blob: 53be8f7eac58b2481a3d03f6d6f3a21bd259a404 [file] [log] [blame]
/**************************************************************************
*
* 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 "pipe/p_context.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_cpu_detect.h"
#include "util/u_inlines.h"
#include "draw_context.h"
#include "draw_vs.h"
#include "draw_gs.h"
#if HAVE_LLVM
#include "gallivm/lp_bld_init.h"
#include "gallivm/lp_bld_limits.h"
#include "draw_llvm.h"
static boolean
draw_get_option_use_llvm(void)
{
static boolean first = TRUE;
static boolean value;
if (first) {
first = FALSE;
value = debug_get_bool_option("DRAW_USE_LLVM", TRUE);
#ifdef PIPE_ARCH_X86
util_cpu_detect();
/* require SSE2 due to LLVM PR6960. */
if (!util_cpu_caps.has_sse2)
value = FALSE;
#endif
}
return value;
}
#endif
/**
* Create new draw module context with gallivm state for LLVM JIT.
*/
static struct draw_context *
draw_create_context(struct pipe_context *pipe, boolean try_llvm)
{
struct draw_context *draw = CALLOC_STRUCT( draw_context );
if (draw == NULL)
goto err_out;
#if HAVE_LLVM
if (try_llvm && draw_get_option_use_llvm()) {
draw->llvm = draw_llvm_create(draw);
if (!draw->llvm)
goto err_destroy;
}
#endif
draw->pipe = pipe;
if (!draw_init(draw))
goto err_destroy;
return draw;
err_destroy:
draw_destroy( draw );
err_out:
return NULL;
}
/**
* Create new draw module context, with LLVM JIT.
*/
struct draw_context *
draw_create(struct pipe_context *pipe)
{
return draw_create_context(pipe, TRUE);
}
/**
* Create a new draw context, without LLVM JIT.
*/
struct draw_context *
draw_create_no_llvm(struct pipe_context *pipe)
{
return draw_create_context(pipe, FALSE);
}
boolean draw_init(struct draw_context *draw)
{
/*
* Note that several functions compute the clipmask of the predefined
* formats with hardcoded formulas instead of using these. So modifications
* here must be reflected there too.
*/
ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 );
ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 );
ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 );
ASSIGN_4V( draw->plane[3], 0, 1, 0, 1 );
ASSIGN_4V( draw->plane[4], 0, 0, 1, 1 ); /* yes these are correct */
ASSIGN_4V( draw->plane[5], 0, 0, -1, 1 ); /* mesa's a bit wonky */
draw->clip_xy = TRUE;
draw->clip_z = TRUE;
draw->pt.user.planes = (float (*) [DRAW_TOTAL_CLIP_PLANES][4]) &(draw->plane[0]);
if (!draw_pipeline_init( draw ))
return FALSE;
if (!draw_pt_init( draw ))
return FALSE;
if (!draw_vs_init( draw ))
return FALSE;
if (!draw_gs_init( draw ))
return FALSE;
draw->quads_always_flatshade_last = !draw->pipe->screen->get_param(
draw->pipe->screen, PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION);
return TRUE;
}
void draw_destroy( struct draw_context *draw )
{
struct pipe_context *pipe;
int i, j;
if (!draw)
return;
pipe = draw->pipe;
/* free any rasterizer CSOs that we may have created.
*/
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
if (draw->rasterizer_no_cull[i][j]) {
pipe->delete_rasterizer_state(pipe, draw->rasterizer_no_cull[i][j]);
}
}
}
for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
pipe_resource_reference(&draw->pt.vertex_buffer[i].buffer, NULL);
}
/* Not so fast -- we're just borrowing this at the moment.
*
if (draw->render)
draw->render->destroy( draw->render );
*/
draw_pipeline_destroy( draw );
draw_pt_destroy( draw );
draw_vs_destroy( draw );
draw_gs_destroy( draw );
#ifdef HAVE_LLVM
if (draw->llvm)
draw_llvm_destroy( draw->llvm );
#endif
FREE( draw );
}
void draw_flush( struct draw_context *draw )
{
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
}
/**
* Specify the Minimum Resolvable Depth factor for polygon offset.
