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/* $Id: i810render.c,v 1.2 2002/02/14 01:59:53 dawes Exp $ */
/*
* 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 <keithw@valinux.com>
*/
/*
* 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 "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 */
};
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