static void fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info) { unsigned dirty = ctx->dirty; draw_impl(ctx, info, ctx->binning_ring, dirty & ~(FD_DIRTY_BLEND), true); draw_impl(ctx, info, ctx->ring, dirty, false); }
static bool fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info, unsigned index_offset) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct fd3_emit emit = { .debug = &ctx->debug, .vtx = &ctx->vtx, .prog = &ctx->prog, .info = info, .key = { .color_two_side = ctx->rasterizer->light_twoside, .vclamp_color = ctx->rasterizer->clamp_vertex_color, .fclamp_color = ctx->rasterizer->clamp_fragment_color, .half_precision = ctx->in_blit && fd_half_precision(&ctx->batch->framebuffer), .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate), .vsaturate_s = fd3_ctx->vsaturate_s, .vsaturate_t = fd3_ctx->vsaturate_t, .vsaturate_r = fd3_ctx->vsaturate_r, .fsaturate_s = fd3_ctx->fsaturate_s, .fsaturate_t = fd3_ctx->fsaturate_t, .fsaturate_r = fd3_ctx->fsaturate_r, }, .rasterflat = ctx->rasterizer->flatshade, .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable, .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode, }; if (fd3_needs_manual_clipping(ctx->prog.vp, ctx->rasterizer)) emit.key.ucp_enables = ctx->rasterizer->clip_plane_enable; fixup_shader_state(ctx, &emit.key); unsigned dirty = ctx->dirty; /* do regular pass first, since that is more likely to fail compiling: */ if (!(fd3_emit_get_vp(&emit) && fd3_emit_get_fp(&emit))) return false; emit.key.binning_pass = false; emit.dirty = dirty; draw_impl(ctx, ctx->batch->draw, &emit, index_offset); /* and now binning pass: */ emit.key.binning_pass = true; emit.dirty = dirty & ~(FD_DIRTY_BLEND); emit.vp = NULL; /* we changed key so need to refetch vp */ emit.fp = NULL; draw_impl(ctx, ctx->batch->binning, &emit, index_offset); fd_context_all_clean(ctx); return true; }
static void fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct pipe_framebuffer_state *pfb = &ctx->framebuffer; struct fd3_emit emit = { .vtx = &ctx->vtx, .prog = &ctx->prog, .info = info, .key = { /* do binning pass first: */ .binning_pass = true, .color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false, .alpha = util_format_is_alpha(pipe_surface_format(pfb->cbufs[0])), // TODO set .half_precision based on render target format, // ie. float16 and smaller use half, float32 use full.. .half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF), .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate || fd3_ctx->vinteger_s || fd3_ctx->finteger_s), .vsaturate_s = fd3_ctx->vsaturate_s, .vsaturate_t = fd3_ctx->vsaturate_t, .vsaturate_r = fd3_ctx->vsaturate_r, .fsaturate_s = fd3_ctx->fsaturate_s, .fsaturate_t = fd3_ctx->fsaturate_t, .fsaturate_r = fd3_ctx->fsaturate_r, .vinteger_s = fd3_ctx->vinteger_s, .finteger_s = fd3_ctx->finteger_s, }, .format = pipe_surface_format(pfb->cbufs[0]), .rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade, }; unsigned dirty; fixup_shader_state(ctx, &emit.key); dirty = ctx->dirty; emit.dirty = dirty & ~(FD_DIRTY_BLEND); draw_impl(ctx, ctx->binning_ring, &emit); /* and now regular (non-binning) pass: */ emit.key.binning_pass = false; emit.dirty = dirty; emit.vp = NULL; /* we changed key so need to refetch vp */ draw_impl(ctx, ctx->ring, &emit); }
