ilo: move device limits to ilo_dev_info or to GPEs
[mesa.git] / src / gallium / drivers / i915 / i915_context.c
index cbf919754e56e4f3391133942f92fb0ad8a4493b..0ee6c0eb89d8fcc5ed7a82702a1e3f597e037ff4 100644 (file)
@@ -29,6 +29,7 @@
 #include "i915_state.h"
 #include "i915_screen.h"
 #include "i915_surface.h"
+#include "i915_query.h"
 #include "i915_batch.h"
 #include "i915_resource.h"
 
@@ -39,7 +40,7 @@
 #include "pipe/p_screen.h"
 
 
-DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE);
+DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
 
 
 /*
@@ -52,43 +53,72 @@ i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
 {
    struct i915_context *i915 = i915_context(pipe);
    struct draw_context *draw = i915->draw;
-   void *mapped_indices = NULL;
-   unsigned cbuf_dirty;
-
+   const void *mapped_indices = NULL;
+   unsigned i;
 
    /*
     * Ack vs contants here, helps ipers a lot.
     */
-   cbuf_dirty = i915->dirty & I915_NEW_VS_CONSTANTS;
    i915->dirty &= ~I915_NEW_VS_CONSTANTS;
 
    if (i915->dirty)
       i915_update_derived(i915);
 
+   /*
+    * Map vertex buffers
+    */
+   for (i = 0; i < i915->nr_vertex_buffers; i++) {
+      const void *buf = i915->vertex_buffers[i].user_buffer;
+      if (!buf)
+            buf = i915_buffer(i915->vertex_buffers[i].buffer)->data;
+      draw_set_mapped_vertex_buffer(draw, i, buf);
+   }
+
    /*
     * Map index buffer, if present
     */
-   if (info->indexed && i915->index_buffer.buffer)
-      mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
-   draw_set_mapped_index_buffer(draw, mapped_indices);
-
-   if (cbuf_dirty) {
-      if (i915->constants[PIPE_SHADER_VERTEX])
-         draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
-                                         i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
-                                         (i915->current.num_user_constants[PIPE_SHADER_VERTEX] * 
-                                         4 * sizeof(float)));
-      else
-         draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
+   if (info->indexed) {
+      mapped_indices = i915->index_buffer.user_buffer;
+      if (!mapped_indices)
+         mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
+      draw_set_indexes(draw,
+                       (ubyte *) mapped_indices + i915->index_buffer.offset,
+                       i915->index_buffer.index_size);
    }
 
+   if (i915->constants[PIPE_SHADER_VERTEX])
+      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
+                                      i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
+                                      (i915->current.num_user_constants[PIPE_SHADER_VERTEX] * 
+                                      4 * sizeof(float)));
+   else
+      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
+
+   if (i915->num_vertex_sampler_views > 0)
+      i915_prepare_vertex_sampling(i915);
+
    /*
     * Do the drawing
     */
    draw_vbo(i915->draw, info);
 
+   /*
+    * unmap vertex/index buffers
+    */
+   for (i = 0; i < i915->nr_vertex_buffers; i++) {
+      draw_set_mapped_vertex_buffer(i915->draw, i, NULL);
+   }
    if (mapped_indices)
-      draw_set_mapped_index_buffer(draw, NULL);
+      draw_set_indexes(draw, NULL, 0);
+
+   if (i915->num_vertex_sampler_views > 0)
+      i915_cleanup_vertex_sampling(i915);
+
+   /*
+    * Instead of flushing on every state change, we flush once here
+    * when we fire the vbo.
+    */
+   draw_flush(i915->draw);
 }
 
 
@@ -102,8 +132,11 @@ static void i915_destroy(struct pipe_context *pipe)
    struct i915_context *i915 = i915_context(pipe);
    int i;
 
+   if (i915->blitter)
+      util_blitter_destroy(i915->blitter);
+
    draw_destroy(i915->draw);
-   
+
    if(i915->batch)
       i915->iws->batchbuffer_destroy(i915->batch);
 
@@ -131,19 +164,27 @@ i915_create_context(struct pipe_screen *screen, void *priv)
       return NULL;
 
    i915->iws = i915_screen(screen)->iws;
-   i915->base.winsys = NULL;
    i915->base.screen = screen;
    i915->base.priv = priv;
 
    i915->base.destroy = i915_destroy;
 
-   i915->base.clear = i915_clear;
+   if (i915_screen(screen)->debug.use_blitter)
+      i915->base.clear = i915_clear_blitter;
+   else
+      i915->base.clear = i915_clear_render;
 
    i915->base.draw_vbo = i915_draw_vbo;
 
    /* init this before draw */
    util_slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
                     16, UTIL_SLAB_SINGLETHREADED);
+   util_slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
+                    16, UTIL_SLAB_SINGLETHREADED);
+
+   /* Batch stream debugging is a bit hacked up at the moment:
+    */
+   i915->batch = i915->iws->batchbuffer_create(i915->iws);
 
    /*
     * Create drawing context and plug our rendering stage into it.
@@ -160,19 +201,25 @@ i915_create_context(struct pipe_screen *screen, void *priv)
    i915_init_state_functions(i915);
    i915_init_flush_functions(i915);
    i915_init_resource_functions(i915);
+   i915_init_query_functions(i915);
+
+   /* Create blitter. */
+   i915->blitter = util_blitter_create(&i915->base);
+   assert(i915->blitter);
+
+   /* must be done before installing Draw stages */
+   util_blitter_cache_all_shaders(i915->blitter);
 
    draw_install_aaline_stage(i915->draw, &i915->base);
    draw_install_aapoint_stage(i915->draw, &i915->base);
+   draw_enable_point_sprites(i915->draw, TRUE);
 
    i915->dirty = ~0;
    i915->hardware_dirty = ~0;
    i915->immediate_dirty = ~0;
    i915->dynamic_dirty = ~0;
+   i915->static_dirty = ~0;
    i915->flush_dirty = 0;
 
-   /* Batch stream debugging is a bit hacked up at the moment:
-    */
-   i915->batch = i915->iws->batchbuffer_create(i915->iws);
-
    return &i915->base;
 }