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      1 /**************************************************************************
      2  *
      3  * Copyright 2003 VMware, Inc.
      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 VMWARE 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  * Render unclipped vertex buffers by emitting vertices directly to
     30  * dma buffers.  Use strip/fan hardware acceleration where possible.
     31  *
     32  */
     33 #include "main/glheader.h"
     34 #include "main/context.h"
     35 #include "main/macros.h"
     36 #include "main/imports.h"
     37 #include "main/mtypes.h"
     38 #include "main/enums.h"
     39 
     40 #include "math/m_xform.h"
     41 
     42 #include "tnl/t_context.h"
     43 #include "tnl/t_vertex.h"
     44 #include "tnl/t_pipeline.h"
     45 
     46 #include "intel_screen.h"
     47 #include "intel_context.h"
     48 #include "intel_tris.h"
     49 #include "intel_batchbuffer.h"
     50 #include "intel_reg.h"
     51 
     52 /*
     53  * Render unclipped vertex buffers by emitting vertices directly to
     54  * dma buffers.  Use strip/fan hardware primitives where possible.
     55  * Try to simulate missing primitives with indexed vertices.
     56  */
     57 #define HAVE_POINTS      1
     58 #define HAVE_LINES       1
     59 #define HAVE_LINE_STRIPS 1
     60 #define HAVE_TRIANGLES   1
     61 #define HAVE_TRI_STRIPS  1
     62 #define HAVE_TRI_FANS    1
     63 #define HAVE_POLYGONS    1
     64 
     65 #define HAVE_QUADS       0
     66 #define HAVE_QUAD_STRIPS 0
     67 #define HAVE_ELTS        0
     68 
     69 static const uint32_t hw_prim[GL_POLYGON + 1] = {
     70    [GL_POINTS] = PRIM3D_POINTLIST,
     71    [GL_LINES ] = PRIM3D_LINELIST,
     72    [GL_LINE_LOOP] = PRIM3D_LINESTRIP,
     73    [GL_LINE_STRIP] = PRIM3D_LINESTRIP,
     74    [GL_TRIANGLES] = PRIM3D_TRILIST,
     75    [GL_TRIANGLE_STRIP] = PRIM3D_TRISTRIP,
     76    [GL_TRIANGLE_FAN] = PRIM3D_TRIFAN,
     77    [GL_QUADS] = 0,
     78    [GL_QUAD_STRIP] = 0,
     79    [GL_POLYGON] = PRIM3D_POLY,
     80 };
     81 
     82 static const GLenum reduced_prim[GL_POLYGON + 1] = {
     83    [GL_POINTS] = GL_POINTS,
     84    [GL_LINES] = GL_LINES,
     85    [GL_LINE_LOOP] = GL_LINES,
     86    [GL_LINE_STRIP] = GL_LINES,
     87    [GL_TRIANGLES] = GL_TRIANGLES,
     88    [GL_TRIANGLE_STRIP] = GL_TRIANGLES,
     89    [GL_TRIANGLE_FAN] = GL_TRIANGLES,
     90    [GL_QUADS] = GL_TRIANGLES,
     91    [GL_QUAD_STRIP] = GL_TRIANGLES,
     92    [GL_POLYGON] = GL_TRIANGLES,
     93 };
     94 
     95 static const int scale_prim[GL_POLYGON + 1] = {
     96    [GL_POINTS] = 1,
     97    [GL_LINES] = 1,
     98    [GL_LINE_LOOP] = 2,
     99    [GL_LINE_STRIP] = 2,
    100    [GL_TRIANGLES] = 1,
    101    [GL_TRIANGLE_STRIP] = 3,
    102    [GL_TRIANGLE_FAN] = 3,
    103    [GL_QUADS] = 0,              /* fallback case */
    104    [GL_QUAD_STRIP] = 0,         /* fallback case */
    105    [GL_POLYGON] = 3,
    106 };
    107 
    108 
    109 static void
    110 intelDmaPrimitive(struct intel_context *intel, GLenum prim)
    111 {
    112    if (0)
    113       fprintf(stderr, "%s %s\n", __func__, _mesa_enum_to_string(prim));
    114    INTEL_FIREVERTICES(intel);
    115    intel->vtbl.reduced_primitive_state(intel, reduced_prim[prim]);
    116    intel_set_prim(intel, hw_prim[prim]);
    117 }
    118 
    119 #define INTEL_NO_VBO_STATE_RESERVED 1500
    120 
    121 static inline GLuint intel_get_vb_max(struct intel_context *intel)
    122 {
    123    GLuint ret;
    124 
    125    if (intel->intelScreen->no_vbo) {
    126       ret = intel->batch.bo->size - INTEL_NO_VBO_STATE_RESERVED;
    127    } else
    128       ret = INTEL_VB_SIZE;
    129    ret /= (intel->vertex_size * 4);
    130    return ret;
    131 }
    132 
    133 static inline GLuint intel_get_current_max(struct intel_context *intel)
    134 {
    135    GLuint ret;
    136 
    137    if (intel->intelScreen->no_vbo) {
    138       ret = intel_batchbuffer_space(intel);
    139       ret = ret <= INTEL_NO_VBO_STATE_RESERVED ? 0 : ret - INTEL_NO_VBO_STATE_RESERVED;
    140    } else
    141       ret = (INTEL_VB_SIZE - intel->prim.current_offset);
    142 
    143    return ret / (intel->vertex_size * 4);
    144 }
    145 
    146 #define LOCAL_VARS struct intel_context *intel = intel_context(ctx)
    147 #define INIT( prim ) 				\
    148 do {						\
    149    intelDmaPrimitive( intel, prim );		\
