/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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. * **************************************************************************/ /** @file intel_tris.c * * This file contains functions for managing the vertex buffer and emitting * primitives into it. */ #include "main/glheader.h" #include "main/context.h" #include "main/macros.h" #include "main/enums.h" #include "main/texobj.h" #include "main/state.h" #include "main/dd.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "tnl/t_context.h" #include "tnl/t_pipeline.h" #include "tnl/t_vertex.h" #include "intel_screen.h" #include "intel_context.h" #include "intel_tris.h" #include "intel_batchbuffer.h" #include "intel_buffers.h" #include "intel_reg.h" #include "intel_span.h" #include "i830_context.h" #include "i830_reg.h" #include "i915_context.h" static void intelRenderPrimitive(struct gl_context * ctx, GLenum prim); static void intelRasterPrimitive(struct gl_context * ctx, GLenum rprim, GLuint hwprim); static void intel_flush_inline_primitive(struct intel_context *intel) { GLuint used = intel->batch.used - intel->prim.start_ptr; assert(intel->prim.primitive != ~0); /* printf("/\n"); */ if (used < 2) goto do_discard; intel->batch.map[intel->prim.start_ptr] = _3DPRIMITIVE | intel->prim.primitive | (used - 2); goto finished; do_discard: intel->batch.used = intel->prim.start_ptr; finished: intel->prim.primitive = ~0; intel->prim.start_ptr = 0; intel->prim.flush = 0; } static void intel_start_inline(struct intel_context *intel, uint32_t prim) { BATCH_LOCALS; intel->vtbl.emit_state(intel); intel->no_batch_wrap = true; /*printf("%s *", __progname);*/ /* Emit a slot which will be filled with the inline primitive * command later. */ BEGIN_BATCH(1); intel->prim.start_ptr = intel->batch.used; intel->prim.primitive = prim; intel->prim.flush = intel_flush_inline_primitive; OUT_BATCH(0); ADVANCE_BATCH(); intel->no_batch_wrap = false; /* printf(">"); */ } static void intel_wrap_inline(struct intel_context *intel) { GLuint prim = intel->prim.primitive; intel_flush_inline_primitive(intel); intel_batchbuffer_flush(intel); intel_start_inline(intel, prim); /* ??? */ } static GLuint *intel_extend_inline(struct intel_context *intel, GLuint dwords) { GLuint *ptr; assert(intel->prim.flush == intel_flush_inline_primitive); if (intel_batchbuffer_space(intel) < dwords * sizeof(GLuint)) intel_wrap_inline(intel); /* printf("."); */ intel->vtbl.assert_not_dirty(intel); ptr = intel->batch.map + intel->batch.used; intel->batch.used += dwords; return ptr; } /** Sets the primitive type for a primitive sequence, flushing as needed. */ void intel_set_prim(struct intel_context *intel, uint32_t prim) { /* if we have no VBOs */ if (intel->intelScreen->no_vbo) { intel_start_inline(intel, prim); return; } if (prim != intel->prim.primitive) { INTEL_FIREVERTICES(intel); intel->prim.primitive = prim; } } /** Returns mapped VB space for the given number of vertices */ uint32_t *intel_get_prim_space(struct intel_context *intel, unsigned int count) { uint32_t *addr; if (intel->intelScreen->no_vbo) { return intel_extend_inline(intel, count * intel->vertex_size); } /* Check for space in the existing VB */ if (intel->prim.vb_bo == NULL || (intel->prim.current_offset + count * intel->vertex_size * 4) > INTEL_VB_SIZE || (intel->prim.count + count) >= (1 << 16)) { /* Flush existing prim if any */ INTEL_FIREVERTICES(intel); intel_finish_vb(intel); /* Start a new VB */ if (intel->prim.vb == NULL) intel->prim.vb = malloc(INTEL_VB_SIZE); intel->prim.vb_bo = drm_intel_bo_alloc(intel->bufmgr, "vb", INTEL_VB_SIZE, 4); intel->prim.start_offset = 0; intel->prim.current_offset = 0; } intel->prim.flush = intel_flush_prim; addr = (uint32_t *)(intel->prim.vb + intel->prim.current_offset); intel->prim.current_offset += intel->vertex_size * 4 * count; intel->prim.count += count; return addr; } /** Dispatches the accumulated primitive