#include "swrast_setup/swrast_setup.h"
#include "array_cache/acache.h"
#include "tnl/tnl.h"
+#include "tnl/t_vp_build.h"
#include "radeon_reg.h"
#include "radeon_macros.h"
#include "r300_reg.h"
#include "r300_program.h"
#include "r300_tex.h"
-
+#include "r300_maos.h"
#include "r300_emit.h"
-/* Turns out we might not need this after all... */
-void update_zbias(GLcontext * ctx, int prim)
-{
- r300ContextPtr rmesa = R300_CONTEXT(ctx);
- int enabled = 0;
- uint32_t values[4];
- //return ;
- switch(prim & PRIM_MODE_MASK) {
- case GL_POINTS:
- if(ctx->Polygon.OffsetPoint == GL_TRUE)
- enabled=1;
- break;
- case GL_LINES:
- case GL_LINE_STRIP:
- case GL_LINE_LOOP:
- if(ctx->Polygon.OffsetLine == GL_TRUE)
- enabled=1;
- break;
- case GL_TRIANGLES:
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_FAN:
- case GL_QUADS:
- case GL_QUAD_STRIP:
- case GL_POLYGON:
- if(ctx->Polygon.OffsetFill == GL_TRUE)
- enabled=1;
- break;
- default:
- fprintf(stderr, "%s:%s Do not know how to handle primitive %02x - help me !\n",
- __FILE__, __FUNCTION__,
- prim & PRIM_MODE_MASK);
-
- }
-
- if(enabled){
- values[0]=values[2]=r300PackFloat32(ctx->Polygon.OffsetFactor * 12.0);
- values[1]=values[3]=r300PackFloat32(ctx->Polygon.OffsetUnits * 4.0);
- }else{
- values[0]=values[2]=r300PackFloat32(0.0);
- values[1]=values[3]=r300PackFloat32(0.0);
- }
-
- if(values[0] != rmesa->hw.zbs.cmd[R300_ZBS_T_FACTOR] ||
- values[1] != rmesa->hw.zbs.cmd[R300_ZBS_T_CONSTANT] ||
- values[2] != rmesa->hw.zbs.cmd[R300_ZBS_W_FACTOR] ||
- values[3] != rmesa->hw.zbs.cmd[R300_ZBS_W_CONSTANT]){
-
- R300_STATECHANGE(rmesa, zbs);
- rmesa->hw.zbs.cmd[R300_ZBS_T_FACTOR] = values[0];
- rmesa->hw.zbs.cmd[R300_ZBS_T_CONSTANT] = values[1];
- rmesa->hw.zbs.cmd[R300_ZBS_W_FACTOR] = values[2];
- rmesa->hw.zbs.cmd[R300_ZBS_W_CONSTANT] = values[3];
-
- }
-}
+extern int future_hw_tcl_on;
/**********************************************************************
* Hardware rasterization
static int r300_get_primitive_type(r300ContextPtr rmesa, GLcontext *ctx, int prim)
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i;
- int type=-1;
-
+ int type=-1;
+
switch (prim & PRIM_MODE_MASK) {
case GL_POINTS:
type=R300_VAP_VF_CNTL__PRIM_POINTS;
- break;
+ break;
case GL_LINES:
type=R300_VAP_VF_CNTL__PRIM_LINES;
- break;
+ break;
case GL_LINE_STRIP:
type=R300_VAP_VF_CNTL__PRIM_LINE_STRIP;
break;
return type;
}
-static int r300_get_num_verts(r300ContextPtr rmesa,
+static int r300_get_num_verts(r300ContextPtr rmesa,
GLcontext *ctx,
int num_verts,
int prim)
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i;
- int type=-1, verts_off=0;
- char *name="UNKNOWN";
-
+ int verts_off=0;
+ char *name="UNKNOWN";
+
switch (prim & PRIM_MODE_MASK) {
case GL_POINTS:
name="P";
verts_off = 0;
- break;
+ break;
case GL_LINES:
name="L";
verts_off = num_verts % 2;
- break;
+ break;
case GL_LINE_STRIP:
name="LS";
if(num_verts < 2)
return -1;
break;
}
-
- if(num_verts - verts_off == 0){
- WARN_ONCE("user error: Need more than %d vertices to draw primitive %s !\n", num_verts, name);
- return 0;
- }
-
- if(verts_off > 0){
- WARN_ONCE("user error: %d is not a valid number of vertices for primitive %s !\n", num_verts, name);
- }
-
- return num_verts - verts_off;
-}
-
-void dump_inputs(GLcontext *ctx, int render_inputs)
-{
- int k;
- fprintf(stderr, "inputs:");
- if(render_inputs & _TNL_BIT_POS)
- fprintf(stderr, "_TNL_BIT_POS ");
- if(render_inputs & _TNL_BIT_NORMAL)
- fprintf(stderr, "_TNL_BIT_NORMAL ");
-
- /* color components */
- if(render_inputs & _TNL_BIT_COLOR0)
- fprintf(stderr, "_TNL_BIT_COLOR0 ");
- if(render_inputs & _TNL_BIT_COLOR1)
- fprintf(stderr, "_TNL_BIT_COLOR1 ");
-
- if(render_inputs & _TNL_BIT_FOG)
- fprintf(stderr, "_TNL_BIT_FOG ");
-
- /* texture coordinates */
- for(k=0;k < ctx->Const.MaxTextureUnits;k++)
- if(render_inputs & (_TNL_BIT_TEX0<<k))
- fprintf(stderr, "_TNL_BIT_TEX%d ", k);
-
- if(render_inputs & _TNL_BIT_INDEX)
- fprintf(stderr, "_TNL_BIT_INDEX ");
- if(render_inputs & _TNL_BIT_POINTSIZE)
- fprintf(stderr, "_TNL_BIT_POINTSIZE ");
-
- fprintf(stderr, "\n");
-}
-/* This function compiles GL context into state registers that
- describe data routing inside of R300 pipeline.
