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📄 i810render.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Intel i810 DRI driver for Mesa 3.5 * * Copyright (C) 1999-2000  Keith Whitwell   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, sublicense, * 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 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 * NONINFRINGEMENT.  IN NO EVENT SHALL KEITH WHITWELL 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. * * Author: *    Keith Whitwell <keith@tungstengraphics.com> *//* * 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 "imports.h"#include "mtypes.h"#include "tnl/t_context.h"#include "i810screen.h"#include "i810_dri.h"#include "i810context.h"#include "i810tris.h"#include "i810state.h"#include "i810vb.h"#include "i810ioctl.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      0#define HAVE_LINES       1#define HAVE_LINE_STRIPS 1#define HAVE_TRIANGLES   1#define HAVE_TRI_STRIPS  1#define HAVE_TRI_STRIP_1 0	/* has it, template can't use it yet */#define HAVE_TRI_FANS    1#define HAVE_POLYGONS    1#define HAVE_QUADS       0#define HAVE_QUAD_STRIPS 0#define HAVE_ELTS        0static GLuint hw_prim[GL_POLYGON+1] = {   0,   PR_LINES,   0,   PR_LINESTRIP,   PR_TRIANGLES,   PR_TRISTRIP_0,   PR_TRIFAN,   0,   0,   PR_POLYGON};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};#define LOCAL_VARS i810ContextPtr imesa = I810_CONTEXT(ctx)#define INIT( prim ) do {						\   I810_STATECHANGE(imesa, 0);						\   i810RasterPrimitive( ctx, reduced_prim[prim], hw_prim[prim] );	\} while (0)#define GET_CURRENT_VB_MAX_VERTS() \  (((int)imesa->vertex_high - (int)imesa->vertex_low) / (imesa->vertex_size*4))#define GET_SUBSEQUENT_VB_MAX_VERTS() \  (I810_DMA_BUF_SZ-4) / (imesa->vertex_size * 4)#define ALLOC_VERTS( nr ) \  i810AllocDmaLow( imesa, (nr) * imesa->vertex_size * 4)#define EMIT_VERTS( ctx, j, nr, buf ) \  i810_emit_contiguous_verts(ctx, j, (j)+(nr), buf)#define FLUSH()  I810_FIREVERTICES( imesa )#define TAG(x) i810_##x#include "tnl_dd/t_dd_dmatmp.h"/**********************************************************************//*                          Render pipeline stage                     *//**********************************************************************/static GLboolean i810_run_render( GLcontext *ctx,				  struct tnl_pipeline_stage *stage ){   i810ContextPtr imesa = I810_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   GLuint i;   /* Don't handle clipping or indexed vertices.    */   if (imesa->RenderIndex != 0 ||        !i810_validate_render( ctx, VB )) {      return GL_TRUE;   }   imesa->SetupNewInputs = VERT_BIT_POS;   tnl->Driver.Render.Start( ctx );   for (i = 0 ; i < VB->PrimitiveCount ; i++)   {      GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);      GLuint start = VB->Primitive[i].start;      GLuint length = VB->Primitive[i].count;      if (!length)	 continue;      i810_render_tab_verts[prim & PRIM_MODE_MASK]( ctx, start, start + length,						    prim );   }   tnl->Driver.Render.Finish( ctx );   return GL_FALSE;		/* finished the pipe */}const struct tnl_pipeline_stage _i810_render_stage ={   "i810 render",   NULL,   NULL,   NULL,   NULL,   i810_run_render		/* run */};

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