#include "pipe/p_compiler.h"
#include "pipe/p_defines.h"
#include "indices/u_indices.h"
+#include "util/u_prim.h"
+#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"
* handled by the svga device. Other types will be converted to
* these types by the index/translation code.
*/
-static const unsigned svga_hw_prims =
+static const unsigned svga_hw_prims =
((1 << PIPE_PRIM_POINTS) |
(1 << PIPE_PRIM_LINES) |
(1 << PIPE_PRIM_LINE_STRIP) |
case PIPE_PRIM_LINES:
*prim_count = vcount / 2;
- return SVGA3D_PRIMITIVE_LINELIST;
+ return SVGA3D_PRIMITIVE_LINELIST;
case PIPE_PRIM_LINE_STRIP:
*prim_count = vcount - 1;
- return SVGA3D_PRIMITIVE_LINESTRIP;
+ return SVGA3D_PRIMITIVE_LINESTRIP;
case PIPE_PRIM_TRIANGLES:
*prim_count = vcount / 3;
- return SVGA3D_PRIMITIVE_TRIANGLELIST;
+ return SVGA3D_PRIMITIVE_TRIANGLELIST;
case PIPE_PRIM_TRIANGLE_STRIP:
*prim_count = vcount - 2;
- return SVGA3D_PRIMITIVE_TRIANGLESTRIP;
+ return SVGA3D_PRIMITIVE_TRIANGLESTRIP;
case PIPE_PRIM_TRIANGLE_FAN:
*prim_count = vcount - 2;
- return SVGA3D_PRIMITIVE_TRIANGLEFAN;
+ return SVGA3D_PRIMITIVE_TRIANGLEFAN;
case PIPE_PRIM_LINES_ADJACENCY:
*prim_count = vcount / 4;
u_generate_func generate;
unsigned gen_nr;
- /* If non-null, this buffer is filled by calling
- * generate(nr, map(buffer))
+ /* If non-null, this buffer is filled by calling generate(nr, map(buffer))
*/
struct pipe_resource *buffer;
};
* vertex buffers.
*/
int index_bias;
-
+
/* Provoking vertex information (for flat shading). */
unsigned api_pv; /**< app-requested PV mode (PV_FIRST or PV_LAST) */
unsigned hw_pv; /**< device-supported PV mode (PV_FIRST or PV_LAST) */
-/***********************************************************************
- * Internal functions
+/**
+ * Do we need to use the gallium 'indices' helper to render unfilled
+ * triangles?
*/
-enum pipe_error
-svga_hwtnl_prim( struct svga_hwtnl *hwtnl,
- const SVGA3dPrimitiveRange *range,
- unsigned vcount,
- unsigned min_index,
- unsigned max_index,
- struct pipe_resource *ib,
- unsigned start_instance, unsigned instance_count);
+static inline boolean
+svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl,
+ enum pipe_prim_type prim)
+{
+ if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) {
+ /* if we're drawing points or lines, no fallback needed */
+ return FALSE;
+ }
+
+ if ((prim == PIPE_PRIM_QUADS ||
+ prim == PIPE_PRIM_QUAD_STRIP ||
+ prim == PIPE_PRIM_POLYGON) &&
+ hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
+ /* We can't directly render quads or polygons. They're
+ * converted to triangles. If we let the device draw the triangle
+ * outlines we'll get an extra, stray lines in the interiors.
+ * So, to draw unfilled quads correctly, we need the fallback.
+ */
+ return true;
+ }
+ return false;
+}
+
enum pipe_error
-svga_hwtnl_simple_draw_range_elements( struct svga_hwtnl *hwtnl,
- struct pipe_resource *indexBuffer,
- unsigned index_size,
- int index_bias,
- unsigned min_index,
- unsigned max_index,
- unsigned prim,
- unsigned start,
- unsigned count,
- unsigned start_instance,
- unsigned instance_count);
+svga_hwtnl_prim(struct svga_hwtnl *hwtnl,
+ const SVGA3dPrimitiveRange *range,
+ unsigned vcount,
+ unsigned min_index,
+ unsigned max_index,
+ struct pipe_resource *ib,
+ unsigned start_instance, unsigned instance_count);
+enum pipe_error
+svga_hwtnl_simple_draw_range_elements(struct svga_hwtnl *hwtnl,
+ struct pipe_resource *indexBuffer,
+ unsigned index_size,
+ int index_bias,
+ unsigned min_index,
+ unsigned max_index,
+ enum pipe_prim_type prim,
+ unsigned start,
+ unsigned count,
+ unsigned start_instance,
+ unsigned instance_count);
#endif