-
- In particular, it programs input_route, output_vtx_fmt, texture
- unit configuration and gb_output_vtx_fmt
-
- This function encompasses setup_AOS() from r300_lib.c
-*/
+ if (RADEON_DEBUG & DEBUG_VERTS) {
+ if (num_verts - verts_off == 0) {
+ WARN_ONCE("user error: Need more than %d vertices to draw primitive %s !\n", num_verts, name);
+ return 0;
+ }
+ if (verts_off > 0) {
+ WARN_ONCE("user error: %d is not a valid number of vertices for primitive %s !\n", num_verts, name);
+ }
+ }
+ return num_verts - verts_off;
+}
+/* Immediate implementation has been removed from CVS. */
-/* Immediate implementation - vertex data is sent via command stream */
+/* vertex buffer implementation */
-static GLfloat default_vector[4]={0.0, 0.0, 0.0, 1.0};
+static void inline fire_EB(PREFIX unsigned long addr, int vertex_count, int type, int elt_size)
+{
+ LOCAL_VARS
+ unsigned long addr_a;
+ unsigned long t_addr;
+ unsigned long magic_1, magic_2;
+ GLcontext *ctx;
+ ctx = rmesa->radeon.glCtx;
+
+ assert(elt_size == 2 || elt_size == 4);
+
+ if(addr & (elt_size-1)){
+ WARN_ONCE("Badly aligned buffer\n");
+ return ;
+ }
+#ifdef OPTIMIZE_ELTS
+ addr_a = 0;
+
+ magic_1 = (addr % 32) / 4;
+ t_addr = addr & (~0x1d);
+ magic_2 = (vertex_count + 1 + (t_addr & 0x2)) / 2 + magic_1;
+
+ check_space(6);
+
+ start_packet3(RADEON_CP_PACKET3_3D_DRAW_INDX_2, 0);
+ if(elt_size == 4){
+ e32(R300_VAP_VF_CNTL__PRIM_WALK_INDICES | (vertex_count<<16) | type | R300_VAP_VF_CNTL__INDEX_SIZE_32bit);
+ } else {
+ e32(R300_VAP_VF_CNTL__PRIM_WALK_INDICES | (vertex_count<<16) | type);
+ }
-#define output_vector(v, i) \
- { \
- int _i; \
- for(_i=0;_i<v->size;_i++){ \
- efloat(VEC_ELT(v, GLfloat, i)[_i]); \
- } \
- for(_i=v->size;_i<4;_i++){ \
- efloat(default_vector[_i]); \
- } \
+ start_packet3(RADEON_CP_PACKET3_INDX_BUFFER, 2);
+ if(elt_size == 4){
+ e32(R300_EB_UNK1 | (0 << 16) | R300_EB_UNK2);
+ e32(addr /*& 0xffffffe3*/);
+ } else {
+ e32(R300_EB_UNK1 | (magic_1 << 16) | R300_EB_UNK2);
+ e32(t_addr);
+ }
+
+ if(elt_size == 4){
+ e32(vertex_count /*+ addr_a/4*/); /* Total number of dwords needed? */
+ } else {
+ e32(magic_2); /* Total number of dwords needed? */
+ }
+ //cp_delay(PASS_PREFIX 1);
+#if 0
+ fprintf(stderr, "magic_1 %d\n", magic_1);
+ fprintf(stderr, "t_addr %x\n", t_addr);
+ fprintf(stderr, "magic_2 %d\n", magic_2);
+ exit(1);
+#endif
+#else
+ (void)magic_2, (void)magic_1, (void)t_addr;
+
+ addr_a = 0;
+
+ check_space(6);
+
+ start_packet3(RADEON_CP_PACKET3_3D_DRAW_INDX_2, 0);
+ if(elt_size == 4){
+ e32(R300_VAP_VF_CNTL__PRIM_WALK_INDICES | (vertex_count<<16) | type | R300_VAP_VF_CNTL__INDEX_SIZE_32bit);
+ } else {
+ e32(R300_VAP_VF_CNTL__PRIM_WALK_INDICES | (vertex_count<<16) | type);
}
-/* Immediate implementation - vertex data is sent via command stream */
+ start_packet3(RADEON_CP_PACKET3_INDX_BUFFER, 2);
+ e32(R300_EB_UNK1 | (0 << 16) | R300_EB_UNK2);
+ e32(addr /*& 0xffffffe3*/);
+
+ if(elt_size == 4){
+ e32(vertex_count /*+ addr_a/4*/); /* Total number of dwords needed? */
+ } else {
+ e32((vertex_count+1)/2 /*+ addr_a/4*/); /* Total number of dwords needed? */
+ }
+ //cp_delay(PASS_PREFIX 1);
+#endif
+}
-static void r300_render_immediate_primitive(r300ContextPtr rmesa,
+static void r300_render_vb_primitive(r300ContextPtr rmesa,
GLcontext *ctx,
int start,
int end,
int prim)
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i, render_inputs;
- int k, type, num_verts;
- LOCAL_VARS
-
+ int type, num_verts;
+
