/* * Intel i810 DRI driver for Mesa 3.5 * * Copyright (C) 1999-2000 Keith Whitwell 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, 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 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. * * Author: * Keith Whitwell */ /* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers. Use strip/fan hardware acceleration where possible. * */ #include "glheader.h" #include "context.h" #include "macros.h" #include "mem.h" #include "mtypes.h" #include "mmath.h" #include "tnl/t_context.h" #include "i810screen.h" #include "i810_dri.h" #include "i810context.h" #include "i810tris.h" #include "i810state.h" #include "i810vb.h" #include "i810ioctl.h" /* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers. Use strip/fan hardware primitives where possible. * Try to simulate missing primitives with indexed vertices. */ #define HAVE_POINTS 0 #define HAVE_LINES 1 #define HAVE_LINE_STRIPS 1 #define HAVE_TRIANGLES 1 #define HAVE_TRI_STRIPS 1 #define HAVE_TRI_STRIP_1 0 /* has it, template can't use it yet */ #define HAVE_TRI_FANS 1 #define HAVE_POLYGONS 1 #define HAVE_QUADS 0 #define HAVE_QUAD_STRIPS 0 #define HAVE_ELTS 0 static GLuint hw_prim[GL_POLYGON+1] = { 0, PR_LINES, 0, PR_LINESTRIP, PR_TRIANGLES, PR_TRISTRIP_0, PR_TRIFAN, 0, 0, PR_POLYGON }; 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 }; /* Fallback to normal rendering. */ static void VERT_FALLBACK( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.PrimitiveNotify( ctx, flags & PRIM_MODE_MASK ); tnl->Driver.Render.BuildVertices( ctx, start, count, ~0 ); tnl->Driver.Render.PrimTabVerts[flags&PRIM_MODE_MASK]( ctx, start, count, flags ); I810_CONTEXT(ctx)->SetupNewInputs = VERT_CLIP; } #define LOCAL_VARS i810ContextPtr imesa = I810_CONTEXT(ctx) #define INIT( prim ) do { \ I810_STATECHANGE(imesa, 0); \ i810RasterPrimitive( ctx, reduced_prim[prim], hw_prim[prim] ); \ } while (0) #define NEW_PRIMITIVE() I810_STATECHANGE( imesa, 0 ) #define NEW_BUFFER() I810_FIREVERTICES( imesa ) #define GET_CURRENT_VB_MAX_VERTS() \ (((int)imesa->vertex_high - (int)imesa->vertex_low) / (imesa->vertex_size*4)) #define GET_SUBSEQUENT_VB_MAX_VERTS() \ (I810_DMA_BUF_SZ-4) / (imesa->vertex_size * 4) #define EMIT_VERTS( ctx, j, nr ) \ i810_emit_contiguous_verts(ctx, j, (j)+(nr)) #define TAG(x) i810_##x #include "tnl_dd/t_dd_dmatmp.h" /**********************************************************************/ /* Render pipeline stage */ /**********************************************************************/ static GLboolean i810_run_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { i810ContextPtr imesa = I810_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint i, length, flags = 0; /* Don't handle clipping or indexed vertices. */ if (VB->ClipOrMask || imesa->RenderIndex != 0 || VB->Elts) { return GL_TRUE; } imesa->SetupNewInputs = VERT_CLIP; tnl->Driver.Render.Start( ctx ); for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length) { flags = VB->Primitive[i]; length= VB->PrimitiveLength[i]; if (length) i810_render_tab_verts[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); } tnl->Driver.Render.Finish( ctx ); return GL_FALSE; /* finished the pipe */ } static void i810_check_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { GLuint inputs = VERT_CLIP|VERT_RGBA; if (ctx->RenderMode == GL_RENDER) { if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) inputs |= VERT_SPEC_RGB; if (ctx->Texture.Unit[0]._ReallyEnabled) inputs |= VERT_TEX(0); if (ctx->Texture.Unit[1]._ReallyEnabled) inputs |= VERT_TEX(1); if (ctx->Fog.Enabled) inputs |= VERT_FOG_COORD; } stage->inputs = inputs; } static void dtr( struct gl_pipeline_stage *stage ) { (void)stage; } const struct gl_pipeline_stage _i810_render_stage = { "i810 render", (_DD_NEW_SEPARATE_SPECULAR | _NEW_TEXTURE| _NEW_FOG| _NEW_RENDERMODE), /* re-check (new inputs) */ 0, /* re-run (always runs) */ GL_TRUE, /* active */ 0, 0, /* inputs (set in check_render), outputs */ 0, 0, /* changed_inputs, private */ dtr, /* destructor */ i810_check_render, /* check - initially set to alloc data */ i810_run_render /* run */ };