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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 
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/fbobject.h"
37 #include "brw_context.h"
38 #include "brw_state.h"
39 #include "brw_defines.h"
40 #include "brw_sf.h"
41 
upload_sf_vp(struct brw_context * brw)42 static void upload_sf_vp(struct brw_context *brw)
43 {
44    struct intel_context *intel = &brw->intel;
45    struct gl_context *ctx = &intel->ctx;
46    const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
47    struct brw_sf_viewport *sfv;
48    GLfloat y_scale, y_bias;
49    const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
50    const GLfloat *v = ctx->Viewport._WindowMap.m;
51 
52    sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
53 			 sizeof(*sfv), 32, &brw->sf.vp_offset);
54    memset(sfv, 0, sizeof(*sfv));
55 
56    if (render_to_fbo) {
57       y_scale = 1.0;
58       y_bias = 0;
59    }
60    else {
61       y_scale = -1.0;
62       y_bias = ctx->DrawBuffer->Height;
63    }
64 
65    /* _NEW_VIEWPORT */
66 
67    sfv->viewport.m00 = v[MAT_SX];
68    sfv->viewport.m11 = v[MAT_SY] * y_scale;
69    sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
70    sfv->viewport.m30 = v[MAT_TX];
71    sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
72    sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
73 
74    /* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
75     * for DrawBuffer->_[XY]{min,max}
76     */
77 
78    /* The scissor only needs to handle the intersection of drawable
79     * and scissor rect, since there are no longer cliprects for shared
80     * buffers with DRI2.
81     *
82     * Note that the hardware's coordinates are inclusive, while Mesa's min is
83     * inclusive but max is exclusive.
84     */
85 
86    if (ctx->DrawBuffer->_Xmin == ctx->DrawBuffer->_Xmax ||
87        ctx->DrawBuffer->_Ymin == ctx->DrawBuffer->_Ymax) {
88       /* If the scissor was out of bounds and got clamped to 0
89        * width/height at the bounds, the subtraction of 1 from
90        * maximums could produce a negative number and thus not clip
91        * anything.  Instead, just provide a min > max scissor inside
92        * the bounds, which produces the expected no rendering.
93        */
94       sfv->scissor.xmin = 1;
95       sfv->scissor.xmax = 0;
96       sfv->scissor.ymin = 1;
97       sfv->scissor.ymax = 0;
98    } else if (render_to_fbo) {
99       /* texmemory: Y=0=bottom */
100       sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
101       sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
102       sfv->scissor.ymin = ctx->DrawBuffer->_Ymin;
103       sfv->scissor.ymax = ctx->DrawBuffer->_Ymax - 1;
104    }
105    else {
106       /* memory: Y=0=top */
107       sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
108       sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
109       sfv->scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
110       sfv->scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
111    }
112 
113    brw->state.dirty.cache |= CACHE_NEW_SF_VP;
114 }
115 
116 const struct brw_tracked_state brw_sf_vp = {
117    .dirty = {
118       .mesa  = (_NEW_VIEWPORT |
119 		_NEW_SCISSOR |
120 		_NEW_BUFFERS),
121       .brw   = BRW_NEW_BATCH,
122       .cache = 0
123    },
124    .emit = upload_sf_vp
125 };
126 
127 /**
128  * Compute the offset within the URB (expressed in 256-bit register
129  * increments) that should be used to read the VUE in th efragment shader.
