radeonsi: remove redundant si_shader_info::images_declared
[mesa.git] / src / gallium / drivers / svga / svga_draw_private.h
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
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9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #ifndef SVGA_DRAW_H_
27 #define SVGA_DRAW_H_
28
29 #include "pipe/p_compiler.h"
30 #include "pipe/p_defines.h"
31 #include "indices/u_indices.h"
32 #include "util/u_prim.h"
33 #include "svga_context.h"
34 #include "svga_hw_reg.h"
35 #include "svga3d_shaderdefs.h"
36
37 struct svga_context;
38 struct u_upload_mgr;
39
40 /**
41 * Mask indicating which types of gallium primitives are actually
42 * handled by the svga device. Other types will be converted to
43 * these types by the index/translation code.
44 */
45 static const unsigned svga_hw_prims =
46 ((1 << PIPE_PRIM_POINTS) |
47 (1 << PIPE_PRIM_LINES) |
48 (1 << PIPE_PRIM_LINE_STRIP) |
49 (1 << PIPE_PRIM_TRIANGLES) |
50 (1 << PIPE_PRIM_TRIANGLE_STRIP) |
51 (1 << PIPE_PRIM_TRIANGLE_FAN) |
52 (1 << PIPE_PRIM_LINES_ADJACENCY) |
53 (1 << PIPE_PRIM_LINE_STRIP_ADJACENCY) |
54 (1 << PIPE_PRIM_TRIANGLES_ADJACENCY) |
55 (1 << PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY) |
56 (1 << PIPE_PRIM_PATCHES));
57
58
59 /**
60 * Translate a gallium PIPE_PRIM_x value to an SVGA3D_PRIMITIVE_x value.
61 * Also, compute the number of primitives that'll be drawn given a
62 * vertex count.
63 * Note that this function doesn't have to handle PIPE_PRIM_LINE_LOOP,
64 * PIPE_PRIM_QUADS, PIPE_PRIM_QUAD_STRIP or PIPE_PRIM_POLYGON. We convert
65 * those to other types of primitives with index/translation code.
66 */
67 static inline SVGA3dPrimitiveType
68 svga_translate_prim(unsigned mode, unsigned vcount, unsigned *prim_count,
69 ubyte vertices_per_patch)
70 {
71 switch (mode) {
72 case PIPE_PRIM_POINTS:
73 *prim_count = vcount;
74 return SVGA3D_PRIMITIVE_POINTLIST;
75
76 case PIPE_PRIM_LINES:
77 *prim_count = vcount / 2;
78 return SVGA3D_PRIMITIVE_LINELIST;
79
80 case PIPE_PRIM_LINE_STRIP:
81 *prim_count = vcount - 1;
82 return SVGA3D_PRIMITIVE_LINESTRIP;
83
84 case PIPE_PRIM_TRIANGLES:
85 *prim_count = vcount / 3;
86 return SVGA3D_PRIMITIVE_TRIANGLELIST;
87
88 case PIPE_PRIM_TRIANGLE_STRIP:
89 *prim_count = vcount - 2;
90 return SVGA3D_PRIMITIVE_TRIANGLESTRIP;
91
92 case PIPE_PRIM_TRIANGLE_FAN:
93 *prim_count = vcount - 2;
94 return SVGA3D_PRIMITIVE_TRIANGLEFAN;
95
96 case PIPE_PRIM_LINES_ADJACENCY:
97 *prim_count = vcount / 4;
98 return SVGA3D_PRIMITIVE_LINELIST_ADJ;
99
100 case PIPE_PRIM_LINE_STRIP_ADJACENCY:
101 *prim_count = vcount - 3;
102 return SVGA3D_PRIMITIVE_LINESTRIP_ADJ;
103
104 case PIPE_PRIM_TRIANGLES_ADJACENCY:
105 *prim_count = vcount / 6;
106 return SVGA3D_PRIMITIVE_TRIANGLELIST_ADJ;
107
108 case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
109 *prim_count = vcount / 2 - 2 ;
110 return SVGA3D_PRIMITIVE_TRIANGLESTRIP_ADJ;
111
112 case PIPE_PRIM_PATCHES:
113 *prim_count = vcount / vertices_per_patch ;
114 assert(vertices_per_patch >= 1);
115 assert(vertices_per_patch <= 32);
116 return (SVGA3D_PRIMITIVE_1_CONTROL_POINT_PATCH - 1)
117 + vertices_per_patch;
118
119 default:
120 assert(0);
121 *prim_count = 0;
122 return 0;
123 }
124 }
125
126
127 struct index_cache {
128 u_generate_func generate;
129 unsigned gen_nr;
130
131 /* If non-null, this buffer is filled by calling generate(nr, map(buffer))
132 */
133 struct pipe_resource *buffer;
134 };
