/**
 * Draw vertex arrays, with optional indexing, optional instancing.
 * All the other drawing functions are implemented in terms of this function.
 * Basically, map the vertex buffers (and drawing surfaces), then hand off
 * the drawing to the 'draw' module.
 */
static void
llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
{
   struct llvmpipe_context *lp = llvmpipe_context(pipe);
   struct draw_context *draw = lp->draw;
   const void *mapped_indices = NULL;
   unsigned i;

   if (!llvmpipe_check_render_cond(lp))
      return;

   if (lp->dirty)
      llvmpipe_update_derived( lp );

   /*
    * Map vertex buffers
    */
   for (i = 0; i < lp->num_vertex_buffers; i++) {
      const void *buf = lp->vertex_buffer[i].user_buffer;
      if (!buf)
         buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer);
      draw_set_mapped_vertex_buffer(draw, i, buf);
   }

   /* Map index buffer, if present */
   if (info->indexed) {
      mapped_indices = lp->index_buffer.user_buffer;
      if (!mapped_indices)
         mapped_indices = llvmpipe_resource_data(lp->index_buffer.buffer);

      draw_set_indexes(draw,
                       (ubyte *) mapped_indices + lp->index_buffer.offset,
                       lp->index_buffer.index_size);
   }

   llvmpipe_prepare_vertex_sampling(lp,
                                    lp->num_sampler_views[PIPE_SHADER_VERTEX],
                                    lp->sampler_views[PIPE_SHADER_VERTEX]);

   /* draw! */
   draw_vbo(draw, info);

   /*
    * unmap vertex/index buffers
    */
   for (i = 0; i < lp->num_vertex_buffers; i++) {
      draw_set_mapped_vertex_buffer(draw, i, NULL);
   }
   if (mapped_indices) {
      draw_set_indexes(draw, NULL, 0);
   }
   llvmpipe_cleanup_vertex_sampling(lp);

   /*
    * 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);
}
Пример #2
0
/**
 * Clear the given buffers to the specified values.
 * No masking, no scissor (clear entire buffer).
 */
void
llvmpipe_clear(struct pipe_context *pipe, 
               unsigned buffers,
               const union pipe_color_union *color,
               double depth,
               unsigned stencil)
{
   struct llvmpipe_context *llvmpipe = llvmpipe_context(pipe);

   if (!llvmpipe_check_render_cond(llvmpipe))
      return;

   if (LP_PERF & PERF_NO_DEPTH)
      buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;

   lp_setup_clear( llvmpipe->setup, color, depth, stencil, buffers );
}
Пример #3
0
/**
 * Draw vertex arrays, with optional indexing, optional instancing.
 * All the other drawing functions are implemented in terms of this function.
 * Basically, map the vertex buffers (and drawing surfaces), then hand off
 * the drawing to the 'draw' module.
 */
static void
llvmpipe_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
{
   struct llvmpipe_context *lp = llvmpipe_context(pipe);
   struct draw_context *draw = lp->draw;
   const void *mapped_indices = NULL;
   unsigned i;

   if (!llvmpipe_check_render_cond(lp))
      return;

   if (info->indirect) {
      util_draw_indirect(pipe, info);
      return;
   }

   if (lp->dirty)
      llvmpipe_update_derived( lp );

   /*
    * Map vertex buffers
    */
   for (i = 0; i < lp->num_vertex_buffers; i++) {
      const void *buf = lp->vertex_buffer[i].is_user_buffer ?
                           lp->vertex_buffer[i].buffer.user : NULL;
      size_t size = ~0;
      if (!buf) {
         if (!lp->vertex_buffer[i].buffer.resource) {
            continue;
         }
         buf = llvmpipe_resource_data(lp->vertex_buffer[i].buffer.resource);
         size = lp->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 = llvmpipe_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 < lp->num_so_targets; i++) {
      void *buf = 0;
      if (lp->so_targets[i]) {
         buf = llvmpipe_resource(lp->so_targets[i]->target.buffer)->data;
         lp->so_targets[i]->mapping = buf;
      }
   }
   draw_set_mapped_so_targets(draw, lp->num_so_targets,
                              lp->so_targets);

   llvmpipe_prepare_vertex_sampling(lp,
                                    lp->num_sampler_views[PIPE_SHADER_VERTEX],
                                    lp->sampler_views[PIPE_SHADER_VERTEX]);
   llvmpipe_prepare_geometry_sampling(lp,
                                      lp->num_sampler_views[PIPE_SHADER_GEOMETRY],
                                      lp->sampler_views[PIPE_SHADER_GEOMETRY]);
   if (lp->gs && lp->gs->no_tokens) {
      /* we have an empty geometry shader with stream output, so
         attach the stream output info to the current vertex shader */
      if (lp->vs) {
         draw_vs_attach_so(lp->vs, &lp->gs->stream_output);
      }
   }
   draw_collect_pipeline_statistics(draw,
                                    lp->active_statistics_queries > 0);

   /* draw! */
   draw_vbo(draw, info);

   /*
    * unmap vertex/index buffers
    */
   for (i = 0; i < lp->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 (lp->gs && lp->gs->no_tokens) {
      /* we have attached stream output to the vs for rendering,
         now lets reset it */
      if (lp->vs) {
         draw_vs_reset_so(lp->vs);
      }
   }

   /*
    * 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);
}