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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/i915/i915_prim_emit.c
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/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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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 VMWARE 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 "draw/draw_pipe.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_pack_color.h"
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#include "i915_batch.h"
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#include "i915_context.h"
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#include "i915_reg.h"
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#include "i915_state.h"
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/**
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* Primitive emit to hardware. No support for vertex buffers or any
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* nice fast paths.
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*/
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struct setup_stage {
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struct draw_stage stage; /**< This must be first (base class) */
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struct i915_context *i915;
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};
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/**
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* Basically a cast wrapper.
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*/
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static inline struct setup_stage *
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setup_stage(struct draw_stage *stage)
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{
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return (struct setup_stage *)stage;
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}
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/**
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* Extract the needed fields from vertex_header and emit i915 dwords.
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* Recall that the vertices are constructed by the 'draw' module and
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* have a couple of slots at the beginning (1-dword header, 4-dword
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* clip pos) that we ignore here.
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*/
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static inline void
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emit_hw_vertex(struct i915_context *i915, const struct vertex_header *vertex)
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{
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const struct vertex_info *vinfo = &i915->current.vertex_info;
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uint32_t i;
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uint32_t count = 0; /* for debug/sanity */
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assert(!i915->dirty);
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for (i = 0; i < vinfo->num_attribs; i++) {
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const uint32_t j = vinfo->attrib[i].src_index;
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const float *attrib = vertex->data[j];
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switch (vinfo->attrib[i].emit) {
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case EMIT_1F:
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OUT_BATCH(fui(attrib[0]));
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count++;
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break;
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case EMIT_2F:
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OUT_BATCH(fui(attrib[0]));
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OUT_BATCH(fui(attrib[1]));
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count += 2;
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break;
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case EMIT_3F:
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OUT_BATCH(fui(attrib[0]));
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OUT_BATCH(fui(attrib[1]));
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OUT_BATCH(fui(attrib[2]));
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count += 3;
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break;
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case EMIT_4F:
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OUT_BATCH(fui(attrib[0]));
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OUT_BATCH(fui(attrib[1]));
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OUT_BATCH(fui(attrib[2]));
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OUT_BATCH(fui(attrib[3]));
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count += 4;
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break;
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case EMIT_4UB:
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OUT_BATCH(
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pack_ub4(float_to_ubyte(attrib[0]), float_to_ubyte(attrib[1]),
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float_to_ubyte(attrib[2]), float_to_ubyte(attrib[3])));
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count += 1;
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break;
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case EMIT_4UB_BGRA:
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OUT_BATCH(
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pack_ub4(float_to_ubyte(attrib[2]), float_to_ubyte(attrib[1]),
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float_to_ubyte(attrib[0]), float_to_ubyte(attrib[3])));
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count += 1;
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break;
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default:
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assert(0);
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}
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}
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assert(count == vinfo->size);
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}
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static inline void
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emit_prim(struct draw_stage *stage, struct prim_header *prim, unsigned hwprim,
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unsigned nr)
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{
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struct i915_context *i915 = setup_stage(stage)->i915;
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unsigned vertex_size;
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unsigned i;
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if (i915->dirty)
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i915_update_derived(i915);
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if (i915->hardware_dirty)
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i915_emit_hardware_state(i915);
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/* need to do this after validation! */
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vertex_size = i915->current.vertex_info.size * 4; /* in bytes */
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assert(vertex_size >= 12); /* never smaller than 12 bytes */
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if (!BEGIN_BATCH(1 + nr * vertex_size / 4)) {
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FLUSH_BATCH(NULL, I915_FLUSH_ASYNC);
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/* Make sure state is re-emitted after a flush:
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*/
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i915_emit_hardware_state(i915);
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if (!BEGIN_BATCH(1 + nr * vertex_size / 4)) {
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assert(0);
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return;
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}
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}
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/* Emit each triangle as a single primitive. I told you this was
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* simple.
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*/
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OUT_BATCH(_3DPRIMITIVE | hwprim | ((4 + vertex_size * nr) / 4 - 2));
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for (i = 0; i < nr; i++)
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emit_hw_vertex(i915, prim->v[i]);
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}
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static void
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setup_tri(struct draw_stage *stage, struct prim_header *prim)
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{
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emit_prim(stage, prim, PRIM3D_TRILIST, 3);
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}
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static void
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setup_line(struct draw_stage *stage, struct prim_header *prim)
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{
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emit_prim(stage, prim, PRIM3D_LINELIST, 2);
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}
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static void
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setup_point(struct draw_stage *stage, struct prim_header *prim)
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{
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emit_prim(stage, prim, PRIM3D_POINTLIST, 1);
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}
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static void
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setup_flush(struct draw_stage *stage, unsigned flags)
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{
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}
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static void
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reset_stipple_counter(struct draw_stage *stage)
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{
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}
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static void
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render_destroy(struct draw_stage *stage)
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{
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FREE(stage);
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}
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/**
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* Create a new primitive setup/render stage. This gets plugged into
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* the 'draw' module's pipeline.
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*/
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struct draw_stage *
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i915_draw_render_stage(struct i915_context *i915)
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{
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struct setup_stage *setup = CALLOC_STRUCT(setup_stage);
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setup->i915 = i915;
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setup->stage.draw = i915->draw;
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setup->stage.point = setup_point;
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setup->stage.line = setup_line;
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setup->stage.tri = setup_tri;
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setup->stage.flush = setup_flush;
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setup->stage.reset_stipple_counter = reset_stipple_counter;
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setup->stage.destroy = render_destroy;
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return &setup->stage;
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}
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