void RenderableElement::draw(RenderCache& renderCache) const { draw_impl(renderCache); // also draw next element in the chain if (d_next) { d_next->draw(renderCache); } }
void Twister::draw() { float verts[] = { -radius(), -radius()*0.65f, radius(), -radius()*0.65f, radius(), radius()*0.65f, -radius(), radius()*0.65f, }; draw_impl( verts, angle ); }
void Orbital::draw() { float verts[] = { -radius(), -radius(), radius(), -radius(), radius(), radius(), -radius(), radius(), }; draw_impl( verts, 0 ); }
/************************************************************************* Draw the element chain starting with this element. *************************************************************************/ void RenderableElement::draw(const Vector3& position, const Rect& clip_rect) { Vector3 final_pos(position); final_pos.d_x += d_area.d_left; final_pos.d_y += d_area.d_top; // call implementation function to perform actual rendering draw_impl(final_pos, clip_rect); // render next element in the chain if any. if (d_next != NULL) { d_next->draw(position, clip_rect); } }
static bool fd6_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info, unsigned index_offset) { struct fd6_context *fd6_ctx = fd6_context(ctx); struct fd6_emit emit = { .debug = &ctx->debug, .vtx = &ctx->vtx, .prog = &ctx->prog, .info = info, .key = { .color_two_side = ctx->rasterizer->light_twoside, .vclamp_color = ctx->rasterizer->clamp_vertex_color, .fclamp_color = ctx->rasterizer->clamp_fragment_color, .rasterflat = ctx->rasterizer->flatshade, .half_precision = ctx->in_blit && fd_half_precision(&ctx->batch->framebuffer), .ucp_enables = ctx->rasterizer->clip_plane_enable, .has_per_samp = (fd6_ctx->fsaturate || fd6_ctx->vsaturate || fd6_ctx->fastc_srgb || fd6_ctx->vastc_srgb), .vsaturate_s = fd6_ctx->vsaturate_s, .vsaturate_t = fd6_ctx->vsaturate_t, .vsaturate_r = fd6_ctx->vsaturate_r, .fsaturate_s = fd6_ctx->fsaturate_s, .fsaturate_t = fd6_ctx->fsaturate_t, .fsaturate_r = fd6_ctx->fsaturate_r, .vastc_srgb = fd6_ctx->vastc_srgb, .fastc_srgb = fd6_ctx->fastc_srgb, .vsamples = ctx->tex[PIPE_SHADER_VERTEX].samples, .fsamples = ctx->tex[PIPE_SHADER_FRAGMENT].samples, }, .rasterflat = ctx->rasterizer->flatshade, .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable, .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode, }; fixup_shader_state(ctx, &emit.key); unsigned dirty = ctx->dirty; const struct ir3_shader_variant *vp = fd6_emit_get_vp(&emit); const struct ir3_shader_variant *fp = fd6_emit_get_fp(&emit); /* do regular pass first, since that is more likely to fail compiling: */ if (!vp || !fp) return false; ctx->stats.vs_regs += ir3_shader_halfregs(vp); ctx->stats.fs_regs += ir3_shader_halfregs(fp); /* figure out whether we need to disable LRZ write for binning * pass using draw pass's fp: */ emit.no_lrz_write = fp->writes_pos || fp->has_kill; emit.key.binning_pass = false; emit.dirty = dirty; draw_impl(ctx, ctx->batch->draw, &emit, index_offset); /* and now binning pass: */ emit.key.binning_pass = true; emit.dirty = dirty & ~(FD_DIRTY_BLEND); emit.vp = NULL; /* we changed key so need to refetch vp */ emit.fp = NULL; draw_impl(ctx, ctx->batch->binning, &emit, index_offset); if (emit.streamout_mask) { struct fd_ringbuffer *ring = ctx->batch->draw; for (unsigned i = 0; i < PIPE_MAX_SO_BUFFERS; i++) { if (emit.streamout_mask & (1 << i)) { fd6_event_write(ctx->batch, ring, FLUSH_SO_0 + i, false); } } } fd_context_all_clean(ctx); return true; }
