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|
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* 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 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 <keithw@vmware.com>
*/
#include "pipe/p_context.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_cpu_detect.h"
#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 HAVE_LLVM
#include "gallivm/lp_bld_init.h"
#include "gallivm/lp_bld_limits.h"
#include "draw_llvm.h"
boolean
draw_get_option_use_llvm(void)
{
return debug_get_bool_option("DRAW_USE_LLVM", TRUE);
}
#else
boolean
draw_get_option_use_llvm(void)
{
return FALSE;
}
#endif
/**
* Create new draw module context with gallivm state for LLVM JIT.
*/
static struct draw_context *
draw_create_context(struct pipe_context *pipe, void *context,
boolean try_llvm)
{
struct draw_context *draw = CALLOC_STRUCT( draw_context );
if (!draw)
goto err_out;
/* we need correct cpu caps for disabling denorms in draw_vbo() */
util_cpu_detect();
#if HAVE_LLVM
if (try_llvm && draw_get_option_use_llvm()) {
draw->llvm = draw_llvm_create(draw, (LLVMContextRef)context);
}
#endif
draw->pipe = pipe;
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_destroy( draw );
err_out:
return NULL;
}
/**
* Create new draw module context, with LLVM JIT.
*/
struct draw_context *
draw_create(struct pipe_context *pipe)
{
return draw_create_context(pipe, NULL, TRUE);
}
#if HAVE_LLVM
struct draw_context *
draw_create_with_llvm_context(struct pipe_context *pipe,
void *context)
{
return draw_create_context(pipe, context, TRUE);
}
#endif
/**
* Create a new draw context, without LLVM JIT.
*/
struct draw_context *
draw_create_no_llvm(struct pipe_context *pipe)
{
return draw_create_context(pipe, NULL, FALSE);
}
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 );
ASSIGN_4V( draw->plane[3], 0, 1, 0, 1 );
ASSIGN_4V( draw->plane[4], 0, 0, 1, 1 ); /* yes these are correct */
ASSIGN_4V( draw->plane[5], 0, 0, -1, 1 ); /* mesa's a bit wonky */
draw->clip_xy = TRUE;
draw->clip_z = TRUE;
draw->pt.user.planes = (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) &(draw->plane[0]);
draw->pt.user.eltMax = ~0;
if (!draw_pipeline_init( draw ))
return FALSE;
if (!draw_pt_init( draw ))
return FALSE;
if (!draw_vs_init( draw ))
return FALSE;
if (!draw_gs_init( draw ))
return FALSE;
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;
}
/*
* Called whenever we're starting to draw a new instance.
* Some internal structures don't want to have to reset internal
* members on each invocation (because their state might have to persist
* between multiple primitive restart rendering call) but might have to
* for each new instance.
* This is particularly the case for primitive id's in geometry shader.
*/
void draw_new_instance(struct draw_context *draw)
{
draw_geometry_shader_new_instance(draw->gs.geometry_shader);
draw_prim_assembler_new_instance(draw->ia);
}
void draw_destroy( struct draw_context *draw )
{
struct pipe_context *pipe;
unsigned i, j;
if (!draw)
return;
pipe = draw->pipe;
/* 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]);
}
}
}
for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
pipe_resource_reference(&draw->pt.vertex_buffer[i].buffer, NULL);
}
/* Not so fast -- we're just borrowing this at the moment.
*
if (draw->render)
draw->render->destroy( draw->render );
*/
draw_prim_assembler_destroy(draw->ia);
draw_pipeline_destroy( draw );
draw_pt_destroy( draw );
draw_vs_destroy( draw );
draw_gs_destroy( draw );
#ifdef HAVE_LLVM
if (draw->llvm)
draw_llvm_destroy( draw->llvm );
#endif
FREE( draw );
}
void draw_flush( struct draw_context *draw )
{
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
}
/**
* 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.
