/* * GLX Hardware Device Driver for Intel i810 * Copyright (C) 1999 Keith Whitwell * * 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * KEITH WHITWELL, OR ANY OTHER CONTRIBUTORS 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. * */ /* $XFree86: xc/lib/GL/mesa/src/drv/i810/i810context.h,v 1.9 2002/12/16 16:18:51 dawes Exp $ */ #ifndef I810CONTEXT_INC #define I810CONTEXT_INC typedef struct i810_context_t i810Context; typedef struct i810_context_t *i810ContextPtr; typedef struct i810_texture_object_t *i810TextureObjectPtr; #include "mtypes.h" #include "mm.h" #include "i810screen.h" #include "i810tex.h" /* Reasons to disable hardware rasterization. */ #define I810_FALLBACK_TEXTURE 0x1 #define I810_FALLBACK_DRAW_BUFFER 0x2 #define I810_FALLBACK_READ_BUFFER 0x4 #define I810_FALLBACK_COLORMASK 0x8 #define I810_FALLBACK_SPECULAR 0x20 #define I810_FALLBACK_LOGICOP 0x40 #define I810_FALLBACK_RENDERMODE 0x80 #define I810_FALLBACK_STENCIL 0x100 #define I810_FALLBACK_BLEND_EQ 0x200 #define I810_FALLBACK_BLEND_FUNC 0x400 #ifndef PCI_CHIP_I810 #define PCI_CHIP_I810 0x7121 #define PCI_CHIP_I810_DC100 0x7123 #define PCI_CHIP_I810_E 0x7125 #define PCI_CHIP_I815 0x1132 #endif #define IS_I810(imesa) (imesa->i810Screen->deviceID == PCI_CHIP_I810 || \ imesa->i810Screen->deviceID == PCI_CHIP_I810_DC100 || \ imesa->i810Screen->deviceID == PCI_CHIP_I810_E) #define IS_I815(imesa) (imesa->i810Screen->deviceID == PCI_CHIP_I815) #define I810_UPLOAD_TEX(i) (I810_UPLOAD_TEX0<<(i)) /* Use the templated vertex formats: */ #define TAG(x) i810##x #include "tnl_dd/t_dd_vertex.h" #undef TAG typedef void (*i810_tri_func)( i810ContextPtr, i810Vertex *, i810Vertex *, i810Vertex * ); typedef void (*i810_line_func)( i810ContextPtr, i810Vertex *, i810Vertex * ); typedef void (*i810_point_func)( i810ContextPtr, i810Vertex * ); struct i810_context_t { GLint refcount; GLcontext *glCtx; /* Texture object bookkeeping */ unsigned nr_heaps; driTexHeap * texture_heaps[1]; driTextureObject swapped; struct i810_texture_object_t *CurrentTexObj[2]; /* Bit flag to keep track of fallbacks. */ GLuint Fallback; /* State for i810vb.c and i810tris.c. */ GLuint new_state; /* _NEW_* flags */ GLuint SetupNewInputs; GLuint SetupIndex; GLuint RenderIndex; GLmatrix ViewportMatrix; GLenum render_primitive; GLenum reduced_primitive; GLuint hw_primitive; GLubyte *verts; drmBufPtr vertex_buffer; char *vertex_addr; GLuint vertex_low; GLuint vertex_high; GLuint vertex_last_prim; GLboolean upload_cliprects; /* Fallback rasterization functions */ i810_point_func draw_point; i810_line_func draw_line; i810_tri_func draw_tri; /* Hardware state */ GLuint dirty; /* I810_UPLOAD_* */ GLuint Setup[I810_CTX_SETUP_SIZE]; GLuint BufferSetup[I810_DEST_SETUP_SIZE]; int vertex_size; int vertex_stride_shift; unsigned int lastStamp; GLboolean stipple_in_hw; GLenum TexEnvImageFmt[2]; /* State which can't be computed completely on the fly: */ GLuint LcsCullMode; GLuint LcsLineWidth; GLuint LcsPointSize; /* Funny mesa mirrors */ GLushort ClearColor; /* DRI stuff */ GLuint needClip; GLframebuffer *glBuffer; GLboolean doPageFlip; /* These refer to the current draw (front vs. back) buffer: */ char *drawMap; /* draw buffer address in virtual mem */ char *readMap; int drawX; /* origin of drawable in draw buffer */ int drawY; GLuint numClipRects; /* cliprects for that buffer */ drm_clip_rect_t *pClipRects; int lastSwap; int texAge; int ctxAge; int dirtyAge; GLboolean scissor; drm_clip_rect_t draw_rect; drm_clip_rect_t scissor_rect; drmContext hHWContext; drm_hw_lock_t *driHwLock; int driFd; __DRIdrawablePrivate *driDrawable; __DRIscreenPrivate *driScreen; i810ScreenPrivate *i810Screen; I810SAREAPtr sarea; }; #define I810_CONTEXT(ctx) ((i810ContextPtr)(ctx->DriverCtx)) #define GET_DISPATCH_AGE( imesa ) imesa->sarea->last_dispatch #define GET_ENQUEUE_AGE( imesa ) imesa->sarea->last_enqueue /* Lock the hardware and validate our state. */ #define LOCK_HARDWARE( imesa ) \ do { \ char __ret=0; \ DRM_CAS(imesa->driHwLock, imesa->hHWContext, \ (DRM_LOCK_HELD|imesa->hHWContext), __ret); \ if (__ret) \ i810GetLock( imesa, 0 ); \ } while (0) /* Release the kernel lock. */ #define UNLOCK_HARDWARE(imesa) \ DRM_UNLOCK(imesa->driFd, imesa->driHwLock, imesa->hHWContext); /* This is the wrong way to do it, I'm sure. Otherwise the drm * bitches that I've already got the heavyweight lock. At worst, * this is 3 ioctls. The best solution probably only gets me down * to 2 ioctls in the worst case. */ #define LOCK_HARDWARE_QUIESCENT( imesa ) do { \ LOCK_HARDWARE( imesa ); \ i810RegetLockQuiescent( imesa ); \ } while(0) extern void i810GetLock( i810ContextPtr imesa, GLuint flags ); extern void i810EmitHwStateLocked( i810ContextPtr imesa ); extern void i810EmitScissorValues( i810ContextPtr imesa, int box_nr, int emit ); extern void i810EmitDrawingRectangle( i810ContextPtr imesa ); extern void i810XMesaSetBackClipRects( i810ContextPtr imesa ); extern void i810XMesaSetFrontClipRects( i810ContextPtr imesa ); #define SUBPIXEL_X -.5 #define SUBPIXEL_Y -.5 /* ================================================================ * Debugging: */ #define DO_DEBUG 1 #if DO_DEBUG extern int I810_DEBUG; #else #define I810_DEBUG 0 #endif #define DEBUG_TEXTURE 0x1 #define DEBUG_STATE 0x2 #define DEBUG_IOCTL 0x4 #define DEBUG_PRIMS 0x8 #define DEBUG_VERTS 0x10 #define DEBUG_FALLBACKS 0x20 #define DEBUG_VERBOSE 0x40 #define DEBUG_DRI 0x80 #define DEBUG_DMA 0x100 #define DEBUG_SANITY 0x200 #define DEBUG_SYNC 0x400 #define DEBUG_SLEEP 0x800 #endif