1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a 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, sublicense, 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
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
36 #include "brw_util.h"
37 #include "main/macros.h"
38 #include "intel_batchbuffer.h"
39
40 static void
brw_upload_cc_vp(struct brw_context * brw)41 brw_upload_cc_vp(struct brw_context *brw)
42 {
43 struct gl_context *ctx = &brw->intel.ctx;
44 struct brw_cc_viewport *ccv;
45
46 ccv = brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
47 sizeof(*ccv), 32, &brw->cc.vp_offset);
48
49 /* _NEW_TRANSFORM */
50 if (ctx->Transform.DepthClamp) {
51 /* _NEW_VIEWPORT */
52 ccv->min_depth = MIN2(ctx->Viewport.Near, ctx->Viewport.Far);
53 ccv->max_depth = MAX2(ctx->Viewport.Near, ctx->Viewport.Far);
54 } else {
55 ccv->min_depth = 0.0;
56 ccv->max_depth = 1.0;
57 }
58
59 brw->state.dirty.cache |= CACHE_NEW_CC_VP;
60 }
61
62 const struct brw_tracked_state brw_cc_vp = {
63 .dirty = {
64 .mesa = _NEW_VIEWPORT | _NEW_TRANSFORM,
65 .brw = BRW_NEW_BATCH,
66 .cache = 0
67 },
68 .emit = brw_upload_cc_vp
69 };
70
71 /**
72 * Modify blend function to force destination alpha to 1.0
73 *
74 * If \c function specifies a blend function that uses destination alpha,
75 * replace it with a function that hard-wires destination alpha to 1.0. This
76 * is used when rendering to xRGB targets.
77 */
78 static GLenum
fix_xRGB_alpha(GLenum function)79 fix_xRGB_alpha(GLenum function)
80 {
81 switch (function) {
82 case GL_DST_ALPHA:
83 return GL_ONE;
84
85 case GL_ONE_MINUS_DST_ALPHA:
86 case GL_SRC_ALPHA_SATURATE:
87 return GL_ZERO;
88 }
89
90 return function;
91 }
92
93 /**
94 * Creates the state cache entry for the given CC unit key.
95 */
upload_cc_unit(struct brw_context * brw)96 static void upload_cc_unit(struct brw_context *brw)
97 {
98 struct intel_context *intel = &brw->intel;
99 struct gl_context *ctx = &brw->intel.ctx;
100 struct brw_cc_unit_state *cc;
101
102 cc = brw_state_batch(brw, AUB_TRACE_CC_STATE,
103 sizeof(*cc), 64, &brw->cc.state_offset);
104 memset(cc, 0, sizeof(*cc));
105
106 /* _NEW_STENCIL */
107 if (ctx->Stencil._Enabled) {
108 const unsigned back = ctx->Stencil._BackFace;
109
110 cc->cc0.stencil_enable = 1;
111 cc->cc0.stencil_func =
112 intel_translate_compare_func(ctx->Stencil.Function[0]);
113 cc->cc0.stencil_fail_op =
114 intel_translate_stencil_op(ctx->Stencil.FailFunc[0]);
115 cc->cc0.stencil_pass_depth_fail_op =
116 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
117 cc->cc0.stencil_pass_depth_pass_op =
118 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
119 cc->cc1.stencil_ref = ctx->Stencil.Ref[0];
120 cc->cc1.stencil_write_mask = ctx->Stencil.WriteMask[0];
121 cc->cc1.stencil_test_mask = ctx->Stencil.ValueMask[0];
122
123 if (ctx->Stencil._TestTwoSide) {
124 cc->cc0.bf_stencil_enable = 1;
125 cc->cc0.bf_stencil_func =
126 intel_translate_compare_func(ctx->Stencil.Function[back]);
127 cc->cc0.bf_stencil_fail_op =
128 intel_translate_stencil_op(ctx->Stencil.FailFunc[back]);
129 cc->cc0.bf_stencil_pass_depth_fail_op =
130 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
131 cc->cc0.bf_stencil_pass_depth_pass_op =
132 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
133 cc->cc1.bf_stencil_ref = ctx->Stencil.Ref[back];
134 cc->cc2.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
135 cc->cc2.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
136 }
137
138 /* Not really sure about this:
139 */
140 if (ctx->Stencil.WriteMask[0] ||
141 (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[back]))
142 cc->cc0.stencil_write_enable = 1;
143 }
144
145 /* _NEW_COLOR */
146 if (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY) {
147 cc->cc2.logicop_enable = 1;
148 cc->cc5.logicop_func = intel_translate_logic_op(ctx->Color.LogicOp);
149 } else if (ctx->Color.BlendEnabled) {
150 GLenum eqRGB = ctx->Color.Blend[0].EquationRGB;
151 GLenum eqA = ctx->Color.Blend[0].EquationA;
152 GLenum srcRGB = ctx->Color.Blend[0].SrcRGB;
153 GLenum dstRGB = ctx->Color.Blend[0].DstRGB;
154 GLenum srcA = ctx->Color.Blend[0].SrcA;
155 GLenum dstA = ctx->Color.Blend[0].DstA;
156
157 /* If the renderbuffer is XRGB, we have to frob the blend function to
158 * force the destination alpha to 1.0. This means replacing GL_DST_ALPHA
159 * with GL_ONE and GL_ONE_MINUS_DST_ALPHA with GL_ZERO.
