fix up radeon span functions using latest r200 code from Brian,
[mesa.git] / src / mesa / drivers / dri / i915 / i830_vtbl.c
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
29 #include "i830_context.h"
30 #include "i830_reg.h"
31
32 #include "intel_batchbuffer.h"
33
34 #include "tnl/t_context.h"
35 #include "tnl/t_vertex.h"
36
37 static GLboolean i830_check_vertex_size( intelContextPtr intel,
38 GLuint expected );
39
40 #define SZ_TO_HW(sz) ((sz-2)&0x3)
41 #define EMIT_SZ(sz) (EMIT_1F + (sz) - 1)
42 #define EMIT_ATTR( ATTR, STYLE, V0 ) \
43 do { \
44 intel->vertex_attrs[intel->vertex_attr_count].attrib = (ATTR); \
45 intel->vertex_attrs[intel->vertex_attr_count].format = (STYLE); \
46 intel->vertex_attr_count++; \
47 v0 |= V0; \
48 } while (0)
49
50 #define EMIT_PAD( N ) \
51 do { \
52 intel->vertex_attrs[intel->vertex_attr_count].attrib = 0; \
53 intel->vertex_attrs[intel->vertex_attr_count].format = EMIT_PAD; \
54 intel->vertex_attrs[intel->vertex_attr_count].offset = (N); \
55 intel->vertex_attr_count++; \
56 } while (0)
57
58
59 #define VRTX_TEX_SET_FMT(n, x) ((x)<<((n)*2))
60 #define TEXBIND_SET(n, x) ((x)<<((n)*4))
61
62 static void i830_render_start( intelContextPtr intel )
63 {
64 GLcontext *ctx = &intel->ctx;
65 i830ContextPtr i830 = I830_CONTEXT(intel);
66 TNLcontext *tnl = TNL_CONTEXT(ctx);
67 struct vertex_buffer *VB = &tnl->vb;
68 GLuint index = tnl->render_inputs;
69 GLuint v0 = _3DSTATE_VFT0_CMD;
70 GLuint v2 = _3DSTATE_VFT1_CMD;
71 GLuint mcsb1 = 0;
72
73 /* Important:
74 */
75 VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
76 intel->vertex_attr_count = 0;
77
78 /* EMIT_ATTR's must be in order as they tell t_vertex.c how to
79 * build up a hardware vertex.
80 */
81 if (index & _TNL_BITS_TEX_ANY) {
82 EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW );
83 intel->coloroffset = 4;
84 }
85 else {
86 EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, VFT0_XYZ );
87 intel->coloroffset = 3;
88 }
89
90 if (index & _TNL_BIT_POINTSIZE) {
91 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH );
92 }
93
94 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE );
95
96 intel->specoffset = 0;
97 if (index & (_TNL_BIT_COLOR1|_TNL_BIT_FOG)) {
98 if (index & _TNL_BIT_COLOR1) {
99 intel->specoffset = intel->coloroffset + 1;
100 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC );
101 }
102 else
103 EMIT_PAD( 3 );
104
105 if (index & _TNL_BIT_FOG)
106 EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC );
107 else
108 EMIT_PAD( 1 );
109 }
110
111 if (index & _TNL_BITS_TEX_ANY) {
112 int i, count = 0;
113
114 for (i = 0; i < I830_TEX_UNITS; i++) {
115 if (index & _TNL_BIT_TEX(i)) {
116 GLuint sz = VB->TexCoordPtr[i]->size;
117 GLuint emit;
118 GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] &
119 ~TEXCOORDTYPE_MASK);
120
121 switch (sz) {
122 case 1:
123 case 2:
124 emit = EMIT_2F;
125 sz = 2;
126 mcs |= TEXCOORDTYPE_CARTESIAN;
127 break;
128 case 3:
129 emit = EMIT_3F;
130 sz = 3;
131 mcs |= TEXCOORDTYPE_VECTOR;
132 break;
133 case 4:
134 emit = EMIT_3F_XYW;
135 sz = 3;
136 mcs |= TEXCOORDTYPE_HOMOGENEOUS;
137 break;
138 default:
139 continue;
140 };
141
142
143 EMIT_ATTR( _TNL_ATTRIB_TEX0+i, emit, 0 );
144 v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz));
