intel-gem: Update to new check_aperture API for classic mode.
[mesa.git] / src / mesa / drivers / dri / i915 / intel_tris.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
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9 * without limitation the rights to use, copy, modify, merge, publish,
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11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /** @file intel_tris.c
29 *
30 * This file contains functions for managing the vertex buffer and emitting
31 * primitives into it.
32 */
33
34 #include "glheader.h"
35 #include "context.h"
36 #include "macros.h"
37 #include "enums.h"
38 #include "texobj.h"
39 #include "state.h"
40 #include "dd.h"
41
42 #include "swrast/swrast.h"
43 #include "swrast_setup/swrast_setup.h"
44 #include "tnl/t_context.h"
45 #include "tnl/t_pipeline.h"
46 #include "tnl/t_vertex.h"
47
48 #include "intel_screen.h"
49 #include "intel_context.h"
50 #include "intel_tris.h"
51 #include "intel_batchbuffer.h"
52 #include "intel_buffers.h"
53 #include "intel_reg.h"
54 #include "intel_span.h"
55 #include "intel_tex.h"
56 #include "intel_chipset.h"
57 #include "i830_context.h"
58 #include "i830_reg.h"
59
60 static void intelRenderPrimitive(GLcontext * ctx, GLenum prim);
61 static void intelRasterPrimitive(GLcontext * ctx, GLenum rprim,
62 GLuint hwprim);
63
64 /** Sets the primitive type for a primitive sequence, flushing as needed. */
65 void intel_set_prim(struct intel_context *intel, uint32_t prim)
66 {
67 if (prim != intel->prim.primitive) {
68 INTEL_FIREVERTICES(intel);
69 intel->prim.primitive = prim;
70 }
71 }
72
73 /** Returns mapped VB space for the given number of vertices */
74 uint32_t *intel_get_prim_space(struct intel_context *intel, unsigned int count)
75 {
76 uint32_t *addr;
77
78 /* Check for space in the existing VB */
79 if (intel->prim.vb_bo == NULL ||
80 (intel->prim.current_offset +
81 count * intel->vertex_size * 4) > INTEL_VB_SIZE ||
82 (intel->prim.count + count) >= (1 << 16)) {
83 /* Flush existing prim if any */
84 INTEL_FIREVERTICES(intel);
85
86 intel_finish_vb(intel);
87
88 /* Start a new VB */
89 if (intel->prim.vb == NULL)
90 intel->prim.vb = malloc(INTEL_VB_SIZE);
91 intel->prim.vb_bo = dri_bo_alloc(intel->bufmgr, "vb",
92 INTEL_VB_SIZE, 4);
93 intel->prim.start_offset = 0;
94 intel->prim.current_offset = 0;
95 }
96
97 intel->prim.flush = intel_flush_prim;
98
99 addr = (uint32_t *)(intel->prim.vb + intel->prim.current_offset);
100 intel->prim.current_offset += intel->vertex_size * 4 * count;
101 intel->prim.count += count;
102
103 return addr;
104 }
105
106 /** Dispatches the accumulated primitive to the batchbuffer. */
107 void intel_flush_prim(struct intel_context *intel)
108 {
109 BATCH_LOCALS;
110 dri_bo *aper_array[2];
111 dri_bo *vb_bo;
112
113 /* Must be called after an intel_start_prim. */
114 assert(intel->prim.primitive != ~0);
115
116 if (intel->prim.count == 0)
117 return;
118
119 /* Keep a reference on the BO as it may get finished as we start the
120 * batch emit.
121 */
122 vb_bo = intel->prim.vb_bo;
123 dri_bo_reference(vb_bo);
124
125 intel_wait_flips(intel);
126
127 intel->vtbl.emit_state(intel);
128
129 aper_array[0] = intel->batch->buf;
130 aper_array[1] = vb_bo;
131 if (dri_bufmgr_check_aperture_space(aper_array, 2)) {
132 intel_batchbuffer_flush(intel->batch);
133 intel->vtbl.emit_state(intel);
134 }
135
136 /* Ensure that we don't start a new batch for the following emit, which
137 * depends on the state just emitted. emit_state should be making sure we
138 * have the space for this.
139 */
140 intel->no_batch_wrap = GL_TRUE;
141
142 /* Check that we actually emitted the state into this batch, using the
143 * UPLOAD_CTX bit as the signal.
144 */
145 assert((intel->batch->dirty_state & (1<<1)) == 0);
146
147 #if 0
148 printf("emitting %d..%d=%d vertices size %d\n", intel->prim.start_offset,
149 intel->prim.current_offset, intel->prim.count,
150 intel->vertex_size * 4);
151 #endif
152
153 if (IS_9XX(intel->intelScreen->deviceID)) {
154 BEGIN_BATCH(5, LOOP_CLIPRECTS);
155 OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
156 I1_LOAD_S(0) | I1_LOAD_S(1) | 1);
157 assert((intel->prim.start_offset & !S0_VB_OFFSET_MASK) == 0);
158 OUT_RELOC(vb_bo, I915_GEM_DOMAIN_VERTEX, 0,
159 intel->prim.start_offset);
160 OUT_BATCH((intel->vertex_size << S1_VERTEX_WIDTH_SHIFT) |
161 (intel->vertex_size << S1_VERTEX_PITCH_SHIFT));
162
163 OUT_BATCH(_3DPRIMITIVE |
164 PRIM_INDIRECT |
165 PRIM_INDIRECT_SEQUENTIAL |
166 intel->prim.primitive |
167 intel->prim.count);
168 OUT_BATCH(0); /* Beginning vertex index */
169 ADVANCE_BATCH();
170 } else {
171 struct i830_context *i830 = i830_context(&intel->ctx);
172
173 BEGIN_BATCH(5, LOOP_CLIPRECTS);
174 OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
175 I1_LOAD_S(0) | I1_LOAD_S(2) | 1);
176 /* S0 */
177 assert((intel->prim.start_offset & !S0_VB_OFFSET_MASK_830) == 0);
178 OUT_RELOC(vb_bo, I915_GEM_DOMAIN_VERTEX, 0,
179 intel->prim.start_offset |
180 (intel->vertex_size << S0_VB_PITCH_SHIFT_830) |
181 S0_VB_ENABLE_830);
182 /* S1
183 * This is somewhat unfortunate -- VB width is tied up with
184 * vertex format data that we've already uploaded through
185 * _3DSTATE_VFT[01]_CMD. We may want to replace emits of VFT state with
186 * STATE_IMMEDIATE_1 like this to avoid duplication.
