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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 "main/imports.h"
#include "main/image.h"
#include "vbo/vbo.h"
#include "vbo/vbo_context.h"
#include "tnl/t_vp_build.h"
#include "st_atom.h"
#include "st_cache.h"
#include "st_context.h"
#include "st_cb_bufferobjects.h"
#include "st_draw.h"
#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
#include "pipe/draw/draw_private.h"
#include "pipe/draw/draw_context.h"
static GLuint
pipe_vertex_format(GLenum format, GLuint size)
{
static const GLuint float_fmts[4] = {
PIPE_FORMAT_R32_FLOAT,
PIPE_FORMAT_R32G32_FLOAT,
PIPE_FORMAT_R32G32B32_FLOAT,
PIPE_FORMAT_R32G32B32A32_FLOAT,
};
static const GLuint int_fmts[4] = {
PIPE_FORMAT_R32_SSCALED,
PIPE_FORMAT_R32G32_SSCALED,
PIPE_FORMAT_R32G32B32_SSCALED,
PIPE_FORMAT_R32G32B32A32_SSCALED,
};
assert(format >= GL_BYTE);
assert(format <= GL_DOUBLE);
assert(size >= 1);
assert(size <= 4);
switch (format) {
case GL_FLOAT:
return float_fmts[size - 1];
case GL_INT:
return int_fmts[size - 1];
default:
assert(0);
}
}
#if 0
/**
* Convert a mesa vertex attribute to a TGSI attribute
*/
static GLuint
tgsi_attrib_to_mesa_attrib(GLuint attr)
{
switch (attr) {
case TGSI_ATTRIB_POS:
return VERT_ATTRIB_POS;
case TGSI_ATTRIB_WEIGHT:
return VERT_ATTRIB_WEIGHT;
case TGSI_ATTRIB_NORMAL:
return VERT_ATTRIB_NORMAL;
case TGSI_ATTRIB_COLOR0:
return VERT_ATTRIB_COLOR0;
case TGSI_ATTRIB_COLOR1:
return VERT_ATTRIB_COLOR1;
case TGSI_ATTRIB_FOG:
return VERT_ATTRIB_FOG;
case TGSI_ATTRIB_COLOR_INDEX:
return VERT_ATTRIB_COLOR_INDEX;
case TGSI_ATTRIB_EDGEFLAG:
return VERT_ATTRIB_EDGEFLAG;
case TGSI_ATTRIB_TEX0:
return VERT_ATTRIB_TEX0;
case TGSI_ATTRIB_TEX1:
return VERT_ATTRIB_TEX1;
case TGSI_ATTRIB_TEX2:
return VERT_ATTRIB_TEX2;
case TGSI_ATTRIB_TEX3:
return VERT_ATTRIB_TEX3;
case TGSI_ATTRIB_TEX4:
return VERT_ATTRIB_TEX4;
case TGSI_ATTRIB_TEX5:
return VERT_ATTRIB_TEX5;
case TGSI_ATTRIB_TEX6:
return VERT_ATTRIB_TEX6;
case TGSI_ATTRIB_TEX7:
return VERT_ATTRIB_TEX7;
case TGSI_ATTRIB_VAR0:
return VERT_ATTRIB_GENERIC0;
case TGSI_ATTRIB_VAR1:
return VERT_ATTRIB_GENERIC1;
case TGSI_ATTRIB_VAR2:
return VERT_ATTRIB_GENERIC2;
case TGSI_ATTRIB_VAR3:
return VERT_ATTRIB_GENERIC3;
case TGSI_ATTRIB_VAR4:
return VERT_ATTRIB_GENERIC4;
case TGSI_ATTRIB_VAR5:
return VERT_ATTRIB_GENERIC5;
case TGSI_ATTRIB_VAR6:
return VERT_ATTRIB_GENERIC6;
case TGSI_ATTRIB_VAR7:
return VERT_ATTRIB_GENERIC7;
default:
assert(0);
return 0;
}
}
#endif
/**
* The default attribute buffer is basically a copy of the
* ctx->Current.Attrib[] array. It's used when the vertex program
* references an attribute for which we don't have a VBO/array.