130  */
131 int
brw_sf_compute_urb_entry_read_offset(struct intel_context * intel)132 brw_sf_compute_urb_entry_read_offset(struct intel_context *intel)
133 {
134    if (intel->gen == 5)
135       return 3;
136    else
137       return 1;
138 }
139 
upload_sf_unit(struct brw_context * brw)140 static void upload_sf_unit( struct brw_context *brw )
141 {
142    struct intel_context *intel = &brw->intel;
143    struct gl_context *ctx = &intel->ctx;
144    struct brw_sf_unit_state *sf;
145    drm_intel_bo *bo = intel->batch.bo;
146    int chipset_max_threads;
147    bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer);
148 
149    sf = brw_state_batch(brw, AUB_TRACE_SF_STATE,
150 			sizeof(*sf), 64, &brw->sf.state_offset);
151 
152    memset(sf, 0, sizeof(*sf));
153 
154    /* BRW_NEW_PROGRAM_CACHE | CACHE_NEW_SF_PROG */
155    sf->thread0.grf_reg_count = ALIGN(brw->sf.prog_data->total_grf, 16) / 16 - 1;
156    sf->thread0.kernel_start_pointer =
157       brw_program_reloc(brw,
158 			brw->sf.state_offset +
159 			offsetof(struct brw_sf_unit_state, thread0),
160 			brw->sf.prog_offset +
161 			(sf->thread0.grf_reg_count << 1)) >> 6;
162 
163    sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
164 
165    sf->thread3.dispatch_grf_start_reg = 3;
166 
167    sf->thread3.urb_entry_read_offset =
168       brw_sf_compute_urb_entry_read_offset(intel);
169 
170    /* CACHE_NEW_SF_PROG */
171    sf->thread3.urb_entry_read_length = brw->sf.prog_data->urb_read_length;
172 
173    /* BRW_NEW_URB_FENCE */
174    sf->thread4.nr_urb_entries = brw->urb.nr_sf_entries;
175    sf->thread4.urb_entry_allocation_size = brw->urb.sfsize - 1;
176 
177    /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
178     * 48 (Ironlake) threads.
179     */
180    if (intel->gen == 5)
181       chipset_max_threads = 48;
182    else
183       chipset_max_threads = 24;
184 
185    /* BRW_NEW_URB_FENCE */
186    sf->thread4.max_threads = MIN2(chipset_max_threads,
187 				  brw->urb.nr_sf_entries) - 1;
188 
189    if (unlikely(INTEL_DEBUG & DEBUG_STATS))
190       sf->thread4.stats_enable = 1;
191 
192    /* CACHE_NEW_SF_VP */
193    sf->sf5.sf_viewport_state_offset = (intel->batch.bo->offset +
194 				       brw->sf.vp_offset) >> 5; /* reloc */
195 
196    sf->sf5.viewport_transform = 1;
197 
198    /* _NEW_SCISSOR */
199    if (ctx->Scissor.Enabled)
200       sf->sf6.scissor = 1;
201 
202    /* _NEW_POLYGON */
203    if (ctx->Polygon.FrontFace == GL_CCW)
204       sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
205    else
206       sf->sf5.front_winding = BRW_FRONTWINDING_CW;
207 
208    /* _NEW_BUFFERS
209     * The viewport is inverted for rendering to a FBO, and that inverts
210     * polygon front/back orientation.
211     */
212    sf->sf5.front_winding ^= render_to_fbo;
213 
214    /* _NEW_POLYGON */
215    switch (ctx->Polygon.CullFlag ? ctx->Polygon.CullFaceMode : GL_NONE) {
216    case GL_FRONT:
217       sf->sf6.cull_mode = BRW_CULLMODE_FRONT;
218       break;
219    case GL_BACK:
220       sf->sf6.cull_mode = BRW_CULLMODE_BACK;
221       break;
222    case GL_FRONT_AND_BACK:
223       sf->sf6.cull_mode = BRW_CULLMODE_BOTH;
224       break;
225    case GL_NONE:
226       sf->sf6.cull_mode = BRW_CULLMODE_NONE;
227       break;
228    default:
229       assert(0);
230       break;
231    }
232 
233    /* _NEW_LINE */
234    /* XXX use ctx->Const.Min/MaxLineWidth here */
235    sf->sf6.line_width = CLAMP(ctx->Line.Width, 1.0, 5.0) * (1<<1);
236 
237    sf->sf6.line_endcap_aa_region_width = 1;
238    if (ctx->Line.SmoothFlag)
239       sf->sf6.aa_enable = 1;
240    else if (sf->sf6.line_width <= 0x2)
241        sf->sf6.line_width = 0;
242 
243    /* _NEW_BUFFERS */
244    if (!render_to_fbo) {
245       /* Rendering to an OpenGL window */
246       sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
247    }
248    else {
249       /* If rendering to an FBO, the pixel coordinate system is
250        * inverted with respect to the normal OpenGL coordinate
251        * system, so BRW_RASTRULE_LOWER_RIGHT is correct.
