📄 intel_tris.c
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init_twoside_offset_unfilled(); init_fallback(); init_offset_fallback(); init_twoside_fallback(); init_twoside_offset_fallback(); init_unfilled_fallback(); init_offset_unfilled_fallback(); init_twoside_unfilled_fallback(); init_twoside_offset_unfilled_fallback();}/*********************************************************************** * Rasterization fallback helpers * ***********************************************************************//* This code is hit only when a mix of accelerated and unaccelerated * primitives are being drawn, and only for the unaccelerated * primitives. */static voidintel_fallback_tri( intelContextPtr intel, intelVertex *v0, intelVertex *v1, intelVertex *v2 ){ GLcontext *ctx = &intel->ctx; SWvertex v[3]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); _swsetup_Translate( ctx, v0, &v[0] ); _swsetup_Translate( ctx, v1, &v[1] ); _swsetup_Translate( ctx, v2, &v[2] ); intelSpanRenderStart( ctx ); _swrast_Triangle( ctx, &v[0], &v[1], &v[2] ); intelSpanRenderFinish( ctx );}static voidintel_fallback_line( intelContextPtr intel, intelVertex *v0, intelVertex *v1 ){ GLcontext *ctx = &intel->ctx; SWvertex v[2]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); _swsetup_Translate( ctx, v0, &v[0] ); _swsetup_Translate( ctx, v1, &v[1] ); intelSpanRenderStart( ctx ); _swrast_Line( ctx, &v[0], &v[1] ); intelSpanRenderFinish( ctx );}static voidintel_fallback_point( intelContextPtr intel, intelVertex *v0 ){ GLcontext *ctx = &intel->ctx; SWvertex v[1]; if (0) fprintf(stderr, "\n%s\n", __FUNCTION__); _swsetup_Translate( ctx, v0, &v[0] ); intelSpanRenderStart( ctx ); _swrast_Point( ctx, &v[0] ); intelSpanRenderFinish( ctx );}/**********************************************************************//* Render unclipped begin/end objects *//**********************************************************************/#define IND 0#define V(x) (intelVertex *)(vertptr + ((x)*vertsize*sizeof(GLuint)))#define RENDER_POINTS( start, count ) \ for ( ; start < count ; start++) POINT( V(ELT(start)) );#define RENDER_LINE( v0, v1 ) LINE( V(v0), V(v1) )#define RENDER_TRI( v0, v1, v2 ) TRI( V(v0), V(v1), V(v2) )#define RENDER_QUAD( v0, v1, v2, v3 ) QUAD( V(v0), V(v1), V(v2), V(v3) )#define INIT(x) intelRenderPrimitive( ctx, x )#undef LOCAL_VARS#define LOCAL_VARS \ intelContextPtr intel = INTEL_CONTEXT(ctx); \ GLubyte *vertptr = (GLubyte *)intel->verts; \ const GLuint vertsize = intel->vertex_size; \ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts; \ (void) elt;#define RESET_STIPPLE#define RESET_OCCLUSION#define PRESERVE_VB_DEFS#define ELT(x) x#define TAG(x) intel_##x##_verts#include "tnl/t_vb_rendertmp.h"#undef ELT#undef TAG#define TAG(x) intel_##x##_elts#define ELT(x) elt[x]#include "tnl/t_vb_rendertmp.h"/**********************************************************************//* Render clipped primitives *//**********************************************************************/static void intelRenderClippedPoly( GLcontext *ctx, const GLuint *elts, GLuint n ){ intelContextPtr intel = INTEL_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLuint prim = intel->render_primitive; /* Render the new vertices as an unclipped polygon. */ { GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END ); VB->Elts = tmp; } /* Restore the render primitive */ if (prim != GL_POLYGON) tnl->Driver.Render.PrimitiveNotify( ctx, prim );}static void intelRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ){ TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line( ctx, ii, jj );}static void intelFastRenderClippedPoly( GLcontext *ctx, const GLuint *elts, GLuint n ){ intelContextPtr intel = INTEL_CONTEXT( ctx ); const GLuint