*/
static void
create_default_attribs_buffer(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
st->default_attrib_buffer = pipe->winsys->buffer_create( pipe->winsys, 32 );
}
static void
destroy_default_attribs_buffer(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
pipe->winsys->buffer_reference(pipe->winsys,
&st->default_attrib_buffer, NULL);
}
static void
update_default_attribs_buffer(GLcontext *ctx)
{
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_buffer_handle *buf = ctx->st->default_attrib_buffer;
const unsigned size = sizeof(ctx->Current.Attrib);
const void *data = ctx->Current.Attrib;
pipe->winsys->buffer_data(pipe->winsys, buf, size, data);
}
/**
* This function gets plugged into the VBO module and is called when
* we have something to render.
* Basically, translate the information into the format expected by pipe.
*/
void
st_draw_vbo(GLcontext *ctx,
const struct gl_client_array **arrays,
const struct _mesa_prim *prims,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint min_index,
GLuint max_index)
{
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_winsys *winsys = pipe->winsys;
const struct st_vertex_program *vp;
const struct pipe_shader_state *vs;
GLuint attr;
struct pipe_vertex_buffer vbuffer[PIPE_MAX_SHADER_INPUTS];
/* sanity check for pointer arithmetic below */
assert(sizeof(arrays[0]->Ptr[0]) == 1);
st_validate_state(ctx->st);
/* must get these after state validation! */
vp = ctx->st->vp;
vs = &ctx->st->state.vs->state;
/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info
*/
for (attr = 0; attr < vs->num_inputs; attr++) {
const GLuint mesaAttr = vp->index_to_input[attr];
struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
struct pipe_vertex_element velement;
if (bufobj && bufobj->Name) {
/* Attribute data is in a VBO.
* Recall that for VBOs, the gl_client_array->Ptr field is
* really an offset from the start of the VBO, not a pointer.
*/
struct st_buffer_object *stobj = st_buffer_object(bufobj);
assert(stobj->buffer);
vbuffer[attr].buffer = NULL;
winsys->buffer_reference(winsys, &vbuffer[attr].buffer, stobj->buffer);
vbuffer[attr].buffer_offset = (unsigned) arrays[0]->Ptr;/* in bytes */
velement.src_offset = arrays[mesaAttr]->Ptr - arrays[0]->Ptr;
}
else {
/* attribute data is in user-space memory, not a VBO */
uint bytes = (arrays[mesaAttr]->Size
* _mesa_sizeof_type(arrays[mesaAttr]->Type)
* (max_index + 1));
/* wrap user data */
vbuffer[attr].buffer
= winsys->user_buffer_create(winsys,
(void *) arrays[mesaAttr]->Ptr,
bytes);
vbuffer[attr].buffer_offset = 0;
velement.src_offset = 0;
}
/* common-case setup */
vbuffer[attr].pitch = arrays[mesaAttr]->StrideB; /* in bytes */
vbuffer[attr].max_index = 0; /* need this? */
velement.vertex_buffer_index = attr;
velement.dst_offset = 0; /* need this? */
velement.src_format = pipe_vertex_format(arrays[mesaAttr]->Type,
arrays[mesaAttr]->Size);
assert(velement.src_format);
/* tell pipe about this attribute */
pipe->set_vertex_buffer(pipe, attr, &vbuffer[attr]);
pipe->set_vertex_element(pipe, attr, &velement);
}
/* do actual drawing */
if (ib) {
/* indexed primitive */
struct gl_buffer_object *bufobj = ib->obj;
struct pipe_buffer_handle *indexBuf = NULL;
unsigned indexSize, i;
switch (ib->type) {
case GL_UNSIGNED_INT:
indexSize = 4;
break;
case GL_UNSIGNED_SHORT:
indexSize = 2;
break;
default:
assert(0);
}
/* get/create the index buffer object */
if (bufobj && bufobj->Name) {
/* elements/indexes are in a real VBO */
struct st_buffer_object *stobj = st_buffer_object(bufobj);
winsys->buffer_reference(winsys, &indexBuf, stobj->buffer);
}
else {
/* element/indicies are in user space memory */
indexBuf = winsys->user_buffer_create(winsys,
(void *) ib->ptr,
ib->count * indexSize);
}
/* draw */
for (i = 0; i < nr_prims; i++) {
pipe->draw_elements(pipe, indexBuf, indexSize,
prims[i].mode, prims[i].start, prims[i].count);
}
winsys->buffer_reference(winsys, &indexBuf, NULL);
}
else {
/* non-indexed */
GLuint i;
for (i = 0; i < nr_prims; i++) {
pipe->draw_arrays(pipe, prims[i].mode, prims[i].start, prims[i].count);
}
}
/* unreference buffers (frees wrapped user-space buffer objects) */
for (attr = 0; attr < vs->num_inputs; attr++) {
winsys->buffer_reference(winsys, &vbuffer[attr].buffer, NULL);
}
}
/**
* Utility function for drawing simple primitives (such as quads for
* glClear and glDrawPixels). Coordinates are in screen space.
