i915g: Get rid of the fixup state functions.
[mesa.git] / src / gallium / drivers / i915 / i915_context.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
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27
28 #include "i915_context.h"
29 #include "i915_state.h"
30 #include "i915_screen.h"
31 #include "i915_surface.h"
32 #include "i915_query.h"
33 #include "i915_batch.h"
34 #include "i915_resource.h"
35
36 #include "draw/draw_context.h"
37 #include "pipe/p_defines.h"
38 #include "util/u_inlines.h"
39 #include "util/u_memory.h"
40 #include "pipe/p_screen.h"
41
42
43 DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
44
45
46 /*
47 * Draw functions
48 */
49
50
51 static void
52 i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
53 {
54 struct i915_context *i915 = i915_context(pipe);
55 struct draw_context *draw = i915->draw;
56 const void *mapped_indices = NULL;
57
58
59 /*
60 * Ack vs contants here, helps ipers a lot.
61 */
62 i915->dirty &= ~I915_NEW_VS_CONSTANTS;
63
64 if (i915->dirty)
65 i915_update_derived(i915);
66
67 /*
68 * Map index buffer, if present
69 */
70 if (info->indexed) {
71 mapped_indices = i915->index_buffer.user_buffer;
72 if (!mapped_indices)
73 mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
74 draw_set_indexes(draw,
75 (ubyte *) mapped_indices + i915->index_buffer.offset,
76 i915->index_buffer.index_size);
77 }
78
79 if (i915->constants[PIPE_SHADER_VERTEX])
80 draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
81 i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
82 (i915->current.num_user_constants[PIPE_SHADER_VERTEX] *
83 4 * sizeof(float)));
84 else
85 draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
86
87 if (i915->num_vertex_sampler_views > 0)
88 i915_prepare_vertex_sampling(i915);
89
90 /*
91 * Do the drawing
92 */
93 draw_vbo(i915->draw, info);
94
95 if (mapped_indices)
96 draw_set_indexes(draw, NULL, 0);
97
98 if (i915->num_vertex_sampler_views > 0)
99 i915_cleanup_vertex_sampling(i915);
100
101 /*
102 * Instead of flushing on every state change, we flush once here
103 * when we fire the vbo.
104 */
105 draw_flush(i915->draw);
106 }
107
108
109 /*
110 * Generic context functions
111 */
112
113
114 static void i915_destroy(struct pipe_context *pipe)
115 {
116 struct i915_context *i915 = i915_context(pipe);
117 int i;
118
119 if (i915->blitter)
120 util_blitter_destroy(i915->blitter);
121
122 draw_destroy(i915->draw);
123
124 if(i915->batch)
125 i915->iws->batchbuffer_destroy(i915->batch);
126
127 /* unbind framebuffer */
128 for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
129 pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL);
130 }
131 pipe_surface_reference(&i915->framebuffer.zsbuf, NULL);
132
133 /* unbind constant buffers */
134 for (i = 0; i < PIPE_SHADER_TYPES; i++) {
135 pipe_resource_reference(&i915->constants[i], NULL);
136 }
137
138 FREE(i915);
139 }
140
141 struct pipe_context *
142 i915_create_context(struct pipe_screen *screen, void *priv)
143 {
144 struct i915_context *i915;
145
146 i915 = CALLOC_STRUCT(i915_context);
147 if (i915 == NULL)
148 return NULL;
149
150 i915->iws = i915_screen(screen)->iws;
151 i915->base.screen = screen;
152 i915->base.priv = priv;
153
154 i915->base.destroy = i915_destroy;
155
156 if (i915_screen(screen)->debug.use_blitter)
157 i915->base.clear = i915_clear_blitter;
158 else
159 i915->base.clear = i915_clear_render;
160
161 i915->base.draw_vbo = i915_draw_vbo;
162
163 /* init this before draw */
164 util_slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
165 16, UTIL_SLAB_SINGLETHREADED);
166 util_slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
167 16, UTIL_SLAB_SINGLETHREADED);
168
169 /* Batch stream debugging is a bit hacked up at the moment:
170 */
171 i915->batch = i915->iws->batchbuffer_create(i915->iws);
172
173 /*
174 * Create drawing context and plug our rendering stage into it.
175 */
176 i915->draw = draw_create(&i915->base);
177 assert(i915->draw);
178 if (!debug_get_option_i915_no_vbuf()) {
179 draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
180 } else {
181 draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
182 }
183
184 i915_init_surface_functions(i915);
185 i915_init_state_functions(i915);
186 i915_init_flush_functions(i915);
187 i915_init_resource_functions(i915);
188 i915_init_query_functions(i915);
189
190 /* Create blitter. */
191 i915->blitter = util_blitter_create(&i915->base);
192 assert(i915->blitter);
193
194 /* must be done before installing Draw stages */
195 util_blitter_cache_all_shaders(i915->blitter);
196
197 draw_install_aaline_stage(i915->draw, &i915->base);
198 draw_install_aapoint_stage(i915->draw, &i915->base);
199 draw_enable_point_sprites(i915->draw, TRUE);
200
201 i915->dirty = ~0;
202 i915->hardware_dirty = ~0;
203 i915->immediate_dirty = ~0;
204 i915->dynamic_dirty = ~0;
205 i915->static_dirty = ~0;
206 i915->flush_dirty = 0;
207
208 return &i915->base;
209 }