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 "i830_context.h"
29 #include "i830_reg.h"
30 #include "intel_batchbuffer.h"
31 #include "intel_mipmap_tree.h"
32 #include "intel_regions.h"
33 #include "intel_tris.h"
34 #include "intel_fbo.h"
35 #include "intel_buffers.h"
36 #include "tnl/tnl.h"
37 #include "tnl/t_context.h"
38 #include "tnl/t_vertex.h"
39 #include "swrast_setup/swrast_setup.h"
40 #include "main/renderbuffer.h"
41 #include "main/framebuffer.h"
42 #include "main/fbobject.h"
43
44 #define FILE_DEBUG_FLAG DEBUG_STATE
45
46 static bool i830_check_vertex_size(struct intel_context *intel,
47 GLuint expected);
48
49 #define SZ_TO_HW(sz) ((sz-2)&0x3)
50 #define EMIT_SZ(sz) (EMIT_1F + (sz) - 1)
51 #define EMIT_ATTR( ATTR, STYLE, V0 ) \
52 do { \
53 intel->vertex_attrs[intel->vertex_attr_count].attrib = (ATTR); \
54 intel->vertex_attrs[intel->vertex_attr_count].format = (STYLE); \
55 intel->vertex_attr_count++; \
56 v0 |= V0; \
57 } while (0)
58
59 #define EMIT_PAD( N ) \
60 do { \
61 intel->vertex_attrs[intel->vertex_attr_count].attrib = 0; \
62 intel->vertex_attrs[intel->vertex_attr_count].format = EMIT_PAD; \
63 intel->vertex_attrs[intel->vertex_attr_count].offset = (N); \
64 intel->vertex_attr_count++; \
65 } while (0)
66
67
68 #define VRTX_TEX_SET_FMT(n, x) ((x)<<((n)*2))
69 #define TEXBIND_SET(n, x) ((x)<<((n)*4))
70
71 static void
i830_render_prevalidate(struct intel_context * intel)72 i830_render_prevalidate(struct intel_context *intel)
73 {
74 }
75
76 static void
i830_render_start(struct intel_context * intel)77 i830_render_start(struct intel_context *intel)
78 {
79 struct gl_context *ctx = &intel->ctx;
80 struct i830_context *i830 = i830_context(ctx);
81 TNLcontext *tnl = TNL_CONTEXT(ctx);
82 struct vertex_buffer *VB = &tnl->vb;
83 GLbitfield64 index_bitset = tnl->render_inputs_bitset;
84 GLuint v0 = _3DSTATE_VFT0_CMD;
85 GLuint v2 = _3DSTATE_VFT1_CMD;
86 GLuint mcsb1 = 0;
87
88 /* Important:
89 */
90 VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
91 intel->vertex_attr_count = 0;
92
93 /* EMIT_ATTR's must be in order as they tell t_vertex.c how to
94 * build up a hardware vertex.
95 */
96 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) {
97 EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW);
98 intel->coloroffset = 4;
99 }
100 else {
101 EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, VFT0_XYZ);
102 intel->coloroffset = 3;
103 }
104
105 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE)) {
106 EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH);
107 }
108
109 EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE);
110
111 intel->specoffset = 0;
112 if (index_bitset & (BITFIELD64_BIT(_TNL_ATTRIB_COLOR1) |
113 BITFIELD64_BIT(_TNL_ATTRIB_FOG))) {
114 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
115 intel->specoffset = intel->coloroffset + 1;
116 EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC);
117 }
118 else
119 EMIT_PAD(3);
120
121 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG))
122 EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC);
123 else
124 EMIT_PAD(1);
125 }
126
127 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) {
128 int i, count = 0;
129
130 for (i = 0; i < I830_TEX_UNITS; i++) {
131 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
132 GLuint sz = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]->size;
133 GLuint emit;
134 GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] &
135 ~TEXCOORDTYPE_MASK);
136
137 if (intel->ctx.Texture.Unit[i]._Current->Target == GL_TEXTURE_CUBE_MAP) {
138 emit = EMIT_3F;
139 sz = 3;
140 mcs |= TEXCOORDTYPE_VECTOR;
141 } else {
142 switch (sz) {
143 case 1:
