ilo: add 3DSTATE_VF to ilo_state_vf
[mesa.git] / src / gallium / drivers / ilo / ilo_render_gen8.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2013 LunarG, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Chia-I Wu <olv@lunarg.com>
26 */
27
28 #include "genhw/genhw.h"
29 #include "core/ilo_builder_3d.h"
30 #include "core/ilo_builder_render.h"
31
32 #include "ilo_blitter.h"
33 #include "ilo_shader.h"
34 #include "ilo_state.h"
35 #include "ilo_render_gen.h"
36
37 static void
38 gen8_wa_pre_depth(struct ilo_render *r)
39 {
40 ILO_DEV_ASSERT(r->dev, 8, 8);
41
42 /*
43 * From the Ivy Bridge PRM, volume 2 part 1, page 315:
44 *
45 * "Restriction: Prior to changing Depth/Stencil Buffer state (i.e.,
46 * any combination of 3DSTATE_DEPTH_BUFFER, 3DSTATE_CLEAR_PARAMS,
47 * 3DSTATE_STENCIL_BUFFER, 3DSTATE_HIER_DEPTH_BUFFER) SW must first
48 * issue a pipelined depth stall (PIPE_CONTROL with Depth Stall bit
49 * set), followed by a pipelined depth cache flush (PIPE_CONTROL with
50 * Depth Flush Bit set, followed by another pipelined depth stall
51 * (PIPE_CONTROL with Depth Stall Bit set), unless SW can otherwise
52 * guarantee that the pipeline from WM onwards is already flushed
53 * (e.g., via a preceding MI_FLUSH)."
54 */
55 ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_DEPTH_STALL);
56 ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_DEPTH_CACHE_FLUSH);
57 ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_DEPTH_STALL);
58 }
59
60 #define DIRTY(state) (session->pipe_dirty & ILO_DIRTY_ ## state)
61
62 static void
63 gen8_draw_sf(struct ilo_render *r,
64 const struct ilo_state_vector *vec,
65 struct ilo_render_draw_session *session)
66 {
67 /* 3DSTATE_RASTER */
68 if (session->rs_delta.dirty & ILO_STATE_RASTER_3DSTATE_RASTER)
69 gen8_3DSTATE_RASTER(r->builder, &vec->rasterizer->rs);
70
71 /* 3DSTATE_SBE and 3DSTATE_SBE_SWIZ */
72 if (DIRTY(FS)) {
73 const struct ilo_state_sbe *sbe = ilo_shader_get_kernel_sbe(vec->fs);
74
75 gen8_3DSTATE_SBE(r->builder, sbe);
76 gen8_3DSTATE_SBE_SWIZ(r->builder, sbe);
77 }
78
79 /* 3DSTATE_SF */
80 if (session->rs_delta.dirty & ILO_STATE_RASTER_3DSTATE_SF)
81 gen7_3DSTATE_SF(r->builder, &vec->rasterizer->rs);
82 }
83
84 static void
85 gen8_draw_wm(struct ilo_render *r,
86 const struct ilo_state_vector *vec,
87 struct ilo_render_draw_session *session)
88 {
89 const union ilo_shader_cso *cso = ilo_shader_get_kernel_cso(vec->fs);
90 const uint32_t kernel_offset = ilo_shader_get_kernel_offset(vec->fs);
91
92 /* 3DSTATE_WM */
93 if (session->rs_delta.dirty & ILO_STATE_RASTER_3DSTATE_WM)
94 gen8_3DSTATE_WM(r->builder, &vec->rasterizer->rs);
95
96 if (session->cc_delta.dirty & ILO_STATE_CC_3DSTATE_WM_DEPTH_STENCIL)
97 gen8_3DSTATE_WM_DEPTH_STENCIL(r->builder, &vec->blend->cc);
98
99 /* 3DSTATE_WM_HZ_OP and 3DSTATE_WM_CHROMAKEY */
100 if (r->hw_ctx_changed) {
101 gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
102 gen8_3DSTATE_WM_CHROMAKEY(r->builder);
103 }
104
105 /* 3DSTATE_BINDING_TABLE_POINTERS_PS */
