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📄 intel_render.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/************************************************************************** *  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. *  * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: *  * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. *  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *  **************************************************************************//* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers.  Use strip/fan hardware acceleration where possible. * */#include "glheader.h"#include "context.h"#include "macros.h"#include "imports.h"#include "mtypes.h"#include "enums.h"#include "tnl/t_context.h"#include "tnl/t_vertex.h"#include "tnl/t_pipeline.h"#include "intel_screen.h"#include "intel_context.h"#include "intel_tris.h"#include "intel_batchbuffer.h"#include "intel_reg.h"/* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers.  Use strip/fan hardware primitives where possible. * Try to simulate missing primitives with indexed vertices. */#define HAVE_POINTS      0      /* Has it, but can't use because subpixel has to                                 * be adjusted for points on the INTEL/I845G                                 */#define HAVE_LINES       1#define HAVE_LINE_STRIPS 1#define HAVE_TRIANGLES   1#define HAVE_TRI_STRIPS  1#define HAVE_TRI_STRIP_1 0      /* has it, template can't use it yet */#define HAVE_TRI_FANS    1#define HAVE_POLYGONS    1#define HAVE_QUADS       0#define HAVE_QUAD_STRIPS 0#define HAVE_ELTS        0static GLuint hw_prim[GL_POLYGON + 1] = {   0,   PRIM3D_LINELIST,   PRIM3D_LINESTRIP,   PRIM3D_LINESTRIP,   PRIM3D_TRILIST,   PRIM3D_TRISTRIP,   PRIM3D_TRIFAN,   0,   0,   PRIM3D_POLY};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};static const int scale_prim[GL_POLYGON + 1] = {   0,                           /* fallback case */   1,   2,   2,   1,   3,   3,   0,                           /* fallback case */   0,                           /* fallback case */   3};static voidintelDmaPrimitive(struct intel_context *intel, GLenum prim){   if (0)      fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));   INTEL_FIREVERTICES(intel);   intel->vtbl.reduced_primitive_state(intel, reduced_prim[prim]);   intelStartInlinePrimitive(intel, hw_prim[prim], LOOP_CLIPRECTS);}#define LOCAL_VARS struct intel_context *intel = intel_context(ctx)#define INIT( prim ) 				\do {						\   intelDmaPrimitive( intel, prim );		\} while (0)#define FLUSH() INTEL_FIREVERTICES(intel)#define GET_SUBSEQUENT_VB_MAX_VERTS() \  ((intel->batch->size - 1500) / (intel->vertex_size*4))#define GET_CURRENT_VB_MAX_VERTS() GET_SUBSEQUENT_VB_MAX_VERTS()#define ALLOC_VERTS( nr ) \   intelExtendInlinePrimitive( intel, (nr) * intel->vertex_size )#define EMIT_VERTS( ctx, j, nr, buf ) \  _tnl_emit_vertices_to_buffer(ctx, j, (j)+(nr), buf )#define TAG(x) intel_##x#include "tnl_dd/t_dd_dmatmp.h"/**********************************************************************//*                          Render pipeline stage                     *//**********************************************************************//* Heuristic to choose between the two render paths:   */static GLbooleanchoose_render(struct intel_context *intel, struct vertex_buffer *VB){   int vertsz = intel->vertex_size;   int cost_render = 0;   int cost_fallback = 0;   int nr_prims = 0;   int nr_rprims = 0;   int nr_rverts = 0;   int rprim = intel->reduced_primitive;   int i = 0;   for (i = 0; i < VB->PrimitiveCount; i++) {      GLuint prim = VB->Primitive[i].mode;      GLuint length = VB->Primitive[i].count;      if (!length)         continue;      nr_prims++;      nr_rverts += length * scale_prim[prim & PRIM_MODE_MASK];      if (reduced_prim[prim & PRIM_MODE_MASK] != rprim) {         nr_rprims++;         rprim = reduced_prim[prim & PRIM_MODE_MASK];      }   }   /* One point for each generated primitive:    */   cost_render = nr_prims;   cost_fallback = nr_rprims;   /* One point for every 1024 dwords (4k) of dma:    */   cost_render += (vertsz * i) / 1024;   cost_fallback += (vertsz * nr_rverts) / 1024;   if (0)      fprintf(stderr, "cost render: %d fallback: %d\n",              cost_render, cost_fallback);   if (cost_render > cost_fallback)      return GL_FALSE;   return GL_TRUE;}static GLbooleanintel_run_render(GLcontext * ctx, struct tnl_pipeline_stage *stage){   struct intel_context *intel = intel_context(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   GLuint i;   intel->vtbl.render_prevalidate( intel );   /* Don't handle clipping or indexed vertices.    */   if (intel->RenderIndex != 0 ||       !intel_validate_render(ctx, VB) || !choose_render(intel, VB)) {      return GL_TRUE;   }   tnl->clipspace.new_inputs |= VERT_BIT_POS;   tnl->Driver.Render.Start(ctx);   for (i = 0; i < VB->PrimitiveCount; i++) {      GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);      GLuint start = VB->Primitive[i].start;      GLuint length = VB->Primitive[i].count;      if (!length)         continue;      intel_render_tab_verts[prim & PRIM_MODE_MASK] (ctx, start,                                                     start + length, prim);   }   tnl->Driver.Render.Finish(ctx);   INTEL_FIREVERTICES(intel);   return GL_FALSE;             /* finished the pipe */}static const struct tnl_pipeline_stage _intel_render_stage = {   "intel render",   NULL,   NULL,   NULL,   NULL,   intel_run_render             /* run */};const struct tnl_pipeline_stage *intel_pipeline[] = {   &_tnl_vertex_transform_stage,   &_tnl_vertex_cull_stage,   &_tnl_normal_transform_stage,   &_tnl_lighting_stage,   &_tnl_fog_coordinate_stage,   &_tnl_texgen_stage,   &_tnl_texture_transform_stage,   &_tnl_point_attenuation_stage,   &_tnl_vertex_program_stage,#if 1   &_intel_render_stage,        /* ADD: unclipped rastersetup-to-dma */#endif   &_tnl_render_stage,   0,};

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