#include "brw_sf.h"
#include "brw_state.h"
+#include "../glsl/ralloc.h"
+
static void compile_sf_prog( struct brw_context *brw,
struct brw_sf_prog_key *key )
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct intel_context *intel = &brw->intel;
struct brw_sf_compile c;
const GLuint *program;
+ void *mem_ctx;
GLuint program_size;
GLuint i, idx;
memset(&c, 0, sizeof(c));
+ mem_ctx = ralloc_context(NULL);
/* Begin the compilation:
*/
- brw_init_compile(brw, &c.func);
+ brw_init_compile(brw, &c.func, mem_ctx);
c.key = *key;
c.nr_attrs = brw_count_bits(c.key.attrs);
c.nr_attr_regs = (c.nr_attrs+1)/2;
- c.nr_setup_attrs = brw_count_bits(c.key.attrs & DO_SETUP_BITS);
+ c.nr_setup_attrs = brw_count_bits(c.key.attrs);
c.nr_setup_regs = (c.nr_setup_attrs+1)/2;
c.prog_data.urb_read_length = c.nr_attr_regs;
/* Construct map from attribute number to position in the vertex.
*/
- for (i = idx = 0; i < VERT_RESULT_MAX; i++)
- if (c.key.attrs & (1<<i)) {
+ for (i = idx = 0; i < VERT_RESULT_MAX; i++) {
+ if (c.key.attrs & BITFIELD64_BIT(i)) {
c.attr_to_idx[i] = idx;
c.idx_to_attr[idx] = i;
- if (i >= VERT_RESULT_TEX0 && i <= VERT_RESULT_TEX7) {
- c.point_attrs[i].CoordReplace =
- ctx->Point.CoordReplace[i - VERT_RESULT_TEX0];
- }
- else {
- c.point_attrs[i].CoordReplace = GL_FALSE;
- }
idx++;
}
-
+ }
+
/* Which primitive? Or all three?
*/
switch (key->primitive) {
*/
program = brw_get_program(&c.func, &program_size);
- /* Upload
- */
- dri_bo_unreference(brw->sf.prog_bo);
- brw->sf.prog_bo = brw_upload_cache( &brw->cache, BRW_SF_PROG,
- &c.key, sizeof(c.key),
- NULL, 0,
- program, program_size,
- &c.prog_data,
- &brw->sf.prog_data );
+ if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
+ printf("sf:\n");
+ for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
+ brw_disasm(stdout, &((struct brw_instruction *)program)[i],
+ intel->gen);
+ printf("\n");
+ }
+
+ brw_upload_cache(&brw->cache, BRW_SF_PROG,
+ &c.key, sizeof(c.key),
+ program, program_size,
+ &c.prog_data, sizeof(c.prog_data),
+ &brw->sf.prog_offset, &brw->sf.prog_data);
+ ralloc_free(mem_ctx);
}
/* Calculate interpolants for triangle and line rasterization.
*/
static void upload_sf_prog(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
struct brw_sf_prog_key key;
memset(&key, 0, sizeof(key));
* edgeflag testing here, it is already done in the clip
* program.
*/
- if (key.attrs & (1<<VERT_RESULT_EDGE))
+ if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
key.primitive = SF_UNFILLED_TRIS;
else
key.primitive = SF_TRIANGLES;
break;
}
+ /* _NEW_POINT */
key.do_point_sprite = ctx->Point.PointSprite;
- key.SpriteOrigin = ctx->Point.SpriteOrigin;
+ if (key.do_point_sprite) {
+ int i;
+
+ for (i = 0; i < 8; i++) {
+ if (ctx->Point.CoordReplace[i])
+ key.point_sprite_coord_replace |= (1 << i);
+ }
+ }
+ key.sprite_origin_lower_left = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT);
/* _NEW_LIGHT */
key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
- /* _NEW_HINT */
- key.linear_color = (ctx->Hint.PerspectiveCorrection == GL_FASTEST);
-
/* _NEW_POLYGON */
if (key.do_twoside_color) {
/* If we're rendering to a FBO, we have to invert the polygon
key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0);
}
- dri_bo_unreference(brw->sf.prog_bo);
- brw->sf.prog_bo = brw_search_cache(&brw->cache, BRW_SF_PROG,
- &key, sizeof(key),
- NULL, 0,
- &brw->sf.prog_data);
- if (brw->sf.prog_bo == NULL)
+ if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
+ &key, sizeof(key),
+ &brw->sf.prog_offset, &brw->sf.prog_data)) {
compile_sf_prog( brw, &key );
+ }
}