135
136
137 /** Max number of primitives per draw call */
138 #define QSZ SVGA3D_MAX_DRAW_PRIMITIVE_RANGES
139
140 struct draw_cmd {
141 struct svga_winsys_context *swc;
142
143 /* vertex layout info */
144 SVGA3dVertexDecl vdecl[SVGA3D_INPUTREG_MAX];
145 unsigned vdecl_count;
146 SVGA3dElementLayoutId vdecl_layout_id;
147 unsigned vdecl_buffer_index[SVGA3D_INPUTREG_MAX];
148
149 /* vertex buffer info */
150 struct pipe_vertex_buffer vbufs[SVGA3D_INPUTREG_MAX];
151 unsigned vbuf_count;
152
153 SVGA3dPrimitiveRange prim[QSZ];
154 struct pipe_resource *prim_ib[QSZ];
155 unsigned prim_count; /**< number of primitives for this draw */
156 unsigned min_index[QSZ];
157 unsigned max_index[QSZ];
158 };
159
160 #define IDX_CACHE_MAX 8
161
162 struct svga_hwtnl {
163 struct svga_context *svga;
164 struct u_upload_mgr *upload_ib;
165
166 /* Additional negative index bias due to partial buffer uploads
167 * This is compensated for in the offset associated with all
168 * vertex buffers.
169 */
170 int index_bias;
171
172 /* Provoking vertex information (for flat shading). */
173 unsigned api_pv; /**< app-requested PV mode (PV_FIRST or PV_LAST) */
174 unsigned hw_pv; /**< device-supported PV mode (PV_FIRST or PV_LAST) */
175
176 /* The triangle fillmode for the device (one of PIPE_POLYGON_MODE_{FILL,
177 * LINE,POINT}). If the polygon front mode matches the back mode,
178 * api_fillmode will be that mode. Otherwise, api_fillmode will be
179 * PIPE_POLYGON_MODE_FILL.
180 */
181 unsigned api_fillmode;
182
183 /* Cache the results of running a particular generate func on each
184 * primitive type.
185 */
186 struct index_cache index_cache[PIPE_PRIM_MAX][IDX_CACHE_MAX];
187
188 /* Try to build the maximal draw command packet before emitting:
189 */
190 struct draw_cmd cmd;
191 };
192
193
194
195 /**
196 * Do we need to use the gallium 'indices' helper to render unfilled
197 * triangles?
198 */
199 static inline boolean
200 svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl,
201 enum pipe_prim_type prim)
202 {
203 if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) {
204 /* if we're drawing points or lines, no fallback needed */
205 return FALSE;
206 }
207
208 if ((prim == PIPE_PRIM_QUADS ||
209 prim == PIPE_PRIM_QUAD_STRIP ||
210 prim == PIPE_PRIM_POLYGON) &&
211 hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
212 /* We can't directly render quads or polygons. They're
213 * converted to triangles. If we let the device draw the triangle
214 * outlines we'll get an extra, stray lines in the interiors.
215 * So, to draw unfilled quads correctly, we need the fallback.
216 */
217 return true;
218 }
219 return false;
220 }
221
222
223 enum pipe_error
224 svga_hwtnl_prim(struct svga_hwtnl *hwtnl,
225 const SVGA3dPrimitiveRange *range,
226 unsigned vcount,
227 unsigned min_index,
228 unsigned max_index,
229 struct pipe_resource *ib,
230 unsigned start_instance, unsigned instance_count,
231 const struct pipe_draw_indirect_info *indirect,
232 const struct pipe_stream_output_target *so_vertex_count);
233
234 enum pipe_error
235 svga_hwtnl_simple_draw_range_elements(struct svga_hwtnl *hwtnl,
236 struct pipe_resource *indexBuffer,
237 unsigned index_size,
238 int index_bias,
239 unsigned min_index,
240 unsigned max_index,
241 enum pipe_prim_type prim,
242 unsigned start,
243 unsigned count,
244 unsigned start_instance,
245 unsigned instance_count,
246 ubyte vertices_per_patch);
247
248 #endif