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/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
*/
#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 );
}
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