/************************************************************************** * * 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. * **************************************************************************/ /* * Authors: * Keith Whitwell */ #include "imports.h" #include "macros.h" #include "tnl/t_context.h" #include "vf/vf.h" #include "draw_private.h" #include "draw_context.h" #include "draw_prim.h" /* This file is a temporary set of hooks to allow us to use the tnl/ * and vf/ modules until we have replacements in pipe. */ 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: */ unsigned elt = draw->vs.queue[i].elt; struct vertex_header *dest = draw->vs.queue[i].dest; /* Magic: */ memcpy(dest, draw->verts + elt * draw->vertex_size, draw->vertex_size); } draw->vs.queue_nr = 0; } /** * Allocate storage for post-transformation vertices. */ static void draw_allocate_vertices( struct draw_context *draw, GLuint nr_vertices ) { assert(draw->vertex_size > 0); draw->nr_vertices = nr_vertices; draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size ); draw_invalidate_vcache( draw ); } /** * Free storage which was allocated by draw_allocate_vertices() */ static void draw_release_vertices( struct draw_context *draw ) { free(draw->verts); draw->verts = NULL; } /** * Note: this must match struct vertex_header's layout (I think). */ struct header_dword { GLuint clipmask:12; GLuint edgeflag:1; GLuint pad:19; }; static void build_vertex_headers( struct draw_context *draw, struct vertex_buffer *VB ) { if (draw->header.storage == NULL) { draw->header.stride = sizeof(GLfloat); draw->header.size = 1; draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(GLfloat), 32 ); draw->header.data = draw->header.storage; draw->header.count = 0; draw->header.flags = VEC_SIZE_1 | VEC_MALLOC; } /* Build vertex header attribute. * */ { GLuint i; struct header_dword *header = (struct header_dword *)draw->header.storage; /* yes its a hack */ assert(sizeof(*header) == sizeof(GLfloat)); draw->header.count = VB->Count; if (VB->EdgeFlag) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = VB->EdgeFlag[i]; header[i].pad = 0; } } else if (VB->ClipOrMask) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = 0; header[i].pad = 0; } } else { for (i = 0; i < VB->Count; i++) { header[i].clipmask = 0; header[i].edgeflag = 0; header[i].pad = 0; } } } VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header; } /** * This is a hack & will all go away. */ void draw_vb(struct draw_context *draw, struct vertex_buffer *VB ) { GLuint i; VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr; VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1]; VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1]; VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr; /* Build vertex headers: */ build_vertex_headers( draw, VB ); draw->vs_flush = vs_flush; draw->in_vb = 1; /* tell drawing pipeline we're beginning drawing */ draw->pipeline.first->begin( draw->pipeline.first ); /* Allocate storage for the post-transform vertices: */ draw_allocate_vertices( draw, VB->Count ); /* Bind the vb outputs: */ vf_set_sources( draw->vf, VB->AttribPtr, 0 ); vf_emit_vertices( draw->vf, VB->Count, draw->verts ); if (VB->Elts) draw_set_element_buffer(draw, sizeof(GLuint), VB->Elts); else draw_set_element_buffer(draw, 0, NULL); for (i = 0; i < VB->PrimitiveCount; i++) { const GLenum mode = VB->Primitive[i].mode; const GLuint start = VB->Primitive[i].start; GLuint length, first, incr; /* Trim the primitive down to a legal size. */ draw_prim_info( mode, &first, &incr ); length = draw_trim( VB->Primitive[i].count, first, incr ); if (!length) continue; if (draw->prim != mode) draw_set_prim( draw, mode ); draw_prim( draw, start, length ); } /* draw any left-over buffered prims */ draw_flush(draw); /* tell drawing pipeline we're done drawing */ draw->pipeline.first->end( draw->pipeline.first ); /* free the post-transformed vertices */ draw_release_vertices( draw ); draw->verts = NULL; draw->in_vb = 0; draw->elts = NULL; } /** * XXX Temporary mechanism to draw simple vertex arrays. * All attribs are GLfloat[4]. Arrays are interleaved, in GL-speak. */ void draw_vertices(struct draw_context *draw, GLuint mode, GLuint numVerts, const GLfloat *vertices, GLuint numAttrs, const GLuint attribs[]) { /*GLuint first, incr;*/ GLuint i, j; assert(mode <= GL_POLYGON); draw->vs_flush = vs_flush; draw->vertex_size = sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat); /* no element/index buffer */ draw_set_element_buffer(draw, 0, NULL); /*draw_prim_info(mode, &first, &incr);*/ draw_allocate_vertices( draw, numVerts ); draw->pipeline.first->begin( draw->pipeline.first ); if (draw->prim != mode) draw_set_prim( draw, mode ); /* setup attr info */ draw->nr_attrs = numAttrs + 2; draw->attrs[0].attrib = VF_ATTRIB_VERTEX_HEADER; draw->attrs[0].format = EMIT_1F; draw->attrs[1].attrib = VF_ATTRIB_CLIP_POS; draw->attrs[1].format = EMIT_4F; for (j = 0; j < numAttrs; j++) { draw->vf_attr_to_slot[attribs[j]] = 2+j; draw->attrs[2+j].attrib = attribs[j]; draw->attrs[2+j].format = EMIT_4F; } /* build vertices */ for (i = 0; i < numVerts; i++) { struct vertex_header *v = (struct vertex_header *) (draw->verts + i * draw->vertex_size); v->clipmask = 0x0; v->edgeflag = 0; for (j = 0; j < numAttrs; j++) { COPY_4FV(v->data[j], vertices + (i * numAttrs + j) * 4); } } /* draw */ draw_prim(draw, 0, numVerts); draw_flush(draw); draw->pipeline.first->end( draw->pipeline.first ); /* clean up */ draw_release_vertices( draw ); draw->verts = NULL; draw->in_vb = 0; } /** * Accumulate another attribute's info. * Note the "- 2" factor here. We need this because the vertex->data[] * array does not include the first two attributes we emit (VERTEX_HEADER * and CLIP_POS). So, the 3rd attribute actually winds up in the 1st * position of the data[] array. */ #define EMIT_ATTR( VF_ATTR, STYLE ) \ 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++; \ } while (0) /** * Tell the draw module about the layout of attributes in the vertex. * We need this in order to know which vertex slot has color0, etc. * * \param slot_to_vf_attr an array which maps slot indexes to vertex * format tokens (VF_*). * \param nr_attrs the size of the slot_to_vf_attr array * (and number of attributes) */ void draw_set_vertex_attributes( 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; /* * First three attribs are always the same: header, clip pos, winpos */ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F); EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F); assert(slot_to_vf_attr[0] == VF_ATTRIB_POS); EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT); /* * Remaining attribs (color, texcoords, etc) */ for (i = 1; i < nr_attrs; i++) EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F); /* 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 ); }