mesa/src/gallium/drivers/llvmpipe/lp_draw_arrays.c

194 lines
7.0 KiB
C

/**************************************************************************
*
* 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_draw.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,
unsigned drawid_offset,
const struct pipe_draw_indirect_info *indirect,
const struct pipe_draw_start_count_bias *draws,
unsigned num_draws)
{
if (!indirect && (!draws[0].count || !info->instance_count))
return;
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 (indirect && indirect->buffer) {
util_draw_indirect(pipe, info, indirect);
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].is_user_buffer ?
lp->vertex_buffer[i].buffer.user : NULL;
size_t size = ~0;
if (!buf) {
if (!lp->vertex_buffer[i].buffer.resource) {
continue;
}
buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer.resource);
size = lp->vertex_buffer[i].buffer.resource->width0;
}
draw_set_mapped_vertex_buffer(draw, i, buf, size);
}
/* Map index buffer, if present */
if (info->index_size) {
unsigned available_space = ~0;
mapped_indices = info->has_user_indices ? info->index.user : NULL;
if (!mapped_indices) {
mapped_indices = llvmpipe_resource_data(info->index.resource);
available_space = info->index.resource->width0;
}
draw_set_indexes(draw,
(ubyte *) mapped_indices,
info->index_size, available_space);
}
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]);
llvmpipe_prepare_tess_ctrl_sampling(lp,
lp->num_sampler_views[PIPE_SHADER_TESS_CTRL],
lp->sampler_views[PIPE_SHADER_TESS_CTRL]);
llvmpipe_prepare_tess_eval_sampling(lp,
lp->num_sampler_views[PIPE_SHADER_TESS_EVAL],
lp->sampler_views[PIPE_SHADER_TESS_EVAL]);
llvmpipe_prepare_vertex_images(lp,
lp->num_images[PIPE_SHADER_VERTEX],
lp->images[PIPE_SHADER_VERTEX]);
llvmpipe_prepare_geometry_images(lp,
lp->num_images[PIPE_SHADER_GEOMETRY],
lp->images[PIPE_SHADER_GEOMETRY]);
llvmpipe_prepare_tess_ctrl_images(lp,
lp->num_images[PIPE_SHADER_TESS_CTRL],
lp->images[PIPE_SHADER_TESS_CTRL]);
llvmpipe_prepare_tess_eval_images(lp,
lp->num_images[PIPE_SHADER_TESS_EVAL],
lp->images[PIPE_SHADER_TESS_EVAL]);
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_collect_primitives_generated(draw,
lp->active_primgen_queries &&
!lp->queries_disabled);
/* draw! */
draw_vbo(draw, info, drawid_offset, indirect, draws, num_draws,
lp->patch_vertices);
/*
* 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);
}
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_stage_sampling(lp, PIPE_SHADER_VERTEX);
llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_GEOMETRY);
llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_TESS_CTRL);
llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_TESS_EVAL);
llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_VERTEX);
llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_GEOMETRY);
llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_TESS_CTRL);
llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_TESS_EVAL);
/*
* 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;
}