| /* |
| * XGL |
| * |
| * Copyright (C) 2014 LunarG, Inc. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| * DEALINGS IN THE SOFTWARE. |
| */ |
| |
| #include "pipeline.h" |
| #include "brw_defines.h" |
| |
| static XGL_RESULT intelPipelineIAState(struct intel_dev *dev, struct intel_pipeline *pipeline, |
| const XGL_PIPELINE_IA_STATE_CREATE_INFO* ia_state) |
| { |
| if (ia_state->provokingVertex == XGL_PROVOKING_VERTEX_FIRST) { |
| pipeline->provoking_vertex_tri = BRW_PROVOKING_VERTEX_0; |
| pipeline->provoking_vertex_trifan = BRW_PROVOKING_VERTEX_1; |
| pipeline->provoking_vertex_line = BRW_PROVOKING_VERTEX_0; |
| } else { |
| pipeline->provoking_vertex_tri = BRW_PROVOKING_VERTEX_2; |
| pipeline->provoking_vertex_trifan = BRW_PROVOKING_VERTEX_2; |
| pipeline->provoking_vertex_line = BRW_PROVOKING_VERTEX_1; |
| } |
| |
| switch (ia_state->topology) { |
| case XGL_TOPOLOGY_POINT_LIST: |
| pipeline->prim_type = _3DPRIM_POINTLIST; |
| break; |
| case XGL_TOPOLOGY_LINE_LIST: |
| pipeline->prim_type = _3DPRIM_LINELIST; |
| break; |
| case XGL_TOPOLOGY_LINE_STRIP: |
| pipeline->prim_type = _3DPRIM_LINESTRIP; |
| break; |
| case XGL_TOPOLOGY_TRIANGLE_LIST: |
| pipeline->prim_type = _3DPRIM_TRILIST; |
| break; |
| case XGL_TOPOLOGY_TRIANGLE_STRIP: |
| pipeline->prim_type = _3DPRIM_TRISTRIP; |
| break; |
| case XGL_TOPOLOGY_RECT_LIST: |
| /* |
| * TODO: Rect lists are special in XGL, do we need to do |
| * something special here? |
| * XGL Guide: |
| * The rectangle list is a special geometry primitive type |
| * that can be used for implementing post-processing techniques |
| * or efficient copy operations. There are some special limitations |
| * for rectangle primitives. They cannot be clipped, must |
| * be axis aligned and cannot have depth gradient. |
| * Failure to comply with these restrictions results in |
| * undefined rendering results. |
| */ |
| pipeline->prim_type = _3DPRIM_RECTLIST; |
| break; |
| case XGL_TOPOLOGY_QUAD_LIST: |
| pipeline->prim_type = _3DPRIM_QUADLIST; |
| break; |
| case XGL_TOPOLOGY_QUAD_STRIP: |
| pipeline->prim_type = _3DPRIM_QUADSTRIP; |
| break; |
| case XGL_TOPOLOGY_LINE_LIST_ADJ: |
| // TODO: implement |
| break; |
| case XGL_TOPOLOGY_LINE_STRIP_ADJ: |
| // TODO: implement |
| break; |
| case XGL_TOPOLOGY_TRIANGLE_LIST_ADJ: |
| // TODO: implement |
| break; |
| case XGL_TOPOLOGY_TRIANGLE_STRIP_ADJ: |
| // TODO: implement |
| break; |
| case XGL_TOPOLOGY_PATCH: |
| // TODO: implement something here |
| break; |
| default: |
| return XGL_ERROR_BAD_PIPELINE_DATA; |
| } |
| |
| if (ia_state->primitiveRestartEnable) { |
| pipeline->primitive_restart = true; |
| pipeline->primitive_restart_index = ia_state->primitiveRestartIndex; |
| } else { |
| pipeline->primitive_restart = false; |
| } |
| |
| if (ia_state->disableVertexReuse) { |
| // TODO: What do we do to disable vertex reuse? |
| } |
| |
| return XGL_SUCCESS; |
| } |
| |
| static XGL_RESULT intelPipelineRSState(struct intel_dev *dev, struct intel_pipeline *pipeline, |
| const XGL_PIPELINE_RS_STATE_CREATE_INFO* rs_state) |