type=r300_get_primitive_type(rmesa, ctx, prim);
num_verts=r300_get_num_verts(rmesa, ctx, end-start, prim);
-
- #if 0
- fprintf(stderr,"ObjPtr: size=%d stride=%d\n",
- VB->ObjPtr->size, VB->ObjPtr->stride);
- fprintf(stderr,"ColorPtr[0]: size=%d stride=%d\n",
- VB->ColorPtr[0]->size, VB->ColorPtr[0]->stride);
- fprintf(stderr,"TexCoordPtr[0]: size=%d stride=%d\n",
- VB->TexCoordPtr[0]->size, VB->TexCoordPtr[0]->stride);
- #endif
-
+
if(type<0 || num_verts <= 0)return;
- if(!VB->ObjPtr){
- WARN_ONCE("FIXME: Don't know how to handle GL_ARB_vertex_buffer_object correctly\n");
- return;
- }
- /* A packet cannot have more than 16383 data words.. */
- if((num_verts*4*rmesa->state.aos_count)>16380){
- WARN_ONCE("Too many vertices to paint. Fix me !\n");
- return;
+ if(rmesa->state.VB.Elts){
+ r300EmitAOS(rmesa, rmesa->state.aos_count, /*0*/start);
+#if 0
+ LOCAL_VARS
+ int i;
+ start_index32_packet(num_verts, type);
+ for(i=0; i < num_verts; i++)
+ e32(((unsigned long *)rmesa->state.VB.Elts)[i]/*rmesa->state.Elts[start+i]*/); /* start ? */
+#else
+ if(num_verts == 1){
+ //start_index32_packet(num_verts, type);
+ //e32(rmesa->state.Elts[start]);
+ return;
}
-
- //fprintf(stderr, "aos_count=%d start=%d end=%d\n", rmesa->state.aos_count, start, end);
-
- if(rmesa->state.aos_count==0){
- WARN_ONCE("Aeiee ! aos_count==0, while it shouldn't. Skipping rendering\n");
- return;
- }
-
- render_inputs = rmesa->state.render_inputs;
-
- if(!render_inputs){
- WARN_ONCE("Aeiee ! render_inputs==0. Skipping rendering.\n");
- return;
- }
-
- //dump_inputs(ctx, render_inputs); return ;
- start_immediate_packet(num_verts, type, 4*rmesa->state.aos_count);
-
- for(i=start;i<start+num_verts;i++){
- #if 0
- fprintf(stderr, "* (%f %f %f %f) (%f %f %f %f)\n",
- VEC_ELT(VB->ObjPtr, GLfloat, i)[0],
- VEC_ELT(VB->ObjPtr, GLfloat, i)[1],
- VEC_ELT(VB->ObjPtr, GLfloat, i)[2],
- VEC_ELT(VB->ObjPtr, GLfloat, i)[3],
-
- VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0],
- VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1],
- VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2],
- VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]
- );
- #endif
-
-
- /* coordinates */
- if(render_inputs & _TNL_BIT_POS)
- output_vector(VB->ObjPtr, i);
- if(render_inputs & _TNL_BIT_NORMAL)
- output_vector(VB->NormalPtr, i);
-
- /* color components */
- if(render_inputs & _TNL_BIT_COLOR0)
- output_vector(VB->ColorPtr[0], i);
- if(render_inputs & _TNL_BIT_COLOR1)
- output_vector(VB->SecondaryColorPtr[0], i);
-
-/* if(render_inputs & _TNL_BIT_FOG) // Causes lock ups when immediate mode is on
- output_vector(VB->FogCoordPtr, i);*/
-
- /* texture coordinates */
- for(k=0;k < ctx->Const.MaxTextureUnits;k++)
- if(render_inputs & (_TNL_BIT_TEX0<<k))
- output_vector(VB->TexCoordPtr[k], i);
-
- if(render_inputs & _TNL_BIT_INDEX)
- output_vector(VB->IndexPtr[0], i);
- if(render_inputs & _TNL_BIT_POINTSIZE)
- output_vector(VB->PointSizePtr, i);
- }
-
+ if(num_verts > 65535){ /* not implemented yet */
+ WARN_ONCE("Too many elts\n");
+ return;
+ }
+
+ r300EmitElts(ctx, rmesa->state.VB.Elts, num_verts, rmesa->state.VB.elt_size);
+ fire_EB(PASS_PREFIX rmesa->state.elt_dma.aos_offset, num_verts, type, rmesa->state.VB.elt_size);
+#endif
+ }else{
+ r300EmitAOS(rmesa, rmesa->state.aos_count, start);
+ fire_AOS(PASS_PREFIX num_verts, type);
+ }
}
-
-static GLboolean r300_run_immediate_render(GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
+#if 0