* This factor potentially depends on the number of Z buffer bits,
* the rasterization algorithm and the arithmetic performed on Z
* values between vertex shading and rasterization. It will vary
* from one driver to another.
*/
void draw_set_mrd(struct draw_context *draw, double mrd)
{
draw->mrd = mrd;
}
static void update_clip_flags( struct draw_context *draw )
{
draw->clip_xy = !draw->driver.bypass_clip_xy;
draw->guard_band_xy = (!draw->driver.bypass_clip_xy &&
draw->driver.guard_band_xy);
draw->clip_z = (!draw->driver.bypass_clip_z &&
draw->rasterizer && draw->rasterizer->depth_clip);
draw->clip_user = draw->rasterizer &&
draw->rasterizer->clip_plane_enable != 0;
}
/**
* Register new primitive rasterization/rendering state.
* This causes the drawing pipeline to be rebuilt.
*/
void draw_set_rasterizer_state( struct draw_context *draw,
const struct pipe_rasterizer_state *raster,
void *rast_handle )
{
if (!draw->suspend_flushing) {
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->rasterizer = raster;
draw->rast_handle = rast_handle;
update_clip_flags(draw);
}
}
/* With a little more work, llvmpipe will be able to turn this off and
* do its own x/y clipping.
*
* Some hardware can turn off clipping altogether - in particular any
* hardware with a TNL unit can do its own clipping, even if it is
* relying on the draw module for some other reason.
*/
void draw_set_driver_clipping( struct draw_context *draw,
boolean bypass_clip_xy,
boolean bypass_clip_z,
boolean guard_band_xy)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->driver.bypass_clip_xy = bypass_clip_xy;
draw->driver.bypass_clip_z = bypass_clip_z;
draw->driver.guard_band_xy = guard_band_xy;
update_clip_flags(draw);
}
/**
* Plug in the primitive rendering/rasterization stage (which is the last
* stage in the drawing pipeline).
* This is provided by the device driver.
*/
void draw_set_rasterize_stage( struct draw_context *draw,
struct draw_stage *stage )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.rasterize = stage;
}
/**
* Set the draw module's clipping state.
*/
void draw_set_clip_state( struct draw_context *draw,
const struct pipe_clip_state *clip )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
memcpy(&draw->plane[6], clip->ucp, sizeof(clip->ucp));
}
/**
* Set the draw module's viewport state.
*/
void draw_set_viewport_state( struct draw_context *draw,
const struct pipe_viewport_state *viewport )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->viewport = *viewport; /* struct copy */
draw->identity_viewport = (viewport->scale[0] == 1.0f &&
viewport->scale[1] == 1.0f &&
viewport->scale[2] == 1.0f &&
viewport->scale[3] == 1.0f &&
viewport->translate[0] == 0.0f &&
viewport->translate[1] == 0.0f &&
viewport->translate[2] == 0.0f &&
viewport->translate[3] == 0.0f);
draw_vs_set_viewport( draw, viewport );
}
void
draw_set_vertex_buffers(struct draw_context *draw,
unsigned count,
const struct pipe_vertex_buffer *buffers)
{
assert(count <= PIPE_MAX_ATTRIBS);
util_copy_vertex_buffers(draw->pt.vertex_buffer,
&draw->pt.nr_vertex_buffers,
buffers, count);
}
void
draw_set_vertex_elements(struct draw_context *draw,
unsigned count,
const struct pipe_vertex_element *elements)
{
assert(count <= PIPE_MAX_ATTRIBS);
/* We could improve this by only flushing the frontend and the fetch part
* of the middle. This would avoid recalculating the emit keys.*/
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
memcpy(draw->pt.vertex_element, elements, count * sizeof(elements[0]));
draw->pt.nr_vertex_elements = count;
}
/**
* Tell drawing context where to find mapped vertex buffers.
