/** * Called by VBO to draw arrays when in selection or feedback mode and * to implement glRasterPos. * This is very much like the normal draw_vbo() function above. * Look at code refactoring some day. * Might move this into the failover module some day. */ void st_feedback_draw_vbo(GLcontext *ctx, const struct gl_client_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { struct st_context *st = ctx->st; struct pipe_context *pipe = st->pipe; struct draw_context *draw = st->draw; const struct st_vertex_program *vp; const struct pipe_shader_state *vs; struct pipe_buffer *index_buffer_handle = 0; struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS]; struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS]; GLuint attr, i; ubyte *mapped_constants; assert(draw); st_validate_state(ctx->st); if (!index_bounds_valid) vbo_get_minmax_index(ctx, prims, ib, &min_index, &max_index); /* must get these after state validation! */ vp = ctx->st->vp; vs = &st->vp->state; if (!st->vp->draw_shader) { st->vp->draw_shader = draw_create_vertex_shader(draw, vs); } /* * Set up the draw module's state. * * We'd like to do this less frequently, but the normal state-update * code sends state updates to the pipe, not to our private draw module. */ assert(draw); draw_set_viewport_state(draw, &st->state.viewport); draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer); draw_bind_vertex_shader(draw, st->vp->draw_shader); set_feedback_vertex_format(ctx); /* loop over TGSI shader inputs to determine vertex buffer * and attribute info */ for (attr = 0; attr < vp->num_inputs; attr++) { const GLuint mesaAttr = vp->index_to_input[attr]; struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj; void *map; if (bufobj && bufobj->Name) { /* Attribute data is in a VBO. * Recall that for VBOs, the gl_client_array->Ptr field is * really an offset from the start of the VBO, not a pointer. */ struct st_buffer_object *stobj = st_buffer_object(bufobj); assert(stobj->buffer); vbuffers[attr].buffer = NULL; pipe_buffer_reference(&vbuffers[attr].buffer, stobj->buffer); vbuffers[attr].buffer_offset = pointer_to_offset(arrays[0]->Ptr); velements[attr].src_offset = arrays[mesaAttr]->Ptr - arrays[0]->Ptr; } else { /* attribute data is in user-space memory, not a VBO */ uint bytes = (arrays[mesaAttr]->Size * _mesa_sizeof_type(arrays[mesaAttr]->Type) * (max_index + 1)); /* wrap user data */ vbuffers[attr].buffer = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr, bytes); vbuffers[attr].buffer_offset = 0; velements[attr].src_offset = 0; } /* common-case setup */ vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */ vbuffers[attr].max_index = max_index; velements[attr].vertex_buffer_index = attr; velements[attr].nr_components = arrays[mesaAttr]->Size; velements[attr].src_format = st_pipe_vertex_format(arrays[mesaAttr]->Type, arrays[mesaAttr]->Size, arrays[mesaAttr]->Format, arrays[mesaAttr]->Normalized); assert(velements[attr].src_format); /* tell draw about this attribute */ #if 0 draw_set_vertex_buffer(draw, attr, &vbuffer[attr]); #endif /* map the attrib buffer */ map = pipe_buffer_map(pipe->screen, vbuffers[attr].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_vertex_buffer(draw, attr, map); } draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers); draw_set_vertex_elements(draw, vp->num_inputs, velements); if (ib) { struct gl_buffer_object *bufobj = ib->obj; unsigned indexSize; void *map; switch (ib->type) { case GL_UNSIGNED_INT: indexSize = 4; break; case GL_UNSIGNED_SHORT: indexSize = 2; break; default: assert(0); return; } if (bufobj && bufobj->Name) { struct st_buffer_object *stobj = st_buffer_object(bufobj); index_buffer_handle = stobj->buffer; map = pipe_buffer_map(pipe->screen, index_buffer_handle, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_element_buffer(draw, indexSize, map); } else { draw_set_mapped_element_buffer(draw, indexSize, (void *) ib->ptr); } } else { /* no index/element buffer */ draw_set_mapped_element_buffer(draw, 0, NULL); } /* map constant buffers */ mapped_constants = pipe_buffer_map(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_constant_buffer(st->draw, mapped_constants, st->state.constants[PIPE_SHADER_VERTEX].buffer->size); /* draw here */ for (i = 0; i < nr_prims; i++) { draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count); } /* unmap constant buffers */ pipe_buffer_unmap(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer); /* * unmap vertex/index buffers */ for (i = 0; i < PIPE_MAX_ATTRIBS; i++) { if (draw->pt.vertex_buffer[i].buffer) { pipe_buffer_unmap(pipe->screen, draw->pt.vertex_buffer[i].buffer); pipe_buffer_reference(&draw->pt.vertex_buffer[i].buffer, NULL); draw_set_mapped_vertex_buffer(draw, i, NULL); } } if (index_buffer_handle) { pipe_buffer_unmap(pipe->screen, index_buffer_handle); draw_set_mapped_element_buffer(draw, 0, NULL); } }