144 case 2:
145 case 3:
146 emit = EMIT_2F;
147 sz = 2;
148 mcs |= TEXCOORDTYPE_CARTESIAN;
149 break;
150 case 4:
151 emit = EMIT_3F_XYW;
152 sz = 3;
153 mcs |= TEXCOORDTYPE_HOMOGENEOUS;
154 break;
155 default:
156 continue;
157 }
158 }
159
160 EMIT_ATTR(_TNL_ATTRIB_TEX0 + i, emit, 0);
161 v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz));
162 mcsb1 |= (count + 8) << (i * 4);
163
164 if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) {
165 I830_STATECHANGE(i830, I830_UPLOAD_TEX(i));
166 i830->state.Tex[i][I830_TEXREG_MCS] = mcs;
167 }
168
169 count++;
170 }
171 }
172
173 v0 |= VFT0_TEX_COUNT(count);
174 }
175
176 /* Only need to change the vertex emit code if there has been a
177 * statechange to a new hardware vertex format:
178 */
179 if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||
180 v2 != i830->state.Ctx[I830_CTXREG_VF2] ||
181 mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||
182 index_bitset != i830->last_index_bitset) {
183 I830_STATECHANGE(i830, I830_UPLOAD_CTX);
184
185 /* Must do this *after* statechange, so as not to affect
186 * buffered vertices reliant on the old state:
187 */
188 intel->vertex_size =
189 _tnl_install_attrs(ctx,
190 intel->vertex_attrs,
191 intel->vertex_attr_count,
192 intel->ViewportMatrix.m, 0);
193
194 intel->vertex_size >>= 2;
195
196 i830->state.Ctx[I830_CTXREG_VF] = v0;
197 i830->state.Ctx[I830_CTXREG_VF2] = v2;
198 i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;
199 i830->last_index_bitset = index_bitset;
200
201 assert(i830_check_vertex_size(intel, intel->vertex_size));
202 }
203 }
204
205 static void
i830_reduced_primitive_state(struct intel_context * intel,GLenum rprim)206 i830_reduced_primitive_state(struct intel_context *intel, GLenum rprim)
207 {
208 struct i830_context *i830 = i830_context(&intel->ctx);
209 GLuint st1 = i830->state.Stipple[I830_STPREG_ST1];
210
211 st1 &= ~ST1_ENABLE;
212
213 switch (rprim) {
214 case GL_TRIANGLES:
215 if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple)
216 st1 |= ST1_ENABLE;
217 break;
218 case GL_LINES:
219 case GL_POINTS:
220 default:
221 break;
222 }
223
224 i830->intel.reduced_primitive = rprim;
225
226 if (st1 != i830->state.Stipple[I830_STPREG_ST1]) {
227 INTEL_FIREVERTICES(intel);
228
229 I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE);
230 i830->state.Stipple[I830_STPREG_ST1] = st1;
231 }
232 }
233
234 /* Pull apart the vertex format registers and figure out how large a
235 * vertex is supposed to be.
236 */
237 static bool
i830_check_vertex_size(struct intel_context * intel,GLuint expected)238 i830_check_vertex_size(struct intel_context *intel, GLuint expected)
239 {
240 struct i830_context *i830 = i830_context(&intel->ctx);
241 int vft0 = i830->state.Ctx[I830_CTXREG_VF];
242 int vft1 = i830->state.Ctx[I830_CTXREG_VF2];
243 int nrtex = (vft0 & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT;
244 int i, sz = 0;
245
246 switch (vft0 & VFT0_XYZW_MASK) {
247 case VFT0_XY:
248 sz = 2;
249 break;
250 case VFT0_XYZ:
251 sz = 3;
252 break;
253 case VFT0_XYW:
254 sz = 3;
255 break;
256 case VFT0_XYZW:
257 sz = 4;
258 break;
259 default:
260 fprintf(stderr, "no xyzw specified\n");
261 return 0;
262 }
263
264 if (vft0 & VFT0_SPEC)
265 sz++;
266 if (vft0 & VFT0_DIFFUSE)
267 sz++;
268 if (vft0 & VFT0_DEPTH_OFFSET)
269 sz++;
270 if (vft0 & VFT0_POINT_WIDTH)
271 sz++;
272
273 for (i = 0; i < nrtex; i++) {
274 switch (vft1 & VFT1_TEX0_MASK) {
275 case TEXCOORDFMT_2D:
276 sz += 2;
277 break;
278 case TEXCOORDFMT_3D:
279 sz += 3;
280 break;
281 case TEXCOORDFMT_4D:
282 sz += 4;
283 break;
284 case TEXCOORDFMT_1D:
285 sz += 1;
286 break;
287 }
288 vft1 >>= VFT1_TEX1_SHIFT;
