1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 switch (sz) {
138 case 1:
139 case 2:
140 emit = EMIT_2F;
141 sz = 2;
142 mcs |= TEXCOORDTYPE_CARTESIAN;
143 break;
144 case 3:
145 emit = EMIT_3F;
146 sz = 3;
147 mcs |= TEXCOORDTYPE_VECTOR;
148 break;
149 case 4:
150 emit = EMIT_3F_XYW;
151 sz = 3;
152 mcs |= TEXCOORDTYPE_HOMOGENEOUS;
153 break;
154 default:
155 continue;
156 };
157
158
159 EMIT_ATTR(_TNL_ATTRIB_TEX0 + i, emit, 0);
160 v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz));
161 mcsb1 |= (count + 8) << (i * 4);
162
163 if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) {
164 I830_STATECHANGE(i830, I830_UPLOAD_TEX(i));
165 i830->state.Tex[i][I830_TEXREG_MCS] = mcs;
166 }
167
168 count++;
169 }
170 }
171
172 v0 |= VFT0_TEX_COUNT(count);
173 }
174
175 /* Only need to change the vertex emit code if there has been a
176 * statechange to a new hardware vertex format:
177 */
178 if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||
179 v2 != i830->state.Ctx[I830_CTXREG_VF2] ||
180 mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||
181 index_bitset != i830->last_index_bitset) {
182 int k;
183
184 I830_STATECHANGE(i830, I830_UPLOAD_CTX);
185
186 /* Must do this *after* statechange, so as not to affect
187 * buffered vertices reliant on the old state:
188 */
189 intel->vertex_size =
190 _tnl_install_attrs(ctx,
191 intel->vertex_attrs,
192 intel->vertex_attr_count,
193 intel->ViewportMatrix.m, 0);
194
195 intel->vertex_size >>= 2;
196
197 i830->state.Ctx[I830_CTXREG_VF] = v0;
198 i830->state.Ctx[I830_CTXREG_VF2] = v2;
199 i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;
200 i830->last_index_bitset = index_bitset;
201
202 k = i830_check_vertex_size(intel, intel->vertex_size);
203 assert(k);
204 }
205 }
206
207 static void
i830_reduced_primitive_state(struct intel_context * intel,GLenum rprim)208 i830_reduced_primitive_state(struct intel_context *intel, GLenum rprim)
209 {
210 struct i830_context *i830 = i830_context(&intel->ctx);
211 GLuint st1 = i830->state.Stipple[I830_STPREG_ST1];
212
213 st1 &= ~ST1_ENABLE;
214
215 switch (rprim) {
216 case GL_TRIANGLES:
217 if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple)
218 st1 |= ST1_ENABLE;
219 break;
220 case GL_LINES:
221 case GL_POINTS:
222 default:
223 break;
224 }
225
226 i830->intel.reduced_primitive = rprim;
227
228 if (st1 != i830->state.Stipple[I830_STPREG_ST1]) {
229 INTEL_FIREVERTICES(intel);
230
231 I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE);
232 i830->state.Stipple[I830_STPREG_ST1] = st1;
233 }
234 }
235
236 /* Pull apart the vertex format registers and figure out how large a
237 * vertex is supposed to be.