| { |
| pipeline->depthClipEnable = rs_state->depthClipEnable; |
| pipeline->rasterizerDiscardEnable = rs_state->rasterizerDiscardEnable; |
| pipeline->pointSize = rs_state->pointSize; |
| return XGL_SUCCESS; |
| } |
| |
| static void intelPipelineDestroy(struct intel_obj *obj) |
| { |
| struct intel_pipeline *pipeline = intel_pipeline_from_obj(obj); |
| |
| intel_base_destroy(&pipeline->obj.base); |
| } |
| |
| XGL_RESULT XGLAPI intelCreateGraphicsPipeline( |
| XGL_DEVICE device, |
| const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo, |
| XGL_PIPELINE* pPipeline) |
| { |
| union { |
| const void *ptr; |
| const struct { |
| XGL_STRUCTURE_TYPE struct_type; |
| XGL_VOID *next; |
| } *header; |
| const XGL_GRAPHICS_PIPELINE_CREATE_INFO* graphics_pipeline; |
| const XGL_PIPELINE_IA_STATE_CREATE_INFO* ia_state; |
| const XGL_PIPELINE_DB_STATE_CREATE_INFO* db_state; |
| const XGL_PIPELINE_CB_STATE* cb_state; |
| const XGL_PIPELINE_RS_STATE_CREATE_INFO* rs_state; |
| const XGL_PIPELINE_TESS_STATE_CREATE_INFO* tess_state; |
| const XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shader_state; |
| } info = { .ptr = pCreateInfo }; |
| struct intel_dev *dev = intel_dev(device); |
| struct intel_pipeline *pipeline; |
| XGL_RESULT result; |
| |
| pipeline = (struct intel_pipeline *) intel_base_create(dev, sizeof(*pipeline), |
| dev->base.dbg, XGL_DBG_OBJECT_GRAPHICS_PIPELINE, pCreateInfo, 0); |
| if (!pipeline) { |
| return XGL_ERROR_OUT_OF_MEMORY; |
| } |
| |
| pipeline->dev = dev; |
| pipeline->obj.destroy = intelPipelineDestroy; |
| |
| do { |
| result = XGL_SUCCESS; |
| |
| switch (info.header->struct_type) { |
| case XGL_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO: |
| // TODO: Should not see Compute Pipeline structs processing CreateGraphicsPipeline |
| return XGL_ERROR_BAD_PIPELINE_DATA; |
| |
| case XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO: |
| if (info.graphics_pipeline->flags & XGL_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT) { |
| // TODO: process disable optimization. |
| } |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO: |
| result = intelPipelineIAState(dev, pipeline, info.ia_state); |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO: |
| pipeline->db_format = info.db_state->format; |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO: |
| pipeline->cb_state = *info.cb_state; |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO: |
| result = intelPipelineRSState(dev, pipeline, info.rs_state); |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO: |
| pipeline->tess_state = *info.tess_state; |
| break; |
| |
| case XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO: |
| switch (info.shader_state->shader.stage) { |
| case XGL_SHADER_STAGE_VERTEX: |
| pipeline->vs = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_VERTEX_FLAG; |
| break; |
| case XGL_SHADER_STAGE_GEOMETRY: |
| pipeline->gs = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_GEOMETRY_FLAG; |
| break; |
| case XGL_SHADER_STAGE_FRAGMENT: |