/** * Called by VBO to draw arrays when in selection or feedback mode and * to implement glRasterPos. * This is very much like the normal draw_vbo() function above. * Look at code refactoring some day. */ void st_feedback_draw_vbo(struct gl_context *ctx, const struct gl_client_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index, struct gl_transform_feedback_object *tfb_vertcount) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct draw_context *draw = st->draw; const struct st_vertex_program *vp; const struct pipe_shader_state *vs; struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS]; struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS]; struct pipe_index_buffer ibuffer; struct pipe_transfer *vb_transfer[PIPE_MAX_ATTRIBS]; struct pipe_transfer *ib_transfer = NULL; GLuint attr, i; const GLubyte *low_addr = NULL; const void *mapped_indices = NULL; assert(draw); st_validate_state(st); if (!index_bounds_valid) vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims); /* must get these after state validation! */ vp = st->vp; vs = &st->vp_variant->tgsi; if (!st->vp_variant->draw_shader) { st->vp_variant->draw_shader = draw_create_vertex_shader(draw, vs); } /* * Set up the draw module's state. * * We'd like to do this less frequently, but the normal state-update * code sends state updates to the pipe, not to our private draw module. */ assert(draw); draw_set_viewport_state(draw, &st->state.viewport); draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer, NULL); draw_bind_vertex_shader(draw, st->vp_variant->draw_shader); set_feedback_vertex_format(ctx); /* Find the lowest address of the arrays we're drawing */ if (vp->num_inputs) { low_addr = arrays[vp->index_to_input[0]]->Ptr; for (attr = 1; attr < vp->num_inputs; attr++) { const GLubyte *start = arrays[vp->index_to_input[attr]]->Ptr; low_addr = MIN2(low_addr, start); } } /* loop over TGSI shader inputs to determine vertex buffer * and attribute info */ for (attr = 0; attr < vp->num_inputs; attr++) { const GLuint mesaAttr = vp->index_to_input[attr]; struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj; void *map; if (bufobj && bufobj->Name) { /* Attribute data is in a VBO. * Recall that for VBOs, the gl_client_array->Ptr field is * really an offset from the start of the VBO, not a pointer. */ struct st_buffer_object *stobj = st_buffer_object(bufobj); assert(stobj->buffer); vbuffers[attr].buffer = NULL; pipe_resource_reference(&vbuffers[attr].buffer, stobj->buffer); vbuffers[attr].buffer_offset = pointer_to_offset(low_addr); velements[attr].src_offset = arrays[mesaAttr]->Ptr - low_addr; } else { /* attribute data is in user-space memory, not a VBO */ uint bytes = (arrays[mesaAttr]->Size * _mesa_sizeof_type(arrays[mesaAttr]->Type) * (max_index + 1)); /* wrap user data */ vbuffers[attr].buffer = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr, bytes, PIPE_BIND_VERTEX_BUFFER); vbuffers[attr].buffer_offset = 0; velements[attr].src_offset = 0; } /* common-case setup */ vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */ velements[attr].instance_divisor = 0; velements[attr].vertex_buffer_index = attr; velements[attr].src_format = st_pipe_vertex_format(arrays[mesaAttr]->Type, arrays[mesaAttr]->Size, arrays[mesaAttr]->Format, arrays[mesaAttr]->Normalized, arrays[mesaAttr]->Integer); assert(velements[attr].src_format); /* tell draw about this attribute */ #if 0 draw_set_vertex_buffer(draw, attr, &vbuffer[attr]); #endif /* map the attrib buffer */ map = pipe_buffer_map(pipe, vbuffers[attr].buffer, PIPE_TRANSFER_READ, &vb_transfer[attr]); draw_set_mapped_vertex_buffer(draw, attr, map); } draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers); draw_set_vertex_elements(draw, vp->num_inputs, velements); memset(&ibuffer, 0, sizeof(ibuffer)); if (ib) { struct gl_buffer_object *bufobj = ib->obj; ibuffer.index_size = vbo_sizeof_ib_type(ib->type); if (ibuffer.index_size == 0) goto out_unref_vertex; if (bufobj && bufobj->Name) { struct st_buffer_object *stobj = st_buffer_object(bufobj); pipe_resource_reference(&ibuffer.buffer, stobj->buffer); ibuffer.offset = pointer_to_offset(ib->ptr); mapped_indices = pipe_buffer_map(pipe, stobj->buffer, PIPE_TRANSFER_READ, &ib_transfer); } else { /* skip setting ibuffer.buffer as the draw module does not use it */ mapped_indices = ib->ptr; } draw_set_index_buffer(draw, &ibuffer); draw_set_mapped_index_buffer(draw, mapped_indices); } /* set the constant buffer */ draw_set_mapped_constant_buffer(st->draw, PIPE_SHADER_VERTEX, 0, st->state.constants[PIPE_SHADER_VERTEX].ptr, st->state.constants[PIPE_SHADER_VERTEX].size); /* draw here */ for (i = 0; i < nr_prims; i++) { draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count); } /* * unmap vertex/index buffers */ if (ib) { draw_set_mapped_index_buffer(draw, NULL); draw_set_index_buffer(draw, NULL); if (ib_transfer) pipe_buffer_unmap(pipe, ib_transfer); pipe_resource_reference(&ibuffer.buffer, NULL); } out_unref_vertex: for (attr = 0; attr < vp->num_inputs; attr++) { pipe_buffer_unmap(pipe, vb_transfer[attr]); draw_set_mapped_vertex_buffer(draw, attr, NULL); pipe_resource_reference(&vbuffers[attr].buffer, NULL); } draw_set_vertex_buffers(draw, 0, NULL); }