289 }
290
291 if (sz != expected)
292 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
293
294 return sz == expected;
295 }
296
297 static void
i830_emit_invarient_state(struct intel_context * intel)298 i830_emit_invarient_state(struct intel_context *intel)
299 {
300 BATCH_LOCALS;
301
302 BEGIN_BATCH(29);
303
304 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
305 OUT_BATCH(0);
306
307 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
308 OUT_BATCH(0);
309
310 OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
311 OUT_BATCH(0);
312
313 OUT_BATCH(_3DSTATE_FOG_MODE_CMD);
314 OUT_BATCH(FOGFUNC_ENABLE |
315 FOG_LINEAR_CONST | FOGSRC_INDEX_Z | ENABLE_FOG_DENSITY);
316 OUT_BATCH(0);
317 OUT_BATCH(0);
318
319
320 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
321 MAP_UNIT(0) |
322 DISABLE_TEX_STREAM_BUMP |
323 ENABLE_TEX_STREAM_COORD_SET |
324 TEX_STREAM_COORD_SET(0) |
325 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(0));
326 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
327 MAP_UNIT(1) |
328 DISABLE_TEX_STREAM_BUMP |
329 ENABLE_TEX_STREAM_COORD_SET |
330 TEX_STREAM_COORD_SET(1) |
331 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(1));
332 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
333 MAP_UNIT(2) |
334 DISABLE_TEX_STREAM_BUMP |
335 ENABLE_TEX_STREAM_COORD_SET |
336 TEX_STREAM_COORD_SET(2) |
337 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(2));
338 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
339 MAP_UNIT(3) |
340 DISABLE_TEX_STREAM_BUMP |
341 ENABLE_TEX_STREAM_COORD_SET |
342 TEX_STREAM_COORD_SET(3) |
343 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(3));
344
345 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
346 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(0));
347 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
348 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(1));
349 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
350 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(2));
351 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
352 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(3));
353
354 OUT_BATCH(_3DSTATE_VERTEX_TRANSFORM);
355 OUT_BATCH(DISABLE_VIEWPORT_TRANSFORM | DISABLE_PERSPECTIVE_DIVIDE);
356
357 OUT_BATCH(_3DSTATE_W_STATE_CMD);
358 OUT_BATCH(MAGIC_W_STATE_DWORD1);
359 OUT_BATCH(0x3f800000 /* 1.0 in IEEE float */ );
360
361
362 OUT_BATCH(_3DSTATE_COLOR_FACTOR_CMD);
363 OUT_BATCH(0x80808080); /* .5 required in alpha for GL_DOT3_RGBA_EXT */
364
365 ADVANCE_BATCH();
366 }
367
368
369 #define emit( intel, state, size ) \
370 intel_batchbuffer_data(intel, state, size)
371
372 static GLuint
get_dirty(struct i830_hw_state * state)373 get_dirty(struct i830_hw_state *state)
374 {
375 return state->active & ~state->emitted;
376 }
377
378 static GLuint
get_state_size(struct i830_hw_state * state)379 get_state_size(struct i830_hw_state *state)
380 {
381 GLuint dirty = get_dirty(state);
382 GLuint sz = 0;
383 GLuint i;
384
385 if (dirty & I830_UPLOAD_INVARIENT)
386 sz += 40 * sizeof(int);
387
388 if (dirty & I830_UPLOAD_RASTER_RULES)
389 sz += sizeof(state->RasterRules);
390
391 if (dirty & I830_UPLOAD_CTX)
392 sz += sizeof(state->Ctx);
393
394 if (dirty & I830_UPLOAD_BUFFERS)
395 sz += sizeof(state->Buffer);
396
397 if (dirty & I830_UPLOAD_STIPPLE)
398 sz += sizeof(state->Stipple);
399
400 for (i = 0; i < I830_TEX_UNITS; i++) {
401 if ((dirty & I830_UPLOAD_TEX(i)))
402 sz += sizeof(state->Tex[i]);
403
404 if (dirty & I830_UPLOAD_TEXBLEND(i))
405 sz += state->TexBlendWordsUsed[i] * 4;
406 }
407
408 return sz;
409 }
410
411
412 /* Push the state into the sarea and/or texture memory.
