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