*/
+#include "pipe/p_context.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "draw_context.h"
#include "draw_vs.h"
+#include "draw_gs.h"
-struct draw_context *draw_create( void )
+struct draw_context *draw_create( struct pipe_context *pipe )
{
struct draw_context *draw = CALLOC_STRUCT( draw_context );
if (draw == NULL)
goto fail;
+ if (!draw_init(draw))
+ goto fail;
+
+ draw->pipe = pipe;
+
+ return draw;
+
+fail:
+ draw_destroy( draw );
+ return NULL;
+}
+
+boolean draw_init(struct draw_context *draw)
+{
+ /*
+ * Note that several functions compute the clipmask of the predefined
+ * formats with hardcoded formulas instead of using these. So modifications
+ * here must be reflected there too.
+ */
+
ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 );
ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 );
ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 );
if (!draw_pipeline_init( draw ))
- goto fail;
+ return FALSE;
if (!draw_pt_init( draw ))
- goto fail;
+ return FALSE;
if (!draw_vs_init( draw ))
- goto fail;
+ return FALSE;
- return draw;
+ if (!draw_gs_init( draw ))
+ return FALSE;
-fail:
- draw_destroy( draw );
- return NULL;
+ return TRUE;
}
void draw_destroy( struct draw_context *draw )
{
+ struct pipe_context *pipe = draw->pipe;
+ int i, j;
+
if (!draw)
return;
-
+ /* free any rasterizer CSOs that we may have created.
+ */
+ for (i = 0; i < 2; i++) {
+ for (j = 0; j < 2; j++) {
+ if (draw->rasterizer_no_cull[i][j]) {
+ pipe->delete_rasterizer_state(pipe, draw->rasterizer_no_cull[i][j]);
+ }
+ }
+ }
/* Not so fast -- we're just borrowing this at the moment.
*
draw_pipeline_destroy( draw );
draw_pt_destroy( draw );
draw_vs_destroy( draw );
+ draw_gs_destroy( draw );
FREE( draw );
}
* This causes the drawing pipeline to be rebuilt.
*/
void draw_set_rasterizer_state( struct draw_context *draw,
- const struct pipe_rasterizer_state *raster )
+ const struct pipe_rasterizer_state *raster,
+ void *rast_handle )
{
- draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
+ if (!draw->suspend_flushing) {
+ draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
- draw->rasterizer = raster;
- draw->bypass_clipping =
- ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
- draw->driver.bypass_clipping);
+ draw->rasterizer = raster;
+ draw->rast_handle = rast_handle;
+
+ draw->bypass_clipping = draw->driver.bypass_clipping;
+ }
}
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->driver.bypass_clipping = bypass_clipping;
- draw->bypass_clipping =
- ((draw->rasterizer && draw->rasterizer->bypass_vs_clip_and_viewport) ||
- draw->driver.bypass_clipping);
+ draw->bypass_clipping = draw->driver.bypass_clipping;
}
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);
+ }
}
* 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
* 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 shaders that use texture fetches.
+ * 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->vs.num_samplers = num_samplers;
draw->vs.samplers = samplers;
+ draw->gs.num_samplers = num_samplers;
+ draw->gs.samplers = samplers;
}
draw->render = render;
}
-void draw_set_edgeflags( struct draw_context *draw,
- const unsigned *edgeflag )
-{
- draw->pt.user.edgeflag = edgeflag;
-}
-
-
/**
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;
+}
+
+
+/**
+ * Return a pointer/handle for a driver/CSO rasterizer object which
+ * disabled culling, stippling, unfilled tris, etc.
+ * This is used by some pipeline stages (such as wide_point, aa_line
+ * and aa_point) which convert points/lines into triangles. In those
+ * cases we don't want to accidentally cull the triangles.
+ *
+ * \param scissor should the rasterizer state enable scissoring?
+ * \param flatshade should the rasterizer state use flat shading?
+ * \return rasterizer CSO handle
+ */
+void *
+draw_get_rasterizer_no_cull( struct draw_context *draw,
+ boolean scissor,
+ boolean flatshade )
+{
+ if (!draw->rasterizer_no_cull[scissor][flatshade]) {
+ /* create now */
+ struct pipe_context *pipe = draw->pipe;
+ struct pipe_rasterizer_state rast;
+
+ memset(&rast, 0, sizeof(rast));
+ rast.scissor = scissor;
+ rast.flatshade = flatshade;
+ rast.front_winding = PIPE_WINDING_CCW;
+ rast.gl_rasterization_rules = draw->rasterizer->gl_rasterization_rules;
+
+ draw->rasterizer_no_cull[scissor][flatshade] =
+ pipe->create_rasterizer_state(pipe, &rast);
+ }
+ return draw->rasterizer_no_cull[scissor][flatshade];
+}