/**************************************************************************
*
- * 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"
if (!draw_init(draw))
goto err_destroy;
+ draw->ia = draw_prim_assembler_create(draw);
+ if (!draw->ia)
+ goto err_destroy;
+
return draw;
err_destroy:
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;
}
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)
{
- draw->mrd = mrd;
+ 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);
}
draw->rasterizer && draw->rasterizer->depth_clip);
draw->clip_user = draw->rasterizer &&
draw->rasterizer->clip_plane_enable != 0;
+ draw->clip_points_xy = draw->clip_xy &&
+ (!draw->driver.bypass_clip_points ||
+ (draw->rasterizer &&
+ !draw->rasterizer->point_tri_clip));
}
/**
* 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;
+ draw->driver.bypass_clip_points = bypass_clip_points;
update_clip_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.
}
}
}
+
+
+/**
+ * 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));
+}