+void dump_array(struct r300_dma_region *rvb, int count)
{
- r300ContextPtr rmesa = R300_CONTEXT(ctx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i;
- /* Only do 2d textures */
- struct gl_texture_object *to=ctx->Texture.Unit[0].Current2D;
- r300TexObjPtr t=to->DriverData;
- LOCAL_VARS
+ int *out = (int *)(rvb->address + rvb->start);
+ int i, ci;
-
- /* Update texture state - needs to be done only when actually changed..
- All the time for now.. */
-
+ fprintf(stderr, "stride %d:", rvb->aos_stride);
+ for (i=0; i < count; i++) {
+ fprintf(stderr, "{");
+ if (rvb->aos_format == AOS_FORMAT_FLOAT)
+ for (ci=0; ci < rvb->aos_size; ci++)
+ fprintf(stderr, "%f ", ((float *)out)[ci]);
+ else
+ for (ci=0; ci < rvb->aos_size; ci++)
+ fprintf(stderr, "%d ", ((unsigned char *)out)[ci]);
+ fprintf(stderr, "}");
+
+ out += rvb->aos_stride;
+ }
- if (RADEON_DEBUG == DEBUG_PRIMS)
- fprintf(stderr, "%s\n", __FUNCTION__);
+ fprintf(stderr, "\n");
+}
- #if 1 /* we need this, somehow */
- /* Flush state - make sure command buffer is nice and large */
- r300Flush(ctx);
- /* Make sure we have enough space */
- #else
- /* Count is very imprecize, but should be good upper bound */
- r300EnsureCmdBufSpace(rmesa, rmesa->hw.max_state_size + 4+2+30
- +VB->PrimitiveCount*(1+8)+VB->Count*4*rmesa->state.texture.tc_count+4, __FUNCTION__);
- #endif
-
- /* needed before starting 3d operation .. */
- reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
- e32(0x0000000a);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
+void dump_dt(struct dt *dt, int count)
+{
+ int *out = dt->data;
+ int i, ci;
-
- #if 0 /* looks like the Z offset issue got fixed */
- rmesa->hw.vte.cmd[1] = R300_VPORT_X_SCALE_ENA
- | R300_VPORT_X_OFFSET_ENA
- | R300_VPORT_Y_SCALE_ENA
- | R300_VPORT_Y_OFFSET_ENA
- | R300_VTX_W0_FMT;
- R300_STATECHANGE(rmesa, vte);
- #endif
-
+ fprintf(stderr, "stride %d", dt->stride);
+
+ for (i=0; i < count; i++){
+ fprintf(stderr, "{");
+ if (dt->type == GL_FLOAT)
+ for (ci=0; ci < dt->size; ci++)
+ fprintf(stderr, "%f ", ((float *)out)[ci]);
+ else
+ for (ci=0; ci < dt->size; ci++)
+ fprintf(stderr, "%d ", ((unsigned char *)out)[ci]);
+ fprintf(stderr, "}");
+
+ out = (int *)((char *)out + dt->stride);
+ }
-
- /* Magic register - note it is right after 20b0 */
+ fprintf(stderr, "\n");
+}
+#endif
+GLboolean r300_run_vb_render(GLcontext *ctx,
+ struct tnl_pipeline_stage *stage)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ struct radeon_vertex_buffer *VB = &rmesa->state.VB;
+ int i;
+ LOCAL_VARS
- if(rmesa->state.texture.tc_count>0){
- reg_start(0x20b4,0);
- e32(0x0000000c);
-
+ if (RADEON_DEBUG & DEBUG_PRIMS)
+ fprintf(stderr, "%s\n", __FUNCTION__);
+
+ if (stage) {
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ radeon_vb_to_rvb(rmesa, VB, &tnl->vb);
}
+
+ r300UpdateShaders(rmesa);
+ if (rmesa->state.VB.LockCount == 0 || 1) {
+ r300EmitArrays(ctx, GL_FALSE);
+
+ r300UpdateShaderStates(rmesa);
+ } else {
+ /* TODO: Figure out why do we need these. */
+ R300_STATECHANGE(rmesa, vir[0]);
+ R300_STATECHANGE(rmesa, vir[1]);
+ R300_STATECHANGE(rmesa, vic);
+ R300_STATECHANGE(rmesa, vof);
- r300EmitState(rmesa);
-
- #if 0
- reg_start(R300_RB3D_COLORMASK, 0);
- e32(0xf);
-
- vsf_start_fragment(0x406, 4);
- efloat(0.0);
- efloat(0.0);
- efloat(0.0);
- efloat(1.0);
-
- vsf_start_fragment(0x400, 4);
- efloat(0.0);
- efloat(0.0);
- efloat(0.0);
- efloat(1.0);
- #endif
-
- /* We need LOAD_VBPNTR to setup AOS_ATTR fields.. the offsets are irrelevant */