187 */
188 OUT_BATCH((i830->state.Ctx[I830_CTXREG_VF] & VFT0_TEX_COUNT_MASK) >>
189 VFT0_TEX_COUNT_SHIFT << S2_TEX_COUNT_SHIFT_830 |
190 (i830->state.Ctx[I830_CTXREG_VF2] << 16) |
191 intel->vertex_size << S2_VERTEX_0_WIDTH_SHIFT_830);
192
193 OUT_BATCH(_3DPRIMITIVE |
194 PRIM_INDIRECT |
195 PRIM_INDIRECT_SEQUENTIAL |
196 intel->prim.primitive |
197 intel->prim.count);
198 OUT_BATCH(0); /* Beginning vertex index */
199 ADVANCE_BATCH();
200 }
201
202 intel->no_batch_wrap = GL_FALSE;
203
204 intel->prim.flush = NULL;
205 intel->prim.start_offset = intel->prim.current_offset;
206 if (!IS_9XX(intel->intelScreen->deviceID))
207 intel->prim.start_offset = ALIGN(intel->prim.start_offset, 128);
208 intel->prim.count = 0;
209
210 dri_bo_unreference(vb_bo);
211 }
212
213 /**
214 * Uploads the locally-accumulated VB into the buffer object.
215 *
216 * This avoids us thrashing the cachelines in and out as the buffer gets
217 * filled, dispatched, then reused as the hardware completes rendering from it,
218 * and also lets us clflush less if we dispatch with a partially-filled VB.
219 *
220 * This is called normally from get_space when we're finishing a BO, but also
221 * at batch flush time so that we don't try accessing the contents of a
222 * just-dispatched buffer.
223 */
224 void intel_finish_vb(struct intel_context *intel)
225 {
226 if (intel->prim.vb_bo == NULL)
227 return;
228
229 dri_bo_subdata(intel->prim.vb_bo, 0, intel->prim.start_offset,
230 intel->prim.vb);
231 dri_bo_unreference(intel->prim.vb_bo);
232 intel->prim.vb_bo = NULL;
233 }
234
235 /***********************************************************************
236 * Emit primitives as inline vertices *
237 ***********************************************************************/
238
239 #ifdef __i386__
240 #define COPY_DWORDS( j, vb, vertsize, v ) \
241 do { \
242 int __tmp; \
243 __asm__ __volatile__( "rep ; movsl" \
244 : "=%c" (j), "=D" (vb), "=S" (__tmp) \
245 : "0" (vertsize), \
246 "D" ((long)vb), \
247 "S" ((long)v) ); \
248 } while (0)
249 #else
250 #define COPY_DWORDS( j, vb, vertsize, v ) \
251 do { \
252 for ( j = 0 ; j < vertsize ; j++ ) { \
253 vb[j] = ((GLuint *)v)[j]; \
254 } \
255 vb += vertsize; \
256 } while (0)
257 #endif
258
259 static void
260 intel_draw_quad(struct intel_context *intel,
261 intelVertexPtr v0,
262 intelVertexPtr v1, intelVertexPtr v2, intelVertexPtr v3)
263 {
264 GLuint vertsize = intel->vertex_size;
265 GLuint *vb = intel_get_prim_space(intel, 6);
266 int j;
267
268 COPY_DWORDS(j, vb, vertsize, v0);
269 COPY_DWORDS(j, vb, vertsize, v1);
270
271 /* If smooth shading, draw like a trifan which gives better
272 * rasterization. Otherwise draw as two triangles with provoking
273 * vertex in third position as required for flat shading.
274 */
275 if (intel->ctx.Light.ShadeModel == GL_FLAT) {
276 COPY_DWORDS(j, vb, vertsize, v3);
277 COPY_DWORDS(j, vb, vertsize, v1);
278 }
279 else {
280 COPY_DWORDS(j, vb, vertsize, v2);
281 COPY_DWORDS(j, vb, vertsize, v0);
282 }
283
284 COPY_DWORDS(j, vb, vertsize, v2);
285 COPY_DWORDS(j, vb, vertsize, v3);
286 }
287
288 static void
289 intel_draw_triangle(struct intel_context *intel,
290 intelVertexPtr v0, intelVertexPtr v1, intelVertexPtr v2)
291 {
292 GLuint vertsize = intel->vertex_size;
293 GLuint *vb = intel_get_prim_space(intel, 3);
294 int j;
295
296 COPY_DWORDS(j, vb, vertsize, v0);
297 COPY_DWORDS(j, vb, vertsize, v1);
298 COPY_DWORDS(j, vb, vertsize, v2);
299 }
300
301
302 static void
303 intel_draw_line(struct intel_context *intel,
304 intelVertexPtr v0, intelVertexPtr v1)
305 {
306 GLuint vertsize = intel->vertex_size;
307 GLuint *vb = intel_get_prim_space(intel, 2);
308 int j;
309
310 COPY_DWORDS(j, vb, vertsize, v0);
311 COPY_DWORDS(j, vb, vertsize, v1);
312 }
313
314
315 static void
316 intel_draw_point(struct intel_context *intel, intelVertexPtr v0)
317 {
318 GLuint vertsize = intel->vertex_size;
319 GLuint *vb = intel_get_prim_space(intel, 1);
320 int j;
321
322 /* Adjust for sub pixel position -- still required for conform. */
323 *(float *) &vb[0] = v0->v.x;
324 *(float *) &vb[1] = v0->v.y;
325 for (j = 2; j < vertsize; j++)
326 vb[j] = v0->ui[j];
327 }
328
329
330
331 /***********************************************************************
332 * Fixup for ARB_point_parameters *
333 ***********************************************************************/
334
335 /* Currently not working - VERT_ATTRIB_POINTSIZE isn't correctly
336 * represented in the fragment program InputsRead field.
