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📄 i915_vtbl.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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   count = 0; again:   dirty = get_dirty(state);   ret = 0;   if (dirty & I915_UPLOAD_BUFFERS) {     ret |= dri_bufmgr_check_aperture_space(state->draw_region->buffer);     if (state->depth_region)        ret |= dri_bufmgr_check_aperture_space(state->depth_region->buffer);   }   if (dirty & I915_UPLOAD_TEX_ALL) {     for (i = 0; i < I915_TEX_UNITS; i++)       if (dirty & I915_UPLOAD_TEX(i)) {	   if (state->tex_buffer[i]) {	       ret |= dri_bufmgr_check_aperture_space(state->tex_buffer[i]);	   }       }   }   if (ret) {       if (count == 0) {	   count++;	   intel_batchbuffer_flush(intel->batch);	   goto again;       } else {	   _mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state");	   assert(0);       }   }   /* work out list of buffers to emit */      /* Do this here as we may have flushed the batchbuffer above,    * causing more state to be dirty!    */   dirty = get_dirty(state);   state->emitted |= dirty;   assert(get_dirty(state) == 0);   if (INTEL_DEBUG & DEBUG_STATE)      fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty);   if (dirty & I915_UPLOAD_INVARIENT) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_INVARIENT:\n");      i915_emit_invarient_state(intel);   }   if (dirty & I915_UPLOAD_CTX) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_CTX:\n");      emit(intel, state->Ctx, sizeof(state->Ctx));   }   if (dirty & I915_UPLOAD_BUFFERS) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");      BEGIN_BATCH(I915_DEST_SETUP_SIZE + 2, IGNORE_CLIPRECTS);      OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);      OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);      OUT_RELOC(state->draw_region->buffer,                DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_WRITE,                state->draw_region->draw_offset);      if (state->depth_region) {         OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);         OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);         OUT_RELOC(state->depth_region->buffer,                   DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_WRITE,                   state->depth_region->draw_offset);      }      OUT_BATCH(state->Buffer[I915_DESTREG_DV0]);      OUT_BATCH(state->Buffer[I915_DESTREG_DV1]);      OUT_BATCH(state->Buffer[I915_DESTREG_SENABLE]);      OUT_BATCH(state->Buffer[I915_DESTREG_SR0]);      OUT_BATCH(state->Buffer[I915_DESTREG_SR1]);      OUT_BATCH(state->Buffer[I915_DESTREG_SR2]);      ADVANCE_BATCH();   }   if (dirty & I915_UPLOAD_STIPPLE) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_STIPPLE:\n");      emit(intel, state->Stipple, sizeof(state->Stipple));   }   if (dirty & I915_UPLOAD_FOG) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_FOG:\n");      emit(intel, state->Fog, sizeof(state->Fog));   }   /* Combine all the dirty texture state into a single command to    * avoid lockups on I915 hardware.     */   if (dirty & I915_UPLOAD_TEX_ALL) {      int nr = 0;      for (i = 0; i < I915_TEX_UNITS; i++)         if (dirty & I915_UPLOAD_TEX(i))            nr++;      BEGIN_BATCH(2 + nr * 3, IGNORE_CLIPRECTS);      OUT_BATCH(_3DSTATE_MAP_STATE | (3 * nr));      OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);      for (i = 0; i < I915_TEX_UNITS; i++)         if (dirty & I915_UPLOAD_TEX(i)) {            if (state->tex_buffer[i]) {               OUT_RELOC(state->tex_buffer[i],                         DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_READ,                         state->tex_offset[i]);            }            else if (state == &i915->meta) {               assert(i == 0);               OUT_BATCH(0);            }            else {               OUT_BATCH(state->tex_offset[i]);            }            OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]);            OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]);         }      ADVANCE_BATCH();      BEGIN_BATCH(2 + nr * 3, IGNORE_CLIPRECTS);      OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3 * nr));      OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);      for (i = 0; i < I915_TEX_UNITS; i++)         if (dirty & I915_UPLOAD_TEX(i)) {            OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]);            OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]);            OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]);         }      ADVANCE_BATCH();   }   if (dirty & I915_UPLOAD_CONSTANTS) {      if (INTEL_DEBUG & DEBUG_STATE)         fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n");      emit(intel, state->Constant, state->ConstantSize * sizeof(GLuint));   }   if (dirty & I915_UPLOAD_PROGRAM) {      if (state->ProgramSize) {         if (INTEL_DEBUG & DEBUG_STATE)            fprintf(stderr, "I915_UPLOAD_PROGRAM:\n");         assert((state->Program[0] & 0x1ff) + 2 == state->ProgramSize);         emit(intel, state->Program, state->ProgramSize * sizeof(GLuint));         if (INTEL_DEBUG & DEBUG_STATE)            i915_disassemble_program(state->Program, state->ProgramSize);      }   }   intel->batch->dirty_state &= ~dirty;   assert(get_dirty(state) == 0);   assert((intel->batch->dirty_state & (1<<1)) == 0);}static voidi915_destroy_context(struct intel_context *intel){   GLuint i;   struct i915_context *i915 = i915_context(&intel->ctx);   for (i = 0; i < I915_TEX_UNITS; i++) {      if (i915->state.tex_buffer[i] != NULL) {	 dri_bo_unreference(i915->state.tex_buffer[i]);	 i915->state.tex_buffer[i] = NULL;      }   }   _tnl_free_vertices(&intel->ctx);}/** * Set the drawing regions for the color and depth/stencil buffers. * This involves setting the pitch, cpp and buffer ID/location. * Also set pixel format for color and Z rendering * Used for setting both regular and meta state. */voidi915_state_draw_region(struct intel_context *intel,                       struct i915_hw_state *state,                       struct intel_region *color_region,                       struct intel_region *depth_region){   struct i915_context *i915 = i915_context(&intel->ctx);   GLuint value;   ASSERT(state == &i915->state || state == &i915->meta);   if (state->draw_region != color_region) {      intel_region_release(&state->draw_region);      intel_region_reference(&state->draw_region, color_region);   }   if (state->depth_region != depth_region) {      intel_region_release(&state->depth_region);      intel_region_reference(&state->depth_region, depth_region);   }   /*    * Set stride/cpp values    */   if (color_region) {      state->Buffer[I915_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;      state->Buffer[I915_DESTREG_CBUFADDR1] =         (BUF_3D_ID_COLOR_BACK |          BUF_3D_PITCH(color_region->pitch * color_region->cpp) |          BUF_3D_USE_FENCE);   }   if (depth_region) {      state->Buffer[I915_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;      state->Buffer[I915_DESTREG_DBUFADDR1] =         (BUF_3D_ID_DEPTH |          BUF_3D_PITCH(depth_region->pitch * depth_region->cpp) |          BUF_3D_USE_FENCE);   }   /*    * Compute/set I915_DESTREG_DV1 value    */   value = (DSTORG_HORT_BIAS(0x8) |     /* .5 */            DSTORG_VERT_BIAS(0x8) |     /* .5 */            LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL);   if (color_region && color_region->cpp == 4) {      value |= DV_PF_8888;   }   else {      value |= (DITHER_FULL_ALWAYS | DV_PF_565);   }   if (depth_region && depth_region->cpp == 4) {      value |= DEPTH_FRMT_24_FIXED_8_OTHER;   }   else {      value |= DEPTH_FRMT_16_FIXED;   }   state->Buffer[I915_DESTREG_DV1] = value;   I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);}static voidi915_set_draw_region(struct intel_context *intel,                     struct intel_region *color_regions[],                     struct intel_region *depth_region,		     GLuint num_regions){   struct i915_context *i915 = i915_context(&intel->ctx);   i915_state_draw_region(intel, &i915->state, color_regions[0], depth_region);}static voidi915_new_batch(struct intel_context *intel){   struct i915_context *i915 = i915_context(&intel->ctx);   /* Mark all state as needing to be emitted when starting a new batchbuffer.    * Using hardware contexts would be an alternative, but they have some    * difficulties associated with them (physical address requirements).    */   i915->state.emitted = 0;   /* Check that we didn't just wrap our batchbuffer at a bad time. */   assert(!intel->no_batch_wrap);}static GLuinti915_flush_cmd(void){   return MI_FLUSH | FLUSH_MAP_CACHE;}static void i915_assert_not_dirty( struct intel_context *intel ){   struct i915_context *i915 = i915_context(&intel->ctx);   struct i915_hw_state *state = i915->current;   GLuint dirty = get_dirty(state);   assert(!dirty);}static voidi915_note_unlock( struct intel_context *intel ){    /* nothing */}voidi915InitVtbl(struct i915_context *i915){   i915->intel.vtbl.check_vertex_size = i915_check_vertex_size;   i915->intel.vtbl.destroy = i915_destroy_context;   i915->intel.vtbl.emit_state = i915_emit_state;   i915->intel.vtbl.new_batch = i915_new_batch;   i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state;   i915->intel.vtbl.render_start = i915_render_start;   i915->intel.vtbl.render_prevalidate = i915_render_prevalidate;   i915->intel.vtbl.set_draw_region = i915_set_draw_region;   i915->intel.vtbl.update_texture_state = i915UpdateTextureState;   i915->intel.vtbl.flush_cmd = i915_flush_cmd;   i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;   i915->intel.vtbl.note_unlock = i915_note_unlock; }

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