| pipeline->fs = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_FRAGMENT_FLAG; |
| break; |
| case XGL_SHADER_STAGE_TESS_CONTROL: |
| pipeline->tess_control = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_TESS_CONTROL_FLAG; |
| break; |
| case XGL_SHADER_STAGE_TESS_EVALUATION: |
| pipeline->tess_eval = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_TESS_EVAL_FLAG; |
| break; |
| case XGL_SHADER_STAGE_COMPUTE: |
| pipeline->compute = info.shader_state->shader; |
| pipeline->active_shaders |= SHADER_COMPUTE_FLAG; |
| break; |
| default: |
| // TODO: Log debug message |
| result = XGL_ERROR_BAD_PIPELINE_DATA; |
| goto error_exit; |
| } |
| break; |
| |
| default: |
| // TODO: Log debug message |
| result = XGL_ERROR_BAD_PIPELINE_DATA; |
| goto error_exit; |
| } |
| |
| if (result != XGL_SUCCESS) { |
| // TODO: What needs to happen if pipeline build fails? |
| goto error_exit; |
| } |
| info.ptr = info.header->next; |
| } while (info.ptr != NULL); |
| |
| /* |
| * Validate required elements |
| */ |
| if (!(pipeline->active_shaders & SHADER_VERTEX_FLAG)) { |
| // TODO: Log debug message: Vertex Shader required. |
| result = XGL_ERROR_BAD_PIPELINE_DATA; |
| goto error_exit; |
| } |
| |
| /* |
| * Tessalation control and evaluation have to both have a shader defined or |
| * neither should have a shader defined. |
| */ |
| if (((pipeline->active_shaders & SHADER_TESS_CONTROL_FLAG) == 0) != |
| ((pipeline->active_shaders & SHADER_TESS_EVAL_FLAG) == 0) ) { |
| // TODO: Log debug message: Both Tess control and Tess eval are required to use tessalation |
| result = XGL_ERROR_BAD_PIPELINE_DATA; |
| goto error_exit; |
| } |
| |
| if ((pipeline->active_shaders & SHADER_COMPUTE_FLAG) && |
| (pipeline->active_shaders & (SHADER_VERTEX_FLAG | SHADER_TESS_CONTROL_FLAG | |
| SHADER_TESS_EVAL_FLAG | SHADER_GEOMETRY_FLAG | |
| SHADER_FRAGMENT_FLAG))) { |
| // TODO: Log debug message: Can only specify compute shader when doing compute |
| result = XGL_ERROR_BAD_PIPELINE_DATA; |
| goto error_exit; |
| } |
| |
| /* |
| * Now compile everything into a pipeline object ready for the HW. |
| */ |
| |
| *pPipeline = pipeline; |
| |
| return XGL_SUCCESS; |
| |
| error_exit: |
| intel_base_destroy(&pipeline->obj.base); |
| return result; |
| } |
| |
| XGL_RESULT XGLAPI intelCreateComputePipeline( |
| XGL_DEVICE device, |
| const XGL_COMPUTE_PIPELINE_CREATE_INFO* pCreateInfo, |
| XGL_PIPELINE* pPipeline) |
| { |
| return XGL_ERROR_UNAVAILABLE; |
| } |
| |
| XGL_RESULT XGLAPI intelStorePipeline( |
| XGL_PIPELINE pipeline, |
| XGL_SIZE* pDataSize, |
| XGL_VOID* pData) |
| { |
| return XGL_ERROR_UNAVAILABLE; |
| } |
| |
| XGL_RESULT XGLAPI intelLoadPipeline( |
| XGL_DEVICE device, |
| XGL_SIZE dataSize, |
| const XGL_VOID* pData, |
| XGL_PIPELINE* pPipeline) |
| { |
| return XGL_ERROR_UNAVAILABLE; |
| } |
| |
| XGL_RESULT XGLAPI intelCreatePipelineDelta( |
| XGL_DEVICE device, |
| XGL_PIPELINE p1, |
| XGL_PIPELINE p2, |
| XGL_PIPELINE_DELTA* delta) |
| { |
| return XGL_ERROR_UNAVAILABLE; |
| } |