📄 via_render.c
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/* * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved. * Copyright 2001-2003 S3 Graphics, Inc. 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 * VIA, S3 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. *//* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers. Use strip/fan hardware acceleration where possible. * */#include "glheader.h"#include "context.h"#include "macros.h"#include "mtypes.h"#include "tnl/t_context.h"#include "via_context.h"#include "via_tris.h"#include "via_state.h"#include "via_ioctl.h"/* * Render unclipped vertex buffers by emitting vertices directly to * dma buffers. Use strip/fan hardware primitives where possible. * Try to simulate missing primitives with indexed vertices. */#define HAVE_POINTS 1#define HAVE_LINES 1#define HAVE_LINE_STRIPS 1#define HAVE_LINE_LOOP 1#define HAVE_TRIANGLES 1#define HAVE_TRI_STRIPS 1#define HAVE_TRI_STRIP_1 0 #define HAVE_TRI_FANS 1#define HAVE_POLYGONS 1#define HAVE_QUADS 0#define HAVE_QUAD_STRIPS 0#define HAVE_ELTS 0#define LOCAL_VARS struct via_context *vmesa = VIA_CONTEXT(ctx)#define INIT(prim) do { \ viaRasterPrimitive(ctx, prim, prim); \} while (0)#define GET_CURRENT_VB_MAX_VERTS() \ ((VIA_DMA_BUF_SZ - (512 + (int)vmesa->dmaLow)) / (vmesa->vertexSize * 4))#define GET_SUBSEQUENT_VB_MAX_VERTS() \ (VIA_DMA_BUF_SZ - 512) / (vmesa->vertexSize * 4)#define ALLOC_VERTS( nr ) \ viaExtendPrimitive( vmesa, (nr) * vmesa->vertexSize * 4)#define EMIT_VERTS(ctx, j, nr, buf) \ _tnl_emit_vertices_to_buffer(ctx, j, (j)+(nr), buf ) #define FLUSH() VIA_FINISH_PRIM( vmesa )#define TAG(x) via_fast##x#include "tnl_dd/t_dd_dmatmp.h"#undef TAG#undef LOCAL_VARS#undef INIT/**********************************************************************//* Fast Render pipeline stage *//**********************************************************************/static GLboolean via_run_fastrender(GLcontext *ctx, struct tnl_pipeline_stage *stage){ struct via_context *vmesa = VIA_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint i; tnl->Driver.Render.Start(ctx); if (VB->ClipOrMask || vmesa->renderIndex != 0 || !via_fastvalidate_render( ctx, VB )) { tnl->Driver.Render.Finish(ctx); return GL_TRUE; } tnl->clipspace.new_inputs |= VERT_BIT_POS; for (i = 0; i < VB->PrimitiveCount; ++i) { GLuint mode = _tnl_translate_prim(&VB->Primitive[i]); GLuint start = VB->Primitive[i].start; GLuint length = VB->Primitive[i].count; if (length) via_fastrender_tab_verts[mode & PRIM_MODE_MASK](ctx, start, start+length, mode); } tnl->Driver.Render.Finish(ctx); return GL_FALSE; /* finished the pipe */}const struct tnl_pipeline_stage _via_fastrender_stage ={ "via fast render", NULL, NULL, NULL, NULL, via_run_fastrender /* run */};
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