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📄 intel_tris.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 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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