160 */
161 if (ctx->DrawBuffer->Visual.alphaBits == 0) {
162 srcRGB = fix_xRGB_alpha(srcRGB);
163 srcA = fix_xRGB_alpha(srcA);
164 dstRGB = fix_xRGB_alpha(dstRGB);
165 dstA = fix_xRGB_alpha(dstA);
166 }
167
168 if (eqRGB == GL_MIN || eqRGB == GL_MAX) {
169 srcRGB = dstRGB = GL_ONE;
170 }
171
172 if (eqA == GL_MIN || eqA == GL_MAX) {
173 srcA = dstA = GL_ONE;
174 }
175
176 cc->cc6.dest_blend_factor = brw_translate_blend_factor(dstRGB);
177 cc->cc6.src_blend_factor = brw_translate_blend_factor(srcRGB);
178 cc->cc6.blend_function = brw_translate_blend_equation(eqRGB);
179
180 cc->cc5.ia_dest_blend_factor = brw_translate_blend_factor(dstA);
181 cc->cc5.ia_src_blend_factor = brw_translate_blend_factor(srcA);
182 cc->cc5.ia_blend_function = brw_translate_blend_equation(eqA);
183
184 cc->cc3.blend_enable = 1;
185 cc->cc3.ia_blend_enable = (srcA != srcRGB ||
186 dstA != dstRGB ||
187 eqA != eqRGB);
188 }
189
190 if (ctx->Color.AlphaEnabled) {
191 cc->cc3.alpha_test = 1;
192 cc->cc3.alpha_test_func =
193 intel_translate_compare_func(ctx->Color.AlphaFunc);
194 cc->cc3.alpha_test_format = BRW_ALPHATEST_FORMAT_UNORM8;
195
196 UNCLAMPED_FLOAT_TO_UBYTE(cc->cc7.alpha_ref.ub[0], ctx->Color.AlphaRef);
197 }
198
199 if (ctx->Color.DitherFlag) {
200 cc->cc5.dither_enable = 1;
201 cc->cc6.y_dither_offset = 0;
202 cc->cc6.x_dither_offset = 0;
203 }
204
205 /* _NEW_DEPTH */
206 if (ctx->Depth.Test) {
207 cc->cc2.depth_test = 1;
208 cc->cc2.depth_test_function =
209 intel_translate_compare_func(ctx->Depth.Func);
210 cc->cc2.depth_write_enable = ctx->Depth.Mask;
211 }
212
213 if (intel->stats_wm || unlikely(INTEL_DEBUG & DEBUG_STATS))
214 cc->cc5.statistics_enable = 1;
215
216 /* CACHE_NEW_CC_VP */
217 cc->cc4.cc_viewport_state_offset = (intel->batch.bo->offset +
218 brw->cc.vp_offset) >> 5; /* reloc */
219
220 brw->state.dirty.cache |= CACHE_NEW_CC_UNIT;
221
222 /* Emit CC viewport relocation */
223 drm_intel_bo_emit_reloc(brw->intel.batch.bo,
224 (brw->cc.state_offset +
225 offsetof(struct brw_cc_unit_state, cc4)),
226 intel->batch.bo, brw->cc.vp_offset,
227 I915_GEM_DOMAIN_INSTRUCTION, 0);
228 }
229
230 const struct brw_tracked_state brw_cc_unit = {
231 .dirty = {
232 .mesa = _NEW_STENCIL | _NEW_COLOR | _NEW_DEPTH,
233 .brw = BRW_NEW_BATCH,
234 .cache = CACHE_NEW_CC_VP
235 },
236 .emit = upload_cc_unit,
237 };
238
upload_blend_constant_color(struct brw_context * brw)239 static void upload_blend_constant_color(struct brw_context *brw)
240 {
241 struct intel_context *intel = &brw->intel;
242 struct gl_context *ctx = &intel->ctx;
243
244 BEGIN_BATCH(5);
245 OUT_BATCH(_3DSTATE_BLEND_CONSTANT_COLOR << 16 | (5-2));
246 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[0]);
247 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[1]);
248 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[2]);
249 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[3]);
250 CACHED_BATCH();
251 }
252
253 const struct brw_tracked_state brw_blend_constant_color = {
254 .dirty = {
255 .mesa = _NEW_COLOR,
256 .brw = BRW_NEW_CONTEXT,
257 .cache = 0
258 },
259 .emit = upload_blend_constant_color
260 };
261