145 mcsb1 |= (count+8)<<(i*4);
146
147 if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) {
148 I830_STATECHANGE(i830, I830_UPLOAD_TEX(i));
149 i830->state.Tex[i][I830_TEXREG_MCS] = mcs;
150 }
151
152 count++;
153 }
154 }
155
156 v0 |= VFT0_TEX_COUNT(count);
157 }
158
159 /* Only need to change the vertex emit code if there has been a
160 * statechange to a new hardware vertex format:
161 */
162 if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||
163 v2 != i830->state.Ctx[I830_CTXREG_VF2] ||
164 mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||
165 index != i830->last_index) {
166
167 I830_STATECHANGE( i830, I830_UPLOAD_CTX );
168
169 /* Must do this *after* statechange, so as not to affect
170 * buffered vertices reliant on the old state:
171 */
172 intel->vertex_size =
173 _tnl_install_attrs( ctx,
174 intel->vertex_attrs,
175 intel->vertex_attr_count,
176 intel->ViewportMatrix.m, 0 );
177
178 intel->vertex_size >>= 2;
179
180 i830->state.Ctx[I830_CTXREG_VF] = v0;
181 i830->state.Ctx[I830_CTXREG_VF2] = v2;
182 i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;
183 i830->last_index = index;
184
185 assert(i830_check_vertex_size( intel, intel->vertex_size ));
186 }
187 }
188
189 static void i830_reduced_primitive_state( intelContextPtr intel,
190 GLenum rprim )
191 {
192 i830ContextPtr i830 = I830_CONTEXT(intel);
193 GLuint st1 = i830->state.Stipple[I830_STPREG_ST1];
194
195 st1 &= ~ST1_ENABLE;
196
197 switch (rprim) {
198 case GL_TRIANGLES:
199 if (intel->ctx.Polygon.StippleFlag &&
200 intel->hw_stipple)
201 st1 |= ST1_ENABLE;
202 break;
203 case GL_LINES:
204 case GL_POINTS:
205 default:
206 break;
207 }
208
209 i830->intel.reduced_primitive = rprim;
210
211 if (st1 != i830->state.Stipple[I830_STPREG_ST1]) {
212 I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE);
213 i830->state.Stipple[I830_STPREG_ST1] = st1;
214 }
215 }
216
217 /* Pull apart the vertex format registers and figure out how large a
218 * vertex is supposed to be.
219 */
220 static GLboolean i830_check_vertex_size( intelContextPtr intel,
221 GLuint expected )
222 {
223 i830ContextPtr i830 = I830_CONTEXT(intel);
224 int vft0 = i830->current->Ctx[I830_CTXREG_VF];
225 int vft1 = i830->current->Ctx[I830_CTXREG_VF2];
226 int nrtex = (vft0 & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT;
227 int i, sz = 0;
228
229 switch (vft0 & VFT0_XYZW_MASK) {
230 case VFT0_XY: sz = 2; break;
231 case VFT0_XYZ: sz = 3; break;
232 case VFT0_XYW: sz = 3; break;
233 case VFT0_XYZW: sz = 4; break;
234 default:
235 fprintf(stderr, "no xyzw specified\n");
236 return 0;
237 }
238
239 if (vft0 & VFT0_SPEC) sz++;
240 if (vft0 & VFT0_DIFFUSE) sz++;
241 if (vft0 & VFT0_DEPTH_OFFSET) sz++;
242 if (vft0 & VFT0_POINT_WIDTH) sz++;
243
244 for (i = 0 ; i < nrtex ; i++) {
245 switch (vft1 & VFT1_TEX0_MASK) {
246 case TEXCOORDFMT_2D: sz += 2; break;
247 case TEXCOORDFMT_3D: sz += 3; break;
248 case TEXCOORDFMT_4D: sz += 4; break;
249 case TEXCOORDFMT_1D: sz += 1; break;
250 }
251 vft1 >>= VFT1_TEX1_SHIFT;
252 }
253
254 if (sz != expected)
255 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
256
257 return sz == expected;
258 }
259
260 static void i830_emit_invarient_state( intelContextPtr intel )
261 {
262 BATCH_LOCALS;
263
264 BEGIN_BATCH( 200 );