static void fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info) { unsigned dirty = ctx->dirty; struct fd3_shader_key key = { /* do binning pass first: */ .binning_pass = true, .color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false, // TODO set .half_precision based on render target format, // ie. float16 and smaller use half, float32 use full.. .half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF), }; draw_impl(ctx, info, ctx->binning_ring, dirty & ~(FD_DIRTY_BLEND), key); /* and now regular (non-binning) pass: */ key.binning_pass = false; draw_impl(ctx, info, ctx->ring, dirty, key); } /* binning pass cmds for a clear: * NOTE: newer blob drivers don't use binning for clear, which is probably * preferable since it is low vtx count. However that doesn't seem to * actually work for me. Not sure if it is depending on support for * clear pass (rather than using solid-fill shader), or something else * that newer blob is doing differently. Once that is figured out, we * can remove fd3_clear_binning(). */ static void fd3_clear_binning(struct fd_context *ctx, unsigned dirty) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct fd_ringbuffer *ring = ctx->binning_ring; struct fd3_shader_key key = { .binning_pass = true, .half_precision = true, }; fd3_emit_state(ctx, ring, &ctx->solid_prog, dirty, key); fd3_emit_vertex_bufs(ring, fd3_shader_variant(ctx->solid_prog.vp, key), (struct fd3_vertex_buf[]) {{ .prsc = fd3_ctx->solid_vbuf, .stride = 12, .format = PIPE_FORMAT_R32G32B32_FLOAT, }}, 1); OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1); OUT_RING(ring, A3XX_PC_PRIM_VTX_CNTL_STRIDE_IN_VPC(0) | A3XX_PC_PRIM_VTX_CNTL_POLYMODE_FRONT_PTYPE(PC_DRAW_TRIANGLES) | A3XX_PC_PRIM_VTX_CNTL_POLYMODE_BACK_PTYPE(PC_DRAW_TRIANGLES) | A3XX_PC_PRIM_VTX_CNTL_PROVOKING_VTX_LAST); OUT_PKT0(ring, REG_A3XX_VFD_INDEX_MIN, 4); OUT_RING(ring, 0); /* VFD_INDEX_MIN */ OUT_RING(ring, 2); /* VFD_INDEX_MAX */ OUT_RING(ring, 0); /* VFD_INSTANCEID_OFFSET */ OUT_RING(ring, 0); /* VFD_INDEX_OFFSET */ OUT_PKT0(ring, REG_A3XX_PC_RESTART_INDEX, 1); OUT_RING(ring, 0xffffffff); /* PC_RESTART_INDEX */ OUT_PKT3(ring, CP_EVENT_WRITE, 1); OUT_RING(ring, PERFCOUNTER_STOP); fd_draw(ctx, ring, DI_PT_RECTLIST, IGNORE_VISIBILITY, DI_SRC_SEL_AUTO_INDEX, 2, INDEX_SIZE_IGN, 0, 0, NULL); } static void fd3_clear(struct fd_context *ctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct fd_ringbuffer *ring = ctx->ring; unsigned dirty = ctx->dirty; unsigned ce, i; struct fd3_shader_key key = { .half_precision = true, }; dirty &= FD_DIRTY_VIEWPORT | FD_DIRTY_FRAMEBUFFER | FD_DIRTY_SCISSOR; dirty |= FD_DIRTY_PROG; fd3_clear_binning(ctx, dirty); /* emit generic state now: */ fd3_emit_state(ctx, ring, &ctx->solid_prog, dirty, key); OUT_PKT0(ring, REG_A3XX_RB_BLEND_ALPHA, 1); OUT_RING(ring, A3XX_RB_BLEND_ALPHA_UINT(0xff) | A3XX_RB_BLEND_ALPHA_FLOAT(1.0)); OUT_PKT0(ring, REG_A3XX_RB_RENDER_CONTROL, 1); OUT_RINGP(ring, A3XX_RB_RENDER_CONTROL_ALPHA_TEST_FUNC(FUNC_NEVER), &fd3_ctx->rbrc_patches); if (buffers & PIPE_CLEAR_DEPTH) { OUT_PKT0(ring, REG_A3XX_RB_DEPTH_CONTROL, 1); OUT_RING(ring, A3XX_RB_DEPTH_CONTROL_Z_WRITE_ENABLE | A3XX_RB_DEPTH_CONTROL_Z_ENABLE | A3XX_RB_DEPTH_CONTROL_ZFUNC(FUNC_ALWAYS)); OUT_PKT0(ring, REG_A3XX_GRAS_CL_VPORT_ZOFFSET, 2); OUT_RING(ring, A3XX_GRAS_CL_VPORT_ZOFFSET(0.0)); OUT_RING(ring, A3XX_GRAS_CL_VPORT_ZSCALE(depth)); ctx->dirty |= FD_DIRTY_VIEWPORT; } else { OUT_PKT0(ring, REG_A3XX_RB_DEPTH_CONTROL, 1); OUT_RING(ring, A3XX_RB_DEPTH_CONTROL_ZFUNC(FUNC_NEVER)); } if (buffers & PIPE_CLEAR_STENCIL) { OUT_PKT0(ring, REG_A3XX_RB_STENCILREFMASK, 2); OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(stencil) | A3XX_RB_STENCILREFMASK_STENCILMASK(stencil) | A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0xff)); OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(0) | A3XX_RB_STENCILREFMASK_STENCILMASK(0) | 0xff000000 | // XXX ??? A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0xff)); OUT_PKT0(ring, REG_A3XX_RB_STENCIL_CONTROL, 1); OUT_RING(ring, A3XX_RB_STENCIL_CONTROL_STENCIL_ENABLE | A3XX_RB_STENCIL_CONTROL_FUNC(FUNC_ALWAYS) | A3XX_RB_STENCIL_CONTROL_FAIL(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZPASS(STENCIL_REPLACE) | A3XX_RB_STENCIL_CONTROL_ZFAIL(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_FUNC_BF(FUNC_NEVER) | A3XX_RB_STENCIL_CONTROL_FAIL_BF(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZPASS_BF(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP)); } else { OUT_PKT0(ring, REG_A3XX_RB_STENCILREFMASK, 2); OUT_RING(ring, A3XX_RB_STENCILREFMASK_STENCILREF(0) | A3XX_RB_STENCILREFMASK_STENCILMASK(0) | A3XX_RB_STENCILREFMASK_STENCILWRITEMASK(0)); OUT_RING(ring, A3XX_RB_STENCILREFMASK_BF_STENCILREF(0) | A3XX_RB_STENCILREFMASK_BF_STENCILMASK(0) | A3XX_RB_STENCILREFMASK_BF_STENCILWRITEMASK(0)); OUT_PKT0(ring, REG_A3XX_RB_STENCIL_CONTROL, 1); OUT_RING(ring, A3XX_RB_STENCIL_CONTROL_FUNC(FUNC_NEVER) | A3XX_RB_STENCIL_CONTROL_FAIL(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZPASS(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZFAIL(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_FUNC_BF(FUNC_NEVER) | A3XX_RB_STENCIL_CONTROL_FAIL_BF(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZPASS_BF(STENCIL_KEEP) | A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP)); } if (buffers & PIPE_CLEAR_COLOR) { ce = 0xf; } else { ce = 0x0; } for (i = 0; i < 4; i++) { OUT_PKT0(ring, REG_A3XX_RB_MRT_CONTROL(i), 1); OUT_RING(ring, A3XX_RB_MRT_CONTROL_ROP_CODE(ROP_COPY) | A3XX_RB_MRT_CONTROL_DITHER_MODE(DITHER_ALWAYS) | A3XX_RB_MRT_CONTROL_COMPONENT_ENABLE(ce)); OUT_PKT0(ring, REG_A3XX_RB_MRT_BLEND_CONTROL(i), 1); OUT_RING(ring, A3XX_RB_MRT_BLEND_CONTROL_RGB_SRC_FACTOR(FACTOR_ONE) | A3XX_RB_MRT_BLEND_CONTROL_RGB_BLEND_OPCODE(BLEND_DST_PLUS_SRC) | A3XX_RB_MRT_BLEND_CONTROL_RGB_DEST_FACTOR(FACTOR_ZERO) | A3XX_RB_MRT_BLEND_CONTROL_ALPHA_SRC_FACTOR(FACTOR_ONE) | A3XX_RB_MRT_BLEND_CONTROL_ALPHA_BLEND_OPCODE(BLEND_DST_PLUS_SRC) | A3XX_RB_MRT_BLEND_CONTROL_ALPHA_DEST_FACTOR(FACTOR_ZERO) | A3XX_RB_MRT_BLEND_CONTROL_CLAMP_ENABLE); } OUT_PKT0(ring, REG_A3XX_GRAS_SU_MODE_CONTROL, 1); OUT_RING(ring, A3XX_GRAS_SU_MODE_CONTROL_LINEHALFWIDTH(0)); fd3_emit_vertex_bufs(ring, fd3_shader_variant(ctx->solid_prog.vp, key), (struct fd3_vertex_buf[]) {{ .prsc = fd3_ctx->solid_vbuf, .stride = 12, .format = PIPE_FORMAT_R32G32B32_FLOAT, }}, 1); fd_wfi(ctx, ring); fd3_emit_constant(ring, SB_FRAG_SHADER, 0, 0, 