413 */
414 static void
i830_emit_state(struct intel_context * intel)415 i830_emit_state(struct intel_context *intel)
416 {
417 struct i830_context *i830 = i830_context(&intel->ctx);
418 struct i830_hw_state *state = &i830->state;
419 int i, count;
420 GLuint dirty;
421 drm_intel_bo *aper_array[3 + I830_TEX_UNITS];
422 int aper_count;
423 GET_CURRENT_CONTEXT(ctx);
424 BATCH_LOCALS;
425
426 /* We don't hold the lock at this point, so want to make sure that
427 * there won't be a buffer wrap between the state emits and the primitive
428 * emit header.
429 *
430 * It might be better to talk about explicit places where
431 * scheduling is allowed, rather than assume that it is whenever a
432 * batchbuffer fills up.
433 */
434 intel_batchbuffer_require_space(intel,
435 get_state_size(state) +
436 INTEL_PRIM_EMIT_SIZE);
437 count = 0;
438 again:
439 aper_count = 0;
440 dirty = get_dirty(state);
441
442 aper_array[aper_count++] = intel->batch.bo;
443 if (dirty & I830_UPLOAD_BUFFERS) {
444 aper_array[aper_count++] = state->draw_region->bo;
445 if (state->depth_region)
446 aper_array[aper_count++] = state->depth_region->bo;
447 }
448
449 for (i = 0; i < I830_TEX_UNITS; i++)
450 if (dirty & I830_UPLOAD_TEX(i)) {
451 if (state->tex_buffer[i]) {
452 aper_array[aper_count++] = state->tex_buffer[i];
453 }
454 }
455
456 if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) {
457 if (count == 0) {
458 count++;
459 intel_batchbuffer_flush(intel);
460 goto again;
461 } else {
462 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i830 emit state");
463 assert(0);
464 }
465 }
466
467
468 /* Do this here as we may have flushed the batchbuffer above,
469 * causing more state to be dirty!
470 */
471 dirty = get_dirty(state);
472 state->emitted |= dirty;
473 assert(get_dirty(state) == 0);
474
475 if (dirty & I830_UPLOAD_INVARIENT) {
476 DBG("I830_UPLOAD_INVARIENT:\n");
477 i830_emit_invarient_state(intel);
478 }
479
480 if (dirty & I830_UPLOAD_RASTER_RULES) {
481 DBG("I830_UPLOAD_RASTER_RULES:\n");
482 emit(intel, state->RasterRules, sizeof(state->RasterRules));
483 }
484
485 if (dirty & I830_UPLOAD_CTX) {
486 DBG("I830_UPLOAD_CTX:\n");
487 emit(intel, state->Ctx, sizeof(state->Ctx));
488
489 }
490
491 if (dirty & I830_UPLOAD_BUFFERS) {
492 GLuint count = 15;
493
494 DBG("I830_UPLOAD_BUFFERS:\n");
495
496 if (state->depth_region)
497 count += 3;
498
499 BEGIN_BATCH(count);
500 OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR0]);
501 OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR1]);
502 OUT_RELOC(state->draw_region->bo,
503 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
504
505 if (state->depth_region) {
506 OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR0]);
507 OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR1]);
508 OUT_RELOC(state->depth_region->bo,
509 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
510 }
511
512 OUT_BATCH(state->Buffer[I830_DESTREG_DV0]);
513 OUT_BATCH(state->Buffer[I830_DESTREG_DV1]);
514 OUT_BATCH(state->Buffer[I830_DESTREG_SR0]);
515 OUT_BATCH(state->Buffer[I830_DESTREG_SR1]);
516 OUT_BATCH(state->Buffer[I830_DESTREG_SR2]);
517 OUT_BATCH(state->Buffer[I830_DESTREG_SENABLE]);
518
519 assert(state->Buffer[I830_DESTREG_DRAWRECT0] != MI_NOOP);
520 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT0]);
521 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT1]);
522 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT2]);
523 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT3]);
524 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT4]);
525 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT5]);
526 ADVANCE_BATCH();
527 }
528
529 if (dirty & I830_UPLOAD_STIPPLE) {
530 DBG("I830_UPLOAD_STIPPLE:\n");
531 emit(intel, state->Stipple, sizeof(state->Stipple));
532 }
533
534 for (i = 0; i < I830_TEX_UNITS; i++) {
535 if ((dirty & I830_UPLOAD_TEX(i))) {
536 DBG("I830_UPLOAD_TEX(%d):\n", i);
537
538 BEGIN_BATCH(I830_TEX_SETUP_SIZE + 1);
539 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0LI]);
540
541 OUT_RELOC(state->tex_buffer[i],
542 I915_GEM_DOMAIN_SAMPLER, 0,
543 state->tex_offset[i]);