*/
void
draw_set_mapped_vertex_buffer(struct draw_context *draw,
unsigned attr, const void *buffer)
{
draw->pt.user.vbuffer[attr] = buffer;
}
void
draw_set_mapped_constant_buffer(struct draw_context *draw,
unsigned shader_type,
unsigned slot,
const void *buffer,
unsigned size )
{
debug_assert(shader_type == PIPE_SHADER_VERTEX ||
shader_type == PIPE_SHADER_GEOMETRY);
debug_assert(slot < PIPE_MAX_CONSTANT_BUFFERS);
switch (shader_type) {
case PIPE_SHADER_VERTEX:
draw->pt.user.vs_constants[slot] = buffer;
draw->pt.user.vs_constants_size[slot] = size;
draw_vs_set_constants(draw, slot, buffer, size);
break;
case PIPE_SHADER_GEOMETRY:
draw->pt.user.gs_constants[slot] = buffer;
draw->pt.user.gs_constants_size[slot] = size;
draw_gs_set_constants(draw, slot, buffer, size);
break;
default:
assert(0 && "invalid shader type in draw_set_mapped_constant_buffer");
}
}
/**
* Tells the draw module to draw points with triangles if their size
* is greater than this threshold.
*/
void
draw_wide_point_threshold(struct draw_context *draw, float threshold)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_point_threshold = threshold;
}
/**
* Should the draw module handle point->quad conversion for drawing sprites?
*/
void
draw_wide_point_sprites(struct draw_context *draw, boolean draw_sprite)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_point_sprites = draw_sprite;
}
/**
* Tells the draw module to draw lines with triangles if their width
* is greater than this threshold.
*/
void
draw_wide_line_threshold(struct draw_context *draw, float threshold)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.wide_line_threshold = roundf(threshold);
}
/**
* Tells the draw module whether or not to implement line stipple.
*/
void
draw_enable_line_stipple(struct draw_context *draw, boolean enable)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.line_stipple = enable;
}
/**
* Tells draw module whether to convert points to quads for sprite mode.
*/
void
draw_enable_point_sprites(struct draw_context *draw, boolean enable)
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->pipeline.point_sprite = enable;
}
void
draw_set_force_passthrough( struct draw_context *draw, boolean enable )
{
draw_do_flush( draw, DRAW_FLUSH_STATE_CHANGE );
draw->force_passthrough = enable;
}
/**
* Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
* exist already.
*
* This is used by some of the optional draw module stages such
* as wide_point which may need to allocate additional generic/texcoord
* attributes.
*/
int
draw_alloc_extra_vertex_attrib(struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
int slot;
uint num_outputs;
uint n;
slot = draw_find_shader_output(draw, semantic_name, semantic_index);
if (slot > 0) {
return slot;
}
num_outputs = draw_current_shader_outputs(draw);
n = draw->extra_shader_outputs.num;
assert(n < Elements(draw->extra_shader_outputs.semantic_name));
draw->extra_shader_outputs.semantic_name[n] = semantic_name;
draw->extra_shader_outputs.semantic_index[n] = semantic_index;
draw->extra_shader_outputs.slot[n] = num_outputs + n;
draw->extra_shader_outputs.num++;
return draw->extra_shader_outputs.slot[n];
}
/**
* Remove all extra vertex attributes that were allocated with
* draw_alloc_extra_vertex_attrib().
*/
void
draw_remove_extra_vertex_attribs(struct draw_context *draw)
{
draw->extra_shader_outputs.num = 0;
}
/**
* If a geometry shader is present, return its info, else the vertex shader's
* info.
*/
struct tgsi_shader_info *
draw_get_shader_info(const struct draw_context *draw)
{
if (draw->gs.geometry_shader) {
return &draw->gs.geometry_shader->info;
} else {
return &draw->vs.vertex_shader->info;
}
}
/**
* Ask the draw module for the location/slot of the given vertex attribute in
* a post-transformed vertex.
*
* With this function, drivers that use the draw module should have no reason
* to track the current vertex/geometry shader.
*
* Note that the draw module may sometimes generate vertices with extra
* attributes (such as texcoords for AA lines). The driver can call this
* function to find those attributes.
*
* Zero is returned if the attribute is not found since this is
* a don't care / undefined situtation. Returning -1 would be a bit more
* work for the drivers.