4, color->ui, NULL); OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1); OUT_RING(ring, A3XX_PC_PRIM_VTX_CNTL_STRIDE_IN_VPC(0) | A3XX_PC_PRIM_VTX_CNTL_POLYMODE_FRONT_PTYPE(PC_DRAW_TRIANGLES) | A3XX_PC_PRIM_VTX_CNTL_POLYMODE_BACK_PTYPE(PC_DRAW_TRIANGLES) | A3XX_PC_PRIM_VTX_CNTL_PROVOKING_VTX_LAST); OUT_PKT0(ring, REG_A3XX_VFD_INDEX_MIN, 4); OUT_RING(ring, 0); /* VFD_INDEX_MIN */ OUT_RING(ring, 2); /* VFD_INDEX_MAX */ OUT_RING(ring, 0); /* VFD_INSTANCEID_OFFSET */ OUT_RING(ring, 0); /* VFD_INDEX_OFFSET */ OUT_PKT0(ring, REG_A3XX_PC_RESTART_INDEX, 1); OUT_RING(ring, 0xffffffff); /* PC_RESTART_INDEX */ OUT_PKT3(ring, CP_EVENT_WRITE, 1); OUT_RING(ring, PERFCOUNTER_STOP); fd_draw(ctx, ring, DI_PT_RECTLIST, USE_VISIBILITY, DI_SRC_SEL_AUTO_INDEX, 2, INDEX_SIZE_IGN, 0, 0, NULL); } void fd3_draw_init(struct pipe_context *pctx) { struct fd_context *ctx = fd_context(pctx); ctx->draw = fd3_draw; ctx->clear = fd3_clear; }
void sprite::draw() { glEnd(); draw_impl(); }
static bool fd4_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info) { struct fd4_context *fd4_ctx = fd4_context(ctx); struct fd4_emit emit = { .debug = &ctx->debug, .vtx = &ctx->vtx, .prog = &ctx->prog, .info = info, .key = { .color_two_side = ctx->rasterizer->light_twoside, .vclamp_color = ctx->rasterizer->clamp_vertex_color, .fclamp_color = ctx->rasterizer->clamp_fragment_color, .rasterflat = ctx->rasterizer->flatshade, // TODO set .half_precision based on render target format, // ie. float16 and smaller use half, float32 use full.. .half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF), .ucp_enables = ctx->rasterizer->clip_plane_enable, .has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate || fd4_ctx->fastc_srgb || fd4_ctx->vastc_srgb), .vsaturate_s = fd4_ctx->vsaturate_s, .vsaturate_t = fd4_ctx->vsaturate_t, .vsaturate_r = fd4_ctx->vsaturate_r, .fsaturate_s = fd4_ctx->fsaturate_s, .fsaturate_t = fd4_ctx->fsaturate_t, .fsaturate_r = fd4_ctx->fsaturate_r, .vastc_srgb = fd4_ctx->vastc_srgb, .fastc_srgb = fd4_ctx->fastc_srgb, }, .rasterflat = ctx->rasterizer->flatshade, .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable, .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode, }; fixup_shader_state(ctx, &emit.key); unsigned dirty = ctx->dirty; /* do regular pass first, since that is more likely to fail compiling: */ if (!(fd4_emit_get_vp(&emit) && fd4_emit_get_fp(&emit))) return false; emit.key.binning_pass = false; emit.dirty = dirty; struct fd_ringbuffer *ring = ctx->batch->draw; if (ctx->rasterizer->rasterizer_discard) { fd_wfi(ctx->batch, ring); OUT_PKT3(ring, CP_REG_RMW, 3); OUT_RING(ring, REG_A4XX_RB_RENDER_CONTROL); OUT_RING(ring, ~A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE); OUT_RING(ring, A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE); } draw_impl(ctx, ctx->batch->draw, &emit); if (ctx->rasterizer->rasterizer_discard) { fd_wfi(ctx->batch, ring); OUT_PKT3(ring, CP_REG_RMW, 3); OUT_RING(ring, REG_A4XX_RB_RENDER_CONTROL); OUT_RING(ring, ~A4XX_RB_RENDER_CONTROL_DISABLE_COLOR_PIPE); OUT_RING(ring, 0); } /* and now binning pass: */ emit.key.binning_pass = true; emit.dirty = dirty & ~(FD_DIRTY_BLEND); emit.vp = NULL; /* we changed key so need to refetch vp */ emit.fp = NULL; draw_impl(ctx, ctx->batch->binning, &emit); return true; }