337 */
338 static void
339 intel_atten_point(struct intel_context *intel, intelVertexPtr v0)
340 {
341 GLcontext *ctx = &intel->ctx;
342 GLfloat psz[4], col[4], restore_psz, restore_alpha;
343
344 _tnl_get_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz);
345 _tnl_get_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col);
346
347 restore_psz = psz[0];
348 restore_alpha = col[3];
349
350 if (psz[0] >= ctx->Point.Threshold) {
351 psz[0] = MIN2(psz[0], ctx->Point.MaxSize);
352 }
353 else {
354 GLfloat dsize = psz[0] / ctx->Point.Threshold;
355 psz[0] = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
356 col[3] *= dsize * dsize;
357 }
358
359 if (psz[0] < 1.0)
360 psz[0] = 1.0;
361
362 if (restore_psz != psz[0] || restore_alpha != col[3]) {
363 _tnl_set_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz);
364 _tnl_set_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col);
365
366 intel_draw_point(intel, v0);
367
368 psz[0] = restore_psz;
369 col[3] = restore_alpha;
370
371 _tnl_set_attr(ctx, v0, _TNL_ATTRIB_POINTSIZE, psz);
372 _tnl_set_attr(ctx, v0, _TNL_ATTRIB_COLOR0, col);
373 }
374 else
375 intel_draw_point(intel, v0);
376 }
377
378
379
380
381
382 /***********************************************************************
383 * Fixup for I915 WPOS texture coordinate *
384 ***********************************************************************/
385
386
387
388 static void
389 intel_wpos_triangle(struct intel_context *intel,
390 intelVertexPtr v0, intelVertexPtr v1, intelVertexPtr v2)
391 {
392 GLuint offset = intel->wpos_offset;
393 GLuint size = intel->wpos_size;
394 GLfloat *v0_wpos = (GLfloat *)((char *)v0 + offset);
395 GLfloat *v1_wpos = (GLfloat *)((char *)v1 + offset);
396 GLfloat *v2_wpos = (GLfloat *)((char *)v2 + offset);
397
398 __memcpy(v0_wpos, v0, size);
399 __memcpy(v1_wpos, v1, size);
400 __memcpy(v2_wpos, v2, size);
401
402 v0_wpos[1] = -v0_wpos[1] + intel->driDrawable->h;
403 v1_wpos[1] = -v1_wpos[1] + intel->driDrawable->h;
404 v2_wpos[1] = -v2_wpos[1] + intel->driDrawable->h;
405
406
407 intel_draw_triangle(intel, v0, v1, v2);
408 }
409
410
411 static void
412 intel_wpos_line(struct intel_context *intel,
413 intelVertexPtr v0, intelVertexPtr v1)
414 {
415 GLuint offset = intel->wpos_offset;
416 GLuint size = intel->wpos_size;
417 GLfloat *v0_wpos = (GLfloat *)((char *)v0 + offset);
418 GLfloat *v1_wpos = (GLfloat *)((char *)v1 + offset);
419
420 __memcpy(v0_wpos, v0, size);
421 __memcpy(v1_wpos, v1, size);
422
423 v0_wpos[1] = -v0_wpos[1] + intel->driDrawable->h;
424 v1_wpos[1] = -v1_wpos[1] + intel->driDrawable->h;
425
426 intel_draw_line(intel, v0, v1);
427 }
428
429
430 static void
431 intel_wpos_point(struct intel_context *intel, intelVertexPtr v0)
432 {
433 GLuint offset = intel->wpos_offset;
434 GLuint size = intel->wpos_size;
435 GLfloat *v0_wpos = (GLfloat *)((char *)v0 + offset);
436
437 __memcpy(v0_wpos, v0, size);
438 v0_wpos[1] = -v0_wpos[1] + intel->driDrawable->h;
439
440 intel_draw_point(intel, v0);
441 }
442
443
444
445
446
447
448 /***********************************************************************
449 * Macros for t_dd_tritmp.h to draw basic primitives *
450 ***********************************************************************/
451
452 #define TRI( a, b, c ) \
453 do { \
454 if (DO_FALLBACK) \
455 intel->draw_tri( intel, a, b, c ); \
456 else \
457 intel_draw_triangle( intel, a, b, c ); \
458 } while (0)
459
460 #define QUAD( a, b, c, d ) \
461 do { \
462 if (DO_FALLBACK) { \
463 intel->draw_tri( intel, a, b, d ); \
464 intel->draw_tri( intel, b, c, d ); \
465 } else \
466 intel_draw_quad( intel, a, b, c, d ); \
467 } while (0)
468
469 #define LINE( v0, v1 ) \
470 do { \
471 if (DO_FALLBACK) \
472 intel->draw_line( intel, v0, v1 ); \
473 else \
474 intel_draw_line( intel, v0, v1 ); \
475 } while (0)
476
477 #define POINT( v0 ) \
478 do { \
479 if (DO_FALLBACK) \
480 intel->draw_point( intel, v0 ); \
481 else \
482 intel_draw_point( intel, v0 ); \
483 } while (0)
484
485
486 /***********************************************************************
487 * Build render functions from dd templates *
488 ***********************************************************************/
489
490 #define INTEL_OFFSET_BIT 0x01
491 #define INTEL_TWOSIDE_BIT 0x02
492 #define INTEL_UNFILLED_BIT 0x04
493 #define INTEL_FALLBACK_BIT 0x08
494 #define INTEL_MAX_TRIFUNC 0x10
495
496
497 static struct
498 {
499 tnl_points_func points;
500 tnl_line_func line;
501 tnl_triangle_func triangle;
502 tnl_quad_func quad;
503 } rast_tab[INTEL_MAX_TRIFUNC];
504
505
506 #define DO_FALLBACK (IND & INTEL_FALLBACK_BIT)
507 #define DO_OFFSET (IND & INTEL_OFFSET_BIT)
508 #define DO_UNFILLED (IND & INTEL_UNFILLED_BIT)
509 #define DO_TWOSIDE (IND & INTEL_TWOSIDE_BIT)
510 #define DO_FLAT 0
511 #define DO_TRI 1
512 #define DO_QUAD 1
513 #define DO_LINE 1
514 #define DO_POINTS 1
515 #define DO_FULL_QUAD 1
516
517 #define HAVE_RGBA 1
518 #define HAVE_SPEC 1
519 #define HAVE_BACK_COLORS 0
520 #define HAVE_HW_FLATSHADE 1
521 #define VERTEX intelVertex
522 #define TAB rast_tab
523
524 /* Only used to pull back colors into vertices (ie, we know color is
525 * floating point).
