1/********************************************************** 2 * Copyright 2008-2009 VMware, Inc. All rights reserved. 3 * 4 * Permission is hereby granted, free of charge, to any person 5 * obtaining a copy of this software and associated documentation 6 * files (the "Software"), to deal in the Software without 7 * restriction, including without limitation the rights to use, copy, 8 * modify, merge, publish, distribute, sublicense, and/or sell copies 9 * of the Software, and to permit persons to whom the Software is 10 * furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice shall be 13 * included in all copies or substantial portions of the Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS 19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 * SOFTWARE. 23 * 24 **********************************************************/ 25 26#ifndef SVGA_DRAW_H_ 27#define SVGA_DRAW_H_ 28 29#include "pipe/p_compiler.h" 30#include "pipe/p_defines.h" 31#include "indices/u_indices.h" 32#include "util/u_prim.h" 33#include "svga_context.h" 34#include "svga_hw_reg.h" 35#include "svga3d_shaderdefs.h" 36 37struct svga_context; 38struct u_upload_mgr; 39 40/** 41 * Mask indicating which types of gallium primitives are actually 42 * handled by the svga device. Other types will be converted to 43 * these types by the index/translation code. 44 */ 45static const unsigned svga_hw_prims = 46 ((1 << PIPE_PRIM_POINTS) | 47 (1 << PIPE_PRIM_LINES) | 48 (1 << PIPE_PRIM_LINE_STRIP) | 49 (1 << PIPE_PRIM_TRIANGLES) | 50 (1 << PIPE_PRIM_TRIANGLE_STRIP) | 51 (1 << PIPE_PRIM_TRIANGLE_FAN) | 52 (1 << PIPE_PRIM_LINES_ADJACENCY) | 53 (1 << PIPE_PRIM_LINE_STRIP_ADJACENCY) | 54 (1 << PIPE_PRIM_TRIANGLES_ADJACENCY) | 55 (1 << PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY) | 56 (1 << PIPE_PRIM_PATCHES)); 57 58 59/** 60 * Translate a gallium PIPE_PRIM_x value to an SVGA3D_PRIMITIVE_x value. 61 * Also, compute the number of primitives that'll be drawn given a 62 * vertex count. 63 * Note that this function doesn't have to handle PIPE_PRIM_LINE_LOOP, 64 * PIPE_PRIM_QUADS, PIPE_PRIM_QUAD_STRIP or PIPE_PRIM_POLYGON. We convert 65 * those to other types of primitives with index/translation code. 66 */ 67static inline SVGA3dPrimitiveType 68svga_translate_prim(unsigned mode, unsigned vcount, unsigned *prim_count, 69 ubyte vertices_per_patch) 70{ 71 switch (mode) { 72 case PIPE_PRIM_POINTS: 73 *prim_count = vcount; 74 return SVGA3D_PRIMITIVE_POINTLIST; 75 76 case PIPE_PRIM_LINES: 77 *prim_count = vcount / 2; 78 return SVGA3D_PRIMITIVE_LINELIST; 79 80 case PIPE_PRIM_LINE_STRIP: 81 *prim_count = vcount - 1; 82 return SVGA3D_PRIMITIVE_LINESTRIP; 83 84 case PIPE_PRIM_TRIANGLES: 85 *prim_count = vcount / 3; 86 return SVGA3D_PRIMITIVE_TRIANGLELIST; 87 88 case PIPE_PRIM_TRIANGLE_STRIP: 89 *prim_count = vcount - 2; 90 return SVGA3D_PRIMITIVE_TRIANGLESTRIP; 91 92 case PIPE_PRIM_TRIANGLE_FAN: 93 *prim_count = vcount - 2; 94 return SVGA3D_PRIMITIVE_TRIANGLEFAN; 95 96 case PIPE_PRIM_LINES_ADJACENCY: 97 *prim_count = vcount / 4; 98 return SVGA3D_PRIMITIVE_LINELIST_ADJ; 99 100 case PIPE_PRIM_LINE_STRIP_ADJACENCY: 101 *prim_count = vcount - 3; 102 return SVGA3D_PRIMITIVE_LINESTRIP_ADJ; 103 104 case PIPE_PRIM_TRIANGLES_ADJACENCY: 105 *prim_count = vcount / 6; 106 return SVGA3D_PRIMITIVE_TRIANGLELIST_ADJ; 107 108 case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY: 109 *prim_count = vcount / 2 - 2 ; 110 return SVGA3D_PRIMITIVE_TRIANGLESTRIP_ADJ; 111 112 case PIPE_PRIM_PATCHES: 113 *prim_count = vcount / vertices_per_patch ; 114 assert(vertices_per_patch >= 1); 115 assert(vertices_per_patch <= 32); 116 return (SVGA3D_PRIMITIVE_1_CONTROL_POINT_PATCH - 1) 117 + vertices_per_patch; 118 119 