*/
void draw_set_zs_format(struct draw_context *draw, enum pipe_format format)
{
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);
}
static bool
draw_is_vs_window_space(struct draw_context *draw)
{
if (draw->vs.vertex_shader) {
struct tgsi_shader_info *info = &draw->vs.vertex_shader->info;
return info->properties[TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION] != 0;
}
return false;
}
void
draw_update_clip_flags(struct draw_context *draw)
{
bool window_space = draw_is_vs_window_space(draw);
draw->clip_xy = !draw->driver.bypass_clip_xy && !window_space;
draw->guard_band_xy = (!draw->driver.bypass_clip_xy &&
draw->driver.guard_band_xy);
draw->clip_z = (!draw->driver.bypass_clip_z &&
draw->rasterizer && draw->rasterizer->depth_clip) &&
!window_space;
draw->clip_user = draw->rasterizer &&
draw->rasterizer->clip_plane_enable != 0 &&
!window_space;
draw->guard_band_points_xy = draw->guard_band_xy ||
(draw->driver.bypass_clip_points &&
(draw->rasterizer &&
draw->rasterizer->point_tri_clip));
}
void
draw_update_viewport_flags(struct draw_context *draw)
{
bool window_space = draw_is_vs_window_space(draw);
draw->bypass_viewport = window_space || draw->identity_viewport;
}
/**
* Register new primitive rasterization/rendering state.
* This causes the drawing pipeline to be rebuilt.
*/
void draw_set_rasterizer_state( struct draw_context *draw,
const struct pipe_rasterizer_state *raster,
void *rast_handle )
{
if (!draw->suspend_flushing) {
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->rasterizer = raster;
draw->rast_handle = rast_handle;
draw_update_clip_flags(draw);
}
}
/* With a little more work, llvmpipe will be able to turn this off and
* do its own x/y clipping.
*
* 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 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;
draw_update_clip_flags(draw);
}
/**
* Plug in the primitive rendering/rasterization stage (which is the last
* stage in the drawing pipeline).
* This is provided by the device driver.
*/
void draw_set_rasterize_stage( struct draw_context *draw,
struct draw_stage *stage )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.rasterize = stage;
}
/**
* Set the draw module's clipping state.
*/
void draw_set_clip_state( struct draw_context *draw,
const struct pipe_clip_state *clip )
{
draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
memcpy(&draw->plane[6], clip->ucp, sizeof(clip->ucp));
}
/**
* Set the draw module's viewport state.
*/
void draw_set_viewport_states( struct draw_context *draw,
unsigned start_slot,
unsigned num_viewports,
const struct pipe_viewport_state *vps )
{
const struct pipe_viewport_state *viewport = vps;
draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
debug_assert(start_slot < PIPE_MAX_VIEWPORTS);
debug_assert((start_slot + num_viewports) <= PIPE_MAX_VIEWPORTS);
memcpy(draw->viewports + start_slot, vps,
sizeof(struct pipe_viewport_state) * num_viewports);
draw->identity_viewport = (num_viewports == 1) &&
(viewport->scale[0] == 1.0f &&
viewport->scale[1] == 1.0f &&
viewport->scale[2] == 1.0f &&
viewport->translate[0] == 0.0f &&
viewport->translate[1] == 0.0f &&
viewport->translate[2] == 0.0f);
draw_update_viewport_flags(draw);
}
void
draw_set_vertex_buffers(struct draw_context *draw,
unsigned start_slot, unsigned count,
const struct pipe_vertex_buffer *buffers)
{
assert(start_slot + count <= PIPE_MAX_ATTRIBS);
util_set_vertex_buffers_count(draw->pt.vertex_buffer,
&draw->pt.nr_vertex_buffers,
buffers, start_slot, count);
}
void
draw_set_vertex_elements(struct draw_context *draw,
unsigned count,
const struct pipe_vertex_element *elements)
{
assert(count <= PIPE_MAX_ATTRIBS);
/* We could improve this by only flushing the frontend and the fetch part
* of the middle. This would avoid recalculating the emit keys.*/
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0]));
draw->pt.nr_vertex_elements = count;
}
/**
* Tell drawing context where to find mapped vertex buffers.
