1848b8605Smrg/************************************************************************** 2848b8605Smrg * 3848b8605Smrg * Copyright 2003 VMware, Inc. 4848b8605Smrg * All Rights Reserved. 5848b8605Smrg * 6848b8605Smrg * Permission is hereby granted, free of charge, to any person obtaining a 7848b8605Smrg * copy of this software and associated documentation files (the 8848b8605Smrg * "Software"), to deal in the Software without restriction, including 9848b8605Smrg * without limitation the rights to use, copy, modify, merge, publish, 10848b8605Smrg * distribute, sub license, and/or sell copies of the Software, and to 11848b8605Smrg * permit persons to whom the Software is furnished to do so, subject to 12848b8605Smrg * the following conditions: 13848b8605Smrg * 14848b8605Smrg * The above copyright notice and this permission notice (including the 15848b8605Smrg * next paragraph) shall be included in all copies or substantial portions 16848b8605Smrg * of the Software. 17848b8605Smrg * 18848b8605Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19848b8605Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20848b8605Smrg * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21848b8605Smrg * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR 22848b8605Smrg * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23848b8605Smrg * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24848b8605Smrg * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25848b8605Smrg * 26848b8605Smrg **************************************************************************/ 27848b8605Smrg 28848b8605Smrg#include "i915_context.h" 29848b8605Smrg#include "i915_state.h" 30848b8605Smrg#include "i915_screen.h" 31848b8605Smrg#include "i915_surface.h" 32848b8605Smrg#include "i915_query.h" 33848b8605Smrg#include "i915_batch.h" 34848b8605Smrg#include "i915_resource.h" 35848b8605Smrg 36848b8605Smrg#include "draw/draw_context.h" 37848b8605Smrg#include "pipe/p_defines.h" 38848b8605Smrg#include "util/u_inlines.h" 39848b8605Smrg#include "util/u_memory.h" 40b8e80941Smrg#include "util/u_prim.h" 41b8e80941Smrg#include "util/u_upload_mgr.h" 42848b8605Smrg#include "pipe/p_screen.h" 43848b8605Smrg 44848b8605Smrg 45848b8605SmrgDEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE) 46848b8605Smrg 47848b8605Smrg 48848b8605Smrg/* 49848b8605Smrg * Draw functions 50848b8605Smrg */ 51848b8605Smrg 52848b8605Smrg 53848b8605Smrgstatic void 54848b8605Smrgi915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info) 55848b8605Smrg{ 56848b8605Smrg struct i915_context *i915 = i915_context(pipe); 57848b8605Smrg struct draw_context *draw = i915->draw; 58848b8605Smrg const void *mapped_indices = NULL; 59848b8605Smrg unsigned i; 60848b8605Smrg 61b8e80941Smrg if (!u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) 62b8e80941Smrg return; 63b8e80941Smrg 64848b8605Smrg /* 65848b8605Smrg * Ack vs contants here, helps ipers a lot. 66848b8605Smrg */ 67848b8605Smrg i915->dirty &= ~I915_NEW_VS_CONSTANTS; 68848b8605Smrg 69848b8605Smrg if (i915->dirty) 70848b8605Smrg i915_update_derived(i915); 71848b8605Smrg 72848b8605Smrg /* 73848b8605Smrg * Map vertex buffers 74848b8605Smrg */ 75848b8605Smrg for (i = 0; i < i915->nr_vertex_buffers; i++) { 76b8e80941Smrg const void *buf = i915->vertex_buffers[i].is_user_buffer ? 