544
545 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S1]);
546 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S2]);
547 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S3]);
548 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S4]);
549 OUT_BATCH(state->Tex[i][I830_TEXREG_MCS]);
550 OUT_BATCH(state->Tex[i][I830_TEXREG_CUBE]);
551
552 ADVANCE_BATCH();
553 }
554
555 if (dirty & I830_UPLOAD_TEXBLEND(i)) {
556 DBG("I830_UPLOAD_TEXBLEND(%d): %d words\n", i,
557 state->TexBlendWordsUsed[i]);
558 emit(intel, state->TexBlend[i], state->TexBlendWordsUsed[i] * 4);
559 }
560 }
561
562 assert(get_dirty(state) == 0);
563 }
564
565 static void
i830_destroy_context(struct intel_context * intel)566 i830_destroy_context(struct intel_context *intel)
567 {
568 GLuint i;
569 struct i830_context *i830 = i830_context(&intel->ctx);
570
571 intel_region_release(&i830->state.draw_region);
572 intel_region_release(&i830->state.depth_region);
573
574 for (i = 0; i < I830_TEX_UNITS; i++) {
575 if (i830->state.tex_buffer[i] != NULL) {
576 drm_intel_bo_unreference(i830->state.tex_buffer[i]);
577 i830->state.tex_buffer[i] = NULL;
578 }
579 }
580
581 _tnl_free_vertices(&intel->ctx);
582 }
583
584 static uint32_t i830_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] =
585 {
586 [MESA_FORMAT_B8G8R8A8_UNORM] = DV_PF_8888,
587 [MESA_FORMAT_B8G8R8X8_UNORM] = DV_PF_8888,
588 [MESA_FORMAT_B5G6R5_UNORM] = DV_PF_565,
589 [MESA_FORMAT_B5G5R5A1_UNORM] = DV_PF_1555,
590 [MESA_FORMAT_B4G4R4A4_UNORM] = DV_PF_4444,
591 };
592
593 static bool
i830_render_target_supported(struct intel_context * intel,struct gl_renderbuffer * rb)594 i830_render_target_supported(struct intel_context *intel,
595 struct gl_renderbuffer *rb)
596 {
597 mesa_format format = rb->Format;
598
599 if (format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
600 format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
601 format == MESA_FORMAT_Z_UNORM16) {
602 return true;
603 }
604
605 return i830_render_target_format_for_mesa_format[format] != 0;
606 }
607
608 static void
i830_set_draw_region(struct intel_context * intel,struct intel_region * color_regions[],struct intel_region * depth_region,GLuint num_regions)609 i830_set_draw_region(struct intel_context *intel,
610 struct intel_region *color_regions[],
611 struct intel_region *depth_region,
612 GLuint num_regions)
613 {
614 struct i830_context *i830 = i830_context(&intel->ctx);
615 struct gl_context *ctx = &intel->ctx;
616 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
617 struct intel_renderbuffer *irb = intel_renderbuffer(rb);
618 struct gl_renderbuffer *drb;
619 struct intel_renderbuffer *idrb = NULL;
620 GLuint value;
621 struct i830_hw_state *state = &i830->state;
622 uint32_t draw_x, draw_y;
623
624 if (state->draw_region != color_regions[0]) {
625 intel_region_reference(&state->draw_region, color_regions[0]);
626 }
627 if (state->depth_region != depth_region) {
628 intel_region_reference(&state->depth_region, depth_region);
629 }
630
631 /*
632 * Set stride/cpp values
633 */
634 i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_CBUFADDR0],
635 color_regions[0], BUF_3D_ID_COLOR_BACK);
636
637 i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_DBUFADDR0],
638 depth_region, BUF_3D_ID_DEPTH);
639
640 /*
641 * Compute/set I830_DESTREG_DV1 value
642 */
643 value = (DSTORG_HORT_BIAS(0x8) | /* .5 */
644 DSTORG_VERT_BIAS(0x8) | DEPTH_IS_Z); /* .5 */
645
646 if (irb != NULL) {
647 value |= i830_render_target_format_for_mesa_format[intel_rb_format(irb)];
648 }
649
650 if (depth_region && depth_region->cpp == 4) {
651 value |= DEPTH_FRMT_24_FIXED_8_OTHER;
652 }
653 else {
654 value |= DEPTH_FRMT_16_FIXED;
655 }
656 state->Buffer[I830_DESTREG_DV1] = value;
657
658 drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
659 if (!drb)
660 drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
661
662 if (drb)
663 idrb = intel_renderbuffer(drb);
664
665 /* We set up the drawing rectangle to be offset into the color
666 * region's location in the miptree. If it doesn't match with
667 * depth's offsets, we can't render to it.
