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/**************************************************************************
*
* Copyright 2007 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
* Build post-transformation, post-clipping vertex buffers and element
* lists by hooking into the end of the primitive pipeline and
* manipulating the vertex_id field in the vertex headers.
*
* XXX: work in progress
*
* \author José Fonseca <jrfonseca@tungstengraphics.com>
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
#include "pipe/draw/draw_vbuf.h"
#include "pipe/p_debug.h"
#include "pipe/p_util.h"
#include "pipe/p_inlines.h"
#include "pipe/p_winsys.h"
#include "i915_context.h"
#include "i915_reg.h"
#include "i915_winsys.h"
#include "i915_batch.h"
#include "i915_state.h"
/**
* Primitive renderer for i915.
*/
struct i915_vbuf_render {
struct vbuf_render base;
struct i915_context *i915;
/** Vertex size in bytes */
unsigned vertex_size;
/** Hardware primitive */
unsigned hwprim;
};
/**
* Basically a cast wrapper.
*/
static INLINE struct i915_vbuf_render *
i915_vbuf_render( struct vbuf_render *render )
{
assert(render);
return (struct i915_vbuf_render *)render;
}
static const struct vertex_info *
i915_vbuf_render_get_vertex_info( struct vbuf_render *render )
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
struct i915_context *i915 = i915_render->i915;
return &i915->current.vertex_info;
}
static void *
i915_vbuf_render_allocate_vertices( struct vbuf_render *render,
ushort vertex_size,
ushort nr_vertices )
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
struct i915_context *i915 = i915_render->i915;
struct pipe_winsys *winsys = i915->pipe.winsys;
size_t size = (size_t)vertex_size * (size_t)nr_vertices;
/* FIXME: handle failure */
assert(!i915->vbo);
i915->vbo = winsys->buffer_create(winsys, 64, I915_BUFFER_USAGE_LIT_VERTEX,
size);
i915->dirty |= I915_NEW_VBO;
return winsys->buffer_map(winsys,
i915->vbo,
PIPE_BUFFER_USAGE_CPU_WRITE);
}
static void
i915_vbuf_render_set_primitive( struct vbuf_render *render,
unsigned prim )
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
switch(prim) {
case PIPE_PRIM_POINTS:
i915_render->hwprim = PRIM3D_POINTLIST;
break;
case PIPE_PRIM_LINES:
i915_render->hwprim = PRIM3D_LINELIST;
break;
case PIPE_PRIM_TRIANGLES:
i915_render->hwprim = PRIM3D_TRILIST;
break;
default:
assert(0);
}
}
static void
i915_vbuf_render_draw( struct vbuf_render *render,
const ushort *indices,
uint nr_indices)
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
struct i915_context *i915 = i915_render->i915;
unsigned i;
assert(nr_indices);
assert((i915->dirty & ~I915_NEW_VBO) == 0);
if (i915->dirty)
i915_update_derived( i915 );
if (i915->hardware_dirty)
i915_emit_hardware_state( i915 );
if (!BEGIN_BATCH( 1 + (nr_indices + 1)/2, 1 )) {
FLUSH_BATCH();
/* Make sure state is re-emitted after a flush:
*/
i915_update_derived( i915 );
i915_emit_hardware_state( i915 );
if (!BEGIN_BATCH( 1 + (nr_indices + 1)/2, 1 )) {
assert(0);
return;
}
}
OUT_BATCH( _3DPRIMITIVE |
PRIM_INDIRECT |
i915_render->hwprim |
PRIM_INDIRECT_ELTS |
nr_indices );
for (i = 0; i + 1 < nr_indices; i += 2) {
OUT_BATCH( indices[i] |
(indices[i + 1] << 16) );
}
if (i < nr_indices) {
OUT_BATCH( indices[i] );
}
}
static void
i915_vbuf_render_release_vertices( struct vbuf_render *render,
void *vertices,
unsigned vertex_size,
unsigned vertices_used )
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
struct i915_context *i915 = i915_render->i915;
struct pipe_winsys *winsys = i915->pipe.winsys;
assert(i915->vbo);
winsys->buffer_unmap(winsys, i915->vbo);
pipe_buffer_reference(winsys, &i915->vbo, NULL);
}
static void
i915_vbuf_render_destroy( struct vbuf_render *render )
{
struct i915_vbuf_render *i915_render = i915_vbuf_render(render);
FREE(i915_render);
}
/**
* Create a new primitive render.
*/
static struct vbuf_render *
i915_vbuf_render_create( struct i915_context *i915 )
{
struct i915_vbuf_render *i915_render = CALLOC_STRUCT(i915_vbuf_render);
i915_render->i915 = i915;
i915_render->base.max_vertex_buffer_bytes = 128*1024;
/* NOTE: it must be such that state and vertices indices fit in a single
* batch buffer.
*/
i915_render->base.max_indices = 16*1024;
i915_render->base.get_vertex_info = i915_vbuf_render_get_vertex_info;
i915_render->base.allocate_vertices = i915_vbuf_render_allocate_vertices;
i915_render->base.set_primitive = i915_vbuf_render_set_primitive;
i915_render->base.draw = i915_vbuf_render_draw;
i915_render->base.release_vertices = i915_vbuf_render_release_vertices;
i915_render->base.destroy = i915_vbuf_render_destroy;
return &i915_render->base;
}
/**
* Create a new primitive vbuf/render stage.
*/
struct draw_stage *i915_draw_vbuf_stage( struct i915_context *i915 )
{
struct vbuf_render *render;
struct draw_stage *stage;
render = i915_vbuf_render_create(i915);
if(!render)
return NULL;
stage = draw_vbuf_stage( i915->draw, render );
if(!stage) {
render->destroy(render);
return NULL;
}
return stage;
}
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