238 */
239 static bool
i830_check_vertex_size(struct intel_context * intel,GLuint expected)240 i830_check_vertex_size(struct intel_context *intel, GLuint expected)
241 {
242 struct i830_context *i830 = i830_context(&intel->ctx);
243 int vft0 = i830->state.Ctx[I830_CTXREG_VF];
244 int vft1 = i830->state.Ctx[I830_CTXREG_VF2];
245 int nrtex = (vft0 & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT;
246 int i, sz = 0;
247
248 switch (vft0 & VFT0_XYZW_MASK) {
249 case VFT0_XY:
250 sz = 2;
251 break;
252 case VFT0_XYZ:
253 sz = 3;
254 break;
255 case VFT0_XYW:
256 sz = 3;
257 break;
258 case VFT0_XYZW:
259 sz = 4;
260 break;
261 default:
262 fprintf(stderr, "no xyzw specified\n");
263 return 0;
264 }
265
266 if (vft0 & VFT0_SPEC)
267 sz++;
268 if (vft0 & VFT0_DIFFUSE)
269 sz++;
270 if (vft0 & VFT0_DEPTH_OFFSET)
271 sz++;
272 if (vft0 & VFT0_POINT_WIDTH)
273 sz++;
274
275 for (i = 0; i < nrtex; i++) {
276 switch (vft1 & VFT1_TEX0_MASK) {
277 case TEXCOORDFMT_2D:
278 sz += 2;
279 break;
280 case TEXCOORDFMT_3D:
281 sz += 3;
282 break;
283 case TEXCOORDFMT_4D:
284 sz += 4;
285 break;
286 case TEXCOORDFMT_1D:
287 sz += 1;
288 break;
289 }
290 vft1 >>= VFT1_TEX1_SHIFT;
291 }
292
293 if (sz != expected)
294 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
295
296 return sz == expected;
297 }
298
299 static void
i830_emit_invarient_state(struct intel_context * intel)300 i830_emit_invarient_state(struct intel_context *intel)
301 {
302 BATCH_LOCALS;
303
304 BEGIN_BATCH(29);
305
306 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
307 OUT_BATCH(0);
308
309 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
310 OUT_BATCH(0);
311
312 OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
313 OUT_BATCH(0);
314
315 OUT_BATCH(_3DSTATE_FOG_MODE_CMD);
316 OUT_BATCH(FOGFUNC_ENABLE |
317 FOG_LINEAR_CONST | FOGSRC_INDEX_Z | ENABLE_FOG_DENSITY);
318 OUT_BATCH(0);
319 OUT_BATCH(0);
320
321
322 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
323 MAP_UNIT(0) |
324 DISABLE_TEX_STREAM_BUMP |
325 ENABLE_TEX_STREAM_COORD_SET |
326 TEX_STREAM_COORD_SET(0) |
327 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(0));
328 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
329 MAP_UNIT(1) |
330 DISABLE_TEX_STREAM_BUMP |
331 ENABLE_TEX_STREAM_COORD_SET |
332 TEX_STREAM_COORD_SET(1) |
333 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(1));
334 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
335 MAP_UNIT(2) |
336 DISABLE_TEX_STREAM_BUMP |
337 ENABLE_TEX_STREAM_COORD_SET |
338 TEX_STREAM_COORD_SET(2) |
339 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(2));
340 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
341 MAP_UNIT(3) |
342 DISABLE_TEX_STREAM_BUMP |
343 ENABLE_TEX_STREAM_COORD_SET |
344 TEX_STREAM_COORD_SET(3) |
345 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(3));
346
347 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
348 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(0));
349 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
350 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(1));
351 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
352 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(2));
353 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
354 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(3));
355
356 OUT_BATCH(_3DSTATE_VERTEX_TRANSFORM);
357 OUT_BATCH(DISABLE_VIEWPORT_TRANSFORM | DISABLE_PERSPECTIVE_DIVIDE);
358
359 OUT_BATCH(_3DSTATE_W_STATE_CMD);
360 OUT_BATCH(MAGIC_W_STATE_DWORD1);
361 OUT_BATCH(0x3f800000 /* 1.0 in IEEE float */ );
362
363
364 OUT_BATCH(_3DSTATE_COLOR_FACTOR_CMD);
365 OUT_BATCH(0x80808080); /* .5 required in alpha for GL_DOT3_RGBA_EXT */
366
367 ADVANCE_BATCH();
368 }
369
370
371 #define emit( intel, state, size ) \
372 intel_batchbuffer_data(intel, state, size, false)
373
374 static GLuint
get_dirty(struct i830_hw_state * state)375 get_dirty(struct i830_hw_state *state)
376 {
377 return state->active & ~state->emitted;
378 }
379
380 static GLuint
get_state_size(struct i830_hw_state * state)381 get_state_size(struct i830_hw_state *state)
382 {
383 GLuint dirty = get_dirty(state);
384 GLuint sz = 0;
385 GLuint i;
386
387 if (dirty & I830_UPLOAD_INVARIENT)
388 sz += 40 * sizeof(int);
389
390 if (dirty & I830_UPLOAD_RASTER_RULES)
391 sz += sizeof(state->RasterRules);
392
393 if (dirty & I830_UPLOAD_CTX)
394 sz += sizeof(state->Ctx);
395
396 if (dirty & I830_UPLOAD_BUFFERS)
397 sz += sizeof(state->Buffer);
398
399 if (dirty & I830_UPLOAD_STIPPLE)
400 sz += sizeof(state->Stipple);
401
402 for (i = 0; i < I830_TEX_UNITS; i++) {
403 if ((dirty & I830_UPLOAD_TEX(i)))
404 sz += sizeof(state->Tex[i]);
405
406 if (dirty & I830_UPLOAD_TEXBLEND(i))
407 sz += state->TexBlendWordsUsed[i] * 4;
408 }
409
410 return sz;
411 }
412
413
414 /* Push the state into the sarea and/or texture memory.