vertsize = intel->vertex_size; GLuint *vb = intelExtendInlinePrimitive( intel, (n-2) * 3 * vertsize ); GLubyte *vertptr = (GLubyte *)intel->verts; const GLuint *start = (const GLuint *)V(elts[0]); int i,j; for (i = 2 ; i < n ; i++) { COPY_DWORDS( j, vb, vertsize, V(elts[i-1]) ); COPY_DWORDS( j, vb, vertsize, V(elts[i]) ); COPY_DWORDS( j, vb, vertsize, start ); }}/**********************************************************************//* Choose render functions *//**********************************************************************/#define POINT_FALLBACK (0)#define LINE_FALLBACK (DD_LINE_STIPPLE)#define TRI_FALLBACK (0)#define ANY_FALLBACK_FLAGS (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK|\ DD_TRI_STIPPLE|DD_POINT_ATTEN)#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)void intelChooseRenderState(GLcontext *ctx){ TNLcontext *tnl = TNL_CONTEXT(ctx); intelContextPtr intel = INTEL_CONTEXT(ctx); GLuint flags = ctx->_TriangleCaps; struct fragment_program *fprog = ctx->FragmentProgram._Current; GLboolean have_wpos = (fprog && (fprog->Base.InputsRead & FRAG_BIT_WPOS)); GLuint index = 0; if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr,"\n%s\n",__FUNCTION__); if ((flags & (ANY_FALLBACK_FLAGS|ANY_RASTER_FLAGS)) || have_wpos) { if (flags & ANY_RASTER_FLAGS) { if (flags & DD_TRI_LIGHT_TWOSIDE) index |= INTEL_TWOSIDE_BIT; if (flags & DD_TRI_OFFSET) index |= INTEL_OFFSET_BIT; if (flags & DD_TRI_UNFILLED) index |= INTEL_UNFILLED_BIT; } if (have_wpos) { intel->draw_point = intel_wpos_point; intel->draw_line = intel_wpos_line; intel->draw_tri = intel_wpos_triangle; /* Make sure these get called: */ index |= INTEL_FALLBACK_BIT; } else { intel->draw_point = intel_draw_point; intel->draw_line = intel_draw_line; intel->draw_tri = intel_draw_triangle; } /* Hook in fallbacks for specific primitives. */ if (flags & ANY_FALLBACK_FLAGS) { if (flags & POINT_FALLBACK) intel->draw_point = intel_fallback_point; if (flags & LINE_FALLBACK) intel->draw_line = intel_fallback_line; if (flags & TRI_FALLBACK) intel->draw_tri = intel_fallback_tri; if ((flags & DD_TRI_STIPPLE) && !intel->hw_stipple) intel->draw_tri = intel_fallback_tri; if (flags & DD_POINT_ATTEN) intel->draw_point = intel_atten_point; index |= INTEL_FALLBACK_BIT; } } if (intel->RenderIndex != index) { intel->RenderIndex = index; tnl->Driver.Render.Points = rast_tab[index].points; tnl->Driver.Render.Line = rast_tab[index].line; tnl->Driver.Render.Triangle = rast_tab[index].triangle; tnl->Driver.Render.Quad = rast_tab[index].quad; if (index == 0) { tnl->Driver.Render.PrimTabVerts = intel_render_tab_verts; tnl->Driver.Render.PrimTabElts = intel_render_tab_elts; tnl->Driver.Render.ClippedLine = line; /* from tritmp.h */ tnl->Driver.Render.ClippedPolygon = intelFastRenderClippedPoly; } else { tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; tnl->Driver.Render.ClippedLine = intelRenderClippedLine; tnl->Driver.Render.ClippedPolygon = intelRenderClippedPoly; } }}static const GLenum reduced_prim[GL_POLYGON+1] = { GL_POINTS, GL_LINES, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES};/**********************************************************************//* High level hooks for t_vb_render.c *//**********************************************************************/static void intelRunPipeline( GLcontext *ctx ){ intelContextPtr intel = INTEL_CONTEXT(ctx); if (intel->NewGLState) { if (intel->NewGLState & _NEW_TEXTURE) { intel->vtbl.update_texture_state( intel ); } if (!intel->Fallback) { if (intel->NewGLState & _INTEL_NEW_RENDERSTATE) intelChooseRenderState( ctx ); } intel->NewGLState = 0; } _tnl_run_pipeline( ctx );}static void intelRenderStart( GLcontext *ctx ){ INTEL_CONTEXT(ctx)->vtbl.render_start( INTEL_CONTEXT(ctx) );}static