106 if (session->binding_table_fs_changed) {
107 gen7_3DSTATE_BINDING_TABLE_POINTERS_PS(r->builder,
108 r->state.wm.BINDING_TABLE_STATE);
109 }
110
111 /* 3DSTATE_SAMPLER_STATE_POINTERS_PS */
112 if (session->sampler_fs_changed) {
113 gen7_3DSTATE_SAMPLER_STATE_POINTERS_PS(r->builder,
114 r->state.wm.SAMPLER_STATE);
115 }
116
117 /* 3DSTATE_CONSTANT_PS */
118 if (session->pcb_fs_changed) {
119 gen7_3DSTATE_CONSTANT_PS(r->builder,
120 &r->state.wm.PUSH_CONSTANT_BUFFER,
121 &r->state.wm.PUSH_CONSTANT_BUFFER_size,
122 1);
123 }
124
125 /* 3DSTATE_PS */
126 if (DIRTY(FS) || r->instruction_bo_changed)
127 gen8_3DSTATE_PS(r->builder, &cso->ps, kernel_offset);
128
129 /* 3DSTATE_PS_EXTRA */
130 if (DIRTY(FS))
131 gen8_3DSTATE_PS_EXTRA(r->builder, &cso->ps);
132
133 /* 3DSTATE_PS_BLEND */
134 if (session->cc_delta.dirty & ILO_STATE_CC_3DSTATE_PS_BLEND)
135 gen8_3DSTATE_PS_BLEND(r->builder, &vec->blend->cc);
136
137 /* 3DSTATE_SCISSOR_STATE_POINTERS */
138 if (session->scissor_changed) {
139 gen6_3DSTATE_SCISSOR_STATE_POINTERS(r->builder,
140 r->state.SCISSOR_RECT);
141 }
142
143 /* 3DSTATE_DEPTH_BUFFER and 3DSTATE_CLEAR_PARAMS */
144 if (DIRTY(FB) || r->batch_bo_changed) {
145 const struct ilo_state_zs *zs;
146 uint32_t clear_params;
147
148 if (vec->fb.state.zsbuf) {
149 const struct ilo_surface_cso *surface =
150 (const struct ilo_surface_cso *) vec->fb.state.zsbuf;
151 const struct ilo_texture_slice *slice =
152 ilo_texture_get_slice(ilo_texture(surface->base.texture),
153 surface->base.u.tex.level, surface->base.u.tex.first_layer);
154
155 assert(!surface->is_rt);
156 zs = &surface->u.zs;
157 clear_params = slice->clear_value;
158 }
159 else {
160 zs = &vec->fb.null_zs;
161 clear_params = 0;
162 }
163
164 gen8_wa_pre_depth(r);
165
166 gen6_3DSTATE_DEPTH_BUFFER(r->builder, zs);
167 gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder, zs);
168 gen6_3DSTATE_STENCIL_BUFFER(r->builder, zs);
169 gen7_3DSTATE_CLEAR_PARAMS(r->builder, clear_params);
170 }
171 }
172
173 static void
174 gen8_draw_wm_sample_pattern(struct ilo_render *r,
175 const struct ilo_state_vector *vec,
176 struct ilo_render_draw_session *session)
177 {
178 /* 3DSTATE_SAMPLE_PATTERN */
179 if (r->hw_ctx_changed)
180 gen8_3DSTATE_SAMPLE_PATTERN(r->builder, &r->sample_pattern);
181 }
182
183 static void
184 gen8_draw_wm_multisample(struct ilo_render *r,
185 const struct ilo_state_vector *vec,
186 struct ilo_render_draw_session *session)
187 {
188 /* 3DSTATE_MULTISAMPLE */
189 if (session->rs_delta.dirty & ILO_STATE_RASTER_3DSTATE_MULTISAMPLE)
190 gen8_3DSTATE_MULTISAMPLE(r->builder, &vec->rasterizer->rs);
191
192 /* 3DSTATE_SAMPLE_MASK */
193 if (session->rs_delta.dirty & ILO_STATE_RASTER_3DSTATE_SAMPLE_MASK)
194 gen6_3DSTATE_SAMPLE_MASK(r->builder, &vec->rasterizer->rs);
195 }
196
197 static void
198 gen8_draw_vf(struct ilo_render *r,
199 const struct ilo_state_vector *vec,
200 struct ilo_render_draw_session *session)
201 {
202 int i;
203
204 /* 3DSTATE_INDEX_BUFFER */
