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Get most primitives working using immediate mode.

Glxgears displays "rotating" gears, all in the same place (no transform mode, remember ?)
Work needs to be done to understand how to have glxgears working properly.
tags/shimmering_gears
Vladimir Dergachev 20 年之前
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4c3f041862
共有 1 個檔案被更改,包括 126 行新增35 行删除
  1. 126
    35
      src/mesa/drivers/dri/r300/r300_render.c

+ 126
- 35
src/mesa/drivers/dri/r300/r300_render.c 查看文件

@@ -63,22 +63,40 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
* rasterization hardware for rendering.
**********************************************************************/


static void r300_render_primitive(r300ContextPtr rmesa,
static void r300_render_flat_primitive(r300ContextPtr rmesa,
GLcontext *ctx,
int start,
int end,
int prim)
int type)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
int k;
ADAPTOR adaptor;
AOS_DATA vb_arrays[2];
LOCAL_VARS
if(end<=start)return; /* do we need to watch for this ? */
/* setup array of structures data */

/* Note: immediate vertex data includes all coordinates.
To save bandwidth use either VBUF or state-based vertex generation */
/* xyz */
vb_arrays[0].element_size=4;
vb_arrays[0].stride=4;
vb_arrays[0].offset=0; /* Not used */
vb_arrays[0].format=AOS_FORMAT_FLOAT;
vb_arrays[0].ncomponents=4;

/* color */
vb_arrays[1].element_size=4;
vb_arrays[1].stride=4;
vb_arrays[1].offset=0; /* Not used */
vb_arrays[1].format=AOS_FORMAT_FLOAT_COLOR;
vb_arrays[1].ncomponents=4;

adaptor=TWO_PIPE_ADAPTOR;
adaptor.color_offset[0]=rmesa->radeon.radeonScreen->backOffset+rmesa->radeon.radeonScreen->fbLocation;
@@ -103,70 +121,143 @@ static void r300_render_primitive(r300ContextPtr rmesa,
set_quad0(PASS_PREFIX 1.0,1.0,1.0,1.0);
set_init21(PASS_PREFIX 0.0,1.0);

/* We need LOAD_VBPNTR to setup AOS_ATTR fields.. the offsets are irrelevant */
setup_AOS(PASS_PREFIX vb_arrays, 2);


start_immediate_packet(end-start, type, 8);

for(i=start;i<end;i++){
#if 1
fprintf(stderr, "* (%f %f %f %f) (%f %f %f %f)\n",
VEC_ELT(VB->ObjPtr, GLfloat, i)[0],
VEC_ELT(VB->ObjPtr, GLfloat, i)[1],
VEC_ELT(VB->ObjPtr, GLfloat, i)[2],
VEC_ELT(VB->ObjPtr, GLfloat, i)[3],
VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0],
VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1],
VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2],
VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]
);
#endif
/* coordinates */
efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[0]);
efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[1]);
efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[2]);
#if 0
efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[3]);
#else
efloat(1.0);
#endif
/* color components */
efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0]);
efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1]);
efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2]);
#if 0
efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]);
#else
efloat(0.0);
#endif
}

end_3d(PASS_PREFIX_VOID);
start_packet3(RADEON_CP_PACKET3_NOP, 0);
e32(0x0);
}

static void r300_render_primitive(r300ContextPtr rmesa,
GLcontext *ctx,
int start,
int end,
int prim)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
int type=-1;
if(end<=start)return; /* do we need to watch for this ? */
fprintf(stderr, "[%d-%d]", start, end);
switch (prim & PRIM_MODE_MASK) {
case GL_LINES:
fprintf(stderr, "L ");
type=R300_VAP_VF_CNTL__PRIM_LINES;
if(end<start+2){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_LINE_STRIP:
fprintf(stderr, "LS ");
type=R300_VAP_VF_CNTL__PRIM_LINE_STRIP;
if(end<start+2){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_LINE_LOOP:
fprintf(stderr, "LL ");
return;
if(end<start+2){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_TRIANGLES:
fprintf(stderr, "T ");
type=R300_VAP_VF_CNTL__PRIM_TRIANGLES;
if(end<start+3){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_TRIANGLE_STRIP:
fprintf(stderr, "TS ");
type=R300_VAP_VF_CNTL__PRIM_TRIANGLE_STRIP;
if(end<start+3){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_TRIANGLE_FAN:
fprintf(stderr, "TF ");
type=R300_VAP_VF_CNTL__PRIM_TRIANGLE_FAN;
if(end<start+3){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_QUADS:
fprintf(stderr, "Q ");
for(i=start+3;i<end;i+=4){
start_primitive(PASS_PREFIX R300_VAP_VF_CNTL__PRIM_QUADS);
for(k=-3;k<=0;k++){
#if 1
fprintf(stderr, "* (%f %f %f) (%f %f %f)\n",
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[0],
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[1],
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[2],
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[0],
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[1],
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[2]
);
#endif
emit_flat_vertex(PASS_PREFIX
/* coordinates */
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[0],
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[1],
VEC_ELT(VB->ObjPtr, GLfloat, i+k)[2],
/* colors */
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[0],
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[1],
VEC_ELT(VB->ColorPtr[0], GLfloat, i+k)[2]
);
}
end_primitive(PASS_PREFIX_VOID);
type=R300_VAP_VF_CNTL__PRIM_QUADS;
if(end<start+4){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
case GL_QUAD_STRIP:
fprintf(stderr, "QS ");
type=R300_VAP_VF_CNTL__PRIM_QUAD_STRIP;
if(end<start+4){
fprintf(stderr, "Not enough vertices\n");
return; /* need enough vertices for Q */
}
break;
default:
fprintf(stderr, "%02x ", VB->Primitive[i].mode & PRIM_MODE_MASK);
fprintf(stderr, "Cannot handle primitive %02x ", prim & PRIM_MODE_MASK);
return;
break;
}
end_3d(PASS_PREFIX_VOID);
start_packet3(RADEON_CP_PACKET3_NOP, 0);
e32(0x0);
r300_render_flat_primitive(rmesa, ctx, start, end, type);
}


/**
* Called by the pipeline manager to render a batch of primitives.
* We can return true to pass on to the next stage (i.e. software

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