*/
void
draw_set_mapped_vertex_buffer(struct draw_context *draw,
unsigned attr, const void *buffer,
size_t size)
{
draw->pt.user.vbuffer[attr].map = buffer;
draw->pt.user.vbuffer[attr].size = size;
}
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
unsigned shader_type,
unsigned slot,
const void *buffer,
unsigned size )
{
debug_assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_GEOMETRY);
debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
draw_do_flush(draw, DRAW_FLUSH_PARAMETER_CHANGE);
switch (shader_type) {
case PIPE_SHADER_VERTEX:
draw->pt.user.vs_constants[slot] = buffer;
draw->pt.user.vs_constants_size[slot] = size;
break;
case PIPE_SHADER_GEOMETRY:
draw->pt.user.gs_constants[slot] = buffer;
draw->pt.user.gs_constants_size[slot] = size;
break;
default:
assert(0 && "invalid shader type in draw_set_mapped_constant_buffer");
}
}
/**
* Tells the draw module to draw points with triangles if their size
* is greater than this threshold.
*/
void
draw_wide_point_threshold(struct draw_context *draw, float threshold)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_point_threshold = threshold;
}
/**
* Should the draw module handle point->quad conversion for drawing sprites?
*/
void
draw_wide_point_sprites(struct draw_context *draw, boolean draw_sprite)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_point_sprites = draw_sprite;
}
/**
* Tells the draw module to draw lines with triangles if their width
* is greater than this threshold.
*/
void
draw_wide_line_threshold(struct draw_context *draw, float threshold)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_line_threshold = roundf(threshold);
}
/**
* Tells the draw module whether or not to implement line stipple.
*/
void
draw_enable_line_stipple(struct draw_context *draw, boolean enable)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.line_stipple = enable;
}
/**
* Tells draw module whether to convert points to quads for sprite mode.
*/
void
draw_enable_point_sprites(struct draw_context *draw, boolean enable)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.point_sprite = enable;
}
void
draw_set_force_passthrough( struct draw_context *draw, boolean enable )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->force_passthrough = enable;
}
/**
* Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
* exist already.
*
* This is used by some of the optional draw module stages such
* as wide_point which may need to allocate additional generic/texcoord
* attributes.
*/
int
draw_alloc_extra_vertex_attrib(struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
int slot;
uint num_outputs;
uint n;
slot = draw_find_shader_output(draw, semantic_name, semantic_index);
if (slot >= 0) {
return slot;
}
num_outputs = draw_current_shader_outputs(draw);
n = draw->extra_shader_outputs.num;
assert(n < ARRAY_SIZE(draw->extra_shader_outputs.semantic_name));
draw->extra_shader_outputs.semantic_name[n] = semantic_name;
draw->extra_shader_outputs.semantic_index[n] = semantic_index;
draw->extra_shader_outputs.slot[n] = num_outputs + n;
draw->extra_shader_outputs.num++;
return draw->extra_shader_outputs.slot[n];
}
/**
* Remove all extra vertex attributes that were allocated with
* draw_alloc_extra_vertex_attrib().
*/
void
draw_remove_extra_vertex_attribs(struct draw_context *draw)
{
draw->extra_shader_outputs.num = 0;
}
/**
* If a geometry shader is present, return its info, else the vertex shader's
* info.
*/
struct tgsi_shader_info *
draw_get_shader_info(const struct draw_context *draw)
{
if (draw->gs.geometry_shader) {
return &draw->gs.geometry_shader->info;
} else {
return &draw->vs.vertex_shader->info;
}
}
/**
* 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
* a post-transformed vertex.
*
* With this function, drivers that use the draw module should have no reason
* 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
* function to find those attributes.
*
* -1 is returned if the attribute is not found since this is
* an undefined situation. Note, that zero is valid and can
* be used by any of the attributes, because position is not
* required to be attribute 0 or even at all present.
*/
int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint i;
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;
}
/* Search the extra vertex attributes */
for (i = 0; i < draw->extra_shader_outputs.num; i++) {
if (draw->extra_shader_outputs.semantic_name[i] == semantic_name &&
draw->extra_shader_outputs.semantic_index[i] == semantic_index) {
return draw->extra_shader_outputs.slot[i];
}
}
return -1;
}
/**
* 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_shader_outputs(const struct draw_context *draw)
{
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint count;
count = info->num_outputs;
count += draw->extra_shader_outputs.num;
return count;
}
/**
* 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.
* This might only be used by software drivers for the time being.
