/************************************************************************** * * Copyright 2003 VMware, Inc. * All Rights Reserved. * * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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 "i915_context.h" #include "i915_state.h" #include "i915_screen.h" #include "i915_surface.h" #include "i915_query.h" #include "i915_batch.h" #include "i915_resource.h" #include "draw/draw_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_prim.h" #include "util/u_upload_mgr.h" #include "pipe/p_screen.h" DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE) /* * Draw functions */ static void i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info) { struct i915_context *i915 = i915_context(pipe); struct draw_context *draw = i915->draw; const void *mapped_indices = NULL; unsigned i; if (!u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) return; /* * Ack vs contants here, helps ipers a lot. */ i915->dirty &= ~I915_NEW_VS_CONSTANTS; if (i915->dirty) i915_update_derived(i915); /* * Map vertex buffers */ for (i = 0; i < i915->nr_vertex_buffers; i++) { const void *buf = i915->vertex_buffers[i].user_buffer; if (!buf) buf = i915_buffer(i915->vertex_buffers[i].buffer)->data; draw_set_mapped_vertex_buffer(draw, i, buf, ~0); } /* * Map index buffer, if present */ if (info->indexed) { mapped_indices = i915->index_buffer.user_buffer; if (!mapped_indices) mapped_indices = i915_buffer(i915->index_buffer.buffer)->data; draw_set_indexes(draw, (ubyte *) mapped_indices + i915->index_buffer.offset, i915->index_buffer.index_size, ~0); } if (i915->constants[PIPE_SHADER_VERTEX]) draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data, (i915->current.num_user_constants[PIPE_SHADER_VERTEX] * 4 * sizeof(float))); else draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0); if (i915->num_vertex_sampler_views > 0) i915_prepare_vertex_sampling(i915); /* * Do the drawing */ draw_vbo(i915->draw, info); /* * unmap vertex/index buffers */ for (i = 0; i < i915->nr_vertex_buffers; i++) { draw_set_mapped_vertex_buffer(i915->draw, i, NULL, 0); } if (mapped_indices) draw_set_indexes(draw, NULL, 0, 0); if (i915->num_vertex_sampler_views > 0) i915_cleanup_vertex_sampling(i915); /* * Instead of flushing on every state change, we flush once here * when we fire the vbo. */ draw_flush(i915->draw); } /* * Generic context functions */ static void i915_destroy(struct pipe_context *pipe) { struct i915_context *i915 = i915_context(pipe); int i; if (i915->blitter) util_blitter_destroy(i915->blitter); draw_destroy(i915->draw); if (i915->base.stream_uploader) u_upload_destroy(i915->base.stream_uploader); if(i915->batch) i915->iws->batchbuffer_destroy(i915->batch); /* unbind framebuffer */ for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) { pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL); } pipe_surface_reference(&i915->framebuffer.zsbuf, NULL); /* unbind constant buffers */ for (i = 0; i < PIPE_SHADER_TYPES; i++) { pipe_resource_reference(&i915->constants[i], NULL); } FREE(i915); } struct pipe_context * i915_create_context(struct pipe_screen *screen, void *priv, unsigned flags) { struct i915_context *i915; i915 = CALLOC_STRUCT(i915_context); if (!i915) return NULL; i915->iws = i915_screen(screen)->iws; i915->base.screen = screen; i915->base.priv = priv; i915->base.stream_uploader = u_upload_create_default(&i915->base); i915->base.const_uploader = i915->base.stream_uploader; i915->base.destroy = i915_destroy; if (i915_screen(screen)->debug.use_blitter) i915->base.clear = i915_clear_blitter; else i915->base.clear = i915_clear_render; i915->base.draw_vbo = i915_draw_vbo; /* init this before draw */ slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer), 16); slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer), 16); /* Batch stream debugging is a bit hacked up at the moment: */ i915->batch = i915->iws->batchbuffer_create(i915->iws); /* * Create drawing context and plug our rendering stage into it. */ i915->draw = draw_create(&i915->base); assert(i915->draw); if (!debug_get_option_i915_no_vbuf()) { draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915)); } else { draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915)); } i915_init_surface_functions(i915); i915_init_state_functions(i915); i915_init_flush_functions(i915); i915_init_resource_functions(i915); i915_init_query_functions(i915); /* Create blitter. */ i915->blitter = util_blitter_create(&i915->base); assert(i915->blitter); /* must be done before installing Draw stages */ util_blitter_cache_all_shaders(i915->blitter); draw_install_aaline_stage(i915->draw, &i915->base); draw_install_aapoint_stage(i915->draw, &i915->base); draw_enable_point_sprites(i915->draw, TRUE); i915->dirty = ~0; i915->hardware_dirty = ~0; i915->immediate_dirty = ~0; i915->dynamic_dirty = ~0; i915->static_dirty = ~0; i915->flush_dirty = 0; return &i915->base; }