*/
int
draw_find_shader_output(const struct draw_context *draw,
uint semantic_name, uint semantic_index)
{
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint i;
for (i = 0; i < info->num_outputs; i++) {
if (info->output_semantic_name[i] == semantic_name &&
info->output_semantic_index[i] == semantic_index)
return i;
}
/* Search the extra vertex attributes */
for (i = 0; i < draw->extra_shader_outputs.num; i++) {
if (draw->extra_shader_outputs.semantic_name[i] == semantic_name &&
draw->extra_shader_outputs.semantic_index[i] == semantic_index) {
return draw->extra_shader_outputs.slot[i];
}
}
return 0;
}
/**
* Return total number of the shader outputs. This function is similar to
* draw_current_shader_outputs() but this function also counts any extra
* vertex/geometry output attributes that may be filled in by some draw
* stages (such as AA point, AA line).
*
* If geometry shader is present, its output will be returned,
* if not vertex shader is used.
*/
uint
draw_num_shader_outputs(const struct draw_context *draw)
{
const struct tgsi_shader_info *info = draw_get_shader_info(draw);
uint count;
count = info->num_outputs;
count += draw->extra_shader_outputs.num;
return count;
}
/**
* Provide TGSI sampler objects for vertex/geometry shaders that use
* texture fetches. This state only needs to be set once per context.
* This might only be used by software drivers for the time being.
*/
void
draw_texture_samplers(struct draw_context *draw,
uint shader,
uint num_samplers,
struct tgsi_sampler **samplers)
{
if (shader == PIPE_SHADER_VERTEX) {
draw->vs.tgsi.num_samplers = num_samplers;
draw->vs.tgsi.samplers = samplers;
} else {
debug_assert(shader == PIPE_SHADER_GEOMETRY);
draw->gs.tgsi.num_samplers = num_samplers;
draw->gs.tgsi.samplers = samplers;
}
}
void draw_set_render( struct draw_context *draw,
struct vbuf_render *render )
{
draw->render = render;
}
/**
* Tell the draw module where vertex indexes/elements are located, and
* their size (in bytes).
*
* Note: the caller must apply the pipe_index_buffer::offset value to
* the address. The draw module doesn't do that.
*/
void
draw_set_indexes(struct draw_context *draw,
const void *elements, unsigned elem_size)
{
assert(elem_size == 0 ||
elem_size == 1 ||
elem_size == 2 ||
elem_size == 4);
draw->pt.user.elts = elements;
draw->pt.user.eltSizeIB = elem_size;
}
/* Revamp me please:
*/
void draw_do_flush( struct draw_context *draw, unsigned flags )
{
if (!draw->suspend_flushing)
{
assert(!draw->flushing); /* catch inadvertant recursion */
draw->flushing = TRUE;
draw_pipeline_flush( draw, flags );
draw_pt_flush( draw, flags );
draw->flushing = FALSE;
}
}
/**
* Return the number of output attributes produced by the geometry
* shader, if present. If no geometry shader, return the number of
* outputs from the vertex shader.
* \sa draw_num_shader_outputs
*/
uint
draw_current_shader_outputs(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.num_gs_outputs;
return draw->vs.num_vs_outputs;
}
/**
* Return the index of the shader output which will contain the
* vertex position.
*/
uint
draw_current_shader_position_output(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.position_output;
return draw->vs.position_output;
}
/**
* Return the index of the shader output which will contain the
* vertex position.
*/
uint
draw_current_shader_clipvertex_output(const struct draw_context *draw)
{
return draw->vs.clipvertex_output;
}
uint
draw_current_shader_clipdistance_output(const struct draw_context *draw, int index)
{
return draw->vs.clipdistance_output[index];
}
/**
* Return a pointer/handle for a driver/CSO rasterizer object which
* disabled culling, stippling, unfilled tris, etc.
* This is used by some pipeline stages (such as wide_point, aa_line
* and aa_point) which convert points/lines into triangles. In those
* cases we don't want to accidentally cull the triangles.
*
* \param scissor should the rasterizer state enable scissoring?
* \param flatshade should the rasterizer state use flat shading?
