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 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 123 * generate(nr, map(buffer)) 124 */ 125 struct pipe_resource *buffer; 126 }; 127 128 129 /** Max number of primitives per draw call */ 130 #define QSZ SVGA3D_MAX_DRAW_PRIMITIVE_RANGES 131 132 struct draw_cmd { 133 struct svga_winsys_context *swc; 134 135 /* vertex layout info */ 136 SVGA3dVertexDecl vdecl[SVGA3D_INPUTREG_MAX]; 137 unsigned vdecl_count; 138 SVGA3dElementLayoutId vdecl_layout_id; 139 unsigned vdecl_buffer_index[SVGA3D_INPUTREG_MAX]; 140 141 /* vertex buffer info */ 142 struct pipe_vertex_buffer vbufs[SVGA3D_INPUTREG_MAX]; 143 unsigned vbuf_count; 144 145 SVGA3dPrimitiveRange prim[QSZ]; 146 struct pipe_resource *prim_ib[QSZ]; 147 unsigned prim_count; /**< number of primitives for this draw */ 148 unsigned min_index[QSZ]; 149 unsigned max_index[QSZ]; 150 }; 151 152 #define IDX_CACHE_MAX 8 153 154 struct svga_hwtnl { 155 struct svga_context *svga; 156 struct u_upload_mgr *upload_ib; 157 158 /* Additional negative index bias due to partial buffer uploads 159 * This is compensated for in the offset associated with all 160 * vertex buffers. 161 */ 162 int index_bias; 163 164 /* Provoking vertex information (for flat shading). */ 165 unsigned api_pv; /**< app-requested PV mode (PV_FIRST or PV_LAST) */ 166 unsigned hw_pv; /**< device-supported PV mode (PV_FIRST or PV_LAST) */ 167 168 /* The triangle fillmode for the device (one of PIPE_POLYGON_MODE_{FILL, 169 * LINE,POINT}). If the polygon front mode matches the back mode, 170 * api_fillmode will be that mode. Otherwise, api_fillmode will be 171 * PIPE_POLYGON_MODE_FILL. 172 */ 173 unsigned api_fillmode; 174 175 /* Cache the results of running a particular generate func on each 176 * primitive type. 177 */ 178 struct index_cache index_cache[PIPE_PRIM_MAX][IDX_CACHE_MAX]; 179 180 /* Try to build the maximal draw command packet before emitting: 181 */ 182 struct draw_cmd cmd; 183 }; 184 185 186 187 /** 188 * Do we need to use the gallium 'indices' helper to render unfilled 189 * triangles? 190 */ 191 static inline boolean 192 svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl, 193 enum pipe_prim_type prim) 194 { 195 const struct svga_context *svga = hwtnl->svga; 196 197 if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) { 198 /* if we're drawing points or lines, no fallback needed */ 199 return FALSE; 200 } 201 202 if (svga_have_vgpu10(svga)) { 203 /* vgpu10 supports polygon fill and line modes */ 204 if ((prim == PIPE_PRIM_QUADS || 205 prim == PIPE_PRIM_QUAD_STRIP || 206 prim == PIPE_PRIM_POLYGON) && 207 hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) { 208 /* VGPU10 doesn't directly render quads or polygons. They're 209 * converted to triangles. If we let the device draw the triangle 210 * outlines we'll get an extra, stray lines in the interiors. 211 * So, to draw unfilled quads correctly, we need the fallback. 212 */ 213 return true; 214 } 215 return hwtnl->api_fillmode == PIPE_POLYGON_MODE_POINT; 216 } else { 217 /* vgpu9 doesn't support line or point fill modes */ 218 return hwtnl->api_fillmode != PIPE_POLYGON_MODE_FILL; 219 } 220 } 221 222 223 enum pipe_error 224 svga_hwtnl_prim( struct svga_hwtnl *hwtnl, 225 const SVGA3dPrimitiveRange *range, 226 unsigned vcount, 227 unsigned min_index, 228 unsigned max_index, 229 struct pipe_resource *ib, 230 unsigned start_instance, unsigned instance_count); 231 232 enum pipe_error 233 svga_hwtnl_simple_draw_range_elements( struct svga_hwtnl *hwtnl, 234 struct pipe_resource *indexBuffer, 235 unsigned index_size, 236 int index_bias, 237 unsigned min_index, 238 unsigned max_index, 239 enum pipe_prim_type prim, 240 unsigned start, 241 unsigned count, 242 unsigned start_instance, 243 unsigned instance_count); 244 245 246 #endif 247