415 */
416 static void
i830_emit_state(struct intel_context * intel)417 i830_emit_state(struct intel_context *intel)
418 {
419 struct i830_context *i830 = i830_context(&intel->ctx);
420 struct i830_hw_state *state = &i830->state;
421 int i, count;
422 GLuint dirty;
423 drm_intel_bo *aper_array[3 + I830_TEX_UNITS];
424 int aper_count;
425 GET_CURRENT_CONTEXT(ctx);
426 BATCH_LOCALS;
427
428 /* We don't hold the lock at this point, so want to make sure that
429 * there won't be a buffer wrap between the state emits and the primitive
430 * emit header.
431 *
432 * It might be better to talk about explicit places where
433 * scheduling is allowed, rather than assume that it is whenever a
434 * batchbuffer fills up.
435 */
436 intel_batchbuffer_require_space(intel,
437 get_state_size(state) + INTEL_PRIM_EMIT_SIZE,
438 false);
439 count = 0;
440 again:
441 aper_count = 0;
442 dirty = get_dirty(state);
443
444 aper_array[aper_count++] = intel->batch.bo;
445 if (dirty & I830_UPLOAD_BUFFERS) {
446 aper_array[aper_count++] = state->draw_region->bo;
447 if (state->depth_region)
448 aper_array[aper_count++] = state->depth_region->bo;
449 }
450
451 for (i = 0; i < I830_TEX_UNITS; i++)
452 if (dirty & I830_UPLOAD_TEX(i)) {
453 if (state->tex_buffer[i]) {
454 aper_array[aper_count++] = state->tex_buffer[i];
455 }
456 }
457
458 if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) {
459 if (count == 0) {
460 count++;
461 intel_batchbuffer_flush(intel);
462 goto again;
463 } else {
464 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i830 emit state");
465 assert(0);
466 }
467 }
468
469
470 /* Do this here as we may have flushed the batchbuffer above,
471 * causing more state to be dirty!
472 */
473 dirty = get_dirty(state);
474 state->emitted |= dirty;
475 assert(get_dirty(state) == 0);
476
477 if (dirty & I830_UPLOAD_INVARIENT) {
478 DBG("I830_UPLOAD_INVARIENT:\n");
479 i830_emit_invarient_state(intel);
480 }
481
482 if (dirty & I830_UPLOAD_RASTER_RULES) {
483 DBG("I830_UPLOAD_RASTER_RULES:\n");
484 emit(intel, state->RasterRules, sizeof(state->RasterRules));
485 }
486
487 if (dirty & I830_UPLOAD_CTX) {
488 DBG("I830_UPLOAD_CTX:\n");
489 emit(intel, state->Ctx, sizeof(state->Ctx));
490
491 }
492
493 if (dirty & I830_UPLOAD_BUFFERS) {
494 GLuint count = 15;
495
496 DBG("I830_UPLOAD_BUFFERS:\n");
497
498 if (state->depth_region)
499 count += 3;
500
501 BEGIN_BATCH(count);
502 OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR0]);
503 OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR1]);
504 OUT_RELOC(state->draw_region->bo,
505 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
506
507 if (state->depth_region) {
508 OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR0]);
509 OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR1]);
510 OUT_RELOC(state->depth_region->bo,
511 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
512 }
513
514 OUT_BATCH(state->Buffer[I830_DESTREG_DV0]);
515 OUT_BATCH(state->Buffer[I830_DESTREG_DV1]);
516 OUT_BATCH(state->Buffer[I830_DESTREG_SENABLE]);
517 OUT_BATCH(state->Buffer[I830_DESTREG_SR0]);
518 OUT_BATCH(state->Buffer[I830_DESTREG_SR1]);
519 OUT_BATCH(state->Buffer[I830_DESTREG_SR2]);
520
521 assert(state->Buffer[I830_DESTREG_DRAWRECT0] != MI_NOOP);
522 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT0]);
523 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT1]);
524 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT2]);
525 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT3]);
526 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT4]);
527 OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT5]);
528 ADVANCE_BATCH();
529 }
530
531 if (dirty & I830_UPLOAD_STIPPLE) {
532 DBG("I830_UPLOAD_STIPPLE:\n");
533 emit(intel, state->Stipple, sizeof(state->Stipple));
534 }
535
536 for (i = 0; i < I830_TEX_UNITS; i++) {
537 if ((dirty & I830_UPLOAD_TEX(i))) {
538 DBG("I830_UPLOAD_TEX(%d):\n", i);
539
540 BEGIN_BATCH(I830_TEX_SETUP_SIZE + 1);
541 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0LI]);
542
543 OUT_RELOC(state->tex_buffer[i],