252        * But this value is listed as "Reserved, but not seen as useful"
253        * in Intel documentation (page 212, "Point Rasterization Rule",
254        * section 7.4 "SF Pipeline State Summary", of document
255        * "Intel® 965 Express Chipset Family and Intel® G35 Express
256        * Chipset Graphics Controller Programmer's Reference Manual,
257        * Volume 2: 3D/Media", Revision 1.0b as of January 2008,
258        * available at
259        *     http://intellinuxgraphics.org/documentation.html
260        * at the time of this writing).
261        *
262        * It does work on at least some devices, if not all;
263        * if devices that don't support it can be identified,
264        * the likely failure case is that points are rasterized
265        * incorrectly, which is no worse than occurs without
266        * the value, so we're using it here.
267        */
268       sf->sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT;
269    }
270    /* XXX clamp max depends on AA vs. non-AA */
271 
272    /* _NEW_POINT */
273    sf->sf7.sprite_point = ctx->Point.PointSprite;
274    sf->sf7.point_size = CLAMP(rint(CLAMP(ctx->Point.Size,
275 					 ctx->Point.MinSize,
276 					 ctx->Point.MaxSize)), 1, 255) * (1<<3);
277    /* _NEW_PROGRAM | _NEW_POINT */
278    sf->sf7.use_point_size_state = !(ctx->VertexProgram.PointSizeEnabled ||
279 				    ctx->Point._Attenuated);
280    sf->sf7.aa_line_distance_mode = 0;
281 
282    /* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
283     * _NEW_LIGHT
284     */
285    if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
286       sf->sf7.trifan_pv = 2;
287       sf->sf7.linestrip_pv = 1;
288       sf->sf7.tristrip_pv = 2;
289    } else {
290       sf->sf7.trifan_pv = 1;
291       sf->sf7.linestrip_pv = 0;
292       sf->sf7.tristrip_pv = 0;
293    }
294    sf->sf7.line_last_pixel_enable = 0;
295 
296    /* Set bias for OpenGL rasterization rules:
297     */
298    sf->sf6.dest_org_vbias = 0x8;
299    sf->sf6.dest_org_hbias = 0x8;
300 
301    /* STATE_PREFETCH command description describes this state as being
302     * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
303     */
304 
305    /* Emit SF viewport relocation */
306    drm_intel_bo_emit_reloc(bo, (brw->sf.state_offset +
307 				offsetof(struct brw_sf_unit_state, sf5)),
308 			   intel->batch.bo, (brw->sf.vp_offset |
309 					     sf->sf5.front_winding |
310 					     (sf->sf5.viewport_transform << 1)),
311 			   I915_GEM_DOMAIN_INSTRUCTION, 0);
312 
313    brw->state.dirty.cache |= CACHE_NEW_SF_UNIT;
314 }
315 
316 const struct brw_tracked_state brw_sf_unit = {
317    .dirty = {
318       .mesa  = (_NEW_POLYGON |
319 		_NEW_PROGRAM |
320 		_NEW_LIGHT |
321 		_NEW_LINE |
322 		_NEW_POINT |
323 		_NEW_SCISSOR |
324 		_NEW_BUFFERS),
325       .brw   = (BRW_NEW_BATCH |
326 		BRW_NEW_PROGRAM_CACHE |
327 		BRW_NEW_URB_FENCE),
328       .cache = (CACHE_NEW_SF_VP |
329 		CACHE_NEW_SF_PROG)
330    },
331    .emit = upload_sf_unit,
332 };
333