526 */
527 #define INTEL_COLOR( dst, src ) \
528 do { \
529 UNCLAMPED_FLOAT_TO_UBYTE((dst)[0], (src)[2]); \
530 UNCLAMPED_FLOAT_TO_UBYTE((dst)[1], (src)[1]); \
531 UNCLAMPED_FLOAT_TO_UBYTE((dst)[2], (src)[0]); \
532 UNCLAMPED_FLOAT_TO_UBYTE((dst)[3], (src)[3]); \
533 } while (0)
534
535 #define INTEL_SPEC( dst, src ) \
536 do { \
537 UNCLAMPED_FLOAT_TO_UBYTE((dst)[0], (src)[2]); \
538 UNCLAMPED_FLOAT_TO_UBYTE((dst)[1], (src)[1]); \
539 UNCLAMPED_FLOAT_TO_UBYTE((dst)[2], (src)[0]); \
540 } while (0)
541
542
543 #define DEPTH_SCALE intel->polygon_offset_scale
544 #define UNFILLED_TRI unfilled_tri
545 #define UNFILLED_QUAD unfilled_quad
546 #define VERT_X(_v) _v->v.x
547 #define VERT_Y(_v) _v->v.y
548 #define VERT_Z(_v) _v->v.z
549 #define AREA_IS_CCW( a ) (a > 0)
550 #define GET_VERTEX(e) (intel->verts + (e * intel->vertex_size * sizeof(GLuint)))
551
552 #define VERT_SET_RGBA( v, c ) if (coloroffset) INTEL_COLOR( v->ub4[coloroffset], c )
553 #define VERT_COPY_RGBA( v0, v1 ) if (coloroffset) v0->ui[coloroffset] = v1->ui[coloroffset]
554 #define VERT_SAVE_RGBA( idx ) if (coloroffset) color[idx] = v[idx]->ui[coloroffset]
555 #define VERT_RESTORE_RGBA( idx ) if (coloroffset) v[idx]->ui[coloroffset] = color[idx]
556
557 #define VERT_SET_SPEC( v, c ) if (specoffset) INTEL_SPEC( v->ub4[specoffset], c )
558 #define VERT_COPY_SPEC( v0, v1 ) if (specoffset) COPY_3V(v0->ub4[specoffset], v1->ub4[specoffset])
559 #define VERT_SAVE_SPEC( idx ) if (specoffset) spec[idx] = v[idx]->ui[specoffset]
560 #define VERT_RESTORE_SPEC( idx ) if (specoffset) v[idx]->ui[specoffset] = spec[idx]
561
562 #define LOCAL_VARS(n) \
563 struct intel_context *intel = intel_context(ctx); \
564 GLuint color[n] = { 0, }, spec[n] = { 0, }; \
565 GLuint coloroffset = intel->coloroffset; \
566 GLboolean specoffset = intel->specoffset; \
567 (void) color; (void) spec; (void) coloroffset; (void) specoffset;
568
569
570 /***********************************************************************
571 * Helpers for rendering unfilled primitives *
572 ***********************************************************************/
573
574 static const GLuint hw_prim[GL_POLYGON + 1] = {
575 PRIM3D_POINTLIST,
576 PRIM3D_LINELIST,
577 PRIM3D_LINELIST,
578 PRIM3D_LINELIST,
579 PRIM3D_TRILIST,
580 PRIM3D_TRILIST,
581 PRIM3D_TRILIST,
582 PRIM3D_TRILIST,
583 PRIM3D_TRILIST,
584 PRIM3D_TRILIST
585 };
586
587 #define RASTERIZE(x) intelRasterPrimitive( ctx, x, hw_prim[x] )
588 #define RENDER_PRIMITIVE intel->render_primitive
589 #define TAG(x) x
590 #define IND INTEL_FALLBACK_BIT
591 #include "tnl_dd/t_dd_unfilled.h"
592 #undef IND
593
594 /***********************************************************************
595 * Generate GL render functions *
596 ***********************************************************************/
597
598 #define IND (0)
599 #define TAG(x) x
600 #include "tnl_dd/t_dd_tritmp.h"
601
602 #define IND (INTEL_OFFSET_BIT)
603 #define TAG(x) x##_offset
604 #include "tnl_dd/t_dd_tritmp.h"
605
606 #define IND (INTEL_TWOSIDE_BIT)
607 #define TAG(x) x##_twoside
608 #include "tnl_dd/t_dd_tritmp.h"
609
610 #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT)
611 #define TAG(x) x##_twoside_offset
612 #include "tnl_dd/t_dd_tritmp.h"
613
614 #define IND (INTEL_UNFILLED_BIT)
615 #define TAG(x) x##_unfilled
616 #include "tnl_dd/t_dd_tritmp.h"
617
618 #define IND (INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT)
619 #define TAG(x) x##_offset_unfilled
620 #include "tnl_dd/t_dd_tritmp.h"
621
622 #define IND (INTEL_TWOSIDE_BIT|INTEL_UNFILLED_BIT)
623 #define TAG(x) x##_twoside_unfilled
624 #include "tnl_dd/t_dd_tritmp.h"
625
626 #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT)
627 #define TAG(x) x##_twoside_offset_unfilled
628 #include "tnl_dd/t_dd_tritmp.h"
629
630 #define IND (INTEL_FALLBACK_BIT)
631 #define TAG(x) x##_fallback
632 #include "tnl_dd/t_dd_tritmp.h"
633
634 #define IND (INTEL_OFFSET_BIT|INTEL_FALLBACK_BIT)
635 #define TAG(x) x##_offset_fallback
636 #include "tnl_dd/t_dd_tritmp.h"
637
638 #define IND (INTEL_TWOSIDE_BIT|INTEL_FALLBACK_BIT)
639 #define TAG(x) x##_twoside_fallback
640 #include "tnl_dd/t_dd_tritmp.h"
641
642 #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_FALLBACK_BIT)
643 #define TAG(x) x##_twoside_offset_fallback
644 #include "tnl_dd/t_dd_tritmp.h"
645
646 #define IND (INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT)
647 #define TAG(x) x##_unfilled_fallback
648 #include "tnl_dd/t_dd_tritmp.h"
649
650 #define IND (INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT)
