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#include "i915_context.h"
29#include "i915_state.h"
30#include "i915_screen.h"
31#include "i915_surface.h"
32#include "i915_query.h"
33#include "i915_batch.h"
34#include "i915_resource.h"
35
36#include "draw/draw_context.h"
37#include "pipe/p_defines.h"
38#include "util/u_inlines.h"
39#include "util/u_memory.h"
40#include "pipe/p_screen.h"
41
42
43DEBUG_GET_ONCE_BOOL_OPTION(i915_no_vbuf, "I915_NO_VBUF", FALSE)
44
45
46/*
47 * Draw functions
48 */
49
50
51static void
52i915_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info)
53{
54   struct i915_context *i915 = i915_context(pipe);
55   struct draw_context *draw = i915->draw;
56   const void *mapped_indices = NULL;
57   unsigned i;
58
59   /*
60    * Ack vs contants here, helps ipers a lot.
61    */
62   i915->dirty &= ~I915_NEW_VS_CONSTANTS;
63
64   if (i915->dirty)
65      i915_update_derived(i915);
66
67   /*
68    * Map vertex buffers
69    */
70   for (i = 0; i < i915->nr_vertex_buffers; i++) {
71      const void *buf = i915->vertex_buffers[i].user_buffer;
72      if (!buf)
73            buf = i915_buffer(i915->vertex_buffers[i].buffer)->data;
74      draw_set_mapped_vertex_buffer(draw, i, buf, ~0);
75   }
76
77   /*
78    * Map index buffer, if present
79    */
80   if (info->indexed) {
81      mapped_indices = i915->index_buffer.user_buffer;
82      if (!mapped_indices)
83         mapped_indices = i915_buffer(i915->index_buffer.buffer)->data;
84      draw_set_indexes(draw,
85                       (ubyte *) mapped_indices + i915->index_buffer.offset,
86                       i915->index_buffer.index_size, ~0);
87   }
88
89   if (i915->constants[PIPE_SHADER_VERTEX])
90      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0,
91                                      i915_buffer(i915->constants[PIPE_SHADER_VERTEX])->data,
92                                      (i915->current.num_user_constants[PIPE_SHADER_VERTEX] *
93                                      4 * sizeof(float)));
94   else
95      draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 0, NULL, 0);
96
97   if (i915->num_vertex_sampler_views > 0)
98      i915_prepare_vertex_sampling(i915);
99
100   /*
101    * Do the drawing
102    */
103   draw_vbo(i915->draw, info);
104
105   /*
106    * unmap vertex/index buffers
107    */
108   for (i = 0; i < i915->nr_vertex_buffers; i++) {
109      draw_set_mapped_vertex_buffer(i915->draw, i, NULL, 0);
110   }
111   if (mapped_indices)
112      draw_set_indexes(draw, NULL, 0, 0);
113
114   if (i915->num_vertex_sampler_views > 0)
115      i915_cleanup_vertex_sampling(i915);
116
117   /*
118    * Instead of flushing on every state change, we flush once here
119    * when we fire the vbo.
120    */
121   draw_flush(i915->draw);
122}
123
124
125/*
126 * Generic context functions
127 */
128
129
130static void i915_destroy(struct pipe_context *pipe)
131{
132   struct i915_context *i915 = i915_context(pipe);
133   int i;
134
135   if (i915->blitter)
136      util_blitter_destroy(i915->blitter);
137
138   draw_destroy(i915->draw);
139
140   if(i915->batch)
141      i915->iws->batchbuffer_destroy(i915->batch);
142
143   /* unbind framebuffer */
144   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
145      pipe_surface_reference(&i915->framebuffer.cbufs[i], NULL);
146   }
147   pipe_surface_reference(&i915->framebuffer.zsbuf, NULL);
148
149   /* unbind constant buffers */
150   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
151      pipe_resource_reference(&i915->constants[i], NULL);
152   }
153
154   FREE(i915);
155}
156
157struct pipe_context *
158i915_create_context(struct pipe_screen *screen, void *priv, unsigned flags)
159{
160   struct i915_context *i915;
161
162   i915 = CALLOC_STRUCT(i915_context);
163   if (!i915)
164      return NULL;
165
166   i915->iws = i915_screen(screen)->iws;
167   i915->base.screen = screen;
168   i915->base.priv = priv;
169
170   i915->base.destroy = i915_destroy;
171
172   if (i915_screen(screen)->debug.use_blitter)
173      i915->base.clear = i915_clear_blitter;
174   else
175      i915->base.clear = i915_clear_render;
176
177   i915->base.draw_vbo = i915_draw_vbo;
178
179   /* init this before draw */
180   slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
181                    16);
182   slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
183                    16);
184
185   /* Batch stream debugging is a bit hacked up at the moment:
186    */
187   i915->batch = i915->iws->batchbuffer_create(i915->iws);
188
189   /*
190    * Create drawing context and plug our rendering stage into it.
191    */
192   i915->draw = draw_create(&i915->base);
193   assert(i915->draw);
194   if (!debug_get_option_i915_no_vbuf()) {
195      draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
196   } else {
197      draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
198   }
199
200   i915_init_surface_functions(i915);
201   i915_init_state_functions(i915);
202   i915_init_flush_functions(i915);
203   i915_init_resource_functions(i915);
204   i915_init_query_functions(i915);
205
206   /* Create blitter. */
207   i915->blitter = util_blitter_create(&i915->base);
208   assert(i915->blitter);
209
210   /* must be done before installing Draw stages */
211   util_blitter_cache_all_shaders(i915->blitter);
212
213   draw_install_aaline_stage(i915->draw, &i915->base);
214   draw_install_aapoint_stage(i915->draw, &i915->base);
215   draw_enable_point_sprites(i915->draw, TRUE);
216
217   i915->dirty = ~0;
218   i915->hardware_dirty = ~0;
219   i915->immediate_dirty = ~0;
220   i915->dynamic_dirty = ~0;
221   i915->static_dirty = ~0;
222   i915->flush_dirty = 0;
223
224   return &i915->base;
225}
226