- r300EmitLOAD_VBPNTR(rmesa, 0);
-
- for(i=0; i < VB->PrimitiveCount; i++){
- GLuint prim = VB->Primitive[i].mode;
- GLuint start = VB->Primitive[i].start;
- GLuint length = VB->Primitive[i].count;
-
- r300_render_immediate_primitive(rmesa, ctx, start, start + length, prim);
- }
+#if 0
+ fprintf(stderr, "dt:\n");
+ for(i=0; i < VERT_ATTRIB_MAX; i++){
+ fprintf(stderr, "dt %d:", i);
+ dump_dt(&rmesa->state.VB.AttribPtr[i], VB->Count);
+ }
+
+ fprintf(stderr, "before:\n");
+ for(i=0; i < rmesa->state.aos_count; i++){
+ fprintf(stderr, "aos %d:", i);
+ dump_array(&rmesa->state.aos[i], VB->Count);
+ }
+#endif
+#if 0
+ r300ReleaseArrays(ctx);
+ r300EmitArrays(ctx, GL_FALSE);
+
+ fprintf(stderr, "after:\n");
+ for(i=0; i < rmesa->state.aos_count; i++){
+ fprintf(stderr, "aos %d:", i);
+ dump_array(&rmesa->state.aos[i], VB->Count);
+ }
+#endif
+ }
- /* This sequence is required after any 3d drawing packet
- I suspect it work arounds a bug (or deficiency) in hardware */
-
- reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
+ reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
e32(0x0000000a);
-
- reg_start(0x4f18,0);
+
+ reg_start(0x4f18,0);
e32(0x00000003);
-
- return GL_FALSE;
-}
+#if 0
+ reg_start(R300_VAP_PVS_WAITIDLE,0);
+ e32(0x00000000);
+#endif
+ r300EmitState(rmesa);
+
+ for(i=0; i < VB->PrimitiveCount; i++){
+ GLuint prim = VB->Primitive[i].mode;
+ GLuint start = VB->Primitive[i].start;
+ GLuint length = VB->Primitive[i].count;
+
+ r300_render_vb_primitive(rmesa, ctx, start, start + length, prim);
+ }
+ reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
+ e32(0x0000000a/*0x2*/);
-/* vertex buffer implementation */
+ reg_start(0x4f18,0);
+ e32(0x00000003/*0x1*/);
-/* We use the start part of GART texture buffer for vertices */
+#ifdef USER_BUFFERS
+ r300UseArrays(ctx);
+#endif
+ r300ReleaseArrays(ctx);
+ return GL_FALSE;
+}
+#define FALLBACK_IF(expr) \
+do { \
+ if (expr) { \
+ if (1 || RADEON_DEBUG & DEBUG_FALLBACKS) \
+ WARN_ONCE("Software fallback:%s\n", #expr); \
+ return R300_FALLBACK_RAST; \
+ } \
+} while(0)
-static void upload_vertex_buffer(r300ContextPtr rmesa, GLcontext *ctx)
+int r300Fallback(GLcontext *ctx)
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- int idx=0;
- int i,j,k;
- radeonScreenPtr rsp=rmesa->radeon.radeonScreen;
- GLuint render_inputs;
-
- /* A hack - we don't want to overwrite vertex buffers, so we
- just use AGP space for them.. Fix me ! */
- static int offset=0;
- if(offset>2*1024*1024){
- //fprintf(stderr, "Wrapping agp vertex buffer offset\n");
- offset=0;
- }
- /* Not the most efficient implementation, but, for now, I just want something that
- works */
- /* to do - make single memcpy per column (is it possible ?) */
- /* to do - use dirty flags to avoid redundant copies */
- #define UPLOAD_VECTOR(v)\
- { \
- /* Is the data dirty ? */ \
- if (v->flags & ((1<<v->size)-1)) { \
- /* fprintf(stderr, "size=%d vs stride=%d\n", v->size, v->stride); */ \
- if(v->size*4==v->stride){\
- /* fast path */ \
- memcpy(rsp->gartTextures.map+offset, v->data, v->stride*VB->Count); \
- } else { \
- for(i=0;i<VB->Count;i++){ \
- /* copy one vertex at a time*/ \
- memcpy(rsp->gartTextures.map+offset+i*v->size*4, VEC_ELT(v, GLfloat, i), v->size*4); \
- } \
- } \
- /* v->flags &= ~((1<<v->size)-1);*/ \
- } \
- rmesa->state.aos[idx].offset=rsp->gartTextures.handle+offset; \
- offset+=v->size*4*VB->Count; \
- idx++; \
- }
-
- render_inputs = rmesa->state.render_inputs;
