From: Brian Date: Thu, 16 Aug 2007 01:02:37 +0000 (-0600) Subject: softpipe_draw_arrays() function X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2de99586246d758da14e281718d85c499d1969d6;p=mesa.git softpipe_draw_arrays() function Also includes: Temporary stand-in for vertex program execution. draw_prim() code post-transform vertex cache --- diff --git a/src/mesa/pipe/softpipe/sp_draw_arrays.c b/src/mesa/pipe/softpipe/sp_draw_arrays.c new file mode 100644 index 00000000000..c466884fdd2 --- /dev/null +++ b/src/mesa/pipe/softpipe/sp_draw_arrays.c @@ -0,0 +1,663 @@ +/************************************************************************** + * + * 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<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<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 */ +} + +