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/**************************************************************************
*
* 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.
*
**************************************************************************/
/*
* 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 "imports.h"
#include "mtypes.h"
#include "enums.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
#include "intel_screen.h"
#include "intel_context.h"
#include "intel_tris.h"
#include "intel_batchbuffer.h"
#include "intel_reg.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 /* Has it, but can't use because subpixel has to
* be adjusted for points on the INTEL/I845G
*/
#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,
PRIM3D_LINELIST,
PRIM3D_LINESTRIP,
PRIM3D_LINESTRIP,
PRIM3D_TRILIST,
PRIM3D_TRISTRIP,
PRIM3D_TRIFAN,
0,
0,
PRIM3D_POLY
};
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
};
static const int scale_prim[GL_POLYGON+1] = {
0, /* fallback case */
1,
2,
2,
1,
3,
3,
0, /* fallback case */
0, /* fallback case */
3
};
static void intelDmaPrimitive( intelContextPtr intel, GLenum prim )
{
if (0) fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));
INTEL_FIREVERTICES(intel);
intel->vtbl.reduced_primitive_state( intel, reduced_prim[prim] );
intelStartInlinePrimitive( intel, hw_prim[prim] );
}
#define LOCAL_VARS intelContextPtr intel = INTEL_CONTEXT(ctx)
#define INIT( prim ) \
do { \
intelDmaPrimitive( intel, prim ); \
} while (0)
#define FLUSH() INTEL_FIREVERTICES( intel )
#define GET_SUBSEQUENT_VB_MAX_VERTS() \
(((intel->alloc.size / 2) - 1500) / (intel->vertex_size*4))
#define GET_CURRENT_VB_MAX_VERTS() GET_SUBSEQUENT_VB_MAX_VERTS()
#define ALLOC_VERTS( nr ) \
intelExtendInlinePrimitive( intel, (nr) * intel->vertex_size )
#define EMIT_VERTS( ctx, j, nr, buf ) \
_tnl_emit_vertices_to_buffer(ctx, j, (j)+(nr), buf )
#define TAG(x) intel_##x
#include "tnl_dd/t_dd_dmatmp.h"
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
/* Heuristic to choose between the two render paths:
*/
static GLboolean choose_render( intelContextPtr intel,
struct vertex_buffer *VB )
{
int vertsz = intel->vertex_size;
int cost_render = 0;
int cost_fallback = 0;
int nr_prims = 0;
int nr_rprims = 0;
int nr_rverts = 0;
int rprim = intel->reduced_primitive;
int i = 0;
for (i = 0 ; i < VB->PrimitiveCount ; i++) {
GLuint prim = VB->Primitive[i].mode;
GLuint length = VB->Primitive[i].count;
if (!length)
continue;
nr_prims++;
nr_rverts += length * scale_prim[prim & PRIM_MODE_MASK];
if (reduced_prim[prim & PRIM_MODE_MASK] != rprim) {
nr_rprims++;
rprim = reduced_prim[prim & PRIM_MODE_MASK];
}
}
/* One point for each generated primitive:
*/
cost_render = nr_prims;
cost_fallback = nr_rprims;
/* One point for every 1024 dwords (4k) of dma:
*/
cost_render += (vertsz * i) / 1024;
cost_fallback += (vertsz * nr_rverts) / 1024;
if (0)
fprintf(stderr, "cost render: %d fallback: %d\n",
cost_render, cost_fallback);
if (cost_render > cost_fallback)
return GL_FALSE;
return GL_TRUE;
}
static GLboolean intel_run_render( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
intelContextPtr intel = INTEL_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
/* Don't handle clipping or indexed vertices.
*/
if (intel->RenderIndex != 0 ||
!intel_validate_render( ctx, VB ) ||
!choose_render( intel, VB )) {
return GL_TRUE;
}
tnl->clipspace.new_inputs |= VERT_BIT_POS;
tnl->Driver.Render.Start( ctx );
for (i = 0 ; i < VB->PrimitiveCount ; i++)
{
GLuint prim = VB->Primitive[i].mode;
GLuint start = VB->Primitive[i].start;
GLuint length = VB->Primitive[i].count;
if (!length)
continue;
intel_render_tab_verts[prim & PRIM_MODE_MASK]( ctx, start, start + length,
prim );
}
tnl->Driver.Render.Finish( ctx );
return GL_FALSE; /* finished the pipe */
}
static void intel_check_render( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}
static void dtr( struct tnl_pipeline_stage *stage )
{
(void)stage;
}
const struct tnl_pipeline_stage _intel_render_stage =
{
"intel 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 */
intel_check_render, /* check - initially set to alloc data */
intel_run_render /* run */
};
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