205 if ((session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_INDEX_BUFFER) ||
206 DIRTY(IB) || r->batch_bo_changed)
207 gen8_3DSTATE_INDEX_BUFFER(r->builder, &vec->ve->vf, &vec->ib);
208
209 /* 3DSTATE_VF */
210 if (session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_VF)
211 gen75_3DSTATE_VF(r->builder, &vec->ve->vf);
212
213 /* 3DSTATE_VERTEX_BUFFERS */
214 if (DIRTY(VB) || DIRTY(VE) || r->batch_bo_changed) {
215 gen6_3DSTATE_VERTEX_BUFFERS(r->builder, &vec->vb, vec->ve->vb_mapping,
216 vec->ve->instance_divisors, vec->ve->vb_count);
217 }
218
219 /* 3DSTATE_VERTEX_ELEMENTS */
220 if (session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_VERTEX_ELEMENTS)
221 gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &vec->ve->vf);
222
223 gen8_3DSTATE_VF_TOPOLOGY(r->builder,
224 gen6_3d_translate_pipe_prim(vec->draw->mode));
225
226 for (i = 0; i < vec->ve->vb_count; i++) {
227 gen8_3DSTATE_VF_INSTANCING(r->builder, i,
228 vec->ve->instance_divisors[i]);
229 }
230
231 if (session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_VF_SGVS)
232 gen8_3DSTATE_VF_SGVS(r->builder, &vec->ve->vf);
233 }
234
235 void
236 ilo_render_emit_draw_commands_gen8(struct ilo_render *render,
237 const struct ilo_state_vector *vec,
238 struct ilo_render_draw_session *session)
239 {
240 ILO_DEV_ASSERT(render->dev, 8, 8);
241
242 /*
243 * We try to keep the order of the commands match, as closely as possible,
244 * that of the classic i965 driver. It allows us to compare the command
245 * streams easily.
246 */
247 gen6_draw_common_select(render, vec, session);
248 gen6_draw_common_sip(render, vec, session);
249 gen6_draw_vf_statistics(render, vec, session);
250 gen8_draw_wm_sample_pattern(render, vec, session);
251 gen6_draw_common_base_address(render, vec, session);
252 gen7_draw_common_pointers_1(render, vec, session);
253 gen7_draw_common_pcb_alloc(render, vec, session);
254 gen7_draw_common_urb(render, vec, session);
255 gen7_draw_common_pointers_2(render, vec, session);
256 gen8_draw_wm_multisample(render, vec, session);
257 gen7_draw_gs(render, vec, session);
258 gen7_draw_hs(render, vec, session);
259 gen7_draw_te(render, vec, session);
260 gen7_draw_ds(render, vec, session);
261 gen7_draw_vs(render, vec, session);
262 gen7_draw_sol(render, vec, session);
263 gen6_draw_clip(render, vec, session);
264 gen8_draw_sf(render, vec, session);
265 gen8_draw_wm(render, vec, session);
266 gen6_draw_wm_raster(render, vec, session);
267 gen6_draw_sf_rect(render, vec, session);
268 gen8_draw_vf(render, vec, session);
269
270 ilo_render_3dprimitive(render, vec->draw, &vec->ib);
271 }
272
273 int
274 ilo_render_get_draw_commands_len_gen8(const struct ilo_render *render,
275 const struct ilo_state_vector *vec)
276 {
277 static int len;
278
279 ILO_DEV_ASSERT(render->dev, 8, 8);
280
281 if (!len) {
282 len += GEN7_3DSTATE_URB_ANY__SIZE * 4;
283 len += GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_ANY__SIZE * 5;
284 len += GEN6_3DSTATE_CONSTANT_ANY__SIZE * 5;
285 len += GEN7_3DSTATE_POINTERS_ANY__SIZE * (5 + 5 + 4);
