blob: 988d659151981396624093ac88cee0bb6303d9c0 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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 TUNGSTEN 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.
*
**************************************************************************/
#include "i915_context.h"
#include "i915_state.h"
#include "i915_screen.h"
#include "i915_surface.h"
#include "i915_query.h"
#include "i915_batch.h"
#include "i915_resource.h"
#include "draw/draw_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "pipe/p_screen.h"
DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
/*
* Draw functions
*/
static void
i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
{
struct i915_context *i915 = i915_context(pipe);
struct draw_context *draw = i915->draw;
const void *mapped_indices = NULL;
/*
* Ack vs contants here, helps ipers a lot.
*/
i915->dirty &= ~I915_NEW_VS_CONSTANTS;
if (i915->dirty)
i915_update_derived(i915);
/*
* Map index buffer, if present
*/
if (info->indexed) {
mapped_indices = i915->index_buffer.user_buffer;
if (!mapped_indices)
mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
draw_set_indexes(draw,
(ubyte *) mapped_indices + i915->index_buffer.offset,
i915->index_buffer.index_size);
}
if (i915->constants[PIPE_SHADER_VERTEX])
draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
(i915->current.num_user_constants[PIPE_SHADER_VERTEX] *
4 * sizeof(float)));
else
draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
if (i915->num_vertex_sampler_views > 0)
i915_prepare_vertex_sampling(i915);
/*
* Do the drawing
*/
draw_vbo(i915->draw, info);
if (mapped_indices)
draw_set_indexes(draw, NULL, 0);
if (i915->num_vertex_sampler_views > 0)
i915_cleanup_vertex_sampling(i915);
/*
* Instead of flushing on every state change, we flush once here
* when we fire the vbo.
*/
draw_flush(i915->draw);
}
/*
* Generic context functions
*/
static void i915_destroy(struct pipe_context *pipe)
{
struct i915_context *i915 = i915_context(pipe);
int i;
if (i915->blitter)
util_blitter_destroy(i915->blitter);
draw_destroy(i915->draw);
if(i915->batch)
i915->iws->batchbuffer_destroy(i915->batch);
/* unbind framebuffer */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL);
}
pipe_surface_reference(&i915->framebuffer.zsbuf, NULL);
/* unbind constant buffers */
for (i = 0; i < PIPE_SHADER_TYPES; i++) {
pipe_resource_reference(&i915->constants[i], NULL);
}
FREE(i915);
}
struct pipe_context *
i915_create_context(struct pipe_screen *screen, void *priv)
{
struct i915_context *i915;
i915 = CALLOC_STRUCT(i915_context);
if (i915 == NULL)
return NULL;
i915->iws = i915_screen(screen)->iws;
i915->base.screen = screen;
i915->base.priv = priv;
i915->base.destroy = i915_destroy;
if (i915_screen(screen)->debug.use_blitter)
i915->base.clear = i915_clear_blitter;
else
i915->base.clear = i915_clear_render;
i915->base.draw_vbo = i915_draw_vbo;
/* init this before draw */
util_slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
16, UTIL_SLAB_SINGLETHREADED);
util_slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
16, UTIL_SLAB_SINGLETHREADED);
/* Batch stream debugging is a bit hacked up at the moment:
*/
i915->batch = i915->iws->batchbuffer_create(i915->iws);
/*
* Create drawing context and plug our rendering stage into it.
*/
i915->draw = draw_create(&i915->base);
assert(i915->draw);
if (!debug_get_option_i915_no_vbuf()) {
draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
} else {
draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
}
i915_init_surface_functions(i915);
i915_init_state_functions(i915);
i915_init_flush_functions(i915);
i915_init_resource_functions(i915);
i915_init_query_functions(i915);
draw_install_aaline_stage(i915->draw, &i915->base);
draw_install_aapoint_stage(i915->draw, &i915->base);
draw_enable_point_sprites(i915->draw, TRUE);
/* augmented draw pipeline clobbers state functions */
i915_init_fixup_state_functions(i915);
/* Create blitter last - calls state creation functions. */
i915->blitter = util_blitter_create(&i915->base);
assert(i915->blitter);
i915->dirty = ~0;
i915->hardware_dirty = ~0;
i915->immediate_dirty = ~0;
i915->dynamic_dirty = ~0;
i915->static_dirty = ~0;
i915->flush_dirty = 0;
return &i915->base;
}