#include "i915_state.h"
#include "i915_screen.h"
#include "i915_surface.h"
+#include "i915_query.h"
#include "i915_batch.h"
#include "i915_resource.h"
{
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;
/*
* 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)
/*
* 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);
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);
}
struct i915_context *i915 = i915_context(pipe);
int i;
- draw_destroy(i915->draw);
-
if (i915->blitter)
util_blitter_destroy(i915->blitter);
-
+
+ draw_destroy(i915->draw);
+
if(i915->batch)
i915->iws->batchbuffer_destroy(i915->batch);
return NULL;
i915->iws = i915_screen(screen)->iws;
- i915->base.winsys = NULL;
i915->base.screen = screen;
i915->base.priv = priv;
/* 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_init_state_functions(i915);
i915_init_flush_functions(i915);
i915_init_resource_functions(i915);
+ i915_init_query_functions(i915);
- draw_install_aaline_stage(i915->draw, &i915->base);
- draw_install_aapoint_stage(i915->draw, &i915->base);
-
- /* augmented draw pipeline clobbers state functions */
- i915_init_fixup_state_functions(i915);
-
- /* Create blitter last - calls state creation functions. */
+ /* 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;