651 #define TAG(x) x##_offset_unfilled_fallback
652 #include "tnl_dd/t_dd_tritmp.h"
653
654 #define IND (INTEL_TWOSIDE_BIT|INTEL_UNFILLED_BIT|INTEL_FALLBACK_BIT)
655 #define TAG(x) x##_twoside_unfilled_fallback
656 #include "tnl_dd/t_dd_tritmp.h"
657
658 #define IND (INTEL_TWOSIDE_BIT|INTEL_OFFSET_BIT|INTEL_UNFILLED_BIT| \
659 INTEL_FALLBACK_BIT)
660 #define TAG(x) x##_twoside_offset_unfilled_fallback
661 #include "tnl_dd/t_dd_tritmp.h"
662
663
664 static void
665 init_rast_tab(void)
666 {
667 init();
668 init_offset();
669 init_twoside();
670 init_twoside_offset();
671 init_unfilled();
672 init_offset_unfilled();
673 init_twoside_unfilled();
674 init_twoside_offset_unfilled();
675 init_fallback();
676 init_offset_fallback();
677 init_twoside_fallback();
678 init_twoside_offset_fallback();
679 init_unfilled_fallback();
680 init_offset_unfilled_fallback();
681 init_twoside_unfilled_fallback();
682 init_twoside_offset_unfilled_fallback();
683 }
684
685
686 /***********************************************************************
687 * Rasterization fallback helpers *
688 ***********************************************************************/
689
690
691 /* This code is hit only when a mix of accelerated and unaccelerated
692 * primitives are being drawn, and only for the unaccelerated
693 * primitives.
694 */
695 static void
696 intel_fallback_tri(struct intel_context *intel,
697 intelVertex * v0, intelVertex * v1, intelVertex * v2)
698 {
699 GLcontext *ctx = &intel->ctx;
700 SWvertex v[3];
701
702 if (0)
703 fprintf(stderr, "\n%s\n", __FUNCTION__);
704
705 INTEL_FIREVERTICES(intel);
706
707 _swsetup_Translate(ctx, v0, &v[0]);
708 _swsetup_Translate(ctx, v1, &v[1]);
709 _swsetup_Translate(ctx, v2, &v[2]);
710 intelSpanRenderStart(ctx);
711 _swrast_Triangle(ctx, &v[0], &v[1], &v[2]);
712 intelSpanRenderFinish(ctx);
713 }
714
715
716 static void
717 intel_fallback_line(struct intel_context *intel,
718 intelVertex * v0, intelVertex * v1)
719 {
720 GLcontext *ctx = &intel->ctx;
721 SWvertex v[2];
722
723 if (0)
724 fprintf(stderr, "\n%s\n", __FUNCTION__);
725
726 INTEL_FIREVERTICES(intel);
727
728 _swsetup_Translate(ctx, v0, &v[0]);
729 _swsetup_Translate(ctx, v1, &v[1]);
730 intelSpanRenderStart(ctx);
731 _swrast_Line(ctx, &v[0], &v[1]);
732 intelSpanRenderFinish(ctx);
733 }
734
735 static void
736 intel_fallback_point(struct intel_context *intel,
737 intelVertex * v0)
738 {
739 GLcontext *ctx = &intel->ctx;
740 SWvertex v[1];
741
742 if (0)
743 fprintf(stderr, "\n%s\n", __FUNCTION__);
744
745 INTEL_FIREVERTICES(intel);
746
747 _swsetup_Translate(ctx, v0, &v[0]);
748 intelSpanRenderStart(ctx);
749 _swrast_Point(ctx, &v[0]);
750 intelSpanRenderFinish(ctx);
751 }
752
753
754 /**********************************************************************/
755 /* Render unclipped begin/end objects */
756 /**********************************************************************/
757
758 #define IND 0
759 #define V(x) (intelVertex *)(vertptr + ((x)*vertsize*sizeof(GLuint)))
760 #define RENDER_POINTS( start, count ) \
761 for ( ; start < count ; start++) POINT( V(ELT(start)) );
762 #define RENDER_LINE( v0, v1 ) LINE( V(v0), V(v1) )
763 #define RENDER_TRI( v0, v1, v2 ) TRI( V(v0), V(v1), V(v2) )
764 #define RENDER_QUAD( v0, v1, v2, v3 ) QUAD( V(v0), V(v1), V(v2), V(v3) )
765 #define INIT(x) intelRenderPrimitive( ctx, x )
766 #undef LOCAL_VARS
767 #define LOCAL_VARS \
768 struct intel_context *intel = intel_context(ctx); \
769 GLubyte *vertptr = (GLubyte *)intel->verts; \
770 const GLuint vertsize = intel->vertex_size; \
771 const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts; \
772 (void) elt;
773 #define RESET_STIPPLE
774 #define RESET_OCCLUSION
775 #define PRESERVE_VB_DEFS
776 #define ELT(x) x
777 #define TAG(x) intel_##x##_verts
778 #include "tnl/t_vb_rendertmp.h"
779 #undef ELT
780 #undef TAG
781 #define TAG(x) intel_##x##_elts
782 #define ELT(x) elt[x]
783 #include "tnl/t_vb_rendertmp.h"
784
785 /**********************************************************************/
786 /* Render clipped primitives */
787 /**********************************************************************/
788
789
790
791 static void
792 intelRenderClippedPoly(GLcontext * ctx, const GLuint * elts, GLuint n)
793 {
794 struct intel_context *intel = intel_context(ctx);
795 TNLcontext *tnl = TNL_CONTEXT(ctx);
796 struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
797 GLuint prim = intel->render_primitive;
798
799 /* Render the new vertices as an unclipped polygon.