668 *
669 * (Well, not actually true -- the hw grew a bit to let depth's
670 * offset get forced to 0,0. We may want to use that if people are
671 * hitting that case. Also, some configurations may be supportable
672 * by tweaking the start offset of the buffers around, which we
673 * can't do in general due to tiling)
674 */
675 FALLBACK(intel, I830_FALLBACK_DRAW_OFFSET,
676 idrb && irb && (idrb->draw_x != irb->draw_x ||
677 idrb->draw_y != irb->draw_y));
678
679 if (irb) {
680 draw_x = irb->draw_x;
681 draw_y = irb->draw_y;
682 } else if (idrb) {
683 draw_x = idrb->draw_x;
684 draw_y = idrb->draw_y;
685 } else {
686 draw_x = 0;
687 draw_y = 0;
688 }
689
690 state->Buffer[I830_DESTREG_DRAWRECT0] = _3DSTATE_DRAWRECT_INFO;
691 state->Buffer[I830_DESTREG_DRAWRECT1] = 0;
692 state->Buffer[I830_DESTREG_DRAWRECT2] = (draw_y << 16) | draw_x;
693 state->Buffer[I830_DESTREG_DRAWRECT3] =
694 ((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) |
695 ((ctx->DrawBuffer->Height + draw_y - 1) << 16);
696 state->Buffer[I830_DESTREG_DRAWRECT4] = (draw_y << 16) | draw_x;
697 state->Buffer[I830_DESTREG_DRAWRECT5] = MI_NOOP;
698
699 I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
700 }
701
702 /**
703 * Update the hardware state for drawing into a window or framebuffer object.
704 *
705 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
706 * places within the driver.
707 *
708 * Basically, this needs to be called any time the current framebuffer
709 * changes, the renderbuffers change, or we need to draw into different
710 * color buffers.
711 */
712 static void
i830_update_draw_buffer(struct intel_context * intel)713 i830_update_draw_buffer(struct intel_context *intel)
714 {
715 struct gl_context *ctx = &intel->ctx;
716 struct gl_framebuffer *fb = ctx->DrawBuffer;
717 struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
718 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
719
720 if (!fb) {
721 /* this can happen during the initial context initialization */
722 return;
723 }
724
725 irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
726 irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
727
728 /* Do this here, not core Mesa, since this function is called from
729 * many places within the driver.
730 */
731 if (ctx->NewState & _NEW_BUFFERS) {
732 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
733 _mesa_update_framebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer);
734 /* this updates the DrawBuffer's Width/Height if it's a FBO */
735 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
736 }
737
738 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
739 /* this may occur when we're called by glBindFrameBuffer() during
740 * the process of someone setting up renderbuffers, etc.
741 */
742 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
743 return;
744 }
745
746 /* How many color buffers are we drawing into?
747 *
748 * If there are zero buffers or the buffer is too big, don't configure any
749 * regions for hardware drawing. We'll fallback to software below. Not
750 * having regions set makes some of the software fallback paths faster.
751 */
752 if ((fb->Width > ctx->Const.MaxRenderbufferSize)
753 || (fb->Height > ctx->Const.MaxRenderbufferSize)
754 || (fb->_NumColorDrawBuffers == 0)) {
755 /* writing to 0 */
756 colorRegions[0] = NULL;
757 }
758 else if (fb->_NumColorDrawBuffers > 1) {
759 int i;
760 struct intel_renderbuffer *irb;
761
762 for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
763 irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
764 colorRegions[i] = (irb && irb->mt) ? irb->mt->region : NULL;
765 }
766 }
767 else {
768 /* Get the intel_renderbuffer for the single colorbuffer we're drawing
769 * into.
