/************************************************************************** * * 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_inlines.h" #include "util/u_draw.h" #include "util/u_prim.h" #include "sp_context.h" #include "sp_query.h" #include "sp_state.h" #include "sp_texture.h" #include "sp_screen.h" #include "draw/draw_context.h" /** * This function handles drawing indexed and non-indexed prims, * instanced and non-instanced drawing, with or without min/max element * indexes. * All the other drawing functions are expressed in terms of this * function. * * For non-indexed prims, indexBuffer should be NULL. * For non-instanced drawing, instanceCount should be 1. * When the min/max element indexes aren't known, minIndex should be 0 * and maxIndex should be ~0. */ void softpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info) { struct softpipe_context *sp = softpipe_context(pipe); struct draw_context *draw = sp->draw; const void *mapped_indices = NULL; unsigned i; if (!softpipe_check_render_cond(sp)) return; if (info->indirect) { util_draw_indirect(pipe, info); return; } sp->reduced_api_prim = u_reduced_prim(info->mode); if (sp->dirty) { softpipe_update_derived(sp, sp->reduced_api_prim); } /* Map vertex buffers */ for (i = 0; i < sp->num_vertex_buffers; i++) { const void *buf = sp->vertex_buffer[i].is_user_buffer ? sp->vertex_buffer[i].buffer.user : NULL; size_t size = ~0; if (!buf) { if (!sp->vertex_buffer[i].buffer.resource) { continue; } buf = softpipe_resource_data(sp->vertex_buffer[i].buffer.resource); size = sp->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 = softpipe_resource_data(info->index.resource); available_space = info->index.resource->width0; } draw_set_indexes(draw, (ubyte *) mapped_indices, info->index_size, available_space); } for (i = 0; i < sp->num_so_targets; i++) { void *buf = 0; if (sp->so_targets[i]) { buf = softpipe_resource(sp->so_targets[i]->target.buffer)->data; sp->so_targets[i]->mapping = buf; } } draw_set_mapped_so_targets(draw, sp->num_so_targets, sp->so_targets); if (softpipe_screen(sp->pipe.screen)->use_llvm) { softpipe_prepare_vertex_sampling(sp, sp->num_sampler_views[PIPE_SHADER_VERTEX], sp->sampler_views[PIPE_SHADER_VERTEX]); softpipe_prepare_geometry_sampling(sp, sp->num_sampler_views[PIPE_SHADER_GEOMETRY], sp->sampler_views[PIPE_SHADER_GEOMETRY]); } if (sp->gs && !sp->gs->shader.tokens) { /* we have an empty geometry shader with stream output, so attach the stream output info to the current vertex shader */ if (sp->vs) { draw_vs_attach_so(sp->vs->draw_data, &sp->gs->shader.stream_output); } } draw_collect_pipeline_statistics(draw, sp->active_statistics_queries > 0); /* draw! */ draw_vbo(draw, info); /* unmap vertex/index buffers - will cause draw module to flush */ for (i = 0; i < sp->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 (softpipe_screen(sp->pipe.screen)->use_llvm) { softpipe_cleanup_vertex_sampling(sp); softpipe_cleanup_geometry_sampling(sp); } /* * 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); /* Note: leave drawing surfaces mapped */ sp->dirty_render_cache = TRUE; }