📄 i830_vtbl.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. * **************************************************************************/#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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