77b8e80941Smrg i915->vertex_buffers[i].buffer.user : NULL; 78b8e80941Smrg if (!buf) { 79b8e80941Smrg if (!i915->vertex_buffers[i].buffer.resource) 80b8e80941Smrg continue; 81b8e80941Smrg buf = i915_buffer(i915->vertex_buffers[i].buffer.resource)->data; 82b8e80941Smrg } 83848b8605Smrg draw_set_mapped_vertex_buffer(draw, i, buf, ~0); 84848b8605Smrg } 85848b8605Smrg 86848b8605Smrg /* 87848b8605Smrg * Map index buffer, if present 88848b8605Smrg */ 89b8e80941Smrg if (info->index_size) { 90b8e80941Smrg mapped_indices = info->has_user_indices ? info->index.user : NULL; 91848b8605Smrg if (!mapped_indices) 92b8e80941Smrg mapped_indices = i915_buffer(info->index.resource)->data; 93848b8605Smrg draw_set_indexes(draw, 94b8e80941Smrg (ubyte *) mapped_indices, 95b8e80941Smrg info->index_size, ~0); 96848b8605Smrg } 97848b8605Smrg 98848b8605Smrg if (i915->constants[PIPE_SHADER_VERTEX]) 99848b8605Smrg draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, 100848b8605Smrg i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data, 101848b8605Smrg (i915->current.num_user_constants[PIPE_SHADER_VERTEX] * 102848b8605Smrg 4 * sizeof(float))); 103848b8605Smrg else 104848b8605Smrg draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0); 105848b8605Smrg 106848b8605Smrg if (i915->num_vertex_sampler_views > 0) 107848b8605Smrg i915_prepare_vertex_sampling(i915); 108848b8605Smrg 109848b8605Smrg /* 110848b8605Smrg * Do the drawing 111848b8605Smrg */ 112848b8605Smrg draw_vbo(i915->draw, info); 113848b8605Smrg 114848b8605Smrg /* 115848b8605Smrg * unmap vertex/index buffers 116848b8605Smrg */ 117848b8605Smrg for (i = 0; i < i915->nr_vertex_buffers; i++) { 118848b8605Smrg draw_set_mapped_vertex_buffer(i915->draw, i, NULL, 0); 119848b8605Smrg } 120848b8605Smrg if (mapped_indices) 121848b8605Smrg draw_set_indexes(draw, NULL, 0, 0); 122848b8605Smrg 123848b8605Smrg if (i915->num_vertex_sampler_views > 0) 124848b8605Smrg i915_cleanup_vertex_sampling(i915); 125848b8605Smrg 126848b8605Smrg /* 127848b8605Smrg * Instead of flushing on every state change, we flush once here 128848b8605Smrg * when we fire the vbo. 129848b8605Smrg */ 130848b8605Smrg draw_flush(i915->draw); 131848b8605Smrg} 132848b8605Smrg 133848b8605Smrg 134848b8605Smrg/* 135848b8605Smrg * Generic context functions 136848b8605Smrg */ 137848b8605Smrg 138848b8605Smrg 139848b8605Smrgstatic void i915_destroy(struct pipe_context *pipe) 140848b8605Smrg{ 141848b8605Smrg struct i915_context *i915 = i915_context(pipe); 142848b8605Smrg int i; 143848b8605Smrg 144848b8605Smrg if (i915->blitter) 145848b8605Smrg util_blitter_destroy(i915->blitter); 146848b8605Smrg 147848b8605Smrg draw_destroy(i915->draw); 148848b8605Smrg 149b8e80941Smrg if (i915->base.stream_uploader) 150b8e80941Smrg u_upload_destroy(i915->base.stream_uploader); 151b8e80941Smrg 152848b8605Smrg if(i915->batch) 153848b8605Smrg i915->iws->batchbuffer_destroy(i915->batch); 154848b8605Smrg 155848b8605Smrg /* unbind framebuffer */ 156848b8605Smrg for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) { 157848b8605Smrg pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL); 158848b8605Smrg } 159848b8605Smrg pipe_surface_reference(&i915->framebuffer.zsbuf, NULL); 160848b8605Smrg 