/************************************************************************** * * 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_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) { 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 (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].user_buffer; size_t size = ~0; if (!buf) { if (!lp->vertex_buffer[i].buffer) { continue; } buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer); size = lp->vertex_buffer[i].buffer->width0; } draw_set_mapped_vertex_buffer(draw, i, buf, size); } /* Map index buffer, if present */ if (info->indexed) { unsigned available_space = ~0; mapped_indices = lp->index_buffer.user_buffer; if (!mapped_indices) { mapped_indices = llvmpipe_resource_data(lp->index_buffer.buffer); if (lp->index_buffer.buffer->width0 > lp->index_buffer.offset) available_space = (lp->index_buffer.buffer->width0 - lp->index_buffer.offset); else available_space = 0; } draw_set_indexes(draw, (ubyte *) mapped_indices + lp->index_buffer.offset, lp->index_buffer.index_size, available_space); } for (i = 0; i < lp->num_so_targets; i++) { void *buf = 0; if (lp->so_targets[i]) { buf = llvmpipe_resource(lp->so_targets[i]->target.buffer)->data; lp->so_targets[i]->mapping = buf; } } draw_set_mapped_so_targets(draw, lp->num_so_targets, lp->so_targets); 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]); 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! */ draw_vbo(draw, info); /* * 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); } draw_set_mapped_so_targets(draw, 0, NULL); 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_vertex_sampling(lp); llvmpipe_cleanup_geometry_sampling(lp); /* * 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; }