mirror of
https://github.com/KolibriOS/kolibrios.git
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466 lines
12 KiB
C
466 lines
12 KiB
C
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/**************************************************************************
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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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/**
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* \file
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* Vertex buffer drawing stage.
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*
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* \author Jose Fonseca <jrfonsec@tungstengraphics.com>
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* \author Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "util/u_debug.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "draw_vbuf.h"
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#include "draw_private.h"
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#include "draw_vertex.h"
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#include "draw_pipe.h"
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#include "translate/translate.h"
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#include "translate/translate_cache.h"
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/**
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* Vertex buffer emit stage.
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*/
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struct vbuf_stage {
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struct draw_stage stage; /**< This must be first (base class) */
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struct vbuf_render *render;
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const struct vertex_info *vinfo;
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/** Vertex size in bytes */
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unsigned vertex_size;
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struct translate *translate;
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/* FIXME: we have no guarantee that 'unsigned' is 32bit */
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/** Vertices in hardware format */
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unsigned *vertices;
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unsigned *vertex_ptr;
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unsigned max_vertices;
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unsigned nr_vertices;
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/** Indices */
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ushort *indices;
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unsigned max_indices;
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unsigned nr_indices;
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/* Cache point size somewhere it's address won't change:
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*/
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float point_size;
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struct translate_cache *cache;
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};
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/**
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* Basically a cast wrapper.
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*/
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static INLINE struct vbuf_stage *
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vbuf_stage( struct draw_stage *stage )
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{
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assert(stage);
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return (struct vbuf_stage *)stage;
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}
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static void vbuf_flush_vertices( struct vbuf_stage *vbuf );
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static void vbuf_alloc_vertices( struct vbuf_stage *vbuf );
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static INLINE boolean
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overflow( void *map, void *ptr, unsigned bytes, unsigned bufsz )
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{
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unsigned long used = (unsigned long) ((char *)ptr - (char *)map);
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return (used + bytes) > bufsz;
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}
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static INLINE void
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check_space( struct vbuf_stage *vbuf, unsigned nr )
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{
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if (vbuf->nr_vertices + nr > vbuf->max_vertices ||
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vbuf->nr_indices + nr > vbuf->max_indices)
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{
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vbuf_flush_vertices( vbuf );
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vbuf_alloc_vertices( vbuf );
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}
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}
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/**
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* Extract the needed fields from post-transformed vertex and emit
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* a hardware(driver) vertex.
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* Recall that the vertices are constructed by the 'draw' module and
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* have a couple of slots at the beginning (1-dword header, 4-dword
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* clip pos) that we ignore here. We only use the vertex->data[] fields.
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*/
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static INLINE ushort
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emit_vertex( struct vbuf_stage *vbuf,
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struct vertex_header *vertex )
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{
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if (vertex->vertex_id == UNDEFINED_VERTEX_ID && vbuf->vertex_ptr) {
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/* Hmm - vertices are emitted one at a time - better make sure
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* set_buffer is efficient. Consider a special one-shot mode for
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* translate.
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*/
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/* Note: we really do want data[0] here, not data[pos]:
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*/
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vbuf->translate->set_buffer(vbuf->translate, 0, vertex->data[0], 0, ~0);
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vbuf->translate->run(vbuf->translate, 0, 1, 0, 0, vbuf->vertex_ptr);
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if (0) draw_dump_emitted_vertex(vbuf->vinfo, (uint8_t *)vbuf->vertex_ptr);
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vbuf->vertex_ptr += vbuf->vertex_size/4;
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vertex->vertex_id = vbuf->nr_vertices++;
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}
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return (ushort)vertex->vertex_id;
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}
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static void
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vbuf_tri( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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unsigned i;
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check_space( vbuf, 3 );
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for (i = 0; i < 3; i++) {
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vbuf->indices[vbuf->nr_indices++] = emit_vertex( vbuf, prim->v[i] );
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}
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}
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static void
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vbuf_line( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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unsigned i;
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check_space( vbuf, 2 );
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for (i = 0; i < 2; i++) {
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vbuf->indices[vbuf->nr_indices++] = emit_vertex( vbuf, prim->v[i] );
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}
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}
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static void
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vbuf_point( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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check_space( vbuf, 1 );
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vbuf->indices[vbuf->nr_indices++] = emit_vertex( vbuf, prim->v[0] );
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}
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/**
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* Set the prim type for subsequent vertices.
