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📄 intel_tris.c

📁 mesa-6.5-minigui源码
💻 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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