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path: root/src/mesa/state_tracker/st_draw.c
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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 "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,
   };

   assert(format >= GL_BYTE);
   assert(format <= GL_DOUBLE);
   assert(size >= 1);
   assert(size <= 4);

   switch (format) {
   case GL_FLOAT:
      return float_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;
   const struct st_vertex_program *vp;
   const struct pipe_shader_state *vs;
   const unsigned attr0_offset = (unsigned) arrays[0]->Ptr;
   GLboolean needDefaultAttribs = GL_FALSE;
   GLuint attr;

   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 */
   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_buffer vbuffer;
      struct pipe_vertex_element velement;

      vbuffer.buffer = NULL;
      vbuffer.pitch = 0;
      velement.src_offset = 0;
      velement.vertex_buffer_index = 0;
      velement.src_format = 0;

      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 */
         needDefaultAttribs = GL_TRUE;

         vbuffer.buffer = ctx->st->default_attrib_buffer;
         vbuffer.buffer_offset = 0;
         vbuffer.pitch = 0; /* must be zero! */
         vbuffer.max_index = 1;

         velement.src_offset = mesaAttr * 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);

      pipe->set_vertex_buffer(pipe, attr, &vbuffer);
      pipe->set_vertex_element(pipe, attr, &velement);
   }

   if (needDefaultAttribs) {
      update_default_attribs_buffer(ctx);
   }


   /* do actual drawing */
   if (ib) {
      /* indexed primitive */
      struct gl_buffer_object *bufobj = ib->obj;
      struct pipe_buffer_handle *bh = NULL;
      unsigned indexSize, i;

      if (bufobj && bufobj->Name) {
         /* elements/indexes are in a real VBO */
         struct st_buffer_object *stobj = st_buffer_object(bufobj);
         bh = stobj->buffer;
         switch (ib->type) {
         case GL_UNSIGNED_INT:
            indexSize = 4;
            break;
         case GL_UNSIGNED_SHORT:
            indexSize = 2;
            break;
         default:
            assert(0);
         }
      }
      else {
         assert(0);
      }

      for (i = 0; i < nr_prims; i++) {
         pipe->draw_elements(pipe, bh, indexSize,
                              prims[i].mode, prims[i].start, prims[i].count);
      }
   }
   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);
      }
   }
}



/**
 * 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);
}