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* This may result in a new vertex size. The existing vbuffer (if any)
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* will be flushed if needed and a new one allocated.
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*/
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static void
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vbuf_start_prim( struct vbuf_stage *vbuf, uint prim )
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{
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struct translate_key hw_key;
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unsigned dst_offset;
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unsigned i;
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vbuf->render->set_primitive(vbuf->render, prim);
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/* Must do this after set_primitive() above:
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*
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* XXX: need some state managment to track when this needs to be
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* recalculated. The driver should tell us whether there was a
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* state change.
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*/
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vbuf->vinfo = vbuf->render->get_vertex_info(vbuf->render);
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vbuf->vertex_size = vbuf->vinfo->size * sizeof(float);
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/* Translate from pipeline vertices to hw vertices.
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*/
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dst_offset = 0;
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for (i = 0; i < vbuf->vinfo->num_attribs; i++) {
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unsigned emit_sz = 0;
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unsigned src_buffer = 0;
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enum pipe_format output_format;
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unsigned src_offset = (vbuf->vinfo->attrib[i].src_index * 4 * sizeof(float) );
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output_format = draw_translate_vinfo_format(vbuf->vinfo->attrib[i].emit);
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emit_sz = draw_translate_vinfo_size(vbuf->vinfo->attrib[i].emit);
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/* doesn't handle EMIT_OMIT */
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assert(emit_sz != 0);
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if (vbuf->vinfo->attrib[i].emit == EMIT_1F_PSIZE) {
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src_buffer = 1;
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src_offset = 0;
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}
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hw_key.element[i].type = TRANSLATE_ELEMENT_NORMAL;
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hw_key.element[i].input_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
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hw_key.element[i].input_buffer = src_buffer;
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hw_key.element[i].input_offset = src_offset;
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hw_key.element[i].instance_divisor = 0;
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hw_key.element[i].output_format = output_format;
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hw_key.element[i].output_offset = dst_offset;
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dst_offset += emit_sz;
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}
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hw_key.nr_elements = vbuf->vinfo->num_attribs;
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hw_key.output_stride = vbuf->vinfo->size * 4;
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/* Don't bother with caching at this stage:
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*/
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if (!vbuf->translate ||
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translate_key_compare(&vbuf->translate->key, &hw_key) != 0)
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{
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translate_key_sanitize(&hw_key);
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vbuf->translate = translate_cache_find(vbuf->cache, &hw_key);
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vbuf->translate->set_buffer(vbuf->translate, 1, &vbuf->point_size, 0, ~0);
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}
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vbuf->point_size = vbuf->stage.draw->rasterizer->point_size;
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/* Allocate new buffer?
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*/
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assert(vbuf->vertices == NULL);
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vbuf_alloc_vertices(vbuf);
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}
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static void
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vbuf_first_tri( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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vbuf_flush_vertices( vbuf );
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vbuf_start_prim(vbuf, PIPE_PRIM_TRIANGLES);
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stage->tri = vbuf_tri;
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stage->tri( stage, prim );
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}
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static void
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vbuf_first_line( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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vbuf_flush_vertices( vbuf );
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vbuf_start_prim(vbuf, PIPE_PRIM_LINES);
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stage->line = vbuf_line;
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stage->line( stage, prim );
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}
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static void
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vbuf_first_point( struct draw_stage *stage,
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struct prim_header *prim )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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vbuf_flush_vertices(vbuf);
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vbuf_start_prim(vbuf, PIPE_PRIM_POINTS);
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stage->point = vbuf_point;
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stage->point( stage, prim );
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}
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/**
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* Flush existing vertex buffer and allocate a new one.
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*/
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static void
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vbuf_flush_vertices( struct vbuf_stage *vbuf )
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{
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if(vbuf->vertices) {
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vbuf->render->unmap_vertices( vbuf->render, 0, vbuf->nr_vertices - 1 );
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if (vbuf->nr_indices)
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{
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vbuf->render->draw_elements(vbuf->render,
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vbuf->indices,
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vbuf->nr_indices );
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vbuf->nr_indices = 0;
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}
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/* Reset temporary vertices ids */
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if(vbuf->nr_vertices)
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draw_reset_vertex_ids( vbuf->stage.draw );
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/* Free the vertex buffer */
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vbuf->render->release_vertices( vbuf->render );
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vbuf->max_vertices = vbuf->nr_vertices = 0;
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vbuf->vertex_ptr = vbuf->vertices = NULL;
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}
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/* Reset point/line/tri function pointers.
