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/*
* 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 "drm.h"
#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;
drm_context_t 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
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