*/
void
draw_texture_sampler(struct draw_context *draw,
uint shader,
struct tgsi_sampler *sampler)
{
if (shader == PIPE_SHADER_VERTEX) {
draw->vs.tgsi.sampler = sampler;
} else {
debug_assert(shader == PIPE_SHADER_GEOMETRY);
draw->gs.tgsi.sampler = sampler;
}
}
/**
* Provide TGSI image objects for vertex/geometry shaders that use
* texture fetches. This state only needs to be set once per context.
* This might only be used by software drivers for the time being.
*/
void
draw_image(struct draw_context *draw,
uint shader,
struct tgsi_image *image)
{
if (shader == PIPE_SHADER_VERTEX) {
draw->vs.tgsi.image = image;
} else {
debug_assert(shader == PIPE_SHADER_GEOMETRY);
draw->gs.tgsi.image = image;
}
}
/**
* Provide TGSI buffer objects for vertex/geometry shaders that use
* load/store/atomic ops. This state only needs to be set once per context.
* This might only be used by software drivers for the time being.
*/
void
draw_buffer(struct draw_context *draw,
uint shader,
struct tgsi_buffer *buffer)
{
if (shader == PIPE_SHADER_VERTEX) {
draw->vs.tgsi.buffer = buffer;
} else {
debug_assert(shader == PIPE_SHADER_GEOMETRY);
draw->gs.tgsi.buffer = buffer;
}
}
void draw_set_render( struct draw_context *draw,
struct vbuf_render *render )
{
draw->render = render;
}
/**
* Tell the draw module where vertex indexes/elements are located, and
* their size (in bytes).
*
* Note: the caller must apply the pipe_index_buffer::offset value to
* the address. The draw module doesn't do that.
*/
void
draw_set_indexes(struct draw_context *draw,
const void *elements, unsigned elem_size,
unsigned elem_buffer_space)
{
assert(elem_size == 0 ||
elem_size == 1 ||
elem_size == 2 ||
elem_size == 4);
draw->pt.user.elts = elements;
draw->pt.user.eltSizeIB = elem_size;
if (elem_size)
draw->pt.user.eltMax = elem_buffer_space / elem_size;
else
draw->pt.user.eltMax = 0;
}
/* Revamp me please:
*/
void draw_do_flush( struct draw_context *draw, unsigned flags )
{
if (!draw->suspend_flushing)
{
assert(!draw->flushing); /* catch inadvertant recursion */
draw->flushing = TRUE;
draw_pipeline_flush( draw, flags );
draw_pt_flush( draw, flags );
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 the index of the shader output which will contain the
* viewport index.
*/
uint
draw_current_shader_viewport_index_output(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->viewport_index_output;
return draw->vs.vertex_shader->viewport_index_output;
}
/**
* Returns true if there's a geometry shader bound and the geometry
* shader writes out a viewport index.
*/
boolean
draw_current_shader_uses_viewport_index(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->info.writes_viewport_index;
return draw->vs.vertex_shader->info.writes_viewport_index;
}
/**
* Return the index of the shader output which will contain the
* clip vertex position.
* Note we don't support clipvertex output in the gs. For clipping
* to work correctly hence we return ordinary position output instead.