* \return rasterizer CSO handle
*/
void *
draw_get_rasterizer_no_cull( struct draw_context *draw,
boolean scissor,
boolean flatshade )
{
if (!draw->rasterizer_no_cull[scissor][flatshade]) {
/* create now */
struct pipe_context *pipe = draw->pipe;
struct pipe_rasterizer_state rast;
memset(&rast, 0, sizeof(rast));
rast.scissor = scissor;
rast.flatshade = flatshade;
rast.front_ccw = 1;
rast.gl_rasterization_rules = draw->rasterizer->gl_rasterization_rules;
draw->rasterizer_no_cull[scissor][flatshade] =
pipe->create_rasterizer_state(pipe, &rast);
}
return draw->rasterizer_no_cull[scissor][flatshade];
}
void
draw_set_mapped_so_targets(struct draw_context *draw,
int num_targets,
struct draw_so_target *targets[PIPE_MAX_SO_BUFFERS])
{
int i;
for (i = 0; i < num_targets; i++)
draw->so.targets[i] = targets[i];
for (i = num_targets; i < PIPE_MAX_SO_BUFFERS; i++)
draw->so.targets[i] = NULL;
draw->so.num_targets = num_targets;
}
void
draw_set_mapped_so_buffers(struct draw_context *draw,
void *buffers[PIPE_MAX_SO_BUFFERS],
unsigned num_buffers)
{
}
void
draw_set_so_state(struct draw_context *draw,
struct pipe_stream_output_info *state)
{
memcpy(&draw->so.state,
state,
sizeof(struct pipe_stream_output_info));
}
void
draw_set_sampler_views(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_view **views,
unsigned num)
{
unsigned i;
debug_assert(shader_stage < PIPE_SHADER_TYPES);
debug_assert(num <= PIPE_MAX_SAMPLERS);
for (i = 0; i < num; ++i)
draw->sampler_views[shader_stage][i] = views[i];
for (i = num; i < PIPE_MAX_SAMPLERS; ++i)
draw->sampler_views[shader_stage][i] = NULL;
draw->num_sampler_views[shader_stage] = num;
}
void
draw_set_samplers(struct draw_context *draw,
unsigned shader_stage,
struct pipe_sampler_state **samplers,
unsigned num)
{
unsigned i;
debug_assert(shader_stage < PIPE_SHADER_TYPES);
debug_assert(num <= PIPE_MAX_SAMPLERS);
for (i = 0; i < num; ++i)
draw->samplers[shader_stage][i] = samplers[i];
for (i = num; i < PIPE_MAX_SAMPLERS; ++i)
draw->samplers[shader_stage][i] = NULL;
draw->num_samplers[shader_stage] = num;
#ifdef HAVE_LLVM
if (draw->llvm && shader_stage == PIPE_SHADER_VERTEX)
draw_llvm_set_sampler_state(draw);
#endif
}
void
draw_set_mapped_texture(struct draw_context *draw,
unsigned shader_stage,
unsigned sampler_idx,
uint32_t width, uint32_t height, uint32_t depth,
uint32_t first_level, uint32_t last_level,
uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS],
uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS],
const void *data[PIPE_MAX_TEXTURE_LEVELS])
{
if (shader_stage == PIPE_SHADER_VERTEX) {
#ifdef HAVE_LLVM
if (draw->llvm)
draw_llvm_set_mapped_texture(draw,
sampler_idx,
width, height, depth, first_level, last_level,
row_stride, img_stride, data);
#endif
}
}
/**
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
* different ways of setting textures, and drivers typically only support one.
*/
int
draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param)
{
switch(shader) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_GEOMETRY:
return tgsi_exec_get_shader_param(param);
default:
return 0;
}
}
/**
* XXX: Results for PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS because there are two
* different ways of setting textures, and drivers typically only support one.
*/
int
draw_get_shader_param(unsigned shader, enum pipe_shader_cap param)
{
#ifdef HAVE_LLVM
if (draw_get_option_use_llvm()) {
switch(shader) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_GEOMETRY:
return gallivm_get_shader_param(param);
default:
return 0;
}
}
#endif
return draw_get_shader_param_no_llvm(shader, param);
}