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Diffstat (limited to 'src/gallium/drivers/i965/brw_swtnl.c')
-rw-r--r--src/gallium/drivers/i965/brw_swtnl.c114
1 files changed, 114 insertions, 0 deletions
diff --git a/src/gallium/drivers/i965/brw_swtnl.c b/src/gallium/drivers/i965/brw_swtnl.c
new file mode 100644
index 00000000000..6684f442d5c
--- /dev/null
+++ b/src/gallium/drivers/i965/brw_swtnl.c
@@ -0,0 +1,114 @@
+
+/* 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 )
+{
+ GLcontext *ctx = &brw->intel.ctx;
+ GLuint i;
+
+ /* If we don't require strict OpenGL conformance, never
+ * use fallbacks. If we're forcing fallbacks, always
+ * use fallfacks.
+ */
+ if (brw->intel.conformance_mode == 0)
+ return GL_FALSE;
+
+ if (brw->intel.conformance_mode == 2)
+ return GL_TRUE;
+
+ if (ctx->Polygon.SmoothFlag) {
+ for (i = 0; i < nr_prims; i++)
+ if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
+ return GL_TRUE;
+ }
+
+ /* BRW hardware will do AA lines, but they are non-conformant it
+ * seems. TBD whether we keep this fallback:
+ */
+ if (ctx->Line.SmoothFlag) {
+ for (i = 0; i < nr_prims; i++)
+ if (reduced_prim[prim[i].mode] == GL_LINES)
+ return GL_TRUE;
+ }
+
+ /* Stipple -- these fallbacks could be resolved with a little
+ * bit of work?
+ */
+ 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;
+ }
+ }
+
+ if (ctx->Point.SmoothFlag) {
+ for (i = 0; i < nr_prims; i++)
+ if (prim[i].mode == GL_POINTS)
+ return GL_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.
+ */
+ {
+ 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;
+ }
+ }
+ }
+ }
+ }
+
+ /* Exceeding hw limits on number of VS inputs?
+ */
+ if (brw->nr_ve == 0 ||
+ brw->nr_ve >= BRW_VEP_MAX) {
+ return TRUE;
+ }
+
+ /* Position array with zero stride?
+ */
+ if (brw->vs[brw->ve[0]]->stride == 0)
+ return TRUE;
+
+
+
+ /* Nothing stopping us from the fast path now */
+ return GL_FALSE;
+}
+
+
+
+