From 11374bdb86bf7d5d57850be2e014c0801d4e8424 Mon Sep 17 00:00:00 2001 From: Vladimir Dergachev Date: Fri, 31 Dec 2004 19:39:03 +0000 Subject: [PATCH] Add texture drawing code. Note: it is broken at the moment and is disabled in CVS. However, all hooks are there. Fix vertex buffer drawing code. --- src/mesa/drivers/dri/r300/r300_render.c | 259 ++++++++++++++++++++++-- 1 file changed, 237 insertions(+), 22 deletions(-) diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c index aaf1b8819a4..400ea0e8efc 100644 --- a/src/mesa/drivers/dri/r300/r300_render.c +++ b/src/mesa/drivers/dri/r300/r300_render.c @@ -168,6 +168,12 @@ static void r300_render_flat_primitive(r300ContextPtr rmesa, LOCAL_VARS type=r300_get_primitive_type(rmesa, ctx, start, end, prim); + + 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); + if(type<0)return; @@ -275,7 +281,8 @@ static GLboolean r300_run_flat_render(GLcontext *ctx, /* We use the start part of GART texture buffer for vertices */ -#define R300_MAX_AOS_ARRAYS 16 +/* 8 is somewhat bogus... it is probably something like 24 */ +#define R300_MAX_AOS_ARRAYS 8 static void upload_vertex_buffer(r300ContextPtr rmesa, GLcontext *ctx, AOS_DATA *array, int *n_arrays) @@ -300,7 +307,7 @@ static void upload_vertex_buffer(r300ContextPtr rmesa, } else { \ for(i=0;iCount;i++){ \ /* copy one vertex at a time*/ \ - memcpy(rsp->gartTextures.map+offset, VEC_ELT(v, GLfloat, i), v->size*4); \ + memcpy(rsp->gartTextures.map+offset+i*v->size*4, VEC_ELT(v, GLfloat, i), v->size*4); \ } \ } \ /* v->flags &= ~((1<size)-1);*/ \ @@ -311,26 +318,10 @@ static void upload_vertex_buffer(r300ContextPtr rmesa, array[idx].ncomponents=v->size; \ array[idx].offset=rsp->gartTextures.handle+offset; \ array[idx].reg=r; \ - offset+=v->size*4*VB->Count; \ + offset+=v->size*4*VB->Count+16; \ idx++; \ - /* Fill in the rest with the components of default_vector */\ - /* \ - if(v->size<4){ \ - array[idx].element_size=4-v->size; \ - array[idx].stride=0; \ - array[idx].format=(f); \ - array[idx].ncomponents=4-v->size; \ - array[idx].offset=rsp->gartTextures.handle+v->size*4;\ - array[idx].reg=r; \ - idx++; \ - } \ - */\ } -/* Put a copy of default vector */ -memcpy(rsp->gartTextures.map, default_vector, 16); -offset+=16; - UPLOAD_VECTOR(VB->ObjPtr, REG_COORDS, AOS_FORMAT_FLOAT); UPLOAD_VECTOR(VB->ColorPtr[0], REG_COLOR0, AOS_FORMAT_FLOAT_COLOR); @@ -406,6 +397,8 @@ static GLboolean r300_run_vb_flat_render(GLcontext *ctx, FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[1]=0.0; FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[2]=1.0; FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[3]=0.0; + + FLAT_COLOR_PIPELINE.vap_input_route_1[0]=0xf688f688; program_pipeline(PASS_PREFIX &FLAT_COLOR_PIPELINE); @@ -423,7 +416,7 @@ static GLboolean r300_run_vb_flat_render(GLcontext *ctx, /* copy arrays */ memcpy(vb_arrays2, vb_arrays, sizeof(AOS_DATA)*n_arrays); for(j=0;jvb; + GLuint i; + int k, type; + LOCAL_VARS + + type=r300_get_primitive_type(rmesa, ctx, start, end, prim); + + 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); + + if(type<0)return; + + + start_immediate_packet(end-start, type, 8); + + for(i=start;iObjPtr, 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 */ + output_vector(VB->ObjPtr, i); + + /* color components */ + output_vector(VB->TexCoordPtr[0], i); + } + +} + +static GLboolean r300_run_tex_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; + AOS_DATA vb_arrays[2]; + /* Only do 2d textures */ + struct gl_texture_object *to=ctx->Texture.Unit[0].Current2D; + radeonScreenPtr rsp=rmesa->radeon.radeonScreen; + LOCAL_VARS + + + fprintf(stderr, "%s Fixme ! I am broken\n", __FUNCTION__); + return GL_TRUE; + + if (RADEON_DEBUG == DEBUG_PRIMS) + fprintf(stderr, "%s\n", __FUNCTION__); + + /* setup array of structures data */ + + /* Note: immediate vertex data includes all coordinates. + To save bandwidth use either VBUF or state-based vertex generation */ + /* xyz */ + vb_arrays[0].element_size=4; + vb_arrays[0].stride=4; + vb_arrays[0].offset=0; /* Not used */ + vb_arrays[0].format=AOS_FORMAT_FLOAT; + vb_arrays[0].ncomponents=4; + vb_arrays[0].reg=REG_COORDS; + + /* color */ + vb_arrays[1].element_size=4; + vb_arrays[1].stride=4; + vb_arrays[1].offset=0; /* Not used */ + vb_arrays[1].format=AOS_FORMAT_FLOAT; + vb_arrays[1].ncomponents=4; + vb_arrays[1].reg=REG_TEX0; + + + /* needed before starting 3d operation .. */ + reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0); + e32(0x0000000a); + + reg_start(0x4f18,0); + e32(0x00000003); + + r300EmitState(rmesa); + + reg_start(0x20b0,0); + e32(0x0000043f); + + SINGLE_TEXTURE_PIPELINE.vertex_shader.matrix[0].length=16; + memcpy(SINGLE_TEXTURE_PIPELINE.vertex_shader.matrix[0].body.f, ctx->_ModelProjectMatrix.m, 16*4); + + SINGLE_TEXTURE_PIPELINE.vertex_shader.unknown2.length=4; + SINGLE_TEXTURE_PIPELINE.vertex_shader.unknown2.body.f[0]=0.0; + SINGLE_TEXTURE_PIPELINE.vertex_shader.unknown2.body.f[1]=0.0; + SINGLE_TEXTURE_PIPELINE.vertex_shader.unknown2.body.f[2]=1.0; + SINGLE_TEXTURE_PIPELINE.vertex_shader.unknown2.body.f[3]=0.0; + + /* Put it in the beginning of texture memory */ + SINGLE_TEXTURE_PIPELINE.texture_unit[0].offset=rsp->gartTextures.handle; + + /* Upload texture, a hack, really we can do a lot better */ + #if 0 + memcpy(rsp->gartTextures.map, to->Image[0][0]->Data, to->Image[0][0]->RowStride*to->Image[0][0]->Height*4); + #endif + +reg_start(0x4e0c,0); + e32(0x0000000f); + +reg_start(0x427c,1); + /* XG_427c(427c) */ + e32(0x00000000); + /* XG_4280(4280) */ + e32(0x00000000); + +reg_start(0x4e04,1); + /* XG_4e04(4e04) */ + e32(0x20220000); + /* XG_4e08(4e08) */ + e32(0x00000000); + +reg_start(0x4f14,0); + e32(0x00000001); + +reg_start(0x4f1c,0); + e32(0x00000000); + +/* gap */ +sync_VAP(PASS_PREFIX_VOID); + +reg_start(R300_RS_CNTL_0,1); + /* R300_RS_CNTL_0(4300) */ + e32(0x00040084); + /* RS_INST_COUNT(4304) */ + e32(0x000000c0); + +reg_start(R300_RS_ROUTE_0,0); + e32(0x00024008); + +reg_start(R300_RS_INTERP_0,7); + /* X_MEM0_0(4310) */ + e32(0x00d10000); + /* X_MEM0_1(4314) */ + e32(0x00d10044); + /* X_MEM0_2(4318) */ + e32(0x00d10084); + /* X_MEM0_3(431c) */ + e32(0x00d100c4); + /* X_MEM0_4(4320) */ + e32(0x00d10004); + /* X_MEM0_5(4324) */ + e32(0x00d10004); + /* X_MEM0_6(4328) */ + e32(0x00d10004); + /* X_MEM0_7(432c) */ + e32(0x00d10004); + +reg_start(0x221c,0); + e32(0x00000000); + +reg_start(0x20b0,0); + e32(0x0000043f); + +reg_start(0x4bd8,0); + e32(0x00000000); + +reg_start(0x4e04,0); + e32(0x20220000); + +reg_start(0x20b4,0); + e32(0x0000000c); + +reg_start(0x4288,0); + e32(0x00000000); + +reg_start(0x4e0c,0); + e32(0x0000000f); + + reg_start(R300_RS_CNTL_0,0); + e32(0x00040084); + + program_pipeline(PASS_PREFIX &SINGLE_TEXTURE_PIPELINE); + + /* We need LOAD_VBPNTR to setup AOS_ATTR fields.. the offsets are irrelevant */ + setup_AOS(PASS_PREFIX vb_arrays, 2); + + 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_tex_primitive(rmesa, ctx, start, start + length, prim); + } + + end_3d(PASS_PREFIX_VOID); + + fprintf(stderr, "\n"); + return GL_FALSE; +} + + /** * Called by the pipeline manager to render a batch of primitives. * We can return true to pass on to the next stage (i.e. software @@ -457,7 +667,11 @@ static GLboolean r300_run_render(GLcontext *ctx, fprintf(stderr, "%s\n", __FUNCTION__); #if 1 - return r300_run_flat_render(ctx, stage); + /* Just switch between pipelines.. We could possibly do better.. (?) */ + if(ctx->Texture.Unit[0].Enabled) + return r300_run_tex_render(ctx, stage); + else + return r300_run_vb_flat_render(ctx, stage); #else return GL_TRUE; #endif @@ -550,7 +764,8 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage) FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB - for (i = 0; i < ctx->Const.MaxTextureUnits; i++) + /* One step at a time - let one texture pass.. */ + for (i = 1; i < ctx->Const.MaxTextureUnits; i++) FALLBACK_IF(ctx->Texture.Unit[i].Enabled); -- 2.30.2