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/**************************************************************************
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 *
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 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
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#include "i915_context.h"
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#include "i915_state.h"
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#include "i915_screen.h"
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#include "i915_surface.h"
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#include "i915_query.h"
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#include "i915_batch.h"
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#include "i915_resource.h"
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#include "draw/draw_context.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_memory.h"
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#include "pipe/p_screen.h"
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DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
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/*
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 * Draw functions
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 */
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static void
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i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
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{
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   struct i915_context *i915 = i915_context(pipe);
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   struct draw_context *draw = i915->draw;
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   const void *mapped_indices = NULL;
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   unsigned i;
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   /*
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    * Ack vs contants here, helps ipers a lot.
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    */
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   i915->dirty &= ~I915_NEW_VS_CONSTANTS;
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   if (i915->dirty)
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      i915_update_derived(i915);
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   /*
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    * Map vertex buffers
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    */
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   for (i = 0; i < i915->nr_vertex_buffers; i++) {
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      const void *buf = i915->vertex_buffers[i].user_buffer;
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      if (!buf)
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            buf = i915_buffer(i915->vertex_buffers[i].buffer)->data;
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      draw_set_mapped_vertex_buffer(draw, i, buf, ~0);
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   }
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   /*
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    * Map index buffer, if present
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    */
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   if (info->indexed) {
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      mapped_indices = i915->index_buffer.user_buffer;
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      if (!mapped_indices)
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         mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
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      draw_set_indexes(draw,
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                       (ubyte *) mapped_indices + i915->index_buffer.offset,
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                       i915->index_buffer.index_size, ~0);
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   }
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   if (i915->constants[PIPE_SHADER_VERTEX])
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      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
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                                      i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
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                                      (i915->current.num_user_constants[PIPE_SHADER_VERTEX] *
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                                      4 * sizeof(float)));
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   else
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      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
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   if (i915->num_vertex_sampler_views > 0)
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      i915_prepare_vertex_sampling(i915);
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   /*
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    * Do the drawing
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    */
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   draw_vbo(i915->draw, info);
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   /*
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    * unmap vertex/index buffers
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    */
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   for (i = 0; i < i915->nr_vertex_buffers; i++) {
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      draw_set_mapped_vertex_buffer(i915->draw, i, NULL, 0);
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   }
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   if (mapped_indices)
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      draw_set_indexes(draw, NULL, 0, 0);
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   if (i915->num_vertex_sampler_views > 0)
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      i915_cleanup_vertex_sampling(i915);
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   /*
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    * Instead of flushing on every state change, we flush once here
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    * when we fire the vbo.
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    */
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   draw_flush(i915->draw);
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}
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/*
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 * Generic context functions
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 */
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static void i915_destroy(struct pipe_context *pipe)
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{
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   struct i915_context *i915 = i915_context(pipe);
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   int i;
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   if (i915->blitter)
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      util_blitter_destroy(i915->blitter);
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   draw_destroy(i915->draw);
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   if(i915->batch)
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      i915->iws->batchbuffer_destroy(i915->batch);
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   /* unbind framebuffer */
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   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
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      pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL);
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   }
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   pipe_surface_reference(&i915->framebuffer.zsbuf, NULL);
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   /* unbind constant buffers */
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   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
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      pipe_resource_reference(&i915->constants[i], NULL);
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   }
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   FREE(i915);
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}
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struct pipe_context *
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i915_create_context(struct pipe_screen *screen, void *priv)
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{
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   struct i915_context *i915;
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   i915 = CALLOC_STRUCT(i915_context);
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   if (i915 == NULL)
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      return NULL;
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   i915->iws = i915_screen(screen)->iws;
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   i915->base.screen = screen;
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   i915->base.priv = priv;
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   i915->base.destroy = i915_destroy;
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   if (i915_screen(screen)->debug.use_blitter)
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      i915->base.clear = i915_clear_blitter;
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   else
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      i915->base.clear = i915_clear_render;
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   i915->base.draw_vbo = i915_draw_vbo;
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   /* init this before draw */
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   util_slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
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                    16, UTIL_SLAB_SINGLETHREADED);
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   util_slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
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                    16, UTIL_SLAB_SINGLETHREADED);
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   /* Batch stream debugging is a bit hacked up at the moment:
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    */
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   i915->batch = i915->iws->batchbuffer_create(i915->iws);
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   /*
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    * Create drawing context and plug our rendering stage into it.
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    */
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   i915->draw = draw_create(&i915->base);
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   assert(i915->draw);
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   if (!debug_get_option_i915_no_vbuf()) {
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      draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
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   } else {
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      draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
198
   }
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   i915_init_surface_functions(i915);
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   i915_init_state_functions(i915);
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   i915_init_flush_functions(i915);
203
   i915_init_resource_functions(i915);
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   i915_init_query_functions(i915);
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206
   /* Create blitter. */
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   i915->blitter = util_blitter_create(&i915->base);
208
   assert(i915->blitter);
209
 
210
   /* must be done before installing Draw stages */
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   util_blitter_cache_all_shaders(i915->blitter);
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   draw_install_aaline_stage(i915->draw, &i915->base);
214
   draw_install_aapoint_stage(i915->draw, &i915->base);
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   draw_enable_point_sprites(i915->draw, TRUE);
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   i915->dirty = ~0;
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   i915->hardware_dirty = ~0;
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   i915->immediate_dirty = ~0;
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   i915->dynamic_dirty = ~0;
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   i915->static_dirty = ~0;
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   i915->flush_dirty = 0;
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   return &i915->base;
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}