i915g: Only apply the optimization to output vars.
[mesa.git] / src / gallium / drivers / i915 / i915_context.c
index 847dd6dd47e697792f42a8514a23d5174daeecbb..5a61740422b91bd18e7afbf96a0fd7f25be980e0 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"
 
@@ -39,6 +40,9 @@
 #include "pipe/p_screen.h"
 
 
+DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
+
+
 /*
  * Draw functions
  */
@@ -50,18 +54,15 @@ 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 i;
 
-   if (i915->dirty)
-      i915_update_derived(i915);
 
    /*
-    * Map vertex buffers
+    * Ack vs contants here, helps ipers a lot.
     */
-   for (i = 0; i < i915->num_vertex_buffers; i++) {
-      void *buf = i915_buffer(i915->vertex_buffer[i].buffer)->data;
-      draw_set_mapped_vertex_buffer(draw, i, buf);
-   }
+   i915->dirty &= ~I915_NEW_VS_CONSTANTS;
+
+   if (i915->dirty)
+      i915_update_derived(i915);
 
    /*
     * Map index buffer, if present
@@ -70,25 +71,27 @@ i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
       mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
    draw_set_mapped_index_buffer(draw, mapped_indices);
 
-   draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
-                                   i915->current.constants[PIPE_SHADER_VERTEX],
-                                   (i915->current.num_user_constants[PIPE_SHADER_VERTEX] * 
+   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->num_vertex_buffers; i++) {
-      draw_set_mapped_vertex_buffer(draw, i, NULL);
-   }
-
    if (mapped_indices)
       draw_set_mapped_index_buffer(draw, NULL);
+
+   if (i915->num_vertex_sampler_views > 0)
+      i915_cleanup_vertex_sampling(i915);
 }
 
 
@@ -102,8 +105,11 @@ 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);
 
@@ -113,6 +119,11 @@ static void i915_destroy(struct pipe_context *pipe)
    }
    pipe_surface_reference(&i915->framebuffer.zsbuf, NULL);
 
+   /* unbind constant buffers */
+   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
+      pipe_resource_reference(&i915->constants[i], NULL);
+   }
+
    FREE(i915);
 }
 
@@ -132,16 +143,29 @@ i915_create_context(struct pipe_screen *screen, void *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.
     */
    i915->draw = draw_create(&i915->base);
    assert(i915->draw);
-   if (!debug_get_bool_option("I915_NO_VBUF", FALSE)) {
+   if (!debug_get_option_i915_no_vbuf()) {
       draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
    } else {
       draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
@@ -151,16 +175,25 @@ 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);
 
    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;
-
-   /* Batch stream debugging is a bit hacked up at the moment:
-    */
-   i915->batch = i915->iws->batchbuffer_create(i915->iws);
+   i915->immediate_dirty = ~0;
+   i915->dynamic_dirty = ~0;
+   i915->static_dirty = ~0;
+   i915->flush_dirty = 0;
 
    return &i915->base;
 }