265
266 OUT_BATCH(_3DSTATE_MAP_CUBE | MAP_UNIT(0));
267 OUT_BATCH(_3DSTATE_MAP_CUBE | MAP_UNIT(1));
268 OUT_BATCH(_3DSTATE_MAP_CUBE | MAP_UNIT(2));
269 OUT_BATCH(_3DSTATE_MAP_CUBE | MAP_UNIT(3));
270
271 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
272 OUT_BATCH(0);
273
274 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
275 OUT_BATCH(0);
276
277 OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
278 OUT_BATCH(0);
279
280 OUT_BATCH(_3DSTATE_FOG_MODE_CMD);
281 OUT_BATCH(FOGFUNC_ENABLE |
282 FOG_LINEAR_CONST |
283 FOGSRC_INDEX_Z |
284 ENABLE_FOG_DENSITY);
285 OUT_BATCH(0);
286 OUT_BATCH(0);
287
288
289 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
290 MAP_UNIT(0) |
291 DISABLE_TEX_STREAM_BUMP |
292 ENABLE_TEX_STREAM_COORD_SET |
293 TEX_STREAM_COORD_SET(0) |
294 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(0));
295 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
296 MAP_UNIT(1) |
297 DISABLE_TEX_STREAM_BUMP |
298 ENABLE_TEX_STREAM_COORD_SET |
299 TEX_STREAM_COORD_SET(1) |
300 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(1));
301 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
302 MAP_UNIT(2) |
303 DISABLE_TEX_STREAM_BUMP |
304 ENABLE_TEX_STREAM_COORD_SET |
305 TEX_STREAM_COORD_SET(2) |
306 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(2));
307 OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD |
308 MAP_UNIT(3) |
309 DISABLE_TEX_STREAM_BUMP |
310 ENABLE_TEX_STREAM_COORD_SET |
311 TEX_STREAM_COORD_SET(3) |
312 ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(3));
313
314 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
315 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(0));
316 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
317 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(1));
318 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
319 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(2));
320 OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM);
321 OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(3));
322
323 OUT_BATCH(_3DSTATE_RASTER_RULES_CMD |
324 ENABLE_POINT_RASTER_RULE |
325 OGL_POINT_RASTER_RULE |
326 ENABLE_LINE_STRIP_PROVOKE_VRTX |
327 ENABLE_TRI_FAN_PROVOKE_VRTX |
328 ENABLE_TRI_STRIP_PROVOKE_VRTX |
329 LINE_STRIP_PROVOKE_VRTX(1) |
330 TRI_FAN_PROVOKE_VRTX(2) |
331 TRI_STRIP_PROVOKE_VRTX(2));
332
333 OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD |
334 DISABLE_SCISSOR_RECT);
335
336 OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
337 OUT_BATCH(0);
338 OUT_BATCH(0);
339
340 OUT_BATCH(_3DSTATE_VERTEX_TRANSFORM);
341 OUT_BATCH(DISABLE_VIEWPORT_TRANSFORM | DISABLE_PERSPECTIVE_DIVIDE);
342
343 OUT_BATCH(_3DSTATE_W_STATE_CMD);
344 OUT_BATCH(MAGIC_W_STATE_DWORD1);
345 OUT_BATCH(0x3f800000 /* 1.0 in IEEE float */ );
346
347
348 OUT_BATCH(_3DSTATE_COLOR_FACTOR_CMD);
349 OUT_BATCH(0x80808080); /* .5 required in alpha for GL_DOT3_RGBA_EXT */
350
351 ADVANCE_BATCH();
352 }
353
354
355 #define emit( intel, state, size ) \
356 do { \
357 int k; \
358 BEGIN_BATCH( size / sizeof(GLuint)); \
359 for (k = 0 ; k < size / sizeof(GLuint) ; k++) \
360 OUT_BATCH(state[k]); \
361 ADVANCE_BATCH(); \
362 } while (0);
363
364
365 /* Push the state into the sarea and/or texture memory.