+ int i;
- if(!render_inputs){
- WARN_ONCE("Aeiee ! render_inputs==0. Skipping rendering.\n");
- return;
- }
- /* coordinates */
- if(render_inputs & _TNL_BIT_POS)
- UPLOAD_VECTOR(VB->ObjPtr);
- if(render_inputs & _TNL_BIT_NORMAL)
- UPLOAD_VECTOR(VB->NormalPtr);
-
- /* color components */
- if(render_inputs & _TNL_BIT_COLOR0)
- UPLOAD_VECTOR(VB->ColorPtr[0]);
- if(render_inputs & _TNL_BIT_COLOR1)
- UPLOAD_VECTOR(VB->SecondaryColorPtr[0]);
+ //FALLBACK_IF(ctx->RenderMode != GL_RENDER); // We do not do SELECT or FEEDBACK (yet ?)
- if(render_inputs & _TNL_BIT_FOG)
- UPLOAD_VECTOR(VB->FogCoordPtr);
+#if 0 /* These should work now.. */
+ FALLBACK_IF(ctx->Color.DitherFlag);
+ FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
+ FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
+ FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
+#endif
+ FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
+ FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
+ //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
- /* texture coordinates */
- for(k=0;k < ctx->Const.MaxTextureUnits;k++)
- if(render_inputs & (_TNL_BIT_TEX0<<k))
- UPLOAD_VECTOR(VB->TexCoordPtr[k]);
+ //FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this
+ //FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH disabling to get blender going
+ FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
+ FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
- if(render_inputs & _TNL_BIT_INDEX)
- UPLOAD_VECTOR(VB->IndexPtr[0]);
- if(render_inputs & _TNL_BIT_POINTSIZE)
- UPLOAD_VECTOR(VB->PointSizePtr);
-
- if(idx>=R300_MAX_AOS_ARRAYS){
- fprintf(stderr, "Aieee ! Maximum AOS arrays count exceeded.. \n");
- exit(-1);
- }
- //dump_inputs(ctx, render_inputs); return ;
-}
-
-static void r300_render_vb_primitive(r300ContextPtr rmesa,
- GLcontext *ctx,
- int start,
- int end,
- int prim)
-{
- int type, num_verts;
- LOCAL_VARS
-
- type=r300_get_primitive_type(rmesa, ctx, prim);
- num_verts=r300_get_num_verts(rmesa, ctx, end-start, prim);
-
- if(type<0 || num_verts <= 0)return;
-
-
- fire_AOS(PASS_PREFIX num_verts, type);
-}
-
-static GLboolean r300_run_vb_render(GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- r300ContextPtr rmesa = R300_CONTEXT(ctx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- int i, j;
- LOCAL_VARS
- if (RADEON_DEBUG == DEBUG_PRIMS)
- fprintf(stderr, "%s\n", __FUNCTION__);
-
-
- reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
- e32(0x0000000a);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
-
- r300_setup_routing(ctx, GL_FALSE);
+ FALLBACK_IF(ctx->Line.StippleFlag);
- r300EmitState(rmesa);
-
- /* setup array of structures data */
- LOCK_HARDWARE(&(rmesa->radeon));
+ /* HW doesnt appear to directly support these */
+ FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
+ FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
+ /* Rest could be done with vertex fragments */
+ if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
+ FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
- upload_vertex_buffer(rmesa, ctx);
- //fprintf(stderr, "Using %d AOS arrays\n", n_arrays);
-
- for(i=0; i < VB->PrimitiveCount; i++){
- GLuint prim = VB->Primitive[i].mode;
- GLuint start = VB->Primitive[i].start;
- GLuint length = VB->Primitive[i].count;
-
- /* We need LOAD_VBPNTR to setup AOS_ATTR fields.. */
- r300EmitLOAD_VBPNTR(rmesa, start);
-
- r300_render_vb_primitive(rmesa, ctx, start, start + length, prim);