770 */
771 if (_mesa_is_winsys_fbo(fb)) {
772 /* drawing to window system buffer */
773 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
774 colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
775 else
776 colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
777 }
778 else {
779 /* drawing to user-created FBO */
780 struct intel_renderbuffer *irb;
781 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
782 colorRegions[0] = (irb && irb->mt->region) ? irb->mt->region : NULL;
783 }
784 }
785
786 if (!colorRegions[0]) {
787 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
788 }
789 else {
790 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
791 }
792
793 /* Check for depth fallback. */
794 if (irbDepth && irbDepth->mt) {
795 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
796 depthRegion = irbDepth->mt->region;
797 } else if (irbDepth && !irbDepth->mt) {
798 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
799 depthRegion = NULL;
800 } else { /* !irbDepth */
801 /* No fallback is needed because there is no depth buffer. */
802 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
803 depthRegion = NULL;
804 }
805
806 /* Check for stencil fallback. */
807 if (irbStencil && irbStencil->mt) {
808 assert(intel_rb_format(irbStencil) == MESA_FORMAT_Z24_UNORM_S8_UINT);
809 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
810 } else if (irbStencil && !irbStencil->mt) {
811 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
812 } else { /* !irbStencil */
813 /* No fallback is needed because there is no stencil buffer. */
814 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
815 }
816
817 /* If we have a (packed) stencil buffer attached but no depth buffer,
818 * we still need to set up the shared depth/stencil state so we can use it.
819 */
820 if (depthRegion == NULL && irbStencil && irbStencil->mt
821 && intel_rb_format(irbStencil) == MESA_FORMAT_Z24_UNORM_S8_UINT) {
822 depthRegion = irbStencil->mt->region;
823 }
824
825 /*
826 * Update depth and stencil test state
827 */
828 ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
829 ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
830 (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
831
832 intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
833 fb->_NumColorDrawBuffers);
834 intel->NewGLState |= _NEW_BUFFERS;
835
836 /* Set state we know depends on drawable parameters:
837 */
838 intelCalcViewport(ctx);
839 ctx->Driver.Scissor(ctx);
840
841 /* Update culling direction which changes depending on the
842 * orientation of the buffer:
843 */
844 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
845 }
846
847 /* This isn't really handled at the moment.
848 */
849 static void
i830_new_batch(struct intel_context * intel)850 i830_new_batch(struct intel_context *intel)
851 {
852 struct i830_context *i830 = i830_context(&intel->ctx);
853 i830->state.emitted = 0;
854 }
855
856 static void
i830_assert_not_dirty(struct intel_context * intel)857 i830_assert_not_dirty( struct intel_context *intel )
858 {
859 struct i830_context *i830 = i830_context(&intel->ctx);
860 assert(!get_dirty(&i830->state));
861 (void) i830;
862 }
863
864 static void
i830_invalidate_state(struct intel_context * intel,GLuint new_state)865 i830_invalidate_state(struct intel_context *intel, GLuint new_state)
866 {
867 struct gl_context *ctx = &intel->ctx;
868
869 _swsetup_InvalidateState(ctx, new_state);
870 _tnl_InvalidateState(ctx, new_state);
871 _tnl_invalidate_vertex_state(ctx, new_state);
872
873 if (new_state & _NEW_LIGHT)
874 i830_update_provoking_vertex(&intel->ctx);
875 }
876
877 void
i830InitVtbl(struct i830_context * i830)878 i830InitVtbl(struct i830_context *i830)
879 {
880 i830->intel.vtbl.check_vertex_size = i830_check_vertex_size;
881 i830->intel.vtbl.destroy = i830_destroy_context;
882 i830->intel.vtbl.emit_state = i830_emit_state;
883 i830->intel.vtbl.new_batch = i830_new_batch;
884 i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
885 i830->intel.vtbl.set_draw_region = i830_set_draw_region;
886 i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
887 i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
888 i830->intel.vtbl.render_start = i830_render_start;
889 i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;
890 i830->intel.vtbl.assert_not_dirty = i830_assert_not_dirty;
891 i830->intel.vtbl.finish_batch = intel_finish_vb;
892 i830->intel.vtbl.invalidate_state = i830_invalidate_state;
893 i830->intel.vtbl.render_target_supported = i830_render_target_supported;
894 }
895