800 */
801 {
802 GLuint *tmp = VB->Elts;
803 VB->Elts = (GLuint *) elts;
804 tnl->Driver.Render.PrimTabElts[GL_POLYGON] (ctx, 0, n,
805 PRIM_BEGIN | PRIM_END);
806 VB->Elts = tmp;
807 }
808
809 /* Restore the render primitive
810 */
811 if (prim != GL_POLYGON)
812 tnl->Driver.Render.PrimitiveNotify(ctx, prim);
813 }
814
815 static void
816 intelRenderClippedLine(GLcontext * ctx, GLuint ii, GLuint jj)
817 {
818 TNLcontext *tnl = TNL_CONTEXT(ctx);
819
820 tnl->Driver.Render.Line(ctx, ii, jj);
821 }
822
823 static void
824 intelFastRenderClippedPoly(GLcontext * ctx, const GLuint * elts, GLuint n)
825 {
826 struct intel_context *intel = intel_context(ctx);
827 const GLuint vertsize = intel->vertex_size;
828 GLuint *vb = intel_get_prim_space(intel, (n - 2) * 3);
829 GLubyte *vertptr = (GLubyte *) intel->verts;
830 const GLuint *start = (const GLuint *) V(elts[0]);
831 int i, j;
832
833 for (i = 2; i < n; i++) {
834 COPY_DWORDS(j, vb, vertsize, V(elts[i - 1]));
835 COPY_DWORDS(j, vb, vertsize, V(elts[i]));
836 COPY_DWORDS(j, vb, vertsize, start);
837 }
838 }
839
840 /**********************************************************************/
841 /* Choose render functions */
842 /**********************************************************************/
843
844
845
846
847 #define ANY_FALLBACK_FLAGS (DD_LINE_STIPPLE | DD_TRI_STIPPLE | DD_POINT_ATTEN | DD_POINT_SMOOTH | DD_TRI_SMOOTH)
848 #define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE | DD_TRI_OFFSET | DD_TRI_UNFILLED)
849
850 void
851 intelChooseRenderState(GLcontext * ctx)
852 {
853 TNLcontext *tnl = TNL_CONTEXT(ctx);
854 struct intel_context *intel = intel_context(ctx);
855 GLuint flags = ctx->_TriangleCaps;
856 const struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
857 GLboolean have_wpos = (fprog && (fprog->Base.InputsRead & FRAG_BIT_WPOS));
858 GLuint index = 0;
859
860 if (INTEL_DEBUG & DEBUG_STATE)
861 fprintf(stderr, "\n%s\n", __FUNCTION__);
862
863 if ((flags & (ANY_FALLBACK_FLAGS | ANY_RASTER_FLAGS)) || have_wpos) {
864
865 if (flags & ANY_RASTER_FLAGS) {
866 if (flags & DD_TRI_LIGHT_TWOSIDE)
867 index |= INTEL_TWOSIDE_BIT;
868 if (flags & DD_TRI_OFFSET)
869 index |= INTEL_OFFSET_BIT;
870 if (flags & DD_TRI_UNFILLED)
871 index |= INTEL_UNFILLED_BIT;
872 }
873
874 if (have_wpos) {
875 intel->draw_point = intel_wpos_point;
876 intel->draw_line = intel_wpos_line;
877 intel->draw_tri = intel_wpos_triangle;
878
879 /* Make sure these get called:
880 */
881 index |= INTEL_FALLBACK_BIT;
882 }
883 else {
884 intel->draw_point = intel_draw_point;
885 intel->draw_line = intel_draw_line;
886 intel->draw_tri = intel_draw_triangle;
887 }
888
889 /* Hook in fallbacks for specific primitives.
