diff options
Diffstat (limited to 'src/gallium/drivers/i965/brw_swtnl.c')
-rw-r--r-- | src/gallium/drivers/i965/brw_swtnl.c | 114 |
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; +} + + + + |