#include "i915_state.h"
#include "i915_screen.h"
#include "i915_surface.h"
+#include "i915_query.h"
#include "i915_batch.h"
#include "i915_resource.h"
#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)
/*
struct i915_context *i915 = i915_context(pipe);
struct draw_context *draw = i915->draw;
void *mapped_indices = NULL;
- unsigned cbuf_dirty;
/*
* 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)
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)));
- }
+ 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
if (mapped_indices)
draw_set_mapped_index_buffer(draw, NULL);
+
+ if (i915->num_vertex_sampler_views > 0)
+ i915_cleanup_vertex_sampling(i915);
}
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);
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.
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);
+ draw_enable_point_sprites(i915->draw, TRUE);
+
+ /* augmented draw pipeline clobbers state functions */
+ i915_init_fixup_state_functions(i915);
+
+ /* Create blitter last - calls state creation functions. */
+ i915->blitter = util_blitter_create(&i915->base);
+ assert(i915->blitter);
i915->dirty = ~0;
i915->hardware_dirty = ~0;
i915->immediate_dirty = ~0;
i915->dynamic_dirty = ~0;
-
- /* Batch stream debugging is a bit hacked up at the moment:
- */
- i915->batch = i915->iws->batchbuffer_create(i915->iws);
+ i915->static_dirty = ~0;
+ i915->flush_dirty = 0;
return &i915->base;
}