to the batchbuffer. */ void intel_flush_prim(struct intel_context *intel) { drm_intel_bo *aper_array[2]; drm_intel_bo *vb_bo; unsigned int offset, count; BATCH_LOCALS; /* Must be called after an intel_start_prim. */ assert(intel->prim.primitive != ~0); if (intel->prim.count == 0) return; /* Clear the current prims out of the context state so that a batch flush * flush triggered by emit_state doesn't loop back to flush_prim again. */ vb_bo = intel->prim.vb_bo; drm_intel_bo_reference(vb_bo); count = intel->prim.count; intel->prim.count = 0; offset = intel->prim.start_offset; intel->prim.start_offset = intel->prim.current_offset; if (intel->gen < 3) intel->prim.current_offset = intel->prim.start_offset = ALIGN(intel->prim.start_offset, 128); intel->prim.flush = NULL; intel->vtbl.emit_state(intel); aper_array[0] = intel->batch.bo; aper_array[1] = vb_bo; if (dri_bufmgr_check_aperture_space(aper_array, 2)) { intel_batchbuffer_flush(intel); intel->vtbl.emit_state(intel); } /* Ensure that we don't start a new batch for the following emit, which * depends on the state just emitted. emit_state should be making sure we * have the space for this. */ intel->no_batch_wrap = true; #if 0 printf("emitting %d..%d=%d vertices size %d\n", offset, intel->prim.current_offset, count, intel->vertex_size * 4); #endif if (intel->gen >= 3) { struct i915_context *i915 = i915_context(&intel->ctx); unsigned int cmd = 0, len = 0; if (vb_bo != i915->current_vb_bo) { cmd |= I1_LOAD_S(0); len++; } if (intel->vertex_size != i915->current_vertex_size) { cmd |= I1_LOAD_S(1); len++; } if (len) len++; BEGIN_BATCH(2+len); if (cmd) OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | cmd | (len - 2)); if (vb_bo != i915->current_vb_bo) { OUT_RELOC(vb_bo, I915_GEM_DOMAIN_VERTEX, 0, 0); i915->current_vb_bo = vb_bo; } if (intel->vertex_size != i915->current_vertex_size) { OUT_BATCH((intel->vertex_size << S1_VERTEX_WIDTH_SHIFT) | (intel->vertex_size << S1_VERTEX_PITCH_SHIFT)); i915->current_vertex_size = intel->vertex_size; } OUT_BATCH(_3DPRIMITIVE | PRIM_INDIRECT | PRIM_INDIRECT_SEQUENTIAL | intel->prim.primitive | count); OUT_BATCH(offset / (intel->vertex_size * 4)); ADVANCE_BATCH(); } else { struct i830_context *i830 = i830_context(&intel->ctx); BEGIN_BATCH(5); OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(0) | I1_LOAD_S(2) | 1); /* S0 */ assert((offset & ~S0_VB_OFFSET_MASK_830) == 0); OUT_RELOC(vb_bo, I915_GEM_DOMAIN_VERTEX, 0, offset | (intel->vertex_size << S0_VB_PITCH_SHIFT_830) | S0_VB_ENABLE_830); /* S2 * This is somewhat unfortunate -- VB width is tied up with * vertex format data that we've already uploaded through * _3DSTATE_VFT[01]_CMD. We may want to replace emits of VFT state with * STATE_IMMEDIATE_1 like this to avoid duplication. */ OUT_BATCH((i830->state.Ctx[I830_CTXREG_VF] & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT << S2_TEX_COUNT_SHIFT_830 | (i830->state.Ctx[I830_CTXREG_VF2] << 16) | intel->vertex_size << S2_VERTEX_0_WIDTH_SHIFT_830); OUT_BATCH(_3DPRIMITIVE | PRIM_INDIRECT | PRIM_INDIRECT_SEQUENTIAL | intel->prim.primitive | count); OUT_BATCH(0); /* Beginning vertex index */ ADVANCE_BATCH(); } intel->no_batch_wrap = false; drm_intel_bo_unreference(vb_bo); } /** * Uploads the locally-accumulated VB into the buffer object. * * This avoids us thrashing the cachelines in and out as the buffer gets * filled, dispatched, then reused as the hardware completes rendering from it, * and also lets us clflush less if we dispatch with a partially-filled VB. * * This is called normally from get_space when we're finishing a BO, but also * at batch flush time so that we don't try accessing the contents of a * just-dispatched buffer. */ void intel_finish_vb(struct intel_context *intel) { if (intel->prim.vb_bo == NULL) return; drm_intel_bo_subdata(intel->prim.vb_bo, 0, intel->prim.start_offset, intel->prim.vb); drm_intel_bo_unreference(intel->prim.vb_bo); intel->prim.vb_bo = NULL; } /*********************************************************************** * Emit primitives as inline vertices * ***********************************************************************/ #ifdef __i386__ #define COPY_DWORDS( j, vb, vertsize, v ) \ do { \ int __tmp; \ __asm__ __volatile__( "rep ; movsl" \ : "=%c" (j), "=D" (vb), "=S" (__tmp) \ : "0" (vertsize), \ "D" ((long)vb), \ "S" ((long)v) ); \ } while (0) #else #define COPY_DWORDS( j, vb, vertsize, v ) \ do { \ for ( j = 0 ; j < vertsize ; j++ ) { \ vb[j] = ((GLuint *)v)[j]; \ } \ vb += vertsize; \ } while (0) #endif static void intel_draw_quad(struct intel_context *intel, intelVertexPtr v0, intelVertexPtr v1, intelVertexPtr v2, intelVertexPtr v3) { GLuint vertsize = intel->vertex_size; GLuint *vb = intel_get_prim_space(intel, 6); int j; COPY_DWORDS(j, vb, vertsize, v0); COPY_DWORDS(j, vb, vertsize, v1); /* If smooth shading, draw like a trifan which gives better * rasterization. Otherwise draw as two triangles with provoking * vertex in third position as required for flat shading. */ if (intel->ctx.Light.ShadeModel == GL_FLAT) { COPY_DWORDS(j, vb, vertsize, v3); COPY_DWORDS(j, vb, vertsize, v1); } else { COPY_DWORDS(j, vb, vertsize, v2); COPY_DWORDS(j, vb, vertsize, v0); } COPY_DWORDS(j, vb, vertsize, v2); COPY_DWORDS(j, vb, vertsize, v3); } static void intel_draw_triangle(struct intel_context *intel, intelVertexPtr v0, intelVertexPtr v1, intelVertexPtr v2) { GLuint vertsize = intel->vertex_size; GLuint *vb = intel_get_prim_space(intel, 3); int j; COPY_DWORDS(j, vb, vertsize, v0); COPY_DWORDS(j, vb, vertsize, v1); COPY_DWORDS(j, vb, vertsize, v2); } static void intel_draw_line(struct intel_context *intel, intelVertexPtr v0, intelVertexPtr v1) { GLuint vertsize = intel->vertex_size; GLuint *vb = intel_get_prim_space(intel, 2); int j; COPY_DWORDS(j, vb, vertsize, v0); COPY_DWORDS(j, vb, vertsize, v1); } static void intel_draw_point(struct intel_context *intel, intelVertexPtr v0) { GLuint vertsize = intel->vertex_size; GLuint *vb = intel_get_prim_space(intel, 1); int j; /* Adjust for sub pixel position -- still required for conform. */ *(float *) &vb[0] = v0->v.x; *(float *) &vb[1] = v0->v.y; for (j = 2; j < vertsize; j++) vb[j] = v0->ui[j]; } /*********************************************************************** * Fixup for ARB_point_parameters * ***********************************************************************/ /* Currently not working - VERT_ATTRIB_POINTSIZE isn't correctly * represented in the fragment program InputsRead field. */ static void intel_atten_point(struct intel_context *intel, intelVertexPtr v0) { struct gl_context *ctx = &intel->ctx; GLfloat psz[4], col[4], restore_psz, restore_alpha; _tnl_get_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz); _tnl_get_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col); restore_psz = psz[0]; restore_alpha = col[3]; if (psz[0] >= ctx->Point.Threshold) { psz[0] = MIN2(psz[0], ctx->Point.MaxSize); } else { GLfloat dsize = psz[0] / ctx->Point.Threshold; psz[0] = MAX2(ctx->Point.Threshold, ctx->Point.MinSize); col[3] *= dsize * dsize; } if (psz[0] < 1.0) psz[0] = 1.0; if (restore_psz != psz[0] || restore_alpha != col[3]) { _tnl_set_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz); _tnl_set_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col); intel_draw_point(intel, v0); psz[0] = restore_psz; col[3] = restore_alpha; _tnl_set_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz); _tnl_set_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col); } else intel_draw_point(intel, v0); } /*********************************************************************** * Fixup for I915 WPOS texture coordinate * ***********************************************************************/ static void intel_emit_fragcoord(struct intel_context *intel, intelVertexPtr v) { struct gl_context *ctx = &intel->ctx; struct gl_framebuffer *fb = ctx->DrawBuffer; GLuint