diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/r300/r300_render.c | 161 |
1 files changed, 126 insertions, 35 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c index d229b7d5593..bafaf272d82 100644 --- a/src/mesa/drivers/dri/r300/r300_render.c +++ b/src/mesa/drivers/dri/r300/r300_render.c @@ -63,22 +63,40 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. * rasterization hardware for rendering. **********************************************************************/ - -static void r300_render_primitive(r300ContextPtr rmesa, +static void r300_render_flat_primitive(r300ContextPtr rmesa, GLcontext *ctx, int start, int end, - int prim) + int type) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint i; int k; ADAPTOR adaptor; + AOS_DATA vb_arrays[2]; LOCAL_VARS if(end<=start)return; /* do we need to watch for this ? */ + /* setup array of structures data */ + + /* Note: immediate vertex data includes all coordinates. + To save bandwidth use either VBUF or state-based vertex generation */ + /* xyz */ + vb_arrays[0].element_size=4; + vb_arrays[0].stride=4; + vb_arrays[0].offset=0; /* Not used */ + vb_arrays[0].format=AOS_FORMAT_FLOAT; + vb_arrays[0].ncomponents=4; + + /* color */ + vb_arrays[1].element_size=4; + vb_arrays[1].stride=4; + vb_arrays[1].offset=0; /* Not used */ + vb_arrays[1].format=AOS_FORMAT_FLOAT_COLOR; + vb_arrays[1].ncomponents=4; + adaptor=TWO_PIPE_ADAPTOR; adaptor.color_offset[0]=rmesa->radeon.radeonScreen->backOffset+rmesa->radeon.radeonScreen->fbLocation; @@ -103,70 +121,143 @@ static void r300_render_primitive(r300ContextPtr rmesa, set_quad0(PASS_PREFIX 1.0,1.0,1.0,1.0); set_init21(PASS_PREFIX 0.0,1.0); + /* We need LOAD_VBPNTR to setup AOS_ATTR fields.. the offsets are irrelevant */ + setup_AOS(PASS_PREFIX vb_arrays, 2); + + + start_immediate_packet(end-start, type, 8); + + for(i=start;i<end;i++){ + #if 1 + fprintf(stderr, "* (%f %f %f %f) (%f %f %f %f)\n", + VEC_ELT(VB->ObjPtr, GLfloat, i)[0], + VEC_ELT(VB->ObjPtr, GLfloat, i)[1], + VEC_ELT(VB->ObjPtr, GLfloat, i)[2], + VEC_ELT(VB->ObjPtr, GLfloat, i)[3], + + VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0], + VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1], + VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2], + VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3] + ); + #endif + + /* coordinates */ + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[0]); + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[1]); + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[2]); + #if 0 + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[3]); + #else + efloat(1.0); + #endif + + /* color components */ + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0]); + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1]); + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2]); + #if 0 + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]); + #else + efloat(0.0); + #endif + } + + end_3d(PASS_PREFIX_VOID); + + start_packet3(RADEON_CP_PACKET3_NOP, 0); + e32(0x0); +} + +static void r300_render_primitive(r300ContextPtr rmesa, + GLcontext *ctx, + int start, + int end, + int prim) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + GLuint i; + int type=-1; + + if(end<=start)return; /* do we need to watch for this ? */ + fprintf(stderr, "[%d-%d]", start, end); switch (prim & PRIM_MODE_MASK) { case GL_LINES: fprintf(stderr, "L "); + type=R300_VAP_VF_CNTL__PRIM_LINES; + if(end<start+2){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_LINE_STRIP: fprintf(stderr, "LS "); + type=R300_VAP_VF_CNTL__PRIM_LINE_STRIP; + if(end<start+2){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_LINE_LOOP: fprintf(stderr, "LL "); + return; + if(end<start+2){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_TRIANGLES: fprintf(stderr, "T "); + type=R300_VAP_VF_CNTL__PRIM_TRIANGLES; + if(end<start+3){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_TRIANGLE_STRIP: fprintf(stderr, "TS "); + type=R300_VAP_VF_CNTL__PRIM_TRIANGLE_STRIP; + if(end<start+3){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_TRIANGLE_FAN: fprintf(stderr, "TF "); + type=R300_VAP_VF_CNTL__PRIM_TRIANGLE_FAN; + if(end<start+3){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; case GL_QUADS: fprintf(stderr, "Q "); - - for(i=start+3;i<end;i+=4){ - start_primitive(PASS_PREFIX R300_VAP_VF_CNTL__PRIM_QUADS); - for(k=-3;k<=0;k++){ - #if 1 - fprintf(stderr, "* (%f %f %f) (%f %f %f)\n", - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[0], - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[1], - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[2], - - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[0], - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[1], - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[2] - ); - #endif - emit_flat_vertex(PASS_PREFIX - /* coordinates */ - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[0], - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[1], - VEC_ELT(VB->ObjPtr, GLfloat, i+k)[2], - /* colors */ - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[0], - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[1], - VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[2] - ); - } - end_primitive(PASS_PREFIX_VOID); + type=R300_VAP_VF_CNTL__PRIM_QUADS; + if(end<start+4){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ } break; case GL_QUAD_STRIP: fprintf(stderr, "QS "); + type=R300_VAP_VF_CNTL__PRIM_QUAD_STRIP; + if(end<start+4){ + fprintf(stderr, "Not enough vertices\n"); + return; /* need enough vertices for Q */ + } break; default: - fprintf(stderr, "%02x ", VB->Primitive[i].mode & PRIM_MODE_MASK); + fprintf(stderr, "Cannot handle primitive %02x ", prim & PRIM_MODE_MASK); + return; break; } - end_3d(PASS_PREFIX_VOID); - - start_packet3(RADEON_CP_PACKET3_NOP, 0); - e32(0x0); + r300_render_flat_primitive(rmesa, ctx, start, end, type); + } + /** * Called by the pipeline manager to render a batch of primitives. * We can return true to pass on to the next stage (i.e. software |