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📄 i830_vtbl.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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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. *  **************************************************************************/#include "glapi.h"#include "i830_context.h"#include "i830_reg.h"#include "intel_batchbuffer.h"#include "intel_regions.h"#include "tnl/t_context.h"#include "tnl/t_vertex.h"#define FILE_DEBUG_FLAG DEBUG_STATEstatic GLboolean i830_check_vertex_size(struct intel_context *intel,                                        GLuint expected);#define SZ_TO_HW(sz)  ((sz-2)&0x3)#define EMIT_SZ(sz)   (EMIT_1F + (sz) - 1)#define EMIT_ATTR( ATTR, STYLE, V0 )					\do {									\   intel->vertex_attrs[intel->vertex_attr_count].attrib = (ATTR);	\   intel->vertex_attrs[intel->vertex_attr_count].format = (STYLE);	\   intel->vertex_attr_count++;						\   v0 |= V0;								\} while (0)#define EMIT_PAD( N )							\do {									\   intel->vertex_attrs[intel->vertex_attr_count].attrib = 0;		\   intel->vertex_attrs[intel->vertex_attr_count].format = EMIT_PAD;	\   intel->vertex_attrs[intel->vertex_attr_count].offset = (N);		\   intel->vertex_attr_count++;						\} while (0)#define VRTX_TEX_SET_FMT(n, x)          ((x)<<((n)*2))#define TEXBIND_SET(n, x) 		((x)<<((n)*4))static voidi830_render_prevalidate(struct intel_context *intel){}static voidi830_render_start(struct intel_context *intel){   GLcontext *ctx = &intel->ctx;   struct i830_context *i830 = i830_context(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   DECLARE_RENDERINPUTS(index_bitset);   GLuint v0 = _3DSTATE_VFT0_CMD;   GLuint v2 = _3DSTATE_VFT1_CMD;   GLuint mcsb1 = 0;   RENDERINPUTS_COPY(index_bitset, tnl->render_inputs_bitset);   /* Important:    */   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;   intel->vertex_attr_count = 0;   /* EMIT_ATTR's must be in order as they tell t_vertex.c how to    * build up a hardware vertex.    */   if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {      EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW);      intel->coloroffset = 4;   }   else {      EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, VFT0_XYZ);      intel->coloroffset = 3;   }   if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_POINTSIZE)) {      EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH);   }   EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE);   intel->specoffset = 0;   if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1) ||       RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG)) {      if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1)) {         intel->specoffset = intel->coloroffset + 1;         EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC);      }      else         EMIT_PAD(3);      if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG))         EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC);      else         EMIT_PAD(1);   }   if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {      int i, count = 0;      for (i = 0; i < I830_TEX_UNITS; i++) {         if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_TEX(i))) {            GLuint sz = VB->TexCoordPtr[i]->size;            GLuint emit;            GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] &                          ~TEXCOORDTYPE_MASK);            switch (sz) {            case 1:            case 2:               emit = EMIT_2F;               sz = 2;               mcs |= TEXCOORDTYPE_CARTESIAN;               break;            case 3:               emit = EMIT_3F;               sz = 3;               mcs |= TEXCOORDTYPE_VECTOR;               break;            case 4:               emit = EMIT_3F_XYW;               sz = 3;               mcs |= TEXCOORDTYPE_HOMOGENEOUS;               break;            default:               continue;            };            EMIT_ATTR(_TNL_ATTRIB_TEX0 + i, emit, 0);            v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz));            mcsb1 |= (count + 8) << (i * 4);            if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) {               I830_STATECHANGE(i830, I830_UPLOAD_TEX(i));               i830->state.Tex[i][I830_TEXREG_MCS] = mcs;            }            count++;         }      }      v0 |= VFT0_TEX_COUNT(count);   }   /* Only need to change the vertex emit code if there has been a    * statechange to a new hardware vertex format:    */   if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||       v2 != i830->state.Ctx[I830_CTXREG_VF2] ||       mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||       !RENDERINPUTS_EQUAL(index_bitset, i830->last_index_bitset)) {      int k;      I830_STATECHANGE(i830, I830_UPLOAD_CTX);      /* Must do this *after* statechange, so as not to affect       * buffered vertices reliant on the old state:       */      intel->vertex_size =         _tnl_install_attrs(ctx,                            