544 I915_GEM_DOMAIN_SAMPLER, 0,
545 state->tex_offset[i]);
546
547 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S1]);
548 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S2]);
549 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S3]);
550 OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S4]);
551 OUT_BATCH(state->Tex[i][I830_TEXREG_MCS]);
552 OUT_BATCH(state->Tex[i][I830_TEXREG_CUBE]);
553
554 ADVANCE_BATCH();
555 }
556
557 if (dirty & I830_UPLOAD_TEXBLEND(i)) {
558 DBG("I830_UPLOAD_TEXBLEND(%d): %d words\n", i,
559 state->TexBlendWordsUsed[i]);
560 emit(intel, state->TexBlend[i], state->TexBlendWordsUsed[i] * 4);
561 }
562 }
563
564 assert(get_dirty(state) == 0);
565 }
566
567 static void
i830_destroy_context(struct intel_context * intel)568 i830_destroy_context(struct intel_context *intel)
569 {
570 GLuint i;
571 struct i830_context *i830 = i830_context(&intel->ctx);
572
573 intel_region_release(&i830->state.draw_region);
574 intel_region_release(&i830->state.depth_region);
575
576 for (i = 0; i < I830_TEX_UNITS; i++) {
577 if (i830->state.tex_buffer[i] != NULL) {
578 drm_intel_bo_unreference(i830->state.tex_buffer[i]);
579 i830->state.tex_buffer[i] = NULL;
580 }
581 }
582
583 _tnl_free_vertices(&intel->ctx);
584 }
585
586 static uint32_t i830_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] =
587 {
588 [MESA_FORMAT_ARGB8888] = DV_PF_8888,
589 [MESA_FORMAT_XRGB8888] = DV_PF_8888,
590 [MESA_FORMAT_RGB565] = DV_PF_565,
591 [MESA_FORMAT_ARGB1555] = DV_PF_1555,
592 [MESA_FORMAT_ARGB4444] = DV_PF_4444,
593 };
594
595 static bool
i830_render_target_supported(struct intel_context * intel,struct gl_renderbuffer * rb)596 i830_render_target_supported(struct intel_context *intel,
597 struct gl_renderbuffer *rb)
598 {
599 gl_format format = rb->Format;
600
601 if (format == MESA_FORMAT_S8_Z24 ||
602 format == MESA_FORMAT_X8_Z24 ||
603 format == MESA_FORMAT_Z16) {
604 return true;
605 }
606
607 return i830_render_target_format_for_mesa_format[format] != 0;
608 }
609
610 static void
i830_set_draw_region(struct intel_context * intel,struct intel_region * color_regions[],struct intel_region * depth_region,GLuint num_regions)611 i830_set_draw_region(struct intel_context *intel,
612 struct intel_region *color_regions[],
613 struct intel_region *depth_region,
614 GLuint num_regions)
615 {
616 struct i830_context *i830 = i830_context(&intel->ctx);
617 struct gl_context *ctx = &intel->ctx;
618 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
619 struct intel_renderbuffer *irb = intel_renderbuffer(rb);
620 struct gl_renderbuffer *drb;
621 struct intel_renderbuffer *idrb = NULL;
622 GLuint value;
623 struct i830_hw_state *state = &i830->state;
624 uint32_t draw_x, draw_y;
625
626 if (state->draw_region != color_regions[0]) {
627 intel_region_reference(&state->draw_region, color_regions[0]);
628 }
629 if (state->depth_region != depth_region) {
630 intel_region_reference(&state->depth_region, depth_region);
631 }
632
633 /*
634 * Set stride/cpp values
635 */
636 i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_CBUFADDR0],
637 color_regions[0], BUF_3D_ID_COLOR_BACK);
638
639 i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_DBUFADDR0],
640 depth_region, BUF_3D_ID_DEPTH);
641
642 /*
643 * Compute/set I830_DESTREG_DV1 value
644 */
645 value = (DSTORG_HORT_BIAS(0x8) | /* .5 */
646 DSTORG_VERT_BIAS(0x8) | DEPTH_IS_Z); /* .5 */
647
648 if (irb != NULL) {
649 value |= i830_render_target_format_for_mesa_format[intel_rb_format(irb)];
650 }
651
652 if (depth_region && depth_region->cpp == 4) {
653 value |= DEPTH_FRMT_24_FIXED_8_OTHER;
654 }
655 else {
656 value |= DEPTH_FRMT_16_FIXED;
657 }
658 state->Buffer[I830_DESTREG_DV1] = value;
659
660 drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
661 if (!drb)
662 drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
663
664 if (drb)
665 idrb = intel_renderbuffer(drb);
666
667 /* We set up the drawing rectangle to be offset into the color
668 * region's location in the miptree. If it doesn't match with
669 * depth's offsets, we can't render to it.
