/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#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)
+
+
/*
* Draw functions
*/
{
struct i915_context *i915 = i915_context(pipe);
struct draw_context *draw = i915->draw;
- void *mapped_indices = NULL;
+ const void *mapped_indices = NULL;
unsigned i;
- 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)
/*
* Map vertex buffers
*/
- 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);
+ 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, ~0);
}
/*
* 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 (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, ~0);
+ }
- if (cbuf_dirty) {
+ if (i915->constants[PIPE_SHADER_VERTEX])
draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
- i915->current.constants[PIPE_SHADER_VERTEX],
+ 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
/*
* unmap vertex/index buffers
*/
- for (i = 0; i < i915->num_vertex_buffers; i++) {
- draw_set_mapped_vertex_buffer(draw, i, NULL);
+ for (i = 0; i < i915->nr_vertex_buffers; i++) {
+ draw_set_mapped_vertex_buffer(i915->draw, i, NULL, 0);
}
-
if (mapped_indices)
- draw_set_mapped_index_buffer(draw, NULL);
+ draw_set_indexes(draw, NULL, 0, 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;
+ if (i915->blitter)
+ util_blitter_destroy(i915->blitter);
+
draw_destroy(i915->draw);
-
+
if(i915->batch)
i915->iws->batchbuffer_destroy(i915->batch);
- for (i = 0; i < i915->num_vertex_buffers; i++) {
- pipe_resource_reference(&i915->vertex_buffer[i].buffer, NULL);
- }
-
/* unbind framebuffer */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL);
}
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);
}
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.
*/
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));
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;
-
- /* 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;
}