From a656dc251e1a7ee1b989e05a0e46939376c64e85 Mon Sep 17 00:00:00 2001 From: Vladimir Dergachev Date: Thu, 30 Dec 2004 10:11:39 +0000 Subject: [PATCH] Restructure code. Add drawing code that uses vertex buffers - does not lockup, but does not draw correctly either.. Perhaps something to do with vertices being overwritten ? Start using hardware state retained by the driver and cut back on direct register writes significantly. --- src/mesa/drivers/dri/r300/r300_render.c | 366 ++++++++++++++++++------ 1 file changed, 275 insertions(+), 91 deletions(-) diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c index 3007d282e42..93c3a63e478 100644 --- a/src/mesa/drivers/dri/r300/r300_render.c +++ b/src/mesa/drivers/dri/r300/r300_render.c @@ -63,63 +63,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. * rasterization hardware for rendering. **********************************************************************/ -static void r300_render_flat_primitive(r300ContextPtr rmesa, - GLcontext *ctx, - int start, - int end, - int type) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - GLuint i; - int k; - LOCAL_VARS - - if(end<=start)return; /* do we need to watch for this ? */ - - - - 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 */ - efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[0]); - efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[1]); - efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[2]); - #if 0 - efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[3]); - #else - efloat(2.0); - #endif - - /* color components */ - efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0]); - efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1]); - efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2]); - #if 0 - efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]); - #else - efloat(0.0); - #endif - } - -} - -static void r300_dispatch_flat_primitive(r300ContextPtr rmesa, +static int r300_get_primitive_type(r300ContextPtr rmesa, GLcontext *ctx, int start, int end, @@ -130,7 +74,7 @@ static void r300_dispatch_flat_primitive(r300ContextPtr rmesa, GLuint i; int type=-1; - if(end<=start)return; /* do we need to watch for this ? */ + if(end<=start)return -1; /* do we need to watch for this ? */ fprintf(stderr, "[%d-%d]", start, end); switch (prim & PRIM_MODE_MASK) { @@ -139,7 +83,7 @@ static void r300_dispatch_flat_primitive(r300ContextPtr rmesa, type=R300_VAP_VF_CNTL__PRIM_LINES; if(endsize;_i++){ \ + efloat(VEC_ELT(v, GLfloat, i)[_i]); \ + } \ + for(_i=v->size;_i<4;_i++){ \ + efloat(default_vector[_i]); \ + } \ + } + +static void r300_render_flat_primitive(r300ContextPtr rmesa, + GLcontext *ctx, + int start, + int end, + int prim) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + GLuint i; + int k, type; + LOCAL_VARS + + type=r300_get_primitive_type(rmesa, ctx, start, end, prim); + 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 */ + #if 1 + output_vector(VB->ObjPtr, i); + #else + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[0]); + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[1]); + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[2]); + #if 0 + efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[3]); + #else + efloat(2.0); + #endif + #endif + + /* color components */ + #if 1 + output_vector(VB->ColorPtr[0], i); + #else + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0]); + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1]); + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2]); + #if 0 + efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]); + #else + efloat(0.0); + #endif + #endif + } + } static GLboolean r300_run_flat_render(GLcontext *ctx, @@ -214,7 +239,6 @@ static GLboolean r300_run_flat_render(GLcontext *ctx, TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint i; - ADAPTOR adaptor; AOS_DATA vb_arrays[2]; LOCAL_VARS @@ -231,6 +255,7 @@ static GLboolean r300_run_flat_render(GLcontext *ctx, 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; @@ -238,46 +263,205 @@ static GLboolean r300_run_flat_render(GLcontext *ctx, vb_arrays[1].offset=0; /* Not used */ vb_arrays[1].format=AOS_FORMAT_FLOAT_COLOR; vb_arrays[1].ncomponents=4; + vb_arrays[1].reg=REG_COLOR0; - adaptor=TWO_PIPE_ADAPTOR; + r300EmitState(rmesa); - adaptor.color_offset[0]=rmesa->radeon.radeonScreen->backOffset+rmesa->radeon.radeonScreen->fbLocation; - adaptor.color_pitch[0]=(rmesa->radeon.radeonScreen->backPitch) | (0xc0<<16); + /* needed before starting 3d operation .. */ + reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0); + e32(0x0000000a); + + reg_start(0x4f18,0); + e32(0x00000003); + + + reg_start(0x20b0,0); + e32(0x0000043f); + + program_pipeline(PASS_PREFIX &FLAT_COLOR_PIPELINE); - adaptor.depth_offset=rmesa->radeon.radeonScreen->depthOffset; - adaptor.depth_pitch=rmesa->radeon.radeonScreen->depthPitch | (0x2 << 16); + #if 0 /* Turn on for smooth color on teeth.. why ??.. */ + set_cull_cntl(PASS_PREFIX 0); + #endif + reg_start(R300_RE_OCCLUSION_CNTL, 0); + e32(R300_OCCLUSION_ON); + +// set_quad0(PASS_PREFIX 1.0,1.0,1.0,1.0); + set_init21(PASS_PREFIX 0.0,1.0); - init_3d(PASS_PREFIX &adaptor); - init_flat_primitive(PASS_PREFIX &adaptor); + /* 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_flat_primitive(rmesa, ctx, start, start + length, prim); + } + + end_3d(PASS_PREFIX_VOID); - set_scissors(PASS_PREFIX 0, 0, 2647, 1941); + fprintf(stderr, "\n"); + return GL_FALSE; +} + +/* vertex buffer implementation */ + +/* We use the start part of GART texture buffer for vertices */ - set_cliprect(PASS_PREFIX 0, 0, 0, 2647,1941); - set_cliprect(PASS_PREFIX 1, 0, 0, 2647,1941); - set_cliprect(PASS_PREFIX 2, 0, 0, 2647,1941); - set_cliprect(PASS_PREFIX 3, 0, 0, 2647,1941); +#define R300_MAX_AOS_ARRAYS 16 + +static void upload_vertex_buffer(r300ContextPtr rmesa, + GLcontext *ctx, AOS_DATA *array, int *n_arrays) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + int offset=0, idx=0; + int i,j; + radeonScreenPtr rsp=rmesa->radeon.radeonScreen; + /* 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, r, f)\ + { \ + /* Is the data dirty ? */ \ + if (v->flags & ((1<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;iCount;i++){ \ + /* copy one vertex at a time*/ \ + memcpy(rsp->gartTextures.map+offset, VEC_ELT(v, GLfloat, i), v->size*4); \ + } \ + } \ + /* v->flags &= ~((1<size)-1);*/ \ + } \ + array[idx].element_size=v->size; \ + array[idx].stride=v->size; \ + array[idx].format=(f); \ + array[idx].ncomponents=v->size; \ + array[idx].offset=rsp->gartTextures.handle+offset; \ + array[idx].reg=r; \ + offset+=v->size*4*VB->Count; \ + 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); + +*n_arrays=idx; +if(idx>=R300_MAX_AOS_ARRAYS){ + fprintf(stderr, "Aieee ! Maximum AOS arrays count exceeded.. \n"); + exit(-1); + } +} + +static void r300_render_vb_flat_primitive(r300ContextPtr rmesa, + GLcontext *ctx, + int start, + int end, + int prim) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + GLuint i; + int k, type, n_arrays; + LOCAL_VARS + + if(end<=start)return; /* do we need to watch for this ? */ + + type=r300_get_primitive_type(rmesa, ctx, start, end, prim); + if(type<0)return; + + fire_AOS(PASS_PREFIX end-start, type); +} + +static VERTEX_SHADER_FRAGMENT default_vector_vsf={ + length: 4, + body: { + f: {0.0, 0.0, 0.0, 1.0} + } + }; + +static GLboolean r300_run_vb_flat_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, n_arrays; + AOS_DATA vb_arrays[R300_MAX_AOS_ARRAYS]; + AOS_DATA vb_arrays2[R300_MAX_AOS_ARRAYS]; + LOCAL_VARS + + if (RADEON_DEBUG == DEBUG_PRIMS) + fprintf(stderr, "%s\n", __FUNCTION__); + + /* setup array of structures data */ + + upload_vertex_buffer(rmesa, ctx, vb_arrays, &n_arrays); + fprintf(stderr, "Using %d AOS arrays\n", n_arrays); + + r300EmitState(rmesa); + + reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0); + e32(0x0000000a); + + reg_start(0x4f18,0); + e32(0x00000003); + + reg_start(0x20b0,0); + e32(0x0000043f); + + program_pipeline(PASS_PREFIX &FLAT_COLOR_PIPELINE); + + //upload_vertex_shader_fragment(PASS_PREFIX VSF_DEST_UNKNOWN1, &default_vector_vsf); reg_start(R300_RE_OCCLUSION_CNTL, 0); e32(R300_OCCLUSION_ON); - + set_quad0(PASS_PREFIX 1.0,1.0,1.0,1.0); set_init21(PASS_PREFIX 0.0,1.0); - - /* 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_dispatch_flat_primitive(rmesa, ctx, start, start + length, prim); + + /* copy arrays */ + memcpy(vb_arrays2, vb_arrays, sizeof(AOS_DATA)*n_arrays); + for(j=0;j