diff options
author | Keith Whitwell <[email protected]> | 2009-10-26 01:11:36 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2009-10-26 01:35:05 +0000 |
commit | 5a304995e09d8dbfd40a2dfab32eacb7e85798e3 (patch) | |
tree | 05d518939574519c466e3b34cfc2b1a1b8db2c3c /src/gallium/drivers/i965/brw_swtnl.c | |
parent | 09c231f84a20a306a173b60c82484ce1f9331edf (diff) |
i965g: still working on compilation
Diffstat (limited to 'src/gallium/drivers/i965/brw_swtnl.c')
-rw-r--r-- | src/gallium/drivers/i965/brw_swtnl.c | 144 |
1 files changed, 63 insertions, 81 deletions
diff --git a/src/gallium/drivers/i965/brw_swtnl.c b/src/gallium/drivers/i965/brw_swtnl.c index d2df8af9f40..464013e7c40 100644 --- a/src/gallium/drivers/i965/brw_swtnl.c +++ b/src/gallium/drivers/i965/brw_swtnl.c @@ -1,111 +1,93 @@ -/* XXX: could split the primitive list to fallback only on the - * non-conformant primitives. - */ -static GLboolean check_fallbacks( struct brw_context *brw, - const struct _mesa_prim *prim, - GLuint nr_prims ) +#include "brw_context.h" +#include "brw_pipe_rast.h" + + +static GLboolean need_swtnl( struct brw_context *brw ) { - GLuint i; + const struct pipe_rasterizer_state *rast = &brw->curr.rast->templ; /* If we don't require strict OpenGL conformance, never * use fallbacks. If we're forcing fallbacks, always * use fallfacks. */ if (brw->flags.no_swtnl) - return GL_FALSE; + return FALSE; if (brw->flags.force_swtnl) - return GL_TRUE; + return TRUE; - if (brw->curr.rast->tmpl.smooth_polys) { - for (i = 0; i < nr_prims; i++) - if (reduced_prim[prim[i].mode] == GL_TRIANGLES) - return GL_TRUE; + /* Exceeding hw limits on number of VS inputs? + */ + if (brw->curr.num_vertex_elements == 0 || + brw->curr.num_vertex_elements >= BRW_VEP_MAX) { + return TRUE; } - /* BRW hardware will do AA lines, but they are non-conformant it - * seems. TBD whether we keep this fallback: + /* Position array with zero stride? + * + * XXX: position isn't always at zero... + * XXX: eliminate zero-stride arrays */ - if (ctx->Line.SmoothFlag) { - for (i = 0; i < nr_prims; i++) - if (reduced_prim[prim[i].mode] == GL_LINES) - return GL_TRUE; + { + int ve0_vb = brw->curr.vertex_element[0].vertex_buffer_index; + + if (brw->curr.vertex_buffer[ve0_vb].stride == 0) + return TRUE; } - /* Stipple -- these fallbacks could be resolved with a little - * bit of work? + /* XXX: short-circuit */ - if (ctx->Line.StippleFlag) { - for (i = 0; i < nr_prims; i++) { - /* GS doesn't get enough information to know when to reset - * the stipple counter?!? - */ - if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP) - return GL_TRUE; - - if (prim[i].mode == GL_POLYGON && - (ctx->Polygon.FrontMode == GL_LINE || - ctx->Polygon.BackMode == GL_LINE)) - return GL_TRUE; - } - } + return FALSE; - if (ctx->Point.SmoothFlag) { - for (i = 0; i < nr_prims; i++) - if (prim[i].mode == GL_POINTS) - return GL_TRUE; - } + if (brw->reduced_primitive == PIPE_PRIM_TRIANGLES) { + if (rast->poly_smooth) + return TRUE; - /* BRW hardware doesn't handle GL_CLAMP texturing correctly; - * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP - * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and - * we want strict conformance, force the fallback. - * Right now, we only do this for 2D textures. - */ + } + + if (brw->reduced_primitive == PIPE_PRIM_LINES || + (brw->reduced_primitive == PIPE_PRIM_TRIANGLES && + (rast->fill_cw == PIPE_POLYGON_MODE_LINE || + rast->fill_ccw == PIPE_POLYGON_MODE_LINE))) { - int u; - for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; - if (texUnit->Enabled) { - if (texUnit->Enabled & TEXTURE_1D_BIT) { - if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) { - return GL_TRUE; - } - } - if (texUnit->Enabled & TEXTURE_2D_BIT) { - if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP || - texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) { - return GL_TRUE; - } - } - if (texUnit->Enabled & TEXTURE_3D_BIT) { - if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP || - texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP || - texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) { - return GL_TRUE; - } - } - } - } + /* BRW hardware will do AA lines, but they are non-conformant it + * seems. TBD whether we keep this fallback: + */ + if (rast->line_smooth) + return TRUE; + + /* XXX: was a fallback in mesa (gs doesn't get enough + * information to know when to reset stipple counter), but there + * must be a way around it. + */ + if (rast->line_stipple_enable && + (brw->reduced_primitive == PIPE_PRIM_TRIANGLES || + brw->primitive == PIPE_PRIM_LINE_LOOP || + brw->primitive == PIPE_PRIM_LINE_STRIP)) + return TRUE; } - /* Exceeding hw limits on number of VS inputs? - */ - if (brw->nr_ve == 0 || - brw->nr_ve >= BRW_VEP_MAX) { - return TRUE; + + if (brw->reduced_primitive == PIPE_PRIM_POINTS || + (brw->reduced_primitive == PIPE_PRIM_TRIANGLES && + (rast->fill_cw == PIPE_POLYGON_MODE_POINT || + rast->fill_ccw == PIPE_POLYGON_MODE_POINT))) + { + if (rast->point_smooth) + return TRUE; } - /* Position array with zero stride? + /* BRW hardware doesn't handle CLAMP texturing correctly; + * brw_wm_sampler_state:translate_wrap_mode() treats CLAMP + * as CLAMP_TO_EDGE instead. If we're using CLAMP, and + * we want strict conformance, force the fallback. + * + * XXX: need a workaround for this. */ - if (brw->vs[brw->ve[0]]->stride == 0) - return TRUE; - - /* Nothing stopping us from the fast path now */ - return GL_FALSE; + return FALSE; } |