286 len += GEN7_3DSTATE_SO_BUFFER__SIZE * 4;
287 len += GEN6_PIPE_CONTROL__SIZE * 5;
288
289 len +=
290 GEN6_STATE_BASE_ADDRESS__SIZE +
291 GEN6_STATE_SIP__SIZE +
292 GEN6_3DSTATE_VF_STATISTICS__SIZE +
293 GEN6_PIPELINE_SELECT__SIZE +
294 GEN6_3DSTATE_CLEAR_PARAMS__SIZE +
295 GEN6_3DSTATE_DEPTH_BUFFER__SIZE +
296 GEN6_3DSTATE_STENCIL_BUFFER__SIZE +
297 GEN6_3DSTATE_HIER_DEPTH_BUFFER__SIZE +
298 GEN6_3DSTATE_VERTEX_BUFFERS__SIZE +
299 GEN6_3DSTATE_VERTEX_ELEMENTS__SIZE +
300 GEN6_3DSTATE_INDEX_BUFFER__SIZE +
301 GEN75_3DSTATE_VF__SIZE +
302 GEN6_3DSTATE_VS__SIZE +
303 GEN6_3DSTATE_GS__SIZE +
304 GEN6_3DSTATE_CLIP__SIZE +
305 GEN6_3DSTATE_SF__SIZE +
306 GEN6_3DSTATE_WM__SIZE +
307 GEN6_3DSTATE_SAMPLE_MASK__SIZE +
308 GEN7_3DSTATE_HS__SIZE +
309 GEN7_3DSTATE_TE__SIZE +
310 GEN7_3DSTATE_DS__SIZE +
311 GEN7_3DSTATE_STREAMOUT__SIZE +
312 GEN7_3DSTATE_SBE__SIZE +
313 GEN7_3DSTATE_PS__SIZE +
314 GEN6_3DSTATE_DRAWING_RECTANGLE__SIZE +
315 GEN6_3DSTATE_POLY_STIPPLE_OFFSET__SIZE +
316 GEN6_3DSTATE_POLY_STIPPLE_PATTERN__SIZE +
317 GEN6_3DSTATE_LINE_STIPPLE__SIZE +
318 GEN6_3DSTATE_AA_LINE_PARAMETERS__SIZE +
319 GEN6_3DSTATE_MULTISAMPLE__SIZE +
320 GEN7_3DSTATE_SO_DECL_LIST__SIZE +
321 GEN6_3DPRIMITIVE__SIZE;
322
323 len +=
324 GEN8_3DSTATE_VF_INSTANCING__SIZE * 33 +
325 GEN8_3DSTATE_VF_SGVS__SIZE +
326 GEN8_3DSTATE_VF_TOPOLOGY__SIZE +
327 GEN8_3DSTATE_SBE_SWIZ__SIZE +
328 GEN8_3DSTATE_RASTER__SIZE +
329 GEN8_3DSTATE_WM_CHROMAKEY__SIZE +
330 GEN8_3DSTATE_WM_DEPTH_STENCIL__SIZE +
331 GEN8_3DSTATE_WM_HZ_OP__SIZE +
332 GEN8_3DSTATE_PS_EXTRA__SIZE +
333 GEN8_3DSTATE_PS_BLEND__SIZE +
334 GEN8_3DSTATE_SAMPLE_PATTERN__SIZE;
335 }
336
337 return len;
338 }
339
340 int
341 ilo_render_get_rectlist_commands_len_gen8(const struct ilo_render *render,
342 const struct ilo_blitter *blitter)
343 {
344 ILO_DEV_ASSERT(render->dev, 8, 8);
345
346 return 96;
347 }
348
349 void
350 ilo_render_emit_rectlist_commands_gen8(struct ilo_render *r,
351 const struct ilo_blitter *blitter,
352 const struct ilo_render_rectlist_session *session)
353 {
354 ILO_DEV_ASSERT(r->dev, 8, 8);
355
356 gen8_wa_pre_depth(r);
357
358 if (blitter->uses & (ILO_BLITTER_USE_FB_DEPTH |
359 ILO_BLITTER_USE_FB_STENCIL))
360 gen6_3DSTATE_DEPTH_BUFFER(r->builder, &blitter->fb.dst.u.zs);
361
362 if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH) {
363 gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder,
364 &blitter->fb.dst.u.zs);
365 }
366
367 if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL) {
368 gen6_3DSTATE_STENCIL_BUFFER(r->builder,
369 &blitter->fb.dst.u.zs);
370 }
371
372 gen7_3DSTATE_CLEAR_PARAMS(r->builder,
373 blitter->depth_clear_value);
374
375 gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
376 blitter->fb.width, blitter->fb.height);
377
378 gen8_3DSTATE_WM_HZ_OP(r->builder, &blitter->fb.rs,
379 blitter->fb.width, blitter->fb.height);
380
381 ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_WRITE_IMM);
382
383 gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
384 }