Пример #1
0
static void init_velement_lowered(const struct st_vertex_program *vp,
                                  struct pipe_vertex_element *velements,
                                  const struct gl_vertex_format *vformat,
                                  int src_offset, int instance_divisor,
                                  int vbo_index, int idx)
{
   const GLubyte nr_components = vformat->Size;

   if (vformat->Doubles) {
      int lower_format;

      if (nr_components < 2)
         lower_format = PIPE_FORMAT_R32G32_UINT;
      else
         lower_format = PIPE_FORMAT_R32G32B32A32_UINT;

      init_velement(&velements[idx], src_offset,
                    lower_format, instance_divisor, vbo_index);
      idx++;

      if (idx < vp->num_inputs &&
          vp->index_to_input[idx] == ST_DOUBLE_ATTRIB_PLACEHOLDER) {
         if (nr_components >= 3) {
            if (nr_components == 3)
               lower_format = PIPE_FORMAT_R32G32_UINT;
            else
               lower_format = PIPE_FORMAT_R32G32B32A32_UINT;

            init_velement(&velements[idx], src_offset + 4 * sizeof(float),
                        lower_format, instance_divisor, vbo_index);
         } else {
            /* The values here are undefined. Fill in some conservative
             * dummy values.
             */
            init_velement(&velements[idx], src_offset, PIPE_FORMAT_R32G32_UINT,
                          instance_divisor, vbo_index);
         }
      }
   } else {
      const unsigned format = st_pipe_vertex_format(vformat);

      init_velement(&velements[idx], src_offset,
                    format, instance_divisor, vbo_index);
   }
}
Пример #2
0
/**
 * Set up a separate pipe_vertex_buffer and pipe_vertex_element for each
 * vertex attribute.
 * \param vbuffer  returns vertex buffer info
 * \param velements  returns vertex element info
 */
static boolean
setup_non_interleaved_attribs(struct st_context *st,
                              const struct st_vertex_program *vp,
                              const struct st_vp_variant *vpv,
                              const struct gl_client_array **arrays,
                              struct pipe_vertex_buffer vbuffer[],
                              struct pipe_vertex_element velements[])
{
   struct gl_context *ctx = st->ctx;
   GLuint attr;

   for (attr = 0; attr < vpv->num_inputs; attr++) {
      const GLuint mesaAttr = vp->index_to_input[attr];
      const struct gl_client_array *array = arrays[mesaAttr];
      struct gl_buffer_object *bufobj = array->BufferObj;
      GLsizei stride = array->StrideB;

      assert(array->_ElementSize ==
             _mesa_bytes_per_vertex_attrib(array->Size, array->Type));

      if (_mesa_is_bufferobj(bufobj)) {
         /* 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);

         if (!stobj || !stobj->buffer) {
            return FALSE; /* out-of-memory error probably */
         }

         vbuffer[attr].buffer = stobj->buffer;
         vbuffer[attr].user_buffer = NULL;
         vbuffer[attr].buffer_offset = pointer_to_offset(array->Ptr);
      }
      else {
         /* wrap user data */
         void *ptr;

         if (array->Ptr) {
            ptr = (void *) array->Ptr;
         }
         else {
            /* no array, use ctx->Current.Attrib[] value */
            ptr = (void *) ctx->Current.Attrib[mesaAttr];
            stride = 0;
         }

         assert(ptr);

         vbuffer[attr].buffer = NULL;
         vbuffer[attr].user_buffer = ptr;
         vbuffer[attr].buffer_offset = 0;
      }

      /* common-case setup */
      vbuffer[attr].stride = stride; /* in bytes */

      velements[attr].src_offset = 0;
      velements[attr].instance_divisor = array->InstanceDivisor;
      velements[attr].vertex_buffer_index = attr;
      velements[attr].src_format = st_pipe_vertex_format(array->Type,
                                                         array->Size,
                                                         array->Format,
                                                         array->Normalized,
                                                         array->Integer);
      assert(velements[attr].src_format);
   }
   return TRUE;
}
Пример #3
0
/**
 * Set up for drawing interleaved arrays that all live in one VBO
 * or all live in user space.
 * \param vbuffer  returns vertex buffer info
 * \param velements  returns vertex element info
 */
static boolean
setup_interleaved_attribs(const struct st_vertex_program *vp,
                          const struct st_vp_variant *vpv,
                          const struct gl_client_array **arrays,
                          struct pipe_vertex_buffer *vbuffer,
                          struct pipe_vertex_element velements[])
{
   GLuint attr;
   const GLubyte *low_addr = NULL;
   GLboolean usingVBO;      /* all arrays in a VBO? */
   struct gl_buffer_object *bufobj;
   GLsizei stride;

   /* Find the lowest address of the arrays we're drawing,
    * Init bufobj and stride.
    */
   if (vpv->num_inputs) {
      const GLuint mesaAttr0 = vp->index_to_input[0];
      const struct gl_client_array *array = arrays[mesaAttr0];

      /* Since we're doing interleaved arrays, we know there'll be at most
       * one buffer object and the stride will be the same for all arrays.
       * Grab them now.
       */
      bufobj = array->BufferObj;
      stride = array->StrideB;

      low_addr = arrays[vp->index_to_input[0]]->Ptr;

      for (attr = 1; attr < vpv->num_inputs; attr++) {
         const GLubyte *start = arrays[vp->index_to_input[attr]]->Ptr;
         low_addr = MIN2(low_addr, start);
      }
   }
   else {
      /* not sure we'll ever have zero inputs, but play it safe */
      bufobj = NULL;
      stride = 0;
      low_addr = 0;
   }

   /* are the arrays in user space? */
   usingVBO = _mesa_is_bufferobj(bufobj);

   for (attr = 0; attr < vpv->num_inputs; attr++) {
      const GLuint mesaAttr = vp->index_to_input[attr];
      const struct gl_client_array *array = arrays[mesaAttr];
      unsigned src_offset = (unsigned) (array->Ptr - low_addr);

      assert(array->_ElementSize ==
             _mesa_bytes_per_vertex_attrib(array->Size, array->Type));

      velements[attr].src_offset = src_offset;
      velements[attr].instance_divisor = array->InstanceDivisor;
      velements[attr].vertex_buffer_index = 0;
      velements[attr].src_format = st_pipe_vertex_format(array->Type,
                                                         array->Size,
                                                         array->Format,
                                                         array->Normalized,
                                                         array->Integer);
      assert(velements[attr].src_format);
   }

   /*
    * Return the vbuffer info and setup user-space attrib info, if needed.
    */
   if (vpv->num_inputs == 0) {
      /* just defensive coding here */
      vbuffer->buffer = NULL;
      vbuffer->user_buffer = NULL;
      vbuffer->buffer_offset = 0;
      vbuffer->stride = 0;
   }
   else if (usingVBO) {
      /* all interleaved arrays in a VBO */
      struct st_buffer_object *stobj = st_buffer_object(bufobj);

      if (!stobj || !stobj->buffer) {
         return FALSE; /* out-of-memory error probably */
      }

      vbuffer->buffer = stobj->buffer;
      vbuffer->user_buffer = NULL;
      vbuffer->buffer_offset = pointer_to_offset(low_addr);
      vbuffer->stride = stride;
   }
   else {
      /* all interleaved arrays in user memory */
      vbuffer->buffer = NULL;
      vbuffer->user_buffer = low_addr;
      vbuffer->buffer_offset = 0;
      vbuffer->stride = stride;
   }
   return TRUE;
}
Пример #4
0
/**
 * 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);
   }
}
Пример #5
0
/**
 * 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);
}