offset = intel->wpos_offset; float *vertex_position = (float *)v; float *fragcoord = (float *)((char *)v + offset); fragcoord[0] = vertex_position[0]; if (fb->Name) fragcoord[1] = vertex_position[1]; else fragcoord[1] = fb->Height - vertex_position[1]; fragcoord[2] = vertex_position[2]; fragcoord[3] = vertex_position[3]; } static void intel_wpos_triangle(struct intel_context *intel, intelVertexPtr v0, intelVertexPtr v1, intelVertexPtr v2) { intel_emit_fragcoord(intel, v0); intel_emit_fragcoord(intel, v1); intel_emit_fragcoord(intel, v2); intel_draw_triangle(intel, v0, v1, v2); } static void intel_wpos_line(struct intel_context *intel, intelVertexPtr v0, intelVertexPtr v1) { intel_emit_fragcoord(intel, v0); intel_emit_fragcoord(intel, v1); intel_draw_line(intel, v0, v1); } static void intel_wpos_point(struct intel_context *intel, intelVertexPtr v0) { intel_emit_fragcoord(intel, v0); intel_draw_point(intel, v0); } /*********************************************************************** * Macros for t_dd_tritmp.h to draw basic primitives * ***********************************************************************/ #define TRI( a, b, c ) \ do { \ if (DO_FALLBACK) \ intel->draw_tri( intel, a, b, c ); \ else \ intel_draw_triangle( intel, a, b, c ); \ } while (0) #define QUAD( a, b, c, d ) \ do { \ if (DO_FALLBACK) { \ intel->draw_tri( intel, a, b, d ); \ intel->draw_tri( intel, b, c, d ); \ } else \ intel_draw_quad( intel, a, b, c, d ); \ } while (0) #define LINE( v0, v1 ) \ do { \ if (DO_FALLBACK) \ intel->draw_line( intel, v0, v1 ); \ else \ intel_draw_line( intel, v0, v1 ); \ } while (0) #define POINT( v0 ) \ do { \ if (DO_FALLBACK) \ intel->draw_point( intel, v0 ); \ else \ intel_draw_point( intel, v0 ); \ } while (0) /*********************************************************************** * Build render functions from dd templates * ***********************************************************************/ #define INTEL_OFFSET_BIT 0x01 #define INTEL_TWOSIDE_BIT 0x02 #define INTEL_UNFILLED_BIT 0x04 #define INTEL_FALLBACK_BIT 0x08 #define INTEL_MAX_TRIFUNC 0x10 static struct { tnl_points_func points; tnl_line_func line; tnl_triangle_func triangle; tnl_quad_func quad; } rast_tab[INTEL_MAX_TRIFUNC]; #define DO_FALLBACK (IND & INTEL_FALLBACK_BIT) #define DO_OFFSET (IND & INTEL_OFFSET_BIT) #define DO_UNFILLED (IND & INTEL_UNFILLED_BIT) #define DO_TWOSIDE (IND & INTEL_TWOSIDE_BIT) #define DO_FLAT 0 #define DO_TRI 1 #define DO_QUAD 1 #define DO_LINE 1 #define DO_POINTS 1 #define DO_FULL_QUAD 1 #define HAVE_SPEC 1 #define HAVE_BACK_COLORS 0 #define HAVE_HW_FLATSHADE 1 #define VERTEX intelVertex #define TAB rast_tab /* Only used to pull back colors into vertices (ie, we know color is * floating point). */ #define INTEL_COLOR( dst, src ) \ do { \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[0], (src)[2]); \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[1], (src)[1]); \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[2], (src)[0]); \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[3], (src)[3]); \ } while (0) #define INTEL_SPEC( dst, src ) \ do { \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[0], (src)[2]); \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[1], (src)[1]); \ UNCLAMPED_FLOAT_TO_UBYTE((dst)[2], (src)[0]); \ } while (0) #define DEPTH_SCALE intel->polygon_offset_scale #define UNFILLED_TRI unfilled_tri #define UNFILLED_QUAD unfilled_quad #define VERT_X(_v) _v->v.x #define VERT_Y(_v) _v->v.y #define VERT_Z(_v) _v->v.z #define AREA_IS_CCW( a ) (a > 0) #define GET_VERTEX(e) (intel->verts + (e * intel->vertex_size * sizeof(GLuint))) #define VERT_SET_RGBA( v, c ) if (coloroffset) INTEL_COLOR( v->ub4[coloroffset], c ) #define VERT_COPY_RGBA( v0, v1 ) if (coloroffset) v0->ui[coloroffset] = v1->ui[coloroffset] #define VERT_SAVE_RGBA( idx ) if (coloroffset) color[idx] = v[idx]->ui[coloroffset] #define VERT_RESTORE_RGBA( idx ) if (coloroffset) v[idx]->ui[coloroffset] = color[idx] #define VERT_SET_SPEC( v, c ) if (specoffset) INTEL_SPEC( v->ub4[specoffset], c ) #define VERT_COPY_SPEC( v0, v1 ) if (specoffset) COPY_3V(v0->ub4[specoffset], v1->ub4[specoffset]) #define VERT_SAVE_SPEC( idx ) if (specoffset) spec[idx] = v[idx]->ui[specoffset] #define VERT_RESTORE_SPEC( idx ) if (specoffset) v[idx]->ui[specoffset] = spec[idx] #define LOCAL_VARS(n) \ struct intel_context *intel = intel_context(ctx); \ GLuint color[n] = { 0, }, spec[n] = { 0, }; \ GLuint coloroffset = intel->coloroffset; \ bool specoffset = intel->specoffset; \ (void) color; (void) spec; (void) coloroffset; (void) specoffset; /*********************************************************************** * Helpers for rendering unfilled primitives * ***********************************************************************/ static const GLuint hw_prim[GL_POLYGON + 1] = { PRIM3D_POINTLIST, PRIM3D_LINELIST, PRIM3D_LINELIST, PRIM3D_LINELIST, PRIM3D_TRILIST, PRIM3D_TRILIST, PRIM3D_TRILIST, PRIM3D_TRILIST, PRIM3D_TRILIST, PRIM3D_TRILIST }; #define RASTERIZE(x) intelRasterPrimitive( ctx, x, hw_prim[x] ) #define RENDER_PRIMITIVE intel->render_primitive #define TAG(x) x #define IND INTEL_FALLBACK_BIT #include "tnl_dd/t_dd_unfilled.h" #undef IND /*********************************************************************** * Generate GL render functions * ***********************************************************************/ #define IND (0) #define TAG(x) x #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_OFFSET_BIT) #define TAG(x) x##_offset #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT) #define TAG(x) x##_twoside #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT) #define TAG(x) x##_twoside_offset #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_UNFILLED_BIT) #define TAG(x) x##_unfilled #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT) #define TAG(x) x##_offset_unfilled #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_UNFILLED_BIT) #define TAG(x) x##_twoside_unfilled #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT) #define TAG(x) x##_twoside_offset_unfilled #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_FALLBACK_BIT) #define TAG(x) x##_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_OFFSET_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_offset_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_twoside_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_twoside_offset_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_unfilled_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_offset_unfilled_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT) #define TAG(x) x##_twoside_unfilled_fallback #include "tnl_dd/t_dd_tritmp.h" #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT| \ INTEL_FALLBACK_BIT) #define TAG(x) x##_twoside_offset_unfilled_fallback #include "tnl_dd/t_dd_tritmp.h" static void init_rast_tab(void) { init(); init_offset(); init_twoside(); init_twoside_offset(); init_unfilled(); init_offset_unfilled(); init_twoside_unfilled(); init_twoside_offset_unfilled(); init_fallback(); init_offset_fallback(); init_twoside_fallback(); init_twoside_offset_fallback(); init_unfilled_fallback(); init_offset_unfilled_fallback(); init_twoside_unfilled_fallback(); init_twoside_offset_unfilled_fallback(); } /*********************************************************************** * Rasterization fallback helpers * ***********************************************************************/ /* This code is hit only when a mix of accelerated and unaccelerated * primitives are being drawn, and only for the unaccelerated * primitives. */ static void intel_fallback_tri(struct intel_context *intel, intelVertex * v0, intelVertex * v1, intelVertex * v2) { struct gl_context *ctx = &intel->ctx; SWvertex