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1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the
8  * "Software"), to deal in the Software without restriction, including
9  * without limitation the rights to use, copy, modify, merge, publish,
10  * distribute, sub license, and/or sell copies of the Software, and to
11  * permit persons to whom the Software is furnished to do so, subject to
12  * the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the
15  * next paragraph) shall be included in all copies or substantial portions
16  * of the Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25  *
26  **************************************************************************/
27 
28 
29 #include "draw/draw_pipe.h"
30 #include "util/u_math.h"
31 #include "util/u_memory.h"
32 #include "util/u_pack_color.h"
33 
34 #include "i915_context.h"
35 #include "i915_reg.h"
36 #include "i915_state.h"
37 #include "i915_batch.h"
38 
39 
40 
41 /**
42  * Primitive emit to hardware.  No support for vertex buffers or any
43  * nice fast paths.
44  */
45 struct setup_stage {
46    struct draw_stage stage; /**< This must be first (base class) */
47 
48    struct i915_context *i915;
49 };
50 
51 
52 
53 /**
54  * Basically a cast wrapper.
55  */
setup_stage(struct draw_stage * stage)56 static INLINE struct setup_stage *setup_stage( struct draw_stage *stage )
57 {
58    return (struct setup_stage *)stage;
59 }
60 
61 
62 /**
63  * Extract the needed fields from vertex_header and emit i915 dwords.
64  * Recall that the vertices are constructed by the 'draw' module and
65  * have a couple of slots at the beginning (1-dword header, 4-dword
66  * clip pos) that we ignore here.
67  */
68 static INLINE void
emit_hw_vertex(struct i915_context * i915,const struct vertex_header * vertex)69 emit_hw_vertex( struct i915_context *i915,
70                 const struct vertex_header *vertex)
71 {
72    const struct vertex_info *vinfo = &i915->current.vertex_info;
73    uint i;
74    uint count = 0;  /* for debug/sanity */
75 
76    assert(!i915->dirty);
77 
78    for (i = 0; i < vinfo->num_attribs; i++) {
79       const uint j = vinfo->attrib[i].src_index;
80       const float *attrib = vertex->data[j];
81       switch (vinfo->attrib[i].emit) {
82       case EMIT_1F:
83          OUT_BATCH( fui(attrib[0]) );
84          count++;
85          break;
86       case EMIT_2F:
87          OUT_BATCH( fui(attrib[0]) );
88          OUT_BATCH( fui(attrib[1]) );
89          count += 2;
90          break;
91       case EMIT_3F:
92          OUT_BATCH( fui(attrib[0]) );
93          OUT_BATCH( fui(attrib[1]) );
94          OUT_BATCH( fui(attrib[2]) );
95          count += 3;
96          break;
97       case EMIT_4F:
98          OUT_BATCH( fui(attrib[0]) );
99          OUT_BATCH( fui(attrib[1]) );
100          OUT_BATCH( fui(attrib[2]) );
101          OUT_BATCH( fui(attrib[3]) );
102          count += 4;
103          break;
104       case EMIT_4UB:
105          OUT_BATCH( pack_ub4(float_to_ubyte( attrib[0] ),
106                              float_to_ubyte( attrib[1] ),
107                              float_to_ubyte( attrib[2] ),
108                              float_to_ubyte( attrib[3] )) );
109          count += 1;
110          break;
111       case EMIT_4UB_BGRA:
112          OUT_BATCH( pack_ub4(float_to_ubyte( attrib[2] ),
113                              float_to_ubyte( attrib[1] ),
114                              float_to_ubyte( attrib[0] ),
115                              float_to_ubyte( attrib[3] )) );
116          count += 1;
117          break;
118       default:
119          assert(0);
120       }
121    }
122    assert(count == vinfo->size);
123 }
124 
125 
126 
127 static INLINE void
emit_prim(struct draw_stage * stage,struct prim_header * prim,unsigned hwprim,unsigned nr)128 emit_prim( struct draw_stage *stage,
129 	   struct prim_header *prim,
130 	   unsigned hwprim,
131 	   unsigned nr )
132 {
133    struct i915_context *i915 = setup_stage(stage)->i915;
134    unsigned vertex_size;
135    unsigned i;
136 
137    if (i915->dirty)
138       i915_update_derived( i915 );
139 
140    if (i915->hardware_dirty)
141       i915_emit_hardware_state( i915 );
142 
143    /* need to do this after validation! */
144    vertex_size = i915->current.vertex_info.size * 4; /* in bytes */
145    assert(vertex_size >= 12); /* never smaller than 12 bytes */
146 
147    if (!BEGIN_BATCH( 1 + nr * vertex_size / 4)) {
148       FLUSH_BATCH(NULL);
149 
150       /* Make sure state is re-emitted after a flush:
151        */
152       i915_emit_hardware_state( i915 );
153 
154       if (!BEGIN_BATCH( 1 + nr * vertex_size / 4)) {
155 	 assert(0);
156 	 return;
157       }
158    }
159 
160    /* Emit each triangle as a single primitive.  I told you this was
161     * simple.
162     */
163    OUT_BATCH(_3DPRIMITIVE |
164 	     hwprim |
165 	     ((4 + vertex_size * nr)/4 - 2));
166 
167    for (i = 0; i < nr; i++)
168       emit_hw_vertex(i915, prim->v[i]);
169 }
170 
171 
172 static void
setup_tri(struct draw_stage * stage,struct prim_header * prim)173 setup_tri( struct draw_stage *stage, struct prim_header *prim )
174 {
175    emit_prim( stage, prim, PRIM3D_TRILIST, 3 );
176 }
177 
178 
179 static void
setup_line(struct draw_stage * stage,struct prim_header * prim)180 setup_line(struct draw_stage *stage, struct prim_header *prim)
181 {
182    emit_prim( stage, prim, PRIM3D_LINELIST, 2 );
183 }
184 
185 
186 static void
setup_point(struct draw_stage * stage,struct prim_header * prim)187 setup_point(struct draw_stage *stage, struct prim_header *prim)
188 {
189    emit_prim( stage, prim, PRIM3D_POINTLIST, 1 );
190 }
191 
192 
setup_flush(struct draw_stage * stage,unsigned flags)193 static void setup_flush( struct draw_stage *stage, unsigned flags )
194 {
195 }
196 
reset_stipple_counter(struct draw_stage * stage)197 static void reset_stipple_counter( struct draw_stage *stage )
198 {
199 }
200 
render_destroy(struct draw_stage * stage)201 static void render_destroy( struct draw_stage *stage )
202 {
203    FREE( stage );
204 }
205 
206 
207 /**
208  * Create a new primitive setup/render stage.  This gets plugged into
209  * the 'draw' module's pipeline.
210  */
i915_draw_render_stage(struct i915_context * i915)211 struct draw_stage *i915_draw_render_stage( struct i915_context *i915 )
212 {
213    struct setup_stage *setup = CALLOC_STRUCT(setup_stage);
214 
215    setup->i915 = i915;
216    setup->stage.draw = i915->draw;
217    setup->stage.point = setup_point;
218    setup->stage.line = setup_line;
219    setup->stage.tri = setup_tri;
220    setup->stage.flush = setup_flush;
221    setup->stage.reset_stipple_counter = reset_stipple_counter;
222    setup->stage.destroy = render_destroy;
223 
224    return &setup->stage;
225 }
226