    150 } while (0)
    151 
    152 #define FLUSH() INTEL_FIREVERTICES(intel)
    153 
    154 #define GET_SUBSEQUENT_VB_MAX_VERTS() intel_get_vb_max(intel)
    155 #define GET_CURRENT_VB_MAX_VERTS() intel_get_current_max(intel)
    156 
    157 #define ALLOC_VERTS(nr) intel_get_prim_space(intel, nr)
    158 
    159 #define EMIT_VERTS( ctx, j, nr, buf ) \
    160   _tnl_emit_vertices_to_buffer(ctx, j, (j)+(nr), buf )
    161 
    162 #define TAG(x) intel_##x
    163 #include "tnl_dd/t_dd_dmatmp.h"
    164 
    165 
    166 /**********************************************************************/
    167 /*                          Render pipeline stage                     */
    168 /**********************************************************************/
    169 
    170 /* Heuristic to choose between the two render paths:
    171  */
    172 static bool
    173 choose_render(struct intel_context *intel, struct vertex_buffer *VB)
    174 {
    175    int vertsz = intel->vertex_size;
    176    int cost_render = 0;
    177    int cost_fallback = 0;
    178    int nr_prims = 0;
    179    int nr_rprims = 0;
    180    int nr_rverts = 0;
    181    int rprim = intel->reduced_primitive;
    182    int i = 0;
    183 
    184    for (i = 0; i < VB->PrimitiveCount; i++) {
    185       GLuint prim = VB->Primitive[i].mode;
    186       GLuint length = VB->Primitive[i].count;
    187 
    188       if (!length)
    189          continue;
    190 
    191       nr_prims++;
    192       nr_rverts += length * scale_prim[prim & PRIM_MODE_MASK];
    193 
    194       if (reduced_prim[prim & PRIM_MODE_MASK] != rprim) {
    195          nr_rprims++;
    196          rprim = reduced_prim[prim & PRIM_MODE_MASK];
    197       }
    198    }
    199 
    200    /* One point for each generated primitive:
    201     */
    202    cost_render = nr_prims;
    203    cost_fallback = nr_rprims;
    204 
    205    /* One point for every 1024 dwords (4k) of dma:
    206     */
    207    cost_render += (vertsz * i) / 1024;
    208    cost_fallback += (vertsz * nr_rverts) / 1024;
    209 
    210    if (0)
    211       fprintf(stderr, "cost render: %d fallback: %d\n",
    212               cost_render, cost_fallback);
    213 
    214    if (cost_render > cost_fallback)
    215       return false;
    216 
    217    return true;
    218 }
    219 
    220 
    221 static GLboolean
    222 intel_run_render(struct gl_context * ctx, struct tnl_pipeline_stage *stage)
    223 {
    224    struct intel_context *intel = intel_context(ctx);
    225    TNLcontext *tnl = TNL_CONTEXT(ctx);
    226    struct vertex_buffer *VB = &tnl->vb;
    227    GLuint i;
    228 
    229    intel->vtbl.render_prevalidate( intel );
    230 
    231    /* Don't handle clipping or indexed vertices.
    232     */
    233    if (intel->RenderIndex != 0 ||
    234        !intel_validate_render(ctx, VB) || !choose_render(intel, VB)) {
    235       return true;
    236    }
    237 
    238    tnl->clipspace.new_inputs |= VERT_BIT_POS;
    239 
    240    tnl->Driver.Render.Start(ctx);
    241 
    242    for (i = 0; i < VB->PrimitiveCount; i++) {
    243       GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);
    244       GLuint start = VB->Primitive[i].start;
    245       GLuint length = VB->Primitive[i].count;
    246 
    247       if (!length)
    248          continue;
    249 
    250       intel_render_tab_verts[prim & PRIM_MODE_MASK] (ctx, start,
    251                                                      length, prim);
    252    }
    253 
    254    tnl->Driver.Render.Finish(ctx);
    255 
    256    INTEL_FIREVERTICES(intel);
    257 
    258    return false;             /* finished the pipe */
    259 }
    260 
    261 static const struct tnl_pipeline_stage _intel_render_stage = {
    262    "intel render",
    263    NULL,
    264    NULL,
    265    NULL,
    266    NULL,
    267    intel_run_render             /* run */
    268 };
    269 
    270 const struct tnl_pipeline_stage *intel_pipeline[] = {
    271    &_tnl_vertex_transform_stage,
    272    &_tnl_normal_transform_stage,
    273    &_tnl_lighting_stage,
    274    &_tnl_fog_coordinate_stage,
    275    &_tnl_texgen_stage,
    276    &_tnl_texture_transform_stage,
    277    &_tnl_point_attenuation_stage,
    278    &_tnl_vertex_program_stage,
    279 #if 1
    280    &_intel_render_stage,        /* ADD: unclipped rastersetup-to-dma */
    281 #endif
    282    &_tnl_render_stage,
    283    0,
    284 };
    285