890 */
891 if (flags & ANY_FALLBACK_FLAGS) {
892 if (flags & DD_LINE_STIPPLE)
893 intel->draw_line = intel_fallback_line;
894
895 if ((flags & DD_TRI_STIPPLE) && !intel->hw_stipple)
896 intel->draw_tri = intel_fallback_tri;
897
898 if (flags & DD_TRI_SMOOTH) {
899 if (intel->strict_conformance)
900 intel->draw_tri = intel_fallback_tri;
901 }
902
903 if (flags & DD_POINT_ATTEN) {
904 if (0)
905 intel->draw_point = intel_atten_point;
906 else
907 intel->draw_point = intel_fallback_point;
908 }
909
910 if (flags & DD_POINT_SMOOTH) {
911 if (intel->strict_conformance)
912 intel->draw_point = intel_fallback_point;
913 }
914
915 index |= INTEL_FALLBACK_BIT;
916 }
917 }
918
919 if (intel->RenderIndex != index) {
920 intel->RenderIndex = index;
921
922 tnl->Driver.Render.Points = rast_tab[index].points;
923 tnl->Driver.Render.Line = rast_tab[index].line;
924 tnl->Driver.Render.Triangle = rast_tab[index].triangle;
925 tnl->Driver.Render.Quad = rast_tab[index].quad;
926
927 if (index == 0) {
928 tnl->Driver.Render.PrimTabVerts = intel_render_tab_verts;
929 tnl->Driver.Render.PrimTabElts = intel_render_tab_elts;
930 tnl->Driver.Render.ClippedLine = line; /* from tritmp.h */
931 tnl->Driver.Render.ClippedPolygon = intelFastRenderClippedPoly;
932 }
933 else {
934 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
935 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
936 tnl->Driver.Render.ClippedLine = intelRenderClippedLine;
937 tnl->Driver.Render.ClippedPolygon = intelRenderClippedPoly;
938 }
939 }
940 }
941
942 static const GLenum reduced_prim[GL_POLYGON + 1] = {
943 GL_POINTS,
944 GL_LINES,
945 GL_LINES,
946 GL_LINES,
947 GL_TRIANGLES,
948 GL_TRIANGLES,
949 GL_TRIANGLES,
950 GL_TRIANGLES,
951 GL_TRIANGLES,
952 GL_TRIANGLES
953 };
954
955
956 /**********************************************************************/
957 /* High level hooks for t_vb_render.c */
958 /**********************************************************************/
959
960
961
962
963 static void
964 intelRunPipeline(GLcontext * ctx)
965 {
966 struct intel_context *intel = intel_context(ctx);
967
968 _mesa_lock_context_textures(ctx);
969
970 if (ctx->NewState)
971 _mesa_update_state_locked(ctx);
972
973 if (intel->NewGLState) {
974 if (intel->NewGLState & _NEW_TEXTURE) {
975 intel->vtbl.update_texture_state(intel);
976 }
977
978 if (!intel->Fallback) {
979 if (intel->NewGLState & _INTEL_NEW_RENDERSTATE)
980 intelChooseRenderState(ctx);
981 }
982
983 intel->NewGLState = 0;
984 }
985
986 _tnl_run_pipeline(ctx);
987
988 _mesa_unlock_context_textures(ctx);
989 }
990
991 static void
992 intelRenderStart(GLcontext * ctx)
993 {
994 struct intel_context *intel = intel_context(ctx);
995
996 intel->vtbl.render_start(intel_context(ctx));
997 intel->vtbl.emit_state(intel);
998 }
999
1000 static void
1001 intelRenderFinish(GLcontext * ctx)
1002 {
1003 struct intel_context *intel = intel_context(ctx);
1004
1005 if (intel->RenderIndex & INTEL_FALLBACK_BIT)
1006 _swrast_flush(ctx);
1007
1008 INTEL_FIREVERTICES(intel);
1009 }
1010
1011
1012
1013
1014 /* System to flush dma and emit state changes based on the rasterized
1015 * primitive.
1016 */
1017 static void
1018 intelRasterPrimitive(GLcontext * ctx, GLenum rprim, GLuint hwprim)
1019 {
1020 struct intel_context *intel = intel_context(ctx);
1021
1022 if (0)
1023 fprintf(stderr, "%s %s %x\n", __FUNCTION__,
1024 _mesa_lookup_enum_by_nr(rprim), hwprim);
1025
1026 intel->vtbl.reduced_primitive_state(intel, rprim);
1027
1028 /* Start a new primitive. Arrange to have it flushed later on.
1029 */
1030 if (hwprim != intel->prim.primitive) {
1031 INTEL_FIREVERTICES(intel);
1032
1033 intel_set_prim(intel, hwprim);
1034 }
1035 }
1036
1037
1038 /*
1039 */
1040 static void
1041 intelRenderPrimitive(GLcontext * ctx, GLenum prim)
1042 {
1043 struct intel_context *intel = intel_context(ctx);
1044
1045 if (0)
1046 fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));
1047
1048 /* Let some clipping routines know which primitive they're dealing
1049 * with.
1050 */
1051 intel->render_primitive = prim;
1052
1053 /* Shortcircuit this when called from t_dd_rendertmp.h for unfilled
1054 * triangles. The rasterized primitive will always be reset by
1055 * lower level functions in that case, potentially pingponging the
1056 * state:
1057 */
1058 if (reduced_prim[prim] == GL_TRIANGLES &&
1059 (ctx->_TriangleCaps & DD_TRI_UNFILLED))
1060 return;
1061
1062 /* Set some primitive-dependent state and Start? a new primitive.
