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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.
*
**************************************************************************/
/* Author:
* Brian Paul
* Keith Whitwell
*/
#include "pipe/p_defines.h"
#include "pipe/p_context.h"
#include "util/u_prim.h"
#include "lp_context.h"
#include "lp_state.h"
#include "lp_query.h"
#include "draw/draw_context.h"
/**
* Draw vertex arrays, with optional indexing, optional instancing.
* All the other drawing functions are implemented in terms of this function.
* Basically, map the vertex buffers (and drawing surfaces), then hand off
* the drawing to the 'draw' module.
*/
static void
llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
{
struct llvmpipe_context *lp = llvmpipe_context(pipe);
struct draw_context *draw = lp->draw;
const void *mapped_indices = NULL;
unsigned i;
if (!llvmpipe_check_render_cond(lp))
return;
if (lp->dirty)
llvmpipe_update_derived( lp );
/*
* Map vertex buffers
*/
for (i = 0; i < lp->num_vertex_buffers; i++) {
const void *buf = lp->vertex_buffer[i].user_buffer;
size_t size = ~0;
if (!buf) {
if (!lp->vertex_buffer[i].buffer) {
continue;
}
buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer);
size = lp->vertex_buffer[i].buffer->width0;
}
draw_set_mapped_vertex_buffer(draw, i, buf, size);
}
/* Map index buffer, if present */
if (info->indexed) {
unsigned available_space = ~0;
mapped_indices = lp->index_buffer.user_buffer;
if (!mapped_indices) {
mapped_indices = llvmpipe_resource_data(lp->index_buffer.buffer);
if (lp->index_buffer.buffer->width0 > lp->index_buffer.offset)
available_space =
(lp->index_buffer.buffer->width0 - lp->index_buffer.offset);
else
available_space = 0;
}
draw_set_indexes(draw,
(ubyte *) mapped_indices + lp->index_buffer.offset,
lp->index_buffer.index_size, available_space);
}
for (i = 0; i < lp->num_so_targets; i++) {
void *buf = 0;
if (lp->so_targets[i]) {
buf = llvmpipe_resource(lp->so_targets[i]->target.buffer)->data;
lp->so_targets[i]->mapping = buf;
}
}
draw_set_mapped_so_targets(draw, lp->num_so_targets,
lp->so_targets);
llvmpipe_prepare_vertex_sampling(lp,
lp->num_sampler_views[PIPE_SHADER_VERTEX],
lp->sampler_views[PIPE_SHADER_VERTEX]);
llvmpipe_prepare_geometry_sampling(lp,
lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
lp->sampler_views[PIPE_SHADER_GEOMETRY]);
if (lp->gs && lp->gs->no_tokens) {
/* we have an empty geometry shader with stream output, so
attach the stream output info to the current vertex shader */
if (lp->vs) {
draw_vs_attach_so(lp->vs, &lp->gs->stream_output);
}
}
draw_collect_pipeline_statistics(draw,
lp->active_statistics_queries > 0);
/* draw! */
draw_vbo(draw, info);
/*
* unmap vertex/index buffers
*/
for (i = 0; i < lp->num_vertex_buffers; i++) {
draw_set_mapped_vertex_buffer(draw, i, NULL, 0);
}
if (mapped_indices) {
draw_set_indexes(draw, NULL, 0, 0);
}
draw_set_mapped_so_targets(draw, 0, NULL);
if (lp->gs && lp->gs->no_tokens) {
/* we have attached stream output to the vs for rendering,
now lets reset it */
if (lp->vs) {
draw_vs_reset_so(lp->vs);
}
}
llvmpipe_cleanup_vertex_sampling(lp);
llvmpipe_cleanup_geometry_sampling(lp);
/*
* TODO: Flush only when a user vertex/index buffer is present
* (or even better, modify draw module to do this
* internally when this condition is seen?)
*/
draw_flush(draw);
}
void
llvmpipe_init_draw_funcs(struct llvmpipe_context *llvmpipe)
{
llvmpipe->pipe.draw_vbo = llvmpipe_draw_vbo;
}
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