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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/llvmpipe/lp_draw_arrays.c
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/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Author:
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* Brian Paul
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* Keith Whitwell
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*/
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#include "pipe/p_defines.h"
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#include "pipe/p_context.h"
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#include "util/u_draw.h"
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#include "util/u_prim.h"
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#include "lp_context.h"
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#include "lp_state.h"
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#include "lp_query.h"
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#include "draw/draw_context.h"
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/**
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* Draw vertex arrays, with optional indexing, optional instancing.
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* All the other drawing functions are implemented in terms of this function.
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* Basically, map the vertex buffers (and drawing surfaces), then hand off
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* the drawing to the 'draw' module.
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*/
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static void
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llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info,
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unsigned drawid_offset,
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const struct pipe_draw_indirect_info *indirect,
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const struct pipe_draw_start_count_bias *draws,
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unsigned num_draws)
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{
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if (!indirect && (!draws[0].count || !info->instance_count))
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return;
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struct llvmpipe_context *lp = llvmpipe_context(pipe);
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struct draw_context *draw = lp->draw;
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const void *mapped_indices = NULL;
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unsigned i;
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if (!llvmpipe_check_render_cond(lp))
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return;
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if (indirect && indirect->buffer) {
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util_draw_indirect(pipe, info, indirect);
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return;
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}
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if (lp->dirty)
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llvmpipe_update_derived( lp );
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/*
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* Map vertex buffers
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*/
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for (i = 0; i < lp->num_vertex_buffers; i++) {
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const void *buf = lp->vertex_buffer[i].is_user_buffer ?
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lp->vertex_buffer[i].buffer.user : NULL;
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size_t size = ~0;
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if (!buf) {
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if (!lp->vertex_buffer[i].buffer.resource) {
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continue;
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}
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buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer.resource);
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size = lp->vertex_buffer[i].buffer.resource->width0;
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}
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draw_set_mapped_vertex_buffer(draw, i, buf, size);
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}
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/* Map index buffer, if present */
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if (info->index_size) {
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unsigned available_space = ~0;
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mapped_indices = info->has_user_indices ? info->index.user : NULL;
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if (!mapped_indices) {
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mapped_indices = llvmpipe_resource_data(info->index.resource);
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available_space = info->index.resource->width0;
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}
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draw_set_indexes(draw,
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(ubyte *) mapped_indices,
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info->index_size, available_space);
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}
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llvmpipe_prepare_vertex_sampling(lp,
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lp->num_sampler_views[PIPE_SHADER_VERTEX],
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lp->sampler_views[PIPE_SHADER_VERTEX]);
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llvmpipe_prepare_geometry_sampling(lp,
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lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
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lp->sampler_views[PIPE_SHADER_GEOMETRY]);
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llvmpipe_prepare_tess_ctrl_sampling(lp,
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lp->num_sampler_views[PIPE_SHADER_TESS_CTRL],
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lp->sampler_views[PIPE_SHADER_TESS_CTRL]);
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llvmpipe_prepare_tess_eval_sampling(lp,
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lp->num_sampler_views[PIPE_SHADER_TESS_EVAL],
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lp->sampler_views[PIPE_SHADER_TESS_EVAL]);
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llvmpipe_prepare_vertex_images(lp,
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lp->num_images[PIPE_SHADER_VERTEX],
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lp->images[PIPE_SHADER_VERTEX]);
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llvmpipe_prepare_geometry_images(lp,
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lp->num_images[PIPE_SHADER_GEOMETRY],
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lp->images[PIPE_SHADER_GEOMETRY]);
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llvmpipe_prepare_tess_ctrl_images(lp,
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lp->num_images[PIPE_SHADER_TESS_CTRL],
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lp->images[PIPE_SHADER_TESS_CTRL]);
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llvmpipe_prepare_tess_eval_images(lp,
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lp->num_images[PIPE_SHADER_TESS_EVAL],
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lp->images[PIPE_SHADER_TESS_EVAL]);
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if (lp->gs && lp->gs->no_tokens) {
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/* we have an empty geometry shader with stream output, so
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attach the stream output info to the current vertex shader */
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if (lp->vs) {
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draw_vs_attach_so(lp->vs, &lp->gs->stream_output);
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}
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}
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draw_collect_pipeline_statistics(draw,
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lp->active_statistics_queries > 0);
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draw_collect_primitives_generated(draw,
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lp->active_primgen_queries &&
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!lp->queries_disabled);
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/* draw! */
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draw_vbo(draw, info, drawid_offset, indirect, draws, num_draws);
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/*
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* unmap vertex/index buffers
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*/
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for (i = 0; i < lp->num_vertex_buffers; i++) {
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draw_set_mapped_vertex_buffer(draw, i, NULL, 0);
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}
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if (mapped_indices) {
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draw_set_indexes(draw, NULL, 0, 0);
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}
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if (lp->gs && lp->gs->no_tokens) {
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/* we have attached stream output to the vs for rendering,
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now lets reset it */
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if (lp->vs) {
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draw_vs_reset_so(lp->vs);
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}
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}
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llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_VERTEX);
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llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_GEOMETRY);
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llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_TESS_CTRL);
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llvmpipe_cleanup_stage_sampling(lp, PIPE_SHADER_TESS_EVAL);
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llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_VERTEX);
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llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_GEOMETRY);
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llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_TESS_CTRL);
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llvmpipe_cleanup_stage_images(lp, PIPE_SHADER_TESS_EVAL);
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/*
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* TODO: Flush only when a user vertex/index buffer is present
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* (or even better, modify draw module to do this
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* internally when this condition is seen?)
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*/
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draw_flush(draw);
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}
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void
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llvmpipe_init_draw_funcs(struct llvmpipe_context *llvmpipe)
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{
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llvmpipe->pipe.draw_vbo = llvmpipe_draw_vbo;
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}
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