ break;
+
+ case GL_LINE_LOOP:
+ if (count >= 2) {
+ for (i = 1; i < count; i++) {
+ do_line( draw,
+ i == 1, /* XXX: only if vb not split */
+ start + i - 1,
+ start + i );
+ }
+
+ do_line( draw,
+ 0,
+ start + count - 1,
+ start + 0 );
+ }
+ break;
+
+ case GL_LINE_STRIP:
+ if (count >= 2) {
+ for (i = 1; i < count; i++) {
+ do_line( draw,
+ i == 1,
+ start + i - 1,
+ start + i );
+ }
+ }
+ break;
+
+ case GL_TRIANGLES:
+ for (i = 0; i+2 < count; i += 3) {
+ do_ef_triangle( draw,
+ 1,
+ ~0,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2 );
+ }
+ break;
+
+ case GL_TRIANGLE_STRIP:
+ for (i = 0; i+2 < count; i++) {
+ if (i & 1) {
+ do_triangle( draw,
+ start + i + 1,
+ start + i + 0,
+ start + i + 2 );
+ }
+ else {
+ do_triangle( draw,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2 );
+ }
+ }
+ break;
+
+ case GL_TRIANGLE_FAN:
+ if (count >= 3) {
+ for (i = 0; i+2 < count; i++) {
+ do_triangle( draw,
+ start + 0,
+ start + i + 1,
+ start + i + 2 );
+ }
+ }
+ break;
+
+
+ case GL_QUADS:
+ for (i = 0; i+3 < count; i += 4) {
+ do_quad( draw,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2,
+ start + i + 3);
+ }
+ break;
+
+ case GL_QUAD_STRIP:
+ for (i = 0; i+3 < count; i += 2) {
+ do_quad( draw,
+ start + i + 2,
+ start + i + 0,
+ start + i + 1,
+ start + i + 3);
+ }
+ break;
+
+ case GL_POLYGON:
+ if (count >= 3) {
+ unsigned ef_mask = (1<<2) | (1<<0);
+
+ for (i = 0; i+2 < count; i++) {
+
+ if (i + 3 >= count)
+ ef_mask |= (1<<1);
+
+ do_ef_triangle( draw,
+ i == 0,
+ ef_mask,
+ start + i + 1,
+ start + i + 2,
+ start + i + 0);
+
+ ef_mask &= ~(1<<2);
+ }
+ }
+ break;
+
+ default:
+ assert(0);
+ break;
+ }
+}
+
+
+
+static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr)
+{
+ switch (mode) {
+ case GL_POINTS:
+ *first = 1;
+ *incr = 1;
+ return 0;
+ case GL_LINES:
+ *first = 2;
+ *incr = 2;
+ return 0;
+ case GL_LINE_STRIP:
+ *first = 2;
+ *incr = 1;
+ return 0;
+ case GL_LINE_LOOP:
+ *first = 2;
+ *incr = 1;
+ return 1;
+ case GL_TRIANGLES:
+ *first = 3;
+ *incr = 3;
+ return 0;
+ case GL_TRIANGLE_STRIP:
+ *first = 3;
+ *incr = 1;
+ return 0;
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ *first = 3;
+ *incr = 1;
+ return 1;
+ case GL_QUADS:
+ *first = 4;
+ *incr = 4;
+ return 0;
+ case GL_QUAD_STRIP:
+ *first = 4;
+ *incr = 2;
+ return 0;
+ default:
+ assert(0);
+ *first = 1;
+ *incr = 1;
+ return 0;
+ }
+}
+
+
+static GLuint trim( GLuint count, GLuint first, GLuint incr )
+{
+ if (count < first)
+ return 0;
+ else
+ return count - (count - first) % incr;
+}
+
+
+
+void
+softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
+ unsigned start, unsigned count)
+{
+ struct softpipe_context *sp = softpipe_context(pipe);
+ struct draw_context *draw = sp->draw;
+ struct pipe_buffer_handle *buf;
+
+ softpipe_map_surfaces(sp);
+
+ /*
+ * Map vertex buffers
+ */
+ buf = sp->vertex_buffer[0].buffer;
+ draw->mapped_vbuffer
+ = pipe->winsys->buffer_map(pipe->winsys, buf, PIPE_BUFFER_FLAG_READ);
+
+
+ /* tell drawing pipeline we're beginning drawing */
+ draw->pipeline.first->begin( draw->pipeline.first );
+
+ draw_invalidate_vcache( draw );
+
+#if 0
+ if (VB->Elts)
+ draw->get_vertex = get_uint_elt_vertex;
+ else
+#endif
+ draw->get_vertex = get_vertex;
+
+ draw_set_prim( draw, mode );
+
+ /* XXX draw_prim_info() and TRIM here */
+ draw_prim(draw, start, count);
+
+ /* draw any left-over buffered prims */
+ draw_flush(draw);
+
+ /* tell drawing pipeline we're done drawing */
+ draw->pipeline.first->end( draw->pipeline.first );
+
+#if 0
+ draw->verts = NULL;
+ draw->in_vb = 0;
+ draw->elts = NULL;
+#endif
+
+ pipe->winsys->buffer_unmap(pipe->winsys, buf);
+
+ softpipe_unmap_surfaces(sp);
+}
+
+
+
+#define EMIT_ATTR( VF_ATTR, STYLE, SIZE ) \
+do { \
+ if (draw->nr_attrs >= 2) \
+ draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
+ draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
+ draw->attrs[draw->nr_attrs].format = STYLE; \
+ draw->nr_attrs++; \
+ draw->vertex_size += SIZE; \
+} while (0)
+
+
+void draw_set_vertex_attributes2( struct draw_context *draw,
+ const GLuint *slot_to_vf_attr,
+ GLuint nr_attrs )
+{
+ GLuint i;
+
+ memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
+ draw->nr_attrs = 0;
+ draw->vertex_size = 0;
+
+ /*
+ * First three attribs are always the same: header, clip pos, winpos
+ */
+ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F, 1);
+ EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F, 4);
+
+ assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
+ EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT, 4);
+
+ /*
+ * Remaining attribs (color, texcoords, etc)
+ */
+ for (i = 1; i < nr_attrs; i++)
+ EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F, 4);
+
+#if 0
+ /* tell the vertex format module how to construct vertices for us */
+ draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
+ draw->nr_attrs, 0 );
+#endif
+
+ draw->vertex_size *= 4; /* floats to bytes */
+}
+
+