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* If (for example) we transition from points to tris and back to points
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* again, we need to call the vbuf_first_point() function again to flush
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* the triangles before drawing more points. This can happen when drawing
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* with front polygon mode = filled and back polygon mode = line or point.
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*/
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vbuf->stage.point = vbuf_first_point;
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vbuf->stage.line = vbuf_first_line;
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vbuf->stage.tri = vbuf_first_tri;
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}
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static void
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vbuf_alloc_vertices( struct vbuf_stage *vbuf )
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{
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if (vbuf->vertex_ptr) {
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assert(!vbuf->nr_indices);
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assert(!vbuf->vertices);
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}
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/* Allocate a new vertex buffer */
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vbuf->max_vertices = vbuf->render->max_vertex_buffer_bytes / vbuf->vertex_size;
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if(vbuf->max_vertices >= UNDEFINED_VERTEX_ID)
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vbuf->max_vertices = UNDEFINED_VERTEX_ID - 1;
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/* Must always succeed -- driver gives us a
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* 'max_vertex_buffer_bytes' which it guarantees it can allocate,
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* and it will flush itself if necessary to do so. If this does
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* fail, we are basically without usable hardware.
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*/
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vbuf->render->allocate_vertices(vbuf->render,
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(ushort) vbuf->vertex_size,
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(ushort) vbuf->max_vertices);
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vbuf->vertices = (uint *) vbuf->render->map_vertices( vbuf->render );
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vbuf->vertex_ptr = vbuf->vertices;
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}
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static void
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vbuf_flush( struct draw_stage *stage, unsigned flags )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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vbuf_flush_vertices( vbuf );
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}
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static void
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vbuf_reset_stipple_counter( struct draw_stage *stage )
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{
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/* XXX: Need to do something here for hardware with linestipple.
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*/
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(void) stage;
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}
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static void vbuf_destroy( struct draw_stage *stage )
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{
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struct vbuf_stage *vbuf = vbuf_stage( stage );
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if(vbuf->indices)
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align_free( vbuf->indices );
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if (vbuf->render)
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vbuf->render->destroy( vbuf->render );
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if (vbuf->cache)
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translate_cache_destroy(vbuf->cache);
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FREE( stage );
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}
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/**
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* Create a new primitive vbuf/render stage.
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*/
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struct draw_stage *draw_vbuf_stage( struct draw_context *draw,
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struct vbuf_render *render )
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{
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struct vbuf_stage *vbuf = CALLOC_STRUCT(vbuf_stage);
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if (vbuf == NULL)
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goto fail;
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vbuf->stage.draw = draw;
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vbuf->stage.name = "vbuf";
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vbuf->stage.point = vbuf_first_point;
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vbuf->stage.line = vbuf_first_line;
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vbuf->stage.tri = vbuf_first_tri;
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vbuf->stage.flush = vbuf_flush;
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vbuf->stage.reset_stipple_counter = vbuf_reset_stipple_counter;
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vbuf->stage.destroy = vbuf_destroy;
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vbuf->render = render;
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vbuf->max_indices = MIN2(render->max_indices, UNDEFINED_VERTEX_ID-1);
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vbuf->indices = (ushort *) align_malloc( vbuf->max_indices *
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sizeof(vbuf->indices[0]),
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16 );
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if (!vbuf->indices)
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goto fail;
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vbuf->cache = translate_cache_create();
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if (!vbuf->cache)
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goto fail;
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||
|
|
||
|
|
||
|
vbuf->vertices = NULL;
|
||
|
vbuf->vertex_ptr = vbuf->vertices;
|
||
|
|
||
|
return &vbuf->stage;
|
||
|
|
||
|
fail:
|
||
|
if (vbuf)
|
||
|
vbuf_destroy(&vbuf->stage);
|
||
|
|
||
|
return NULL;
|
||
|
}
|