📄 intel_tris.c
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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 & DD_LINE_STIPPLE) intel->draw_line = intel_fallback_line; if ((flags & DD_TRI_STIPPLE) && !intel->hw_stipple) intel->draw_tri = intel_fallback_tri; if (flags & DD_TRI_SMOOTH) { if (intel->strict_conformance) intel->draw_tri = intel_fallback_tri; } if (flags & DD_POINT_ATTEN) { if (0) intel->draw_point = intel_atten_point; else intel->draw_point = intel_fallback_point; } if (flags & DD_POINT_SMOOTH) { if (intel->strict_conformance) intel->draw_point = intel_fallback_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 voidintelRunPipeline(GLcontext * ctx){ struct intel_context *intel = intel_context(ctx); _mesa_lock_context_textures(ctx); if (ctx->NewState) _mesa_update_state_locked(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); _mesa_unlock_context_textures(ctx);}static voidintelRenderStart(GLcontext * ctx){ struct intel_context *intel = intel_context(ctx); intel->vtbl.render_start(intel_context(ctx)); intel->vtbl.emit_state(intel);}static voidintelRenderFinish(GLcontext * ctx){ struct intel_context *intel = intel_context(ctx); if (intel->RenderIndex & INTEL_FALLBACK_BIT) _swrast_flush(ctx); INTEL_FIREVERTICES(intel);} /* System to flush dma and emit state changes based on the rasterized * primitive. */static voidintelRasterPrimitive(GLcontext * ctx, GLenum rprim, GLuint hwprim){ struct intel_context *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) { INTEL_FIREVERTICES(intel); intelStartInlinePrimitive(intel, hwprim, LOOP_CLIPRECTS); }} /* */static voidintelRenderPrimitive(GLcontext * ctx, GLenum prim){ struct intel_context *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[] = { [0] = "Draw buffer", [1] = "Read buffer", [2] = "Depth buffer", [3] = "Stencil buffer", [4] = "User disable", [5] = "Render mode", [12] = "Texture", [13] = "Color mask", [14] = "Stencil", [15] = "Stipple", [16] = "Program", [17] = "Logic op", [18] = "Smooth polygon", [19] = "Smooth point",};static char *getFallbackString(GLuint bit){ int i = 0; while (bit > 1) { i++; bit >>= 1; } return fallbackStrings[i];}voidintelFallback(struct intel_context *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; } }}union fi{ GLfloat f; GLint i;};/**********************************************************************//* Used only with the metaops callbacks. *//**********************************************************************/static voidintel_meta_draw_poly(struct intel_context *intel, GLuint n, GLfloat xy[][2], GLfloat z, GLuint color, GLfloat tex[][2]){ union fi *vb; GLint i; GLboolean was_locked = intel->locked; if (!was_locked) LOCK_HARDWARE(intel); /* All 3d primitives should be emitted with LOOP_CLIPRECTS, * otherwise the drawing origin (DR4) might not be set correctly. */ intelStartInlinePrimitive(intel, PRIM3D_TRIFAN, LOOP_CLIPRECTS); vb = (union fi *) intelExtendInlinePrimitive(intel, n * 6); for (i = 0; i < n; i++) { vb[0].f = xy[i][0]; vb[1].f = xy[i][1]; vb[2].f = z; vb[3].i = color; vb[4].f = tex[i][0]; vb[5].f = tex[i][1]; vb += 6; } INTEL_FIREVERTICES(intel); if (!was_locked) UNLOCK_HARDWARE(intel);}static voidintel_meta_draw_quad(struct intel_context *intel, GLfloat x0, GLfloat x1, GLfloat y0, GLfloat y1, GLfloat z, GLuint color, GLfloat s0, GLfloat s1, GLfloat t0, GLfloat t1){ GLfloat xy[4][2]; GLfloat tex[4][2]; xy[0][0] = x0; xy[0][1] = y0; xy[1][0] = x1; xy[1][1] = y0; xy[2][0] = x1; xy[2][1] = y1; xy[3][0] = x0; xy[3][1] = y1; tex[0][0] = s0; tex[0][1] = t0; tex[1][0] = s1; tex[1][1] = t0; tex[2][0] = s1; tex[2][1] = t1; tex[3][0] = s0; tex[3][1] = t1; intel_meta_draw_poly(intel, 4, xy, z, color, tex);}/**********************************************************************//* Initialization. *//**********************************************************************/voidintelInitTriFuncs(GLcontext * ctx){ struct intel_context *intel = intel_context(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; intel->vtbl.meta_draw_quad = intel_meta_draw_quad;}
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