return num_verts - verts_off;
}
-/* 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
-*/
-
-
-
-
-/* Immediate implementation - vertex data is sent via command stream */
-
-static GLfloat default_vector[4]={0.0, 0.0, 0.0, 1.0};
-
-#define output_vector(v, i) { \
- int _i; \
- for(_i=0;_i<v->size;_i++){ \
- if(VB->Elts){ \
- efloat(VEC_ELT(v, GLfloat, VB->Elts[i])[_i]); \
- }else{ \
- efloat(VEC_ELT(v, GLfloat, i)[_i]); \
- } \
- } \
- for(_i=v->size;_i<4;_i++){ \
- efloat(default_vector[_i]); \
- } \
-}
-
-/* Immediate implementation - vertex data is sent via command stream */
-
-static void r300_render_immediate_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
-
- 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;
- }
-
- //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;
- }
-
-
- 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);
- }
-
-}
-
-
-static GLboolean r300_run_immediate_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;
- LOCAL_VARS
-
-
- /* Update texture state - needs to be done only when actually changed..
- All the time for now.. */
-
-
- if (RADEON_DEBUG == DEBUG_PRIMS)
- fprintf(stderr, "%s\n", __FUNCTION__);
-
-#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);
-
-
-#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
-
-
-
- /* Magic register - note it is right after 20b0 */
-
-
- if(rmesa->state.texture.tc_count>0){
- reg_start(0x20b4,0);
- e32(0x0000000c);
-
- }
-
- r300EmitState(rmesa);
-
-/* Setup INPUT_ROUTE and INPUT_CNTL */
- r300EmitArrays(ctx, GL_TRUE);
-
-/* Why do we need this for immediate mode?? Vertex processor needs it to know proper regs */
-// r300EmitLOAD_VBPNTR(rmesa, 0);
-/* Okay, it seems I misunderstood something, EmitAOS does the same thing */
- r300EmitAOS(rmesa, rmesa->state.aos_count, 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);
- }
-
- /* 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);
- e32(0x0000000a);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
-
- return GL_FALSE;
-}
-
+/* Immediate implementation has been removed from CVS. */
/* vertex buffer implementation */
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;
-
- if(rmesa->state.Elts){
- r300EmitAOS(rmesa, rmesa->state.aos_count, 0);
-#if 0
- int i;
- start_index32_packet(num_verts, type);
- for(i=0; i < num_verts; i++)
- e32(rmesa->state.Elts[start+i]); /* start ? */
-#else
- if(num_verts == 1){
- start_index32_packet(num_verts, type);
- e32(rmesa->state.Elts[start]);
- return;
- }
-
- if(num_verts > 65535){ /* not implemented yet */
- WARN_ONCE("Too many elts\n");
- return;
- }
- r300EmitElts(ctx, rmesa->state.Elts+start, num_verts, 4);
- fire_EB(PASS_PREFIX GET_START(&(rmesa->state.elt_dma)), num_verts, type, 4);
-#endif
- }else{
- r300EmitAOS(rmesa, rmesa->state.aos_count, start);
- 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;
- LOCAL_VARS
-
- if (RADEON_DEBUG & DEBUG_PRIMS)
- fprintf(stderr, "%s\n", __FUNCTION__);
-
-
- //r300UpdateShaders(rmesa);
-
- r300ReleaseArrays(ctx);
- r300EmitArrays(ctx, GL_FALSE);
-
- r300UpdateShaderStates(rmesa);
-// LOCK_HARDWARE(&(rmesa->radeon));
-
- reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
- e32(0x0000000a);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
- r300EmitState(rmesa);
-
- rmesa->state.Elts = VB->Elts;
-
- 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);
-
- reg_start(0x4f18,0);
- e32(0x00000003);
-
-#ifdef USER_BUFFERS
- r300UseArrays(ctx);
-#endif
-// end_3d(PASS_PREFIX_VOID);
-
- /* Flush state - we are done drawing.. */
-// r300FlushCmdBufLocked(rmesa, __FUNCTION__);
-// radeonWaitForIdleLocked(&(rmesa->radeon));
-
-// UNLOCK_HARDWARE(&(rmesa->radeon));
- return GL_FALSE;
-}
-
-#ifdef RADEON_VTXFMT_A
-
-static void r300_render_vb_primitive_vtxfmt_a(r300ContextPtr rmesa,
- GLcontext *ctx,
- int start,
- int end,
- int prim)
-{
- int type, num_verts;
- radeonScreenPtr rsp=rmesa->radeon.radeonScreen;
- LOCAL_VARS