default: 120 assert(0); 121 *prim_count = 0; 122 return 0; 123 } 124} 125 126 127struct index_cache { 128 u_generate_func generate; 129 unsigned gen_nr; 130 131 /* If non-null, this buffer is filled by calling generate(nr, map(buffer)) 132 */ 133 struct pipe_resource *buffer; 134}; 135 136 137/** Max number of primitives per draw call */ 138#define QSZ SVGA3D_MAX_DRAW_PRIMITIVE_RANGES 139 140struct draw_cmd { 141 struct svga_winsys_context *swc; 142 143 /* vertex layout info */ 144 SVGA3dVertexDecl vdecl[SVGA3D_INPUTREG_MAX]; 145 unsigned vdecl_count; 146 SVGA3dElementLayoutId vdecl_layout_id; 147 unsigned vdecl_buffer_index[SVGA3D_INPUTREG_MAX]; 148 149 /* vertex buffer info */ 150 struct pipe_vertex_buffer vbufs[SVGA3D_INPUTREG_MAX]; 151 unsigned vbuf_count; 152 153 SVGA3dPrimitiveRange prim[QSZ]; 154 struct pipe_resource *prim_ib[QSZ]; 155 unsigned prim_count; /**< number of primitives for this draw */ 156 unsigned min_index[QSZ]; 157 unsigned max_index[QSZ]; 158}; 159 160#define IDX_CACHE_MAX 8 161 162struct svga_hwtnl { 163 struct svga_context *svga; 164 struct u_upload_mgr *upload_ib; 165 166 /* Additional negative index bias due to partial buffer uploads 167 * This is compensated for in the offset associated with all 168 * vertex buffers. 169 */ 170 int index_bias; 171 172 /* Provoking vertex information (for flat shading). */ 173 unsigned api_pv; /**< app-requested PV mode (PV_FIRST or PV_LAST) */ 174 unsigned hw_pv; /**< device-supported PV mode (PV_FIRST or PV_LAST) */ 175 176 /* The triangle fillmode for the device (one of PIPE_POLYGON_MODE_{FILL, 177 * LINE,POINT}). If the polygon front mode matches the back mode, 178 * api_fillmode will be that mode. Otherwise, api_fillmode will be 179 * PIPE_POLYGON_MODE_FILL. 180 */ 181 unsigned api_fillmode; 182 183 /* Cache the results of running a particular generate func on each 184 * primitive type. 185 */ 186 struct index_cache index_cache[PIPE_PRIM_MAX][IDX_CACHE_MAX]; 187 188 /* Try to build the maximal draw command packet before emitting: 189 */ 190 struct draw_cmd cmd; 191}; 192 193 194 195/** 196 * Do we need to use the gallium 'indices' helper to render unfilled 197 * triangles? 198 */ 199static inline boolean 200svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl, 201 enum pipe_prim_type prim) 202{ 203 if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) { 204 /* if we're drawing points or lines, no fallback needed */ 205 return FALSE; 206 } 207 208 if ((prim == PIPE_PRIM_QUADS || 209 prim == PIPE_PRIM_QUAD_STRIP || 210 prim == PIPE_PRIM_POLYGON) && 211 hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) { 212 /* We can't directly render quads or polygons. They're 213 * converted to triangles. If we let the device draw the triangle 214 * outlines we'll get an extra, stray lines in the interiors. 215 * So, to draw unfilled quads correctly, we need the fallback. 216 */ 217 return true; 218 } 219 return false; 220} 221 222 223enum pipe_error 224svga_hwtnl_prim(struct svga_hwtnl *hwtnl, 225 const SVGA3dPrimitiveRange *range, 226 unsigned vcount, 227 unsigned min_index, 228 unsigned max_index, 229 struct pipe_resource *ib, 230 unsigned start_instance, unsigned instance_count, 231 const struct pipe_draw_indirect_info *indirect, 232 const struct pipe_stream_output_target *so_vertex_count); 233 234enum pipe_error 235svga_hwtnl_simple_draw_range_elements(struct svga_hwtnl *hwtnl, 236 struct pipe_resource *indexBuffer, 237 unsigned index_size, 238 int index_bias, 239 unsigned min_index, 240 unsigned max_index, 241 enum pipe_prim_type prim, 242 unsigned start, 243 unsigned count, 244 unsigned start_instance, 245 unsigned instance_count, 246 ubyte vertices_per_patch); 247 248#endif 249