*/
uint
draw_current_shader_clipvertex_output(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.position_output;
return draw->vs.clipvertex_output;
}
uint
draw_current_shader_ccdistance_output(const struct draw_context *draw, int index)
{
debug_assert(index < PIPE_MAX_CLIP_OR_CULL_DISTANCE_ELEMENT_COUNT);
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->ccdistance_output[index];
return draw->vs.ccdistance_output[index];
}
uint
draw_current_shader_num_written_clipdistances(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->info.num_written_clipdistance;
return draw->vs.vertex_shader->info.num_written_clipdistance;
}
uint
draw_current_shader_num_written_culldistances(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.geometry_shader->info.num_written_culldistance;
return draw->vs.vertex_shader->info.num_written_culldistance;
}
/**
* 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_ccw = 1;
rast.half_pixel_center = draw->rasterizer->half_pixel_center;
rast.bottom_edge_rule = draw->rasterizer->bottom_edge_rule;
rast.clip_halfz = draw->rasterizer->clip_halfz;
draw->rasterizer_no_cull[scissor][flatshade] =
pipe->create_rasterizer_state(pipe, &rast);
}
return draw->rasterizer_no_cull[scissor][flatshade];
}
void
draw_set_mapped_so_targets(struct draw_context *draw,
int num_targets,
struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS])
{
int i;
for (i = 0; i < num_targets; i++)
draw->so.targets[i] = targets[i];
for (i = num_targets; i < PIPE_MAX_SO_BUFFERS; i++)
draw->so.targets[i] = NULL;
draw->so.num_targets = num_targets;
}
void
draw_set_sampler_views(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_view **views,
unsigned num)
{
unsigned i;
debug_assert(shader_stage < PIPE_SHADER_TYPES);
debug_assert(num <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
for (i = 0; i < num; ++i)
draw->sampler_views[shader_stage][i] = views[i];
for (i = num; i < PIPE_MAX_SHADER_SAMPLER_VIEWS; ++i)
draw->sampler_views[shader_stage][i] = NULL;
draw->num_sampler_views[shader_stage] = num;
}
void
draw_set_samplers(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_state **samplers,
unsigned num)
{
unsigned i;
debug_assert(shader_stage < PIPE_SHADER_TYPES);
debug_assert(num <= PIPE_MAX_SAMPLERS);
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
for (i = 0; i < num; ++i)
draw->samplers[shader_stage][i] = samplers[i];
for (i = num; i < PIPE_MAX_SAMPLERS; ++i)
draw->samplers[shader_stage][i] = NULL;
draw->num_samplers[shader_stage] = num;
#ifdef HAVE_LLVM
if (draw->llvm)
draw_llvm_set_sampler_state(draw, shader_stage);
#endif
}
void
draw_set_mapped_texture(struct draw_context *draw,
unsigned shader_stage,
unsigned sview_idx,
uint32_t width, uint32_t height, uint32_t depth,
uint32_t first_level, uint32_t last_level,
const void *base_ptr,
uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS],
uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS],
uint32_t mip_offsets[PIPE_MAX_TEXTURE_LEVELS])
{
#ifdef HAVE_LLVM
if (draw->llvm)
draw_llvm_set_mapped_texture(draw,
shader_stage,
sview_idx,
width, height, depth, first_level,
last_level, base_ptr,
row_stride, img_stride, mip_offsets);
#endif
}
/**
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
* different ways of setting textures, and drivers typically only support one.
*/
int
draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param)
{
switch(shader) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_GEOMETRY:
return tgsi_exec_get_shader_param(param);
default:
return 0;
}
}
/**
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
* different ways of setting textures, and drivers typically only support one.
* Drivers requesting a draw context explicitly without llvm must call
* draw_get_shader_param_no_llvm instead.
*/
int
draw_get_shader_param(unsigned shader, enum pipe_shader_cap param)
{
#ifdef HAVE_LLVM
if (draw_get_option_use_llvm()) {
switch(shader) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_GEOMETRY:
return gallivm_get_shader_param(param);
default:
return 0;
}
}
#endif
return draw_get_shader_param_no_llvm(shader, param);
}
/**
* Enables or disables collection of statistics.
*
* Draw module is capable of generating statistics for the vertex
* processing pipeline. Collection of that data isn't free and so
* it's disabled by default. The users of the module can enable
* (or disable) this functionality through this function.
* The actual data will be emitted through the VBUF interface,
* the 'pipeline_statistics' callback to be exact.
*/
void
draw_collect_pipeline_statistics(struct draw_context *draw,
boolean enable)
{
draw->collect_statistics = enable;
}
/**
* Computes clipper invocation statistics.
*
* Figures out how many primitives would have been
* sent to the clipper given the specified
* prim info data.
*/
void
draw_stats_clipper_primitives(struct draw_context *draw,
const struct draw_prim_info *prim_info)
{
if (draw->collect_statistics) {
unsigned i;
for (i = 0; i < prim_info->primitive_count; i++) {
draw->statistics.c_invocations +=
u_decomposed_prims_for_vertices(prim_info->prim,
prim_info->primitive_lengths[i]);
}
}
}
/**
* 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));
}
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