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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_inlines.h"
#include "util/u_draw.h"
#include "util/u_prim.h"
#include "sp_context.h"
#include "sp_query.h"
#include "sp_state.h"
#include "sp_texture.h"
#include "sp_screen.h"
#include "draw/draw_context.h"
/**
* This function handles drawing indexed and non-indexed prims,
* instanced and non-instanced drawing, with or without min/max element
* indexes.
* All the other drawing functions are expressed in terms of this
* function.
*
* For non-indexed prims, indexBuffer should be NULL.
* For non-instanced drawing, instanceCount should be 1.
* When the min/max element indexes aren't known, minIndex should be 0
* and maxIndex should be ~0.
*/
void
softpipe_draw_vbo(struct pipe_context *pipe,
const struct pipe_draw_info *info)
{
struct softpipe_context *sp = softpipe_context(pipe);
struct draw_context *draw = sp->draw;
const void *mapped_indices = NULL;
unsigned i;
if (!softpipe_check_render_cond(sp))
return;
if (info->indirect) {
util_draw_indirect(pipe, info);
return;
}
sp->reduced_api_prim = u_reduced_prim(info->mode);
if (sp->dirty) {
softpipe_update_derived(sp, sp->reduced_api_prim);
}
/* Map vertex buffers */
for (i = 0; i < sp->num_vertex_buffers; i++) {
const void *buf = sp->vertex_buffer[i].user_buffer;
size_t size = ~0;
if (!buf) {
if (!sp->vertex_buffer[i].buffer) {
continue;
}
buf = softpipe_resource_data(sp->vertex_buffer[i].buffer);
size = sp->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 = sp->index_buffer.user_buffer;
if (!mapped_indices) {
mapped_indices = softpipe_resource_data(sp->index_buffer.buffer);
if (sp->index_buffer.buffer->width0 > sp->index_buffer.offset)
available_space =
(sp->index_buffer.buffer->width0 - sp->index_buffer.offset);
else
available_space = 0;
}
draw_set_indexes(draw,
(ubyte *) mapped_indices + sp->index_buffer.offset,
sp->index_buffer.index_size, available_space);
}
for (i = 0; i < sp->num_so_targets; i++) {
void *buf = 0;
if (sp->so_targets[i]) {
buf = softpipe_resource(sp->so_targets[i]->target.buffer)->data;
sp->so_targets[i]->mapping = buf;
}
}
draw_set_mapped_so_targets(draw, sp->num_so_targets,
sp->so_targets);
if (softpipe_screen(sp->pipe.screen)->use_llvm) {
softpipe_prepare_vertex_sampling(sp,
sp->num_sampler_views[PIPE_SHADER_VERTEX],
sp->sampler_views[PIPE_SHADER_VERTEX]);
softpipe_prepare_geometry_sampling(sp,
sp->num_sampler_views[PIPE_SHADER_GEOMETRY],
sp->sampler_views[PIPE_SHADER_GEOMETRY]);
}
if (sp->gs && !sp->gs->shader.tokens) {
/* we have an empty geometry shader with stream output, so
attach the stream output info to the current vertex shader */
if (sp->vs) {
draw_vs_attach_so(sp->vs->draw_data, &sp->gs->shader.stream_output);
}
}
draw_collect_pipeline_statistics(draw,
sp->active_statistics_queries > 0);
/* draw! */
draw_vbo(draw, info);
/* unmap vertex/index buffers - will cause draw module to flush */
for (i = 0; i < sp->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 (softpipe_screen(sp->pipe.screen)->use_llvm) {
softpipe_cleanup_vertex_sampling(sp);
softpipe_cleanup_geometry_sampling(sp);
}
/*
* 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);
/* Note: leave drawing surfaces mapped */
sp->dirty_render_cache = TRUE;
}
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