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
37 struct svga_context;
38 struct 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 */
45 static 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
57
58 /**
59 * Translate a gallium PIPE_PRIM_x value to an SVGA3D_PRIMITIVE_x value.
60 * Also, compute the number of primitives that'll be drawn given a
61 * vertex count.
62 * Note that this function doesn't have to handle PIPE_PRIM_LINE_LOOP,
63 * PIPE_PRIM_QUADS, PIPE_PRIM_QUAD_STRIP or PIPE_PRIM_POLYGON. We convert
64 * those to other types of primitives with index/translation code.
65 */
66 static inline SVGA3dPrimitiveType
svga_translate_prim(unsigned mode,unsigned vcount,unsigned * prim_count)67 svga_translate_prim(unsigned mode, unsigned vcount, unsigned *prim_count)
68 {
69 switch (mode) {
70 case PIPE_PRIM_POINTS:
71 *prim_count = vcount;
72 return SVGA3D_PRIMITIVE_POINTLIST;
73
74 case PIPE_PRIM_LINES:
75 *prim_count = vcount / 2;
76 return SVGA3D_PRIMITIVE_LINELIST;
77
78 case PIPE_PRIM_LINE_STRIP:
79 *prim_count = vcount - 1;
80 return SVGA3D_PRIMITIVE_LINESTRIP;
81
82 case PIPE_PRIM_TRIANGLES:
83 *prim_count = vcount / 3;
84 return SVGA3D_PRIMITIVE_TRIANGLELIST;
85
86 case PIPE_PRIM_TRIANGLE_STRIP:
87 *prim_count = vcount - 2;
88 return SVGA3D_PRIMITIVE_TRIANGLESTRIP;
89
90 case PIPE_PRIM_TRIANGLE_FAN:
91 *prim_count = vcount - 2;
92 return SVGA3D_PRIMITIVE_TRIANGLEFAN;
93
94 case PIPE_PRIM_LINES_ADJACENCY:
95 *prim_count = vcount / 4;
96 return SVGA3D_PRIMITIVE_LINELIST_ADJ;
97
98 case PIPE_PRIM_LINE_STRIP_ADJACENCY:
99 *prim_count = vcount - 3;
100 return SVGA3D_PRIMITIVE_LINESTRIP_ADJ;
101
102 case PIPE_PRIM_TRIANGLES_ADJACENCY:
103 *prim_count = vcount / 6;
104 return SVGA3D_PRIMITIVE_TRIANGLELIST_ADJ;
105
106 case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
107 *prim_count = vcount / 2 - 2 ;
108 return SVGA3D_PRIMITIVE_TRIANGLESTRIP_ADJ;
109
110 default:
111 assert(0);
112 *prim_count = 0;
113 return 0;
114 }
115 }
116
117
118 struct index_cache {
119 u_generate_func generate;
120 unsigned gen_nr;
121
122 /* If non-null, this buffer is filled by calling generate(nr, map(buffer))
123 */
124 struct pipe_resource *buffer;
125 };
126
127
128 /** Max number of primitives per draw call */
129 #define QSZ SVGA3D_MAX_DRAW_PRIMITIVE_RANGES
130
131 struct draw_cmd {
132 struct svga_winsys_context *swc;
133
134 /* vertex layout info */
135 SVGA3dVertexDecl vdecl[SVGA3D_INPUTREG_MAX];
136 unsigned vdecl_count;
137 SVGA3dElementLayoutId vdecl_layout_id;
138 unsigned vdecl_buffer_index[SVGA3D_INPUTREG_MAX];
139
140 /* vertex buffer info */
141 struct pipe_vertex_buffer vbufs[SVGA3D_INPUTREG_MAX];
142 unsigned vbuf_count;
143
144 SVGA3dPrimitiveRange prim[QSZ];
145 struct pipe_resource *prim_ib[QSZ];
146 unsigned prim_count; /**< number of primitives for this draw */
147 unsigned min_index[QSZ];
148 unsigned max_index[QSZ];
149 };
150
151 #define IDX_CACHE_MAX 8
152
153 struct svga_hwtnl {
154 struct svga_context *svga;
155 struct u_upload_mgr *upload_ib;
156
157 /* Additional negative index bias due to partial buffer uploads
158 * This is compensated for in the offset associated with all
159 * vertex buffers.
160 */
161 int index_bias;
162
163 /* Provoking vertex information (for flat shading). */
164 unsigned api_pv; /**< app-requested PV mode (PV_FIRST or PV_LAST) */
165 unsigned hw_pv; /**< device-supported PV mode (PV_FIRST or PV_LAST) */
166
167 /* The triangle fillmode for the device (one of PIPE_POLYGON_MODE_{FILL,
168 * LINE,POINT}). If the polygon front mode matches the back mode,
169 * api_fillmode will be that mode. Otherwise, api_fillmode will be
170 * PIPE_POLYGON_MODE_FILL.
171 */
172 unsigned api_fillmode;
173
174 /* Cache the results of running a particular generate func on each
175 * primitive type.
176 */
177 struct index_cache index_cache[PIPE_PRIM_MAX][IDX_CACHE_MAX];
178
179 /* Try to build the maximal draw command packet before emitting:
180 */
181 struct draw_cmd cmd;
182 };
183
184
185
186 /**
187 * Do we need to use the gallium 'indices' helper to render unfilled
188 * triangles?
189 */
190 static inline boolean
svga_need_unfilled_fallback(const struct svga_hwtnl * hwtnl,enum pipe_prim_type prim)191 svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl,
192 enum pipe_prim_type prim)
193 {
194 const struct svga_context *svga = hwtnl->svga;
195
196 if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) {
197 /* if we're drawing points or lines, no fallback needed */
198 return FALSE;
199 }
200
201 if (svga_have_vgpu10(svga)) {
202 /* vgpu10 supports polygon fill and line modes */
203 if ((prim == PIPE_PRIM_QUADS ||
204 prim == PIPE_PRIM_QUAD_STRIP ||
205 prim == PIPE_PRIM_POLYGON) &&
206 hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
207 /* VGPU10 doesn't directly render quads or polygons. They're
208 * converted to triangles. If we let the device draw the triangle
209 * outlines we'll get an extra, stray lines in the interiors.
210 * So, to draw unfilled quads correctly, we need the fallback.
211 */
212 return true;
213 }
214 return hwtnl->api_fillmode == PIPE_POLYGON_MODE_POINT;
215 } else {
216 /* vgpu9 doesn't support line or point fill modes */
217 return hwtnl->api_fillmode != PIPE_POLYGON_MODE_FILL;
218 }
219 }
220
221
222 enum pipe_error
223 svga_hwtnl_prim(struct svga_hwtnl *hwtnl,
224 const SVGA3dPrimitiveRange *range,
225 unsigned vcount,
226 unsigned min_index,
227 unsigned max_index,
228 struct pipe_resource *ib,
229 unsigned start_instance, unsigned instance_count);
230
231 enum pipe_error
232 svga_hwtnl_simple_draw_range_elements(struct svga_hwtnl *hwtnl,
233 struct pipe_resource *indexBuffer,
234 unsigned index_size,
235 int index_bias,
236 unsigned min_index,
237 unsigned max_index,
238 enum pipe_prim_type prim,
239 unsigned start,
240 unsigned count,
241 unsigned start_instance,
242 unsigned instance_count);
243
244 #endif
245