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5563 serge 1
/**************************************************************************
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 *
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 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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/* Author:
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 *    Brian Paul
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 *    Keith Whitwell
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 */
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#include "pipe/p_defines.h"
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#include "pipe/p_context.h"
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#include "util/u_inlines.h"
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#include "util/u_prim.h"
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#include "sp_context.h"
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#include "sp_query.h"
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#include "sp_state.h"
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#include "sp_texture.h"
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#include "draw/draw_context.h"
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/**
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 * This function handles drawing indexed and non-indexed prims,
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 * instanced and non-instanced drawing, with or without min/max element
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 * indexes.
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 * All the other drawing functions are expressed in terms of this
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 * function.
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 *
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 * For non-indexed prims, indexBuffer should be NULL.
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 * For non-instanced drawing, instanceCount should be 1.
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 * When the min/max element indexes aren't known, minIndex should be 0
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 * and maxIndex should be ~0.
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 */
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void
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softpipe_draw_vbo(struct pipe_context *pipe,
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                  const struct pipe_draw_info *info)
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{
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   struct softpipe_context *sp = softpipe_context(pipe);
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   struct draw_context *draw = sp->draw;
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   const void *mapped_indices = NULL;
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   unsigned i;
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   if (!softpipe_check_render_cond(sp))
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      return;
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   sp->reduced_api_prim = u_reduced_prim(info->mode);
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   if (sp->dirty) {
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      softpipe_update_derived(sp, sp->reduced_api_prim);
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   }
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   /* Map vertex buffers */
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   for (i = 0; i < sp->num_vertex_buffers; i++) {
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      const void *buf = sp->vertex_buffer[i].user_buffer;
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      size_t size = ~0;
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      if (!buf) {
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         if (!sp->vertex_buffer[i].buffer) {
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            continue;
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         }
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         buf = softpipe_resource(sp->vertex_buffer[i].buffer)->data;
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         size = sp->vertex_buffer[i].buffer->width0;
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      }
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      draw_set_mapped_vertex_buffer(draw, i, buf, size);
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   }
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   /* Map index buffer, if present */
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   if (info->indexed) {
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      unsigned available_space = ~0;
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      mapped_indices = sp->index_buffer.user_buffer;
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      if (!mapped_indices) {
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         mapped_indices = softpipe_resource(sp->index_buffer.buffer)->data;
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         if (sp->index_buffer.buffer->width0 > sp->index_buffer.offset)
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            available_space =
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               (sp->index_buffer.buffer->width0 - sp->index_buffer.offset);
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         else
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            available_space = 0;
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      }
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      draw_set_indexes(draw,
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                       (ubyte *) mapped_indices + sp->index_buffer.offset,
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                       sp->index_buffer.index_size, available_space);
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   }
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   for (i = 0; i < sp->num_so_targets; i++) {
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      void *buf = softpipe_resource(sp->so_targets[i]->target.buffer)->data;
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      sp->so_targets[i]->mapping = buf;
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   }
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   draw_set_mapped_so_targets(draw, sp->num_so_targets,
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                              sp->so_targets);
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   if (sp->gs && !sp->gs->shader.tokens) {
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      /* we have an empty geometry shader with stream output, so
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         attach the stream output info to the current vertex shader */
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      if (sp->vs) {
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         draw_vs_attach_so(sp->vs->draw_data, &sp->gs->shader.stream_output);
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      }
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   }
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   draw_collect_pipeline_statistics(draw,
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                                    sp->active_statistics_queries > 0);
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   /* draw! */
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   draw_vbo(draw, info);
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   /* unmap vertex/index buffers - will cause draw module to flush */
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   for (i = 0; i < sp->num_vertex_buffers; i++) {
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      draw_set_mapped_vertex_buffer(draw, i, NULL, 0);
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   }
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   if (mapped_indices) {
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      draw_set_indexes(draw, NULL, 0, 0);
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   }
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   draw_set_mapped_so_targets(draw, 0, NULL);
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   /*
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    * TODO: Flush only when a user vertex/index buffer is present
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    * (or even better, modify draw module to do this
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    * internally when this condition is seen?)
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    */
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   draw_flush(draw);
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   /* Note: leave drawing surfaces mapped */
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   sp->dirty_render_cache = TRUE;
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}