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- int i;
type=r300_get_primitive_type(rmesa, ctx, prim);
num_verts=r300_get_num_verts(rmesa, ctx, end-start, prim);
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 ? */
}
}
+#if 0
void dump_array(struct r300_dma_region *rvb, int count)
{
int *out = (int *)(rvb->address + rvb->start);
int i, ci;
+ fprintf(stderr, "stride %d:", rvb->aos_stride);
for (i=0; i < count; i++) {
fprintf(stderr, "{");
if (rvb->aos_format == AOS_FORMAT_FLOAT)
int *out = dt->data;
int i, ci;
- fprintf(stderr, "base at %p ", out);
+ fprintf(stderr, "stride %d", dt->stride);
for (i=0; i < count; i++){
fprintf(stderr, "{");
fprintf(stderr, "%d ", ((unsigned char *)out)[ci]);
fprintf(stderr, "}");
- out = (char *)out + dt->stride;
+ out = (int *)((char *)out + dt->stride);
}
fprintf(stderr, "\n");
}
+#endif
-/*static */GLboolean r300_run_vb_render_vtxfmt_a(GLcontext *ctx,
+GLboolean r300_run_vb_render(GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
- r300ContextPtr rmesa = R300_CONTEXT(ctx);
- //TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct radeon_vertex_buffer *VB = &rmesa->state.VB; //&tnl->vb;
- int i, j;
- LOCAL_VARS
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ struct radeon_vertex_buffer *VB = &rmesa->state.VB;
+ int i;
+ LOCAL_VARS
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) {
- r300ReleaseArrays(ctx);
- r300EmitArraysVtx(ctx, GL_FALSE);
-
+ if (rmesa->state.VB.LockCount == 0 || 1) {
+ r300EmitArrays(ctx, GL_FALSE);
+
r300UpdateShaderStates(rmesa);
} else {
/* TODO: Figure out why do we need these. */
#endif
#if 0
r300ReleaseArrays(ctx);
- r300EmitArraysVtx(ctx, GL_FALSE);
+ r300EmitArrays(ctx, GL_FALSE);
fprintf(stderr, "after:\n");
for(i=0; i < rmesa->state.aos_count; i++){
#endif
}
-// LOCK_HARDWARE(&(rmesa->radeon));
-
reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
e32(0x0000000a);
GLuint start = VB->Primitive[i].start;
GLuint length = VB->Primitive[i].count;
- r300_render_vb_primitive_vtxfmt_a(rmesa, ctx, start, start + length, prim);
+ r300_render_vb_primitive(rmesa, ctx, start, start + length, prim);
}
reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
#ifdef USER_BUFFERS
r300UseArrays(ctx);
#endif
-// end_3d(PASS_PREFIX_VOID);
-
- /* Flush state - we are done drawing.. */
-// r300FlushCmdBufLocked(rmesa, __FUNCTION__);
-// radeonWaitForIdleLocked(&(rmesa->radeon));
-
-// UNLOCK_HARDWARE(&(rmesa->radeon));
+ r300ReleaseArrays(ctx);
return GL_FALSE;
}
-#endif
#define FALLBACK_IF(expr) \
do { \
if (expr) { \
if (1 || RADEON_DEBUG & DEBUG_FALLBACKS) \
- WARN_ONCE("fallback:%s\n", #expr); \
- return GL_TRUE; \
+ WARN_ONCE("Software fallback:%s\n", #expr); \
+ return R300_FALLBACK_RAST; \
} \
} while(0)
-GLboolean r300Fallback(GLcontext *ctx)
+int r300Fallback(GLcontext *ctx)
{
+ int i;
- FALLBACK_IF(ctx->RenderMode != GL_RENDER); // We do not do SELECT or FEEDBACK (yet ?)
+ //FALLBACK_IF(ctx->RenderMode != GL_RENDER); // We do not do SELECT or FEEDBACK (yet ?)
#if 0 /* These should work now.. */
FALLBACK_IF(ctx->Color.DitherFlag);
/* 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
-
- 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;
}
/**
if (RADEON_DEBUG & DEBUG_PRIMS)
fprintf(stderr, "%s\n", __FUNCTION__);
- if (r300Fallback(ctx))
+ if (r300Fallback(ctx) >= R300_FALLBACK_RAST)
return GL_TRUE;
-#if 0
- return r300_run_immediate_render(ctx, stage);
-#else
- return r300_run_vb_render(ctx, stage);
-#endif
+
+ return r300_run_vb_render(ctx, stage);
}
const struct tnl_pipeline_stage _r300_render_stage = {
if(hw_tcl_on == GL_FALSE)
return GL_TRUE;
+ if (r300Fallback(ctx) >= R300_FALLBACK_TCL) {
+ hw_tcl_on = GL_FALSE;
+ return GL_TRUE;
+ }
+
r300UpdateShaders(rmesa);
vp = (struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx);
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
+ vp->native = GL_FALSE;
+#endif
if (vp->native == GL_FALSE) {
hw_tcl_on = GL_FALSE;
return GL_TRUE;