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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.
*
**************************************************************************/
#include "pipe/draw/draw_private.h"
#include "pipe/p_util.h"
#include "i915_context.h"
#include "i915_winsys.h"
#include "i915_reg.h"
#include "i915_state.h"
#include "i915_batch.h"
/**
* Primitive emit to hardware. No support for vertex buffers or any
* nice fast paths.
*/
struct setup_stage {
struct draw_stage stage; /**< This must be first (base class) */
struct i915_context *i915;
};
/**
* Basically a cast wrapper.
*/
static INLINE struct setup_stage *setup_stage( struct draw_stage *stage )
{
return (struct setup_stage *)stage;
}
/**
* Extract the needed fields from vertex_header and emit i915 dwords.
* Recall that the vertices are constructed by the 'draw' module and
* have a couple of slots at the beginning (1-dword header, 4-dword
* clip pos) that we ignore here.
*/
static INLINE void
emit_hw_vertex( struct i915_context *i915,
const struct vertex_header *vertex)
{
const struct vertex_info *vinfo = &i915->current.vertex_info;
uint i;
uint count = 0; /* for debug/sanity */
for (i = 0; i < vinfo->num_attribs; i++) {
switch (vinfo->format[i]) {
case FORMAT_OMIT:
/* no-op */
break;
case FORMAT_1F:
OUT_BATCH( fui(vertex->data[i][0]) );
count++;
break;
case FORMAT_2F:
OUT_BATCH( fui(vertex->data[i][0]) );
OUT_BATCH( fui(vertex->data[i][1]) );
count += 2;
break;
case FORMAT_3F:
OUT_BATCH( fui(vertex->data[i][0]) );
OUT_BATCH( fui(vertex->data[i][1]) );
OUT_BATCH( fui(vertex->data[i][2]) );
count += 3;
break;
case FORMAT_4F:
OUT_BATCH( fui(vertex->data[i][0]) );
OUT_BATCH( fui(vertex->data[i][1]) );
OUT_BATCH( fui(vertex->data[i][2]) );
OUT_BATCH( fui(vertex->data[i][3]) );
count += 4;
break;
case FORMAT_4UB:
OUT_BATCH( pack_ub4(float_to_ubyte( vertex->data[i][2] ),
float_to_ubyte( vertex->data[i][1] ),
float_to_ubyte( vertex->data[i][0] ),
float_to_ubyte( vertex->data[i][3] )) );
count += 1;
break;
default:
assert(0);
}
}
assert(count == vinfo->size);
}
static INLINE void
emit_prim( struct draw_stage *stage,
struct prim_header *prim,
unsigned hwprim,
unsigned nr )
{
struct i915_context *i915 = setup_stage(stage)->i915;
unsigned vertex_size = i915->current.vertex_info.size * 4; /* in bytes */
unsigned i;
assert(vertex_size >= 12); /* never smaller than 12 bytes */
if (i915->dirty)
i915_update_derived( i915 );
if (i915->hardware_dirty)
i915_emit_hardware_state( i915 );
if (!BEGIN_BATCH( 1 + nr * vertex_size / 4, 0 )) {
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 * vertex_size / 4, 0 )) {
assert(0);
return;
}
}
/* Emit each triangle as a single primitive. I told you this was
* simple.
*/
OUT_BATCH(_3DPRIMITIVE |
hwprim |
((4 + vertex_size * nr)/4 - 2));
for (i = 0; i < nr; i++)
emit_hw_vertex(i915, prim->v[i]);
}
static void
setup_tri( struct draw_stage *stage, struct prim_header *prim )
{
emit_prim( stage, prim, PRIM3D_TRILIST, 3 );
}
static void
setup_line(struct draw_stage *stage, struct prim_header *prim)
{
emit_prim( stage, prim, PRIM3D_LINELIST, 2 );
}
static void
setup_point(struct draw_stage *stage, struct prim_header *prim)
{
emit_prim( stage, prim, PRIM3D_POINTLIST, 1 );
}
static void setup_begin( struct draw_stage *stage )
{
}
static void setup_end( struct draw_stage *stage )
{
}
static void reset_stipple_counter( struct draw_stage *stage )
{
}
static void render_destroy( struct draw_stage *stage )
{
FREE( stage );
}
/**
* Create a new primitive setup/render stage. This gets plugged into
* the 'draw' module's pipeline.
*/
struct draw_stage *i915_draw_render_stage( struct i915_context *i915 )
{
struct setup_stage *setup = CALLOC_STRUCT(setup_stage);
setup->i915 = i915;
setup->stage.draw = i915->draw;
setup->stage.begin = setup_begin;
setup->stage.point = setup_point;
setup->stage.line = setup_line;
setup->stage.tri = setup_tri;
setup->stage.end = setup_end;
setup->stage.reset_stipple_counter = reset_stipple_counter;
setup->stage.destroy = render_destroy;
return &setup->stage;
}
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