#include "brw_defines.h"
#include "brw_context.h"
#include "brw_state.h"
-#include "brw_fallback.h"
#include "intel_batchbuffer.h"
-#include "intel_buffer_objects.h"
#define FILE_DEBUG_FLAG DEBUG_BATCH
* programs be immune to the active primitive (ie. cope with all
* possibilities). That may not be realistic however.
*/
-static GLuint brw_set_prim(struct brw_context *brw, GLenum prim)
+static GLuint brw_set_prim(struct brw_context *brw,
+ const struct _mesa_prim *prim)
{
GLcontext *ctx = &brw->intel.ctx;
+ GLenum mode = prim->mode;
if (INTEL_DEBUG & DEBUG_PRIMS)
- _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
-
+ printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
+
/* Slight optimization to avoid the GS program when not needed:
*/
- if (prim == GL_QUAD_STRIP &&
+ if (mode == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
ctx->Polygon.FrontMode == GL_FILL &&
ctx->Polygon.BackMode == GL_FILL)
- prim = GL_TRIANGLE_STRIP;
+ mode = GL_TRIANGLE_STRIP;
+
+ if (prim->mode == GL_QUADS && prim->count == 4 &&
+ ctx->Light.ShadeModel != GL_FLAT &&
+ ctx->Polygon.FrontMode == GL_FILL &&
+ ctx->Polygon.BackMode == GL_FILL) {
+ mode = GL_TRIANGLE_FAN;
+ }
- if (prim != brw->primitive) {
- brw->primitive = prim;
+ if (mode != brw->primitive) {
+ brw->primitive = mode;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
- if (reduced_prim[prim] != brw->intel.reduced_primitive) {
- brw->intel.reduced_primitive = reduced_prim[prim];
+ if (reduced_prim[mode] != brw->intel.reduced_primitive) {
+ brw->intel.reduced_primitive = reduced_prim[mode];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
- return prim_to_hw_prim[prim];
+ return prim_to_hw_prim[mode];
}
struct intel_context *intel = &brw->intel;
if (INTEL_DEBUG & DEBUG_PRIMS)
- _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
+ printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
prim->start, prim->count);
prim_packet.header.opcode = CMD_3D_PRIM;
prim_packet.start_instance_location = 0;
prim_packet.base_vert_location = prim->basevertex;
- /* Can't wrap here, since we rely on the validated state. */
- intel->no_batch_wrap = GL_TRUE;
-
/* If we're set to always flush, do it before and after the primitive emit.
* We want to catch both missed flushes that hurt instruction/state cache
* and missed flushes of the render cache as it heads to other parts of
if (intel->always_flush_cache) {
intel_batchbuffer_emit_mi_flush(intel->batch);
}
-
- intel->no_batch_wrap = GL_FALSE;
}
static void brw_merge_inputs( struct brw_context *brw,
GLuint i;
for (i = 0; i < VERT_ATTRIB_MAX; i++)
- dri_bo_unreference(brw->vb.inputs[i].bo);
+ drm_intel_bo_unreference(brw->vb.inputs[i].bo);
memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
memset(&brw->vb.info, 0, sizeof(brw->vb.info));
GLcontext *ctx = &brw->intel.ctx;
GLuint i;
+ /* XXX FIXME */
+ if (brw->intel.gen >= 6) {
+ for (i = 0; i < nr_prims; i++)
+ if (prim[i].mode == GL_LINE_LOOP)
+ return GL_TRUE;
+ }
+
/* If we don't require strict OpenGL conformance, never
* use fallbacks. If we're forcing fallbacks, always
* use fallfacks.
* so can't access it earlier.
*/
+ intel_prepare_render(intel);
+
for (i = 0; i < nr_prims; i++) {
uint32_t hw_prim;
*/
intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4);
- hw_prim = brw_set_prim(brw, prim[i].mode);
+ hw_prim = brw_set_prim(brw, &prim[i]);
if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
first_time = GL_FALSE;
}
}
+ intel->no_batch_wrap = GL_TRUE;
brw_upload_state(brw);
}
brw_emit_prim(brw, &prim[i], hw_prim);
+ intel->no_batch_wrap = GL_FALSE;
+
retval = GL_TRUE;
}
int i;
if (brw->vb.upload.bo != NULL) {
- dri_bo_unreference(brw->vb.upload.bo);
+ drm_intel_bo_unreference(brw->vb.upload.bo);
brw->vb.upload.bo = NULL;
}
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- dri_bo_unreference(brw->vb.inputs[i].bo);
+ drm_intel_bo_unreference(brw->vb.inputs[i].bo);
brw->vb.inputs[i].bo = NULL;
}
- dri_bo_unreference(brw->ib.bo);
+ drm_intel_bo_unreference(brw->ib.bo);
brw->ib.bo = NULL;
}