670 *
671 * (Well, not actually true -- the hw grew a bit to let depth's
672 * offset get forced to 0,0. We may want to use that if people are
673 * hitting that case. Also, some configurations may be supportable
674 * by tweaking the start offset of the buffers around, which we
675 * can't do in general due to tiling)
676 */
677 FALLBACK(intel, I830_FALLBACK_DRAW_OFFSET,
678 idrb && irb && (idrb->draw_x != irb->draw_x ||
679 idrb->draw_y != irb->draw_y));
680
681 if (irb) {
682 draw_x = irb->draw_x;
683 draw_y = irb->draw_y;
684 } else if (idrb) {
685 draw_x = idrb->draw_x;
686 draw_y = idrb->draw_y;
687 } else {
688 draw_x = 0;
689 draw_y = 0;
690 }
691
692 state->Buffer[I830_DESTREG_DRAWRECT0] = _3DSTATE_DRAWRECT_INFO;
693 state->Buffer[I830_DESTREG_DRAWRECT1] = 0;
694 state->Buffer[I830_DESTREG_DRAWRECT2] = (draw_y << 16) | draw_x;
695 state->Buffer[I830_DESTREG_DRAWRECT3] =
696 ((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) |
697 ((ctx->DrawBuffer->Height + draw_y - 1) << 16);
698 state->Buffer[I830_DESTREG_DRAWRECT4] = (draw_y << 16) | draw_x;
699 state->Buffer[I830_DESTREG_DRAWRECT5] = MI_NOOP;
700
701 I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
702 }
703
704 /**
705 * Update the hardware state for drawing into a window or framebuffer object.
706 *
707 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
708 * places within the driver.
709 *
710 * Basically, this needs to be called any time the current framebuffer
711 * changes, the renderbuffers change, or we need to draw into different
712 * color buffers.
713 */
714 static void
i830_update_draw_buffer(struct intel_context * intel)715 i830_update_draw_buffer(struct intel_context *intel)
716 {
717 struct gl_context *ctx = &intel->ctx;
718 struct gl_framebuffer *fb = ctx->DrawBuffer;
719 struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
720 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
721
722 if (!fb) {
723 /* this can happen during the initial context initialization */
724 return;
725 }
726
727 irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
728 irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
729
730 /* Do this here, not core Mesa, since this function is called from
731 * many places within the driver.
732 */
733 if (ctx->NewState & _NEW_BUFFERS) {
734 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
735 _mesa_update_framebuffer(ctx);
736 /* this updates the DrawBuffer's Width/Height if it's a FBO */
737 _mesa_update_draw_buffer_bounds(ctx);
738 }
739
740 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
741 /* this may occur when we're called by glBindFrameBuffer() during
742 * the process of someone setting up renderbuffers, etc.
743 */
744 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
745 return;
746 }
747
748 /* How many color buffers are we drawing into?
749 *
750 * If there are zero buffers or the buffer is too big, don't configure any
751 * regions for hardware drawing. We'll fallback to software below. Not
752 * having regions set makes some of the software fallback paths faster.
753 */
754 if ((fb->Width > ctx->Const.MaxRenderbufferSize)
755 || (fb->Height > ctx->Const.MaxRenderbufferSize)
756 || (fb->_NumColorDrawBuffers == 0)) {
757 /* writing to 0 */
758 colorRegions[0] = NULL;
759 }
760 else if (fb->_NumColorDrawBuffers > 1) {
761 int i;
762 struct intel_renderbuffer *irb;
763
764 for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
765 irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
766 colorRegions[i] = (irb && irb->mt) ? irb->mt->region : NULL;
767 }
768 }
769 else {
770 /* Get the intel_renderbuffer for the single colorbuffer we're drawing
771 * into.