* \param mode one of PIPE_PRIM_x
* \param numVertex number of vertices
* \param verts vertex data (all attributes are float[4])
* \param numAttribs number of attributes per vertex
* \param attribs index of each attribute (0=pos, 3=color, etc)
*/
void
st_draw_vertices(GLcontext *ctx, unsigned prim,
unsigned numVertex, float *verts,
unsigned numAttribs)
{
const float width = ctx->DrawBuffer->Width;
const float height = ctx->DrawBuffer->Height;
const unsigned vertex_bytes = numVertex * numAttribs * 4 * sizeof(float);
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_buffer_handle *vbuf;
struct pipe_vertex_buffer vbuffer;
struct pipe_vertex_element velement;
unsigned i;
assert(numAttribs > 0);
/* convert to clip coords */
for (i = 0; i < numVertex; i++) {
float x = verts[i * numAttribs * 4 + 0];
float y = verts[i * numAttribs * 4 + 1];
x = x / width * 2.0 - 1.0;
y = y / height * 2.0 - 1.0;
verts[i * numAttribs * 4 + 0] = x;
verts[i * numAttribs * 4 + 1] = y;
}
/* XXX create one-time */
vbuf = pipe->winsys->buffer_create(pipe->winsys, 32);
pipe->winsys->buffer_data(pipe->winsys, vbuf, vertex_bytes, verts);
/* tell pipe about the vertex buffer */
vbuffer.buffer = vbuf;
vbuffer.pitch = numAttribs * 4 * sizeof(float); /* vertex size */
vbuffer.buffer_offset = 0;
pipe->set_vertex_buffer(pipe, 0, &vbuffer);
/* tell pipe about the vertex attributes */
for (i = 0; i < numAttribs; i++) {
velement.src_offset = i * 4 * sizeof(GLfloat);
velement.vertex_buffer_index = 0;
velement.src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
velement.dst_offset = 0;
pipe->set_vertex_element(pipe, i, &velement);
}
/* draw */
pipe->draw_arrays(pipe, prim, 0, numVertex);
/* XXX: do one-time */
pipe->winsys->buffer_reference(pipe->winsys, &vbuf, NULL);
}
/**
* Called by VBO to draw arrays when in selection or feedback mode.
* This is very much like the normal draw_vbo() function above.
* Look at code refactoring some day.
* Might move this into the failover module some day.
*/
void
st_feedback_draw_vbo(GLcontext *ctx,
const struct gl_client_array **arrays,
const struct _mesa_prim *prims,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint min_index,
GLuint max_index)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
struct draw_context *draw = st->draw;
GLuint attr, i;
GLbitfield attrsNeeded;
const unsigned attr0_offset = (unsigned) arrays[0]->Ptr;
struct pipe_buffer_handle *index_buffer_handle = 0;
assert(ctx->RenderMode == GL_SELECT ||
ctx->RenderMode == GL_FEEDBACK);
assert(draw);
/*
* Set up the draw module's state.
*
* We'd like to do this less frequently, but the normal state-update
* code sends state updates to the pipe, not to our private draw module.