161848b8605Smrg /* unbind constant buffers */ 162848b8605Smrg for (i = 0; i < PIPE_SHADER_TYPES; i++) { 163848b8605Smrg pipe_resource_reference(&i915->constants[i], NULL); 164848b8605Smrg } 165848b8605Smrg 166848b8605Smrg FREE(i915); 167848b8605Smrg} 168848b8605Smrg 169848b8605Smrgstruct pipe_context * 170b8e80941Smrgi915_create_context(struct pipe_screen *screen, void *priv, unsigned flags) 171848b8605Smrg{ 172848b8605Smrg struct i915_context *i915; 173848b8605Smrg 174848b8605Smrg i915 = CALLOC_STRUCT(i915_context); 175b8e80941Smrg if (!i915) 176848b8605Smrg return NULL; 177848b8605Smrg 178848b8605Smrg i915->iws = i915_screen(screen)->iws; 179848b8605Smrg i915->base.screen = screen; 180848b8605Smrg i915->base.priv = priv; 181b8e80941Smrg i915->base.stream_uploader = u_upload_create_default(&i915->base); 182b8e80941Smrg i915->base.const_uploader = i915->base.stream_uploader; 183848b8605Smrg 184848b8605Smrg i915->base.destroy = i915_destroy; 185848b8605Smrg 186848b8605Smrg if (i915_screen(screen)->debug.use_blitter) 187848b8605Smrg i915->base.clear = i915_clear_blitter; 188848b8605Smrg else 189848b8605Smrg i915->base.clear = i915_clear_render; 190848b8605Smrg 191848b8605Smrg i915->base.draw_vbo = i915_draw_vbo; 192848b8605Smrg 193848b8605Smrg /* init this before draw */ 194b8e80941Smrg slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer), 195b8e80941Smrg 16); 196b8e80941Smrg slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer), 197b8e80941Smrg 16); 198848b8605Smrg 199848b8605Smrg /* Batch stream debugging is a bit hacked up at the moment: 200848b8605Smrg */ 201848b8605Smrg i915->batch = i915->iws->batchbuffer_create(i915->iws); 202848b8605Smrg 203848b8605Smrg /* 204848b8605Smrg * Create drawing context and plug our rendering stage into it. 205848b8605Smrg */ 206848b8605Smrg i915->draw = draw_create(&i915->base); 207848b8605Smrg assert(i915->draw); 208848b8605Smrg if (!debug_get_option_i915_no_vbuf()) { 209848b8605Smrg draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915)); 210848b8605Smrg } else { 211848b8605Smrg draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915)); 212848b8605Smrg } 213848b8605Smrg 214848b8605Smrg i915_init_surface_functions(i915); 215848b8605Smrg i915_init_state_functions(i915); 216848b8605Smrg i915_init_flush_functions(i915); 217848b8605Smrg i915_init_resource_functions(i915); 218848b8605Smrg i915_init_query_functions(i915); 219848b8605Smrg 220848b8605Smrg /* Create blitter. */ 221848b8605Smrg i915->blitter = util_blitter_create(&i915->base); 222848b8605Smrg assert(i915->blitter); 223848b8605Smrg 224848b8605Smrg /* must be done before installing Draw stages */ 225848b8605Smrg util_blitter_cache_all_shaders(i915->blitter); 226848b8605Smrg 227848b8605Smrg draw_install_aaline_stage(i915->draw, &i915->base); 228848b8605Smrg draw_install_aapoint_stage(i915->draw, &i915->base); 229848b8605Smrg draw_enable_point_sprites(i915->draw, TRUE); 230848b8605Smrg 231848b8605Smrg i915->dirty = ~0; 232848b8605Smrg i915->hardware_dirty = ~0; 233848b8605Smrg i915->immediate_dirty = ~0; 234848b8605Smrg i915->dynamic_dirty = ~0; 235848b8605Smrg i915->static_dirty = ~0; 236848b8605Smrg i915->flush_dirty = 0; 237848b8605Smrg 238848b8605Smrg return &i915->base; 239848b8605Smrg} 240