772 */
773 if (_mesa_is_winsys_fbo(fb)) {
774 /* drawing to window system buffer */
775 if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
776 colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
777 else
778 colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
779 }
780 else {
781 /* drawing to user-created FBO */
782 struct intel_renderbuffer *irb;
783 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
784 colorRegions[0] = (irb && irb->mt->region) ? irb->mt->region : NULL;
785 }
786 }
787
788 if (!colorRegions[0]) {
789 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
790 }
791 else {
792 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
793 }
794
795 /* Check for depth fallback. */
796 if (irbDepth && irbDepth->mt) {
797 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
798 depthRegion = irbDepth->mt->region;
799 } else if (irbDepth && !irbDepth->mt) {
800 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
801 depthRegion = NULL;
802 } else { /* !irbDepth */
803 /* No fallback is needed because there is no depth buffer. */
804 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
805 depthRegion = NULL;
806 }
807
808 /* Check for stencil fallback. */
809 if (irbStencil && irbStencil->mt) {
810 assert(intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24);
811 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
812 } else if (irbStencil && !irbStencil->mt) {
813 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
814 } else { /* !irbStencil */
815 /* No fallback is needed because there is no stencil buffer. */
816 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
817 }
818
819 /* If we have a (packed) stencil buffer attached but no depth buffer,
820 * we still need to set up the shared depth/stencil state so we can use it.
821 */
822 if (depthRegion == NULL && irbStencil && irbStencil->mt
823 && intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24) {
824 depthRegion = irbStencil->mt->region;
825 }
826
827 /*
828 * Update depth and stencil test state
829 */
830 ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
831 ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
832 (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
833
834 intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
835 fb->_NumColorDrawBuffers);
836 intel->NewGLState |= _NEW_BUFFERS;
837
838 /* update viewport since it depends on window size */
839 intelCalcViewport(ctx);
840
841 /* Set state we know depends on drawable parameters:
842 */
843 ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
844 ctx->Scissor.Width, ctx->Scissor.Height);
845
846 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
847
848 /* Update culling direction which changes depending on the
849 * orientation of the buffer:
850 */
851 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
852 }
853
854 /* This isn't really handled at the moment.
855 */
856 static void
i830_new_batch(struct intel_context * intel)857 i830_new_batch(struct intel_context *intel)
858 {
859 struct i830_context *i830 = i830_context(&intel->ctx);
860 i830->state.emitted = 0;
861 }
862
863 static void
i830_assert_not_dirty(struct intel_context * intel)864 i830_assert_not_dirty( struct intel_context *intel )
865 {
866 struct i830_context *i830 = i830_context(&intel->ctx);
867 assert(!get_dirty(&i830->state));
868 (void) i830;
869 }
870
871 static void
i830_invalidate_state(struct intel_context * intel,GLuint new_state)872 i830_invalidate_state(struct intel_context *intel, GLuint new_state)
873 {
874 struct gl_context *ctx = &intel->ctx;
875
876 _swsetup_InvalidateState(ctx, new_state);
877 _tnl_InvalidateState(ctx, new_state);
878 _tnl_invalidate_vertex_state(ctx, new_state);
879
880 if (new_state & _NEW_LIGHT)
881 i830_update_provoking_vertex(&intel->ctx);
882 }
883
884 static bool
i830_is_hiz_depth_format(struct intel_context * intel,gl_format format)885 i830_is_hiz_depth_format(struct intel_context *intel, gl_format format)
886 {
887 return false;
888 }
889
890 void
i830InitVtbl(struct i830_context * i830)891 i830InitVtbl(struct i830_context *i830)
892 {
893 i830->intel.vtbl.check_vertex_size = i830_check_vertex_size;
894 i830->intel.vtbl.destroy = i830_destroy_context;
895 i830->intel.vtbl.emit_state = i830_emit_state;
896 i830->intel.vtbl.new_batch = i830_new_batch;
897 i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
898 i830->intel.vtbl.set_draw_region = i830_set_draw_region;
899 i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
900 i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
901 i830->intel.vtbl.render_start = i830_render_start;
902 i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;
903 i830->intel.vtbl.assert_not_dirty = i830_assert_not_dirty;
904 i830->intel.vtbl.finish_batch = intel_finish_vb;
905 i830->intel.vtbl.invalidate_state = i830_invalidate_state;
906 i830->intel.vtbl.render_target_supported = i830_render_target_supported;
907 i830->intel.vtbl.is_hiz_depth_format = i830_is_hiz_depth_format;
908 }
909