*/
assert(draw);
draw_set_viewport_state(draw, &st->state.viewport);
draw_set_clip_state(draw, &st->state.clip);
draw_set_rasterizer_state(draw, &st->state.rasterizer->state);
draw_bind_vertex_shader(draw, st->state.vs->data);
/* XXX need to set vertex info too */
update_default_attribs_buffer(ctx);
#if 0
/* this must be after state validation */
attrsNeeded = ctx->st->state.vs->inputs_read;
/* tell draw module about the vertex array element/attributes */
for (attr = 0; attr < 16; attr++) {
struct pipe_vertex_buffer vbuffer;
struct pipe_vertex_element velement;
void *map;
vbuffer.buffer = NULL;
vbuffer.pitch = 0;
velement.src_offset = 0;
velement.vertex_buffer_index = 0;
velement.src_format = 0;
if (attrsNeeded & (1 << attr)) {
const GLuint mesaAttr = tgsi_attrib_to_mesa_attrib(attr);
struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
if (bufobj && bufobj->Name) {
struct st_buffer_object *stobj = st_buffer_object(bufobj);
/* Recall that for VBOs, the gl_client_array->Ptr field is
* really an offset from the start of the VBO, not a pointer.
*/
unsigned offset = (unsigned) arrays[mesaAttr]->Ptr;
assert(stobj->buffer);
vbuffer.buffer = stobj->buffer;
vbuffer.buffer_offset = attr0_offset; /* in bytes */
vbuffer.pitch = arrays[mesaAttr]->StrideB; /* in bytes */
vbuffer.max_index = 0; /* need this? */
velement.src_offset = offset - attr0_offset; /* bytes */
velement.vertex_buffer_index = attr;
velement.dst_offset = 0; /* need this? */
velement.src_format = pipe_vertex_format(arrays[mesaAttr]->Type,
arrays[mesaAttr]->Size);
assert(velement.src_format);
}
else {
/* use the default attribute buffer */
vbuffer.buffer = ctx->st->default_attrib_buffer;
vbuffer.buffer_offset = 0;
vbuffer.pitch = 0; /* must be zero! */
vbuffer.max_index = 1;
velement.src_offset = attr * 4 * sizeof(GLfloat);
velement.vertex_buffer_index = attr;
velement.dst_offset = 0;
velement.src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
}
if (attr == 0)
assert(vbuffer.buffer);
draw_set_vertex_buffer(draw, attr, &vbuffer);
draw_set_vertex_element(draw, attr, &velement);
/* map the attrib buffer */
if (vbuffer.buffer) {
map = pipe->winsys->buffer_map(pipe->winsys,
vbuffer.buffer,
PIPE_BUFFER_FLAG_READ);
draw_set_mapped_vertex_buffer(draw, attr, map);
}
}
#else
assert(0);
#endif
if (ib) {
unsigned indexSize;
struct gl_buffer_object *bufobj = ib->obj;
struct st_buffer_object *stobj = st_buffer_object(bufobj);
index_buffer_handle = stobj->buffer;
void *map;
switch (ib->type) {
case GL_UNSIGNED_INT:
indexSize = 4;
break;
case GL_UNSIGNED_SHORT:
indexSize = 2;
break;
default:
assert(0);
}
map = pipe->winsys->buffer_map(pipe->winsys,
index_buffer_handle,
PIPE_BUFFER_FLAG_READ);
draw_set_mapped_element_buffer(draw, indexSize, map);
}
/* draw here */
for (i = 0; i < nr_prims; i++) {
draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count);
}
/*
* unmap vertex/index buffers
*/
for (i = 0; i < PIPE_ATTRIB_MAX; i++) {
if (draw->vertex_buffer[i].buffer) {
pipe->winsys->buffer_unmap(pipe->winsys,
draw->vertex_buffer[i].buffer);
draw_set_mapped_vertex_buffer(draw, i, NULL);
}
}
if (ib) {
pipe->winsys->buffer_unmap(pipe->winsys, index_buffer_handle);
draw_set_mapped_element_buffer(draw, 0, NULL);
}
}
/* This is all a hack to keep using tnl until we have vertex programs
* up and running.
*/
void st_init_draw( struct st_context *st )
{
GLcontext *ctx = st->ctx;
struct vbo_context *vbo = (struct vbo_context *) ctx->swtnl_im;
create_default_attribs_buffer(st);
assert(vbo);
assert(vbo->draw_prims);
vbo->draw_prims = st_draw_vbo;
_tnl_ProgramCacheInit( ctx );
}
void st_destroy_draw( struct st_context *st )
{
destroy_default_attribs_buffer(st);
}
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