1063 */
1064 intelRasterPrimitive(ctx, reduced_prim[prim], hw_prim[prim]);
1065 }
1066
1067
1068 /**********************************************************************/
1069 /* Transition to/from hardware rasterization. */
1070 /**********************************************************************/
1071
1072 static char *fallbackStrings[] = {
1073 [0] = "Draw buffer",
1074 [1] = "Read buffer",
1075 [2] = "Depth buffer",
1076 [3] = "Stencil buffer",
1077 [4] = "User disable",
1078 [5] = "Render mode",
1079
1080 [12] = "Texture",
1081 [13] = "Color mask",
1082 [14] = "Stencil",
1083 [15] = "Stipple",
1084 [16] = "Program",
1085 [17] = "Logic op",
1086 [18] = "Smooth polygon",
1087 [19] = "Smooth point",
1088 };
1089
1090
1091 static char *
1092 getFallbackString(GLuint bit)
1093 {
1094 int i = 0;
1095 while (bit > 1) {
1096 i++;
1097 bit >>= 1;
1098 }
1099 return fallbackStrings[i];
1100 }
1101
1102
1103
1104 void
1105 intelFallback(struct intel_context *intel, GLuint bit, GLboolean mode)
1106 {
1107 GLcontext *ctx = &intel->ctx;
1108 TNLcontext *tnl = TNL_CONTEXT(ctx);
1109 GLuint oldfallback = intel->Fallback;
1110
1111 if (mode) {
1112 intel->Fallback |= bit;
1113 if (oldfallback == 0) {
1114 intelFlush(ctx);
1115 if (INTEL_DEBUG & DEBUG_FALLBACKS)
1116 fprintf(stderr, "ENTER FALLBACK %x: %s\n",
1117 bit, getFallbackString(bit));
1118 _swsetup_Wakeup(ctx);
1119 intel->RenderIndex = ~0;
1120 }
1121 }
1122 else {
1123 intel->Fallback &= ~bit;
1124 if (oldfallback == bit) {
1125 _swrast_flush(ctx);
1126 if (INTEL_DEBUG & DEBUG_FALLBACKS)
1127 fprintf(stderr, "LEAVE FALLBACK %s\n", getFallbackString(bit));
1128 tnl->Driver.Render.Start = intelRenderStart;
1129 tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive;
1130 tnl->Driver.Render.Finish = intelRenderFinish;
1131 tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
1132 tnl->Driver.Render.CopyPV = _tnl_copy_pv;
1133 tnl->Driver.Render.Interp = _tnl_interp;
1134
1135 _tnl_invalidate_vertex_state(ctx, ~0);
1136 _tnl_invalidate_vertices(ctx, ~0);
1137 _tnl_install_attrs(ctx,
1138 intel->vertex_attrs,
1139 intel->vertex_attr_count,
1140 intel->ViewportMatrix.m, 0);
1141
1142 intel->NewGLState |= _INTEL_NEW_RENDERSTATE;
1143 }
1144 }
1145 }
1146
1147 union fi
1148 {
1149 GLfloat f;
1150 GLint i;
1151 };
1152
1153
1154 /**********************************************************************/
1155 /* Used only with the metaops callbacks. */
1156 /**********************************************************************/
1157 static void
1158 intel_meta_draw_poly(struct intel_context *intel,
1159 GLuint n,
1160 GLfloat xy[][2],
1161 GLfloat z, GLuint color, GLfloat tex[][2])
1162 {
1163 union fi *vb;
1164 GLint i;
1165 GLboolean was_locked = intel->locked;
1166 unsigned int saved_vertex_size = intel->vertex_size;
1167
1168 if (!was_locked)
1169 LOCK_HARDWARE(intel);
1170
1171 intel->vertex_size = 6;
1172
1173 /* All 3d primitives should be emitted with LOOP_CLIPRECTS,
1174 * otherwise the drawing origin (DR4) might not be set correctly.
1175 */
1176 intel_set_prim(intel, PRIM3D_TRIFAN);
1177 vb = (union fi *) intel_get_prim_space(intel, n);
1178
1179 for (i = 0; i < n; i++) {
1180 vb[0].f = xy[i][0];
1181 vb[1].f = xy[i][1];
1182 vb[2].f = z;
1183 vb[3].i = color;
1184 vb[4].f = tex[i][0];
1185 vb[5].f = tex[i][1];
1186 vb += 6;
1187 }
1188
1189 INTEL_FIREVERTICES(intel);
1190
1191 intel->vertex_size = saved_vertex_size;
1192
1193 if (!was_locked)
1194 UNLOCK_HARDWARE(intel);
1195 }
1196
1197 static void
1198 intel_meta_draw_quad(struct intel_context *intel,
1199 GLfloat x0, GLfloat x1,
1200 GLfloat y0, GLfloat y1,
1201 GLfloat z,
1202 GLuint color,
1203 GLfloat s0, GLfloat s1, GLfloat t0, GLfloat t1)
1204 {
1205 GLfloat xy[4][2];
1206 GLfloat tex[4][2];
1207
1208 xy[0][0] = x0;
1209 xy[0][1] = y0;
1210 xy[1][0] = x1;
1211 xy[1][1] = y0;
1212 xy[2][0] = x1;
1213 xy[2][1] = y1;
1214 xy[3][0] = x0;
1215 xy[3][1] = y1;
1216
1217 tex[0][0] = s0;
1218 tex[0][1] = t0;
1219 tex[1][0] = s1;
1220 tex[1][1] = t0;
1221 tex[2][0] = s1;
1222 tex[2][1] = t1;
1223 tex[3][0] = s0;
1224 tex[3][1] = t1;
1225
1226 intel_meta_draw_poly(intel, 4, xy, z, color, tex);
1227 }
1228
1229
1230
1231 /**********************************************************************/
1232 /* Initialization. */
1233 /**********************************************************************/
1234
1235
1236 void
1237 intelInitTriFuncs(GLcontext * ctx)
1238 {
1239 struct intel_context *intel = intel_context(ctx);
1240 TNLcontext *tnl = TNL_CONTEXT(ctx);
1241 static int firsttime = 1;
1242
1243 if (firsttime) {
1244 init_rast_tab();
1245 firsttime = 0;
1246 }
1247
1248 tnl->Driver.RunPipeline = intelRunPipeline;
1249 tnl->Driver.Render.Start = intelRenderStart;
1250 tnl->Driver.Render.Finish = intelRenderFinish;
1251 tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive;
1252 tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
1253 tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
1254 tnl->Driver.Render.CopyPV = _tnl_copy_pv;
1255 tnl->Driver.Render.Interp = _tnl_interp;
1256
1257 intel->vtbl.meta_draw_quad = intel_meta_draw_quad;
1258 }