- }
-
- /* This sequence is required after any 3d drawing packet
- I suspect it works around a bug (or deficiency) in hardware */
-
- reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
- e32(0x0000000a);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
-
- end_3d(PASS_PREFIX_VOID);
-
- /* Flush state - we are done drawing.. */
- r300FlushCmdBufLocked(rmesa, __FUNCTION__);
- radeonWaitForIdleLocked(&(rmesa->radeon));
-
- UNLOCK_HARDWARE(&(rmesa->radeon));
- return GL_FALSE;
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
+ if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_RECT_BIT)
+ return R300_FALLBACK_TCL;
+
+ return R300_FALLBACK_NONE;
}
/**
static GLboolean r300_run_render(GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
- r300ContextPtr rmesa = R300_CONTEXT(ctx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i;
-
- if (RADEON_DEBUG == DEBUG_PRIMS)
+
+ if (RADEON_DEBUG & DEBUG_PRIMS)
fprintf(stderr, "%s\n", __FUNCTION__);
+
+ if (r300Fallback(ctx) >= R300_FALLBACK_RAST)
+ return GL_TRUE;
+
+ return r300_run_vb_render(ctx, stage);
+}
+
+const struct tnl_pipeline_stage _r300_render_stage = {
+ "r300 hw rasterize",
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ r300_run_render /* run */
+};
+
+static GLboolean r300_run_tcl_render(GLcontext *ctx,
+ struct tnl_pipeline_stage *stage)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ struct r300_vertex_program *vp;
+
+ hw_tcl_on=future_hw_tcl_on;
+
+ if (RADEON_DEBUG & DEBUG_PRIMS)
+ fprintf(stderr, "%s\n", __FUNCTION__);
+ if(hw_tcl_on == GL_FALSE)
+ return GL_TRUE;
+ if (r300Fallback(ctx) >= R300_FALLBACK_TCL) {
+ hw_tcl_on = GL_FALSE;
+ return GL_TRUE;
+ }
- #if 1
-
- #if 0
- return r300_run_immediate_render(ctx, stage);
- #else
- return r300_run_vb_render(ctx, stage);
- #endif
- #else
- return GL_TRUE;
- #endif
+ r300UpdateShaders(rmesa);
+
+ vp = (struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx);
+#if 0 /* Draw every second request with software arb vp */
+ vp->native++;
+ vp->native &= 1;
+ //vp->native = GL_FALSE;
+#endif
+#if 0 /* You dont want to know what this does... */
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct tnl_cache *cache;
+ struct tnl_cache_item *c;
+
+ cache = tnl->vp_cache;
+ c = cache->items[0xc000cc0e % cache->size];
+
+ if(c && c->data == vp)
+ vp->native = GL_FALSE;
+
+#endif
#if 0
- mgaContextPtr mmesa = MGA_CONTEXT(ctx);
+ vp->native = GL_FALSE;
+#endif
+ if (vp->native == GL_FALSE) {
+ hw_tcl_on = GL_FALSE;
+ return GL_TRUE;
+ }
+ //r300UpdateShaderStates(rmesa);
+
+ return r300_run_vb_render(ctx, stage);
+}
+
+const struct tnl_pipeline_stage _r300_tcl_stage = {
+ "r300 tcl",
+ NULL,
+ NULL,
+ NULL,
+ NULL,
+ r300_run_tcl_render /* run */
+};
+
+/* R300 texture rectangle expects coords in 0..1 range, not 0..dimension
+ * as in the extension spec. Need to translate here.
+ *
+ * Note that swrast expects 0..dimension, so if a fallback is active,
+ * don't do anything. (Maybe need to configure swrast to match hw)
+ */
+struct texrect_stage_data {
+ GLvector4f texcoord[MAX_TEXTURE_UNITS];
+};
+
+#define TEXRECT_STAGE_DATA(stage) ((struct texrect_stage_data *)stage->privatePtr)
+
+
+static GLboolean run_texrect_stage( GLcontext *ctx,
+ struct tnl_pipeline_stage *stage )
+{
+ struct texrect_stage_data *store = TEXRECT_STAGE_DATA(stage);
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
- /* Don't handle clipping or indexed vertices or vertex manipulations.
