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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