366 */
367 static void i830_emit_state( intelContextPtr intel )
368 {
369 i830ContextPtr i830 = I830_CONTEXT(intel);
370 struct i830_hw_state *state = i830->current;
371 int i;
372 GLuint dirty;
373 BATCH_LOCALS;
374
375 dirty = state->active & ~state->emitted;
376
377 if (dirty & I830_UPLOAD_CTX) {
378 if (VERBOSE) fprintf(stderr, "I830_UPLOAD_CTX:\n");
379 emit( i830, state->Ctx, sizeof(state->Ctx) );
380 }
381
382 if (dirty & I830_UPLOAD_BUFFERS) {
383 if (VERBOSE) fprintf(stderr, "I830_UPLOAD_BUFFERS:\n");
384 emit( i830, state->Buffer, sizeof(state->Buffer) );
385 }
386
387 if (dirty & I830_UPLOAD_STIPPLE) {
388 if (VERBOSE) fprintf(stderr, "I830_UPLOAD_STIPPLE:\n");
389 emit( i830, state->Stipple, sizeof(state->Stipple) );
390 }
391
392 for (i = 0; i < I830_TEX_UNITS; i++) {
393 if ((dirty & I830_UPLOAD_TEX(i))) {
394 if (VERBOSE) fprintf(stderr, "I830_UPLOAD_TEX(%d):\n", i);
395 emit( i830, state->Tex[i], sizeof(state->Tex[i]));
396 }
397
398 if (dirty & I830_UPLOAD_TEXBLEND(i)) {
399 if (VERBOSE) fprintf(stderr, "I830_UPLOAD_TEXBLEND(%d):\n", i);
400 emit( i830, state->TexBlend[i],
401 state->TexBlendWordsUsed[i] * 4 );
402 }
403 }
404
405 state->emitted |= dirty;
406 }
407
408 static void i830_destroy_context( intelContextPtr intel )
409 {
410 _tnl_free_vertices(&intel->ctx);
411 }
412
413 static void i830_set_draw_offset( intelContextPtr intel, int offset )
414 {
415 i830ContextPtr i830 = I830_CONTEXT(intel);
416 I830_STATECHANGE( i830, I830_UPLOAD_BUFFERS );
417 i830->state.Buffer[I830_DESTREG_CBUFADDR2] = offset;
418 }
419
420 /* This isn't really handled at the moment.
421 */
422 static void i830_lost_hardware( intelContextPtr intel )
423 {
424 I830_CONTEXT(intel)->state.emitted = 0;
425 }
426
427
428
429 static void i830_emit_flush( intelContextPtr intel )
430 {
431 BATCH_LOCALS;
432
433 BEGIN_BATCH(2);
434 OUT_BATCH( MI_FLUSH | FLUSH_MAP_CACHE );
435 OUT_BATCH( 0 );
436 ADVANCE_BATCH();
437 }
438
439
440
441
442 void i830InitVtbl( i830ContextPtr i830 )
443 {
444 i830->intel.vtbl.alloc_tex_obj = i830AllocTexObj;
445 i830->intel.vtbl.check_vertex_size = i830_check_vertex_size;
446 i830->intel.vtbl.clear_with_tris = i830ClearWithTris;
447 i830->intel.vtbl.destroy = i830_destroy_context;
448 i830->intel.vtbl.emit_invarient_state = i830_emit_invarient_state;
449 i830->intel.vtbl.emit_state = i830_emit_state;
450 i830->intel.vtbl.lost_hardware = i830_lost_hardware;
451 i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
452 i830->intel.vtbl.set_draw_offset = i830_set_draw_offset;
453 i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
454 i830->intel.vtbl.emit_flush = i830_emit_flush;
455 i830->intel.vtbl.render_start = i830_render_start;
456 }