void intelRenderFinish( GLcontext *ctx ){ if (INTEL_CONTEXT(ctx)->RenderIndex & INTEL_FALLBACK_BIT) _swrast_flush( ctx );} /* System to flush dma and emit state changes based on the rasterized * primitive. */static void intelRasterPrimitive( GLcontext *ctx, GLenum rprim, GLuint hwprim ){ intelContextPtr intel = INTEL_CONTEXT(ctx); if (0) fprintf(stderr, "%s %s %x\n", __FUNCTION__, _mesa_lookup_enum_by_nr(rprim), hwprim); intel->vtbl.reduced_primitive_state( intel, rprim ); /* Start a new primitive. Arrange to have it flushed later on. */ if (hwprim != intel->prim.primitive) intelStartInlinePrimitive( intel, hwprim );} /* */ static void intelRenderPrimitive( GLcontext *ctx, GLenum prim ) { intelContextPtr intel = INTEL_CONTEXT(ctx); if (0) fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim)); /* Let some clipping routines know which primitive they're dealing * with. */ intel->render_primitive = prim; /* Shortcircuit this when called from t_dd_rendertmp.h for unfilled * triangles. The rasterized primitive will always be reset by * lower level functions in that case, potentially pingponging the * state: */ if (reduced_prim[prim] == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED)) return; /* Set some primitive-dependent state and Start? a new primitive. */ intelRasterPrimitive( ctx, reduced_prim[prim], hw_prim[prim] ); } /**********************************************************************/ /* Transition to/from hardware rasterization. */ /**********************************************************************/ static char *fallbackStrings[] = { "Texture", "Draw buffer", "Read buffer", "Color mask", "Render mode", "Stencil", "Stipple", "User disable" }; static char *getFallbackString(GLuint bit) { int i = 0; while (bit > 1) { i++; bit >>= 1; } return fallbackStrings[i]; } void intelFallback( intelContextPtr intel, GLuint bit, GLboolean mode ) { GLcontext *ctx = &intel->ctx; TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint oldfallback = intel->Fallback; if (mode) { intel->Fallback |= bit; if (oldfallback == 0) { intelFlush(ctx); if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "ENTER FALLBACK %x: %s\n", bit, getFallbackString( bit )); _swsetup_Wakeup( ctx ); intel->RenderIndex = ~0; } } else { intel->Fallback &= ~bit; if (oldfallback == bit) { _swrast_flush( ctx ); if (INTEL_DEBUG & DEBUG_FALLBACKS) fprintf(stderr, "LEAVE FALLBACK %s\n", getFallbackString( bit )); tnl->Driver.Render.Start = intelRenderStart; tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive; tnl->Driver.Render.Finish = intelRenderFinish; tnl->Driver.Render.BuildVertices = _tnl_build_vertices; tnl->Driver.Render.CopyPV = _tnl_copy_pv; tnl->Driver.Render.Interp = _tnl_interp; _tnl_invalidate_vertex_state( ctx, ~0 ); _tnl_invalidate_vertices( ctx, ~0 ); _tnl_install_attrs( ctx, intel->vertex_attrs, intel->vertex_attr_count, intel->ViewportMatrix.m, 0 ); intel->NewGLState |= _INTEL_NEW_RENDERSTATE; } } }/**********************************************************************//* Initialization. *//**********************************************************************/void intelInitTriFuncs( GLcontext *ctx ){ TNLcontext *tnl = TNL_CONTEXT(ctx); static int firsttime = 1; if (firsttime) { init_rast_tab(); firsttime = 0; } tnl->Driver.RunPipeline = intelRunPipeline; tnl->Driver.Render.Start = intelRenderStart; tnl->Driver.Render.Finish = intelRenderFinish; tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive; tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; tnl->Driver.Render.BuildVertices = _tnl_build_vertices; tnl->Driver.Render.CopyPV = _tnl_copy_pv; tnl->Driver.Render.Interp = _tnl_interp;}
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