intel->vertex_attrs,                            intel->vertex_attr_count,                            intel->ViewportMatrix.m, 0);      intel->vertex_size >>= 2;      i830->state.Ctx[I830_CTXREG_VF] = v0;      i830->state.Ctx[I830_CTXREG_VF2] = v2;      i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;      RENDERINPUTS_COPY(i830->last_index_bitset, index_bitset);      k = i830_check_vertex_size(intel, intel->vertex_size);      assert(k);   }}static voidi830_reduced_primitive_state(struct intel_context *intel, GLenum rprim){   struct i830_context *i830 = i830_context(&intel->ctx);   GLuint st1 = i830->state.Stipple[I830_STPREG_ST1];   st1 &= ~ST1_ENABLE;   switch (rprim) {   case GL_TRIANGLES:      if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple)         st1 |= ST1_ENABLE;      break;   case GL_LINES:   case GL_POINTS:   default:      break;   }   i830->intel.reduced_primitive = rprim;   if (st1 != i830->state.Stipple[I830_STPREG_ST1]) {      INTEL_FIREVERTICES(intel);      I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE);      i830->state.Stipple[I830_STPREG_ST1] = st1;   }}/* Pull apart the vertex format registers and figure out how large a * vertex is supposed to be.  */static GLbooleani830_check_vertex_size(struct intel_context *intel, GLuint expected){   struct i830_context *i830 = i830_context(&intel->ctx);   int vft0 = i830->current->Ctx[I830_CTXREG_VF];   int vft1 = i830->current->Ctx[I830_CTXREG_VF2];   int nrtex = (vft0 & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT;   int i, sz = 0;   switch (vft0 & VFT0_XYZW_MASK) {   case VFT0_XY:      sz = 2;      break;   case VFT0_XYZ:      sz = 3;      break;   case VFT0_XYW:      sz = 3;      break;   case VFT0_XYZW:      sz = 4;      break;   default:      fprintf(stderr, "no xyzw specified\n");      return 0;   }   if (vft0 & VFT0_SPEC)      sz++;   if (vft0 & VFT0_DIFFUSE)      sz++;   if (vft0 & VFT0_DEPTH_OFFSET)      sz++;   if (vft0 & VFT0_POINT_WIDTH)      sz++;   for (i = 0; i < nrtex; i++) {      switch (vft1 & VFT1_TEX0_MASK) {      case TEXCOORDFMT_2D:         sz += 2;         break;      case TEXCOORDFMT_3D:         sz += 3;         break;      case TEXCOORDFMT_4D:         sz += 4;         break;      case TEXCOORDFMT_1D:         sz += 1;         break;      }      vft1 >>= VFT1_TEX1_SHIFT;   }   if (sz != expected)      fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);   return sz == expected;}static voidi830_emit_invarient_state(struct intel_context *intel){   BATCH_LOCALS;   BEGIN_BATCH(40, IGNORE_CLIPRECTS);   OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);   OUT_BATCH(0);   OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);   OUT_BATCH(0);   OUT_BATCH(_3DSTATE_DFLT_Z_CMD);   OUT_BATCH(0);   OUT_BATCH(_3DSTATE_FOG_MODE_CMD);   OUT_BATCH(FOGFUNC_ENABLE |             FOG_LINEAR_CONST | FOGSRC_INDEX_Z | ENABLE_FOG_DENSITY);   OUT_BATCH(0);   OUT_BATCH(0);   OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |             MAP_UNIT(0) |             DISABLE_TEX_STREAM_BUMP |             ENABLE_TEX_STREAM_COORD_SET |             TEX_STREAM_COORD_SET(0) |             ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(0));   OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |             MAP_UNIT(1) |             DISABLE_TEX_STREAM_BUMP |             ENABLE_TEX_STREAM_COORD_SET |             TEX_STREAM_COORD_SET(1) |             ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(1));   OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |             MAP_UNIT(2) |             DISABLE_TEX_STREAM_BUMP |             ENABLE_TEX_STREAM_COORD_SET |             TEX_STREAM_COORD_SET(2) |             ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(2));   OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |             MAP_UNIT(3) |             DISABLE_TEX_STREAM_BUMP |             ENABLE_TEX_STREAM_COORD_SET |             TEX_STREAM_COORD_SET(3) |             ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(3));   OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);   OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(0));   OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);   OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(1));   OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);   OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(2));   OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);   OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(3));   OUT_BATCH(_3DSTATE_RASTER_RULES_CMD |             ENABLE_POINT_RASTER_RULE |             OGL_POINT_RASTER_RULE |             ENABLE_LINE_STRIP_PROVOKE_VRTX |             ENABLE_TRI_FAN_PROVOKE_VRTX |             ENABLE_TRI_STRIP_PROVOKE_VRTX |             LINE_STRIP_PROVOKE_VRTX(1) |             TRI_FAN_PROVOKE_VRTX(2) | TRI_STRIP_PROVOKE_VRTX(2));   OUT_BATCH(_3DSTATE_VERTEX_TRANSFORM);   OUT_BATCH(DISABLE_VIEWPORT_TRANSFORM | DISABLE_PERSPECTIVE_DIVIDE);

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