- */
- if (mmesa->RenderIndex != 0 ||
- !mga_validate_render( ctx, VB )) {
+ if (rmesa->radeon.Fallback)
return GL_TRUE;
- }
-
- tnl->Driver.Render.Start( ctx );
- mmesa->SetupNewInputs = ~0;
- for (i = 0 ; i < VB->PrimitiveCount ; i++)
- {
- GLuint prim = VB->Primitive[i].mode;
- GLuint start = VB->Primitive[i].start;
- GLuint length = VB->Primitive[i].count;
-
- if (!length)
- continue;
-
- mga_render_tab_verts[prim & PRIM_MODE_MASK]( ctx, start, start + length,
- prim);
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_RECT_BIT) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[i].CurrentRect;
+ struct gl_texture_image *texImage = texObj->Image[0][texObj->BaseLevel];
+ const GLfloat iw = 1.0/texImage->Width;
+ const GLfloat ih = 1.0/texImage->Height;
+ GLfloat *in = (GLfloat *)VB->TexCoordPtr[i]->data;
+ GLint instride = VB->TexCoordPtr[i]->stride;
+ GLfloat (*out)[4] = store->texcoord[i].data;
+ GLint j;
+
+ store->texcoord[i].size = VB->TexCoordPtr[i]->size;
+ for (j = 0 ; j < VB->Count ; j++) {
+ switch (VB->TexCoordPtr[i]->size) {
+ case 4:
+ out[j][3] = in[3];
+ /* fallthrough */
+ case 3:
+ out[j][2] = in[2];
+ /* fallthrough */
+ default:
+ out[j][0] = in[0] * iw;
+ out[j][1] = in[1] * ih;
+ }
+ in = (GLfloat *)((GLubyte *)in + instride);
+ }
+
+ VB->AttribPtr[VERT_ATTRIB_TEX0+i] = VB->TexCoordPtr[i] = &store->texcoord[i];
+ }
}
- tnl->Driver.Render.Finish( ctx );
-
- return GL_FALSE; /* finished the pipe */
-#endif
+ return GL_TRUE;
}
-/**
- * Called by the pipeline manager once before rendering.
- * We check the GL state here to
- * a) decide whether we can do the current state in hardware and
- * b) update hardware registers
+/* Called the first time stage->run() is invoked.
*/
-#define FALLBACK_IF(expr) \
-do { \
- if (expr) { \
- if (1 || RADEON_DEBUG & DEBUG_FALLBACKS) \
- fprintf(stderr, "%s: fallback:%s\n", \
- __FUNCTION__, #expr); \
- stage->active = GL_FALSE; \
- return; \
- } \
-} while(0)
-
-static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
+static GLboolean alloc_texrect_data( GLcontext *ctx,
+ struct tnl_pipeline_stage *stage )
{
- r300ContextPtr r300 = R300_CONTEXT(ctx);
- int i;
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct texrect_stage_data *store;
+ GLuint i;
- if (RADEON_DEBUG & DEBUG_STATE)
- fprintf(stderr, "%s\n", __FUNCTION__);
+ stage->privatePtr = CALLOC(sizeof(*store));
+ store = TEXRECT_STAGE_DATA(stage);
+ if (!store)
+ return GL_FALSE;
- /* We only support rendering in hardware for now */
- if (ctx->RenderMode != GL_RENDER) {
- stage->active = GL_FALSE;
- return;
- }
-
- // I failed to figure out how dither works in hardware,
- // let's just ignore it for now
- //FALLBACK_IF(ctx->Color.DitherFlag);
-
- /* I'm almost certain I forgot something here */
- #if 0 /* This should work now.. */
- FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
- FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
- #endif
- //FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this
- FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
- FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE
- FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH
- if (ctx->Extensions.NV_point_sprite || ctx->Extensions.ARB_point_sprite)
- FALLBACK_IF(ctx->Point.PointSprite); // GL_POINT_SPRITE_NV
- //FALLBACK_IF(ctx->Polygon.OffsetPoint); // GL_POLYGON_OFFSET_POINT
- //FALLBACK_IF(ctx->Polygon.OffsetLine); // GL_POLYGON_OFFSET_LINE
- //FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
- //if(ctx->Polygon.OffsetFill)WARN_ONCE("Polygon.OffsetFill not implemented, ignoring\n");
- FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH
- FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
- //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
- FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
-
- /* One step at a time - let one texture pass.. */
- for (i = 1; i < ctx->Const.MaxTextureUnits; i++)
- FALLBACK_IF(ctx->Texture.Unit[i].Enabled);
-
- /* let r300_run_render do its job */
- #if 0
- stage->active = GL_FALSE;
- #endif
-}
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ _mesa_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 );
+ return GL_TRUE;
+}
-static void dtr(struct tnl_pipeline_stage *stage)
+static void free_texrect_data( struct tnl_pipeline_stage *stage )
{
- (void)stage;
+ struct texrect_stage_data *store = TEXRECT_STAGE_DATA(stage);
+ GLuint i;
+
+ if (store) {
+ for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
+ if (store->texcoord[i].data)
+ _mesa_vector4f_free( &store->texcoord[i] );
+ FREE( store );
+ stage->privatePtr = NULL;
+ }
}
-const struct tnl_pipeline_stage _r300_render_stage = {
- "r300 hw rasterize",
- _NEW_ALL, /* re-check (always re-check for now) */
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- dtr, /* destructor */
- r300_check_render, /* check */
- r300_run_render /* run */
+const struct tnl_pipeline_stage _r300_texrect_stage =
+{
+ "r300 texrect stage", /* name */
+ NULL,
+ alloc_texrect_data,
+ free_texrect_data,
+ NULL,
+ run_texrect_stage
};
+