v[3]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); INTEL_FIREVERTICES(intel); _swsetup_Translate(ctx, v0, &v[0]); _swsetup_Translate(ctx, v1, &v[1]); _swsetup_Translate(ctx, v2, &v[2]); intelSpanRenderStart(ctx); _swrast_Triangle(ctx, &v[0], &v[1], &v[2]); intelSpanRenderFinish(ctx); } static void intel_fallback_line(struct intel_context *intel, intelVertex * v0, intelVertex * v1) { struct gl_context *ctx = &intel->ctx; SWvertex v[2]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); INTEL_FIREVERTICES(intel); _swsetup_Translate(ctx, v0, &v[0]); _swsetup_Translate(ctx, v1, &v[1]); intelSpanRenderStart(ctx); _swrast_Line(ctx, &v[0], &v[1]); intelSpanRenderFinish(ctx); } static void intel_fallback_point(struct intel_context *intel, intelVertex * v0) { struct gl_context *ctx = &intel->ctx; SWvertex v[1]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); INTEL_FIREVERTICES(intel); _swsetup_Translate(ctx, v0, &v[0]); intelSpanRenderStart(ctx); _swrast_Point(ctx, &v[0]); intelSpanRenderFinish(ctx); } /**********************************************************************/ /* Render unclipped begin/end objects */ /**********************************************************************/ #define IND 0 #define V(x) (intelVertex *)(vertptr + ((x)*vertsize*sizeof(GLuint))) #define RENDER_POINTS( start, count ) \ for ( ; start < count ; start++) POINT( V(ELT(start)) ); #define RENDER_LINE( v0, v1 ) LINE( V(v0), V(v1) ) #define RENDER_TRI( v0, v1, v2 ) TRI( V(v0), V(v1), V(v2) ) #define RENDER_QUAD( v0, v1, v2, v3 ) QUAD( V(v0), V(v1), V(v2), V(v3) ) #define INIT(x) intelRenderPrimitive( ctx, x ) #undef LOCAL_VARS #define LOCAL_VARS \ struct intel_context *intel = intel_context(ctx); \ GLubyte *vertptr = (GLubyte *)intel->verts; \ const GLuint vertsize = intel->vertex_size; \ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts; \ (void) elt; #define RESET_STIPPLE #define RESET_OCCLUSION #define PRESERVE_VB_DEFS #define ELT(x) x #define TAG(x) intel_##x##_verts #include "tnl/t_vb_rendertmp.h" #undef ELT #undef TAG #define TAG(x) intel_##x##_elts #define ELT(x) elt[x] #include "tnl/t_vb_rendertmp.h" /**********************************************************************/ /* Render clipped primitives */ /**********************************************************************/ static void intelRenderClippedPoly(struct gl_context * ctx, const GLuint * elts, GLuint n) { struct intel_context *intel = intel_context(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLuint prim = intel->render_primitive; /* Render the new vertices as an unclipped polygon. */ { GLuint *tmp = VB->Elts; VB->Elts = (GLuint *) elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON] (ctx, 0, n, PRIM_BEGIN | PRIM_END); VB->Elts = tmp; } /* Restore the render primitive */ if (prim != GL_POLYGON) tnl->Driver.Render.PrimitiveNotify(ctx, prim); } static void intelRenderClippedLine(struct gl_context * ctx, GLuint ii, GLuint jj) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line(ctx, ii, jj); } static void intelFastRenderClippedPoly(struct gl_context * ctx, const GLuint * elts, GLuint n) { struct intel_context *intel = intel_context(ctx); const GLuint vertsize = intel->vertex_size; GLuint *vb = intel_get_prim_space(intel, (n - 2) * 3); GLubyte *vertptr = (GLubyte *) intel->verts; const GLuint *start = (const GLuint *) V(elts[0]); int i, j; for (i = 2; i < n; i++) { COPY_DWORDS(j, vb, vertsize, V(elts[i - 1])); COPY_DWORDS(j, vb, vertsize, V(elts[i])); COPY_DWORDS(j, vb, vertsize, start); } } /**********************************************************************/ /* Choose render functions */ /**********************************************************************/ #define ANY_FALLBACK_FLAGS (DD_LINE_STIPPLE | DD_TRI_STIPPLE | DD_POINT_ATTEN | DD_POINT_SMOOTH | DD_TRI_SMOOTH) #define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE | DD_TRI_OFFSET | DD_TRI_UNFILLED) void intelChooseRenderState(struct gl_context * ctx) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct intel_context *intel = intel_context(ctx); GLuint flags = ctx->_TriangleCaps; const struct gl_fragment_program *fprog = ctx->FragmentProgram._Current; bool have_wpos = (fprog && (fprog->Base.InputsRead & FRAG_BIT_WPOS)); GLuint index = 0; if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "\n%s\n", __FUNCTION__); if ((flags & (ANY_FALLBACK_FLAGS | ANY_RASTER_FLAGS)) || have_wpos) { if (flags & ANY_RASTER_FLAGS) { if (flags & DD_TRI_LIGHT_TWOSIDE) index |= INTEL_TWOSIDE_BIT; if (flags & DD_TRI_OFFSET) index |= INTEL_OFFSET_BIT; if (flags & DD_TRI_UNFILLED) index |= INTEL_UNFILLED_BIT; } if (have_wpos) { intel->draw_point = intel_wpos_point; intel->draw_line = intel_wpos_line; intel->draw_tri = intel_wpos_triangle; /* Make sure these get called: */ index |= INTEL_FALLBACK_BIT; } else { intel->draw_point = intel_draw_point; intel->draw_line = intel_draw_line; intel->draw_tri = intel_draw_triangle; } /* Hook in fallbacks for specific primitives. */ if (flags & ANY_FALLBACK_FLAGS) { if (flags & DD_LINE_STIPPLE) intel->draw_line = intel_fallback_line; if ((flags & DD_TRI_STIPPLE) && !intel->hw_stipple) intel->draw_tri = intel_fallback_tri; if (flags & DD_TRI_SMOOTH) { if (intel->conformance_mode > 0) intel->draw_tri = intel_fallback_tri; } if (flags & DD_POINT_ATTEN) { if (0) intel->draw_point = intel_atten_point; else intel->draw_point = intel_fallback_point; } if (flags & DD_POINT_SMOOTH) { if (intel->conformance_mode > 0) intel->draw_point = intel_fallback_point; } index |= INTEL_FALLBACK_BIT; } } if (intel->RenderIndex != index) { intel->RenderIndex = index; tnl->Driver.Render.Points = rast_tab[index].points; tnl->Driver.Render.Line = rast_tab[index].line; tnl->Driver.Render.Triangle = rast_tab[index].triangle; tnl->Driver.Render.Quad = rast_tab[index].quad; if (index == 0) { tnl->Driver.Render.PrimTabVerts = intel_render_tab_verts; tnl->Driver.Render.PrimTabElts = intel_render_tab_elts; tnl->Driver.Render.ClippedLine = line; /* from tritmp.h */ tnl->Driver.Render.ClippedPolygon = intelFastRenderClippedPoly; } else { tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; tnl->Driver.Render.ClippedLine = intelRenderClippedLine; tnl->Driver.Render.ClippedPolygon = intelRenderClippedPoly; } } } static const GLenum reduced_prim[GL_POLYGON + 1] = { GL_POINTS, GL_LINES, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES }; /**********************************************************************/ /* High level hooks for t_vb_render.c */ /**********************************************************************/ static void intelRunPipeline(struct gl_context * ctx) { struct intel_context *intel = intel_context(ctx); _mesa_lock_context_textures(ctx); if (ctx->NewState) _mesa_update_state_locked(ctx); /* We need to get this done before we start the pipeline, or a * change in the INTEL_FALLBACK() of its intel_draw_buffers() call * while the pipeline is running will result in mismatched swrast * map/unmaps, and later assertion failures. */ intel_prepare_render(intel); if (intel->NewGLState) { if (intel->NewGLState & _NEW_TEXTURE) { intel->vtbl.update_texture_state(intel); } if (!intel->Fallback) { if (intel->NewGLState & _INTEL_NEW_RENDERSTATE) intelChooseRenderState(ctx); } intel->NewGLState = 0; } intel_map_vertex_shader_textures(ctx); intel->tnl_pipeline_running = true; _tnl_run_pipeline(ctx); intel->tnl_pipeline_running = false; intel_unmap_vertex_shader_textures(ctx); _mesa_unlock_context_textures(ctx); } static void intelRenderStart(struct gl_context * ctx) { struct intel_context *intel = intel_context(ctx); intel_check_front_buffer_rendering(intel); intel->vtbl.render_start(intel_context(ctx)); intel->vtbl.emit_state(intel); } static void intelRenderFinish(struct gl_context * ctx) { struct intel_context *intel = intel_context(ctx); if (intel->RenderIndex & INTEL_FALLBACK_BIT) _swrast_flush(ctx); INTEL_FIREVERTICES(intel); } /* System to flush dma and emit state changes based on the rasterized * primitive. */ static void intelRasterPrimitive(struct gl_context * ctx, GLenum rprim, GLuint hwprim) { struct intel_context *intel = intel_context(ctx); if (0) fprintf(stderr, "%s %s %x\n", __FUNCTION__, _mesa_lookup_enum_by_nr(rprim), hwprim); intel->vtbl.reduced_primitive_state(intel, rprim); /* Start a new primitive. Arrange to have it flushed later on. */ if (hwprim != intel->prim.primitive) { INTEL_FIREVERTICES(intel); intel_set_prim(intel, hwprim); } } /* */ static void intelRenderPrimitive(struct gl_context * ctx, GLenum prim) { struct intel_context *intel = intel_context(ctx); if (0) fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim)); /* Let some clipping routines know which primitive they're dealing * with. */ intel->render_primitive = prim; /* Shortcircuit this when called for unfilled triangles. The rasterized * primitive will always be reset by lower level functions in that case, * potentially pingponging the state: */ if (reduced_prim[prim] == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED)) return; /* Set some primitive-dependent state and Start? a new primitive. */ intelRasterPrimitive(ctx, reduced_prim[prim], hw_prim[prim]); } /**********************************************************************/ /* Transition to/from hardware rasterization. */ /**********************************************************************/ static char *fallbackStrings[] = { [0] = "Draw buffer", [1] = "Read buffer", [2] = "Depth buffer", [3] = "Stencil buffer", [4] = "User disable", [5] = "Render mode", [12] = "Texture", [13] = "Color mask", [14] = "Stencil", [15] = "Stipple", [16] = "Program", [17] = "Logic op", [18] = "Smooth polygon", [19] = "Smooth point", [20] = "point sprite coord origin", [21] = "depth/color drawing offset", }; static char * getFallbackString(GLuint bit) { int i = 0; while (bit > 1) { i++; bit >>= 1; } return fallbackStrings[i]; } /** * Enable/disable a fallback flag. * \param bit one of INTEL_FALLBACK_x flags. */ void intelFallback(struct intel_context *intel, GLbitfield bit, bool mode) { struct gl_context *ctx = &intel->ctx; TNLcontext *tnl = TNL_CONTEXT(ctx); const GLbitfield oldfallback = intel->Fallback; if (mode) { intel->Fallback |= bit; if (oldfallback == 0) { assert(!intel->tnl_pipeline_running); intel_flush(ctx); if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "ENTER FALLBACK %x: %s\n", bit, getFallbackString(bit)); _swsetup_Wakeup(ctx); intel->RenderIndex = ~0; } } else { intel->Fallback &= ~bit; if (oldfallback == bit) { assert(!intel->tnl_pipeline_running); _swrast_flush(ctx); if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "LEAVE FALLBACK %s\n", getFallbackString(bit)); tnl->Driver.Render.Start = intelRenderStart; tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive; tnl->Driver.Render.Finish = intelRenderFinish; tnl->Driver.Render.BuildVertices = _tnl_build_vertices; tnl->Driver.Render.CopyPV = _tnl_copy_pv; tnl->Driver.Render.Interp = _tnl_interp; _tnl_invalidate_vertex_state(ctx, ~0); _tnl_invalidate_vertices(ctx, ~0); _tnl_install_attrs(ctx, intel->vertex_attrs, intel->vertex_attr_count, intel->ViewportMatrix.m, 0); intel->NewGLState |= _INTEL_NEW_RENDERSTATE; } } } union fi { GLfloat f; GLint i; }; /**********************************************************************/ /* Initialization. */ /**********************************************************************/ void intelInitTriFuncs(struct gl_context * ctx) { TNLcontext *tnl = TNL_CONTEXT(ctx); static int firsttime = 1; if (firsttime) { init_rast_tab(); firsttime = 0; } tnl->Driver.RunPipeline = intelRunPipeline; tnl->Driver.Render.Start = intelRenderStart; tnl->Driver.Render.Finish = intelRenderFinish; tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive; tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; tnl->Driver.Render.BuildVertices = _tnl_build_vertices; tnl->Driver.Render.CopyPV = _tnl_copy_pv; tnl->Driver.Render.Interp = _tnl_interp; }