i965: Move CACHE_NEW_*_VP flags to BRW_NEW_*_VP.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_cc.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics 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 <keithw@vmware.com>
30 */
31
32
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
36 #include "brw_util.h"
37 #include "main/macros.h"
38 #include "main/stencil.h"
39 #include "intel_batchbuffer.h"
40
41 static void
42 brw_upload_cc_vp(struct brw_context *brw)
43 {
44 struct gl_context *ctx = &brw->ctx;
45 struct brw_cc_viewport *ccv;
46
47 ccv = brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
48 sizeof(*ccv) * ctx->Const.MaxViewports, 32,
49 &brw->cc.vp_offset);
50
51 /* _NEW_TRANSFORM */
52 for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
53 if (ctx->Transform.DepthClamp) {
54 /* _NEW_VIEWPORT */
55 ccv[i].min_depth = MIN2(ctx->ViewportArray[i].Near,
56 ctx->ViewportArray[i].Far);
57 ccv[i].max_depth = MAX2(ctx->ViewportArray[i].Near,
58 ctx->ViewportArray[i].Far);
59 } else {
60 ccv[i].min_depth = 0.0;
61 ccv[i].max_depth = 1.0;
62 }
63 }
64
65 if (brw->gen >= 7) {
66 BEGIN_BATCH(2);
67 OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS_CC << 16 | (2 - 2));
68 OUT_BATCH(brw->cc.vp_offset);
69 ADVANCE_BATCH();
70 } else {
71 brw->state.dirty.brw |= BRW_NEW_CC_VP;
72 }
73 }
74
75 const struct brw_tracked_state brw_cc_vp = {
76 .dirty = {
77 .mesa = _NEW_TRANSFORM |
78 _NEW_VIEWPORT,
79 .brw = BRW_NEW_BATCH,
80 .cache = 0
81 },
82 .emit = brw_upload_cc_vp
83 };
84
85 /**
86 * Modify blend function to force destination alpha to 1.0
87 *
88 * If \c function specifies a blend function that uses destination alpha,
89 * replace it with a function that hard-wires destination alpha to 1.0. This
90 * is used when rendering to xRGB targets.
91 */
92 GLenum
93 brw_fix_xRGB_alpha(GLenum function)
94 {
95 switch (function) {
96 case GL_DST_ALPHA:
97 return GL_ONE;
98
99 case GL_ONE_MINUS_DST_ALPHA:
100 case GL_SRC_ALPHA_SATURATE:
101 return GL_ZERO;
102 }
103
104 return function;
105 }
106
107 /**
108 * Creates a CC unit packet from the current blend state.
109 */
110 static void upload_cc_unit(struct brw_context *brw)
111 {
112 struct gl_context *ctx = &brw->ctx;
113 struct brw_cc_unit_state *cc;
114
115 cc = brw_state_batch(brw, AUB_TRACE_CC_STATE,
116 sizeof(*cc), 64, &brw->cc.state_offset);
117 memset(cc, 0, sizeof(*cc));
118
119 /* _NEW_STENCIL | _NEW_BUFFERS */
120 if (ctx->Stencil._Enabled) {
121 const unsigned back = ctx->Stencil._BackFace;
122
123 cc->cc0.stencil_enable = 1;
124 cc->cc0.stencil_func =
125 intel_translate_compare_func(ctx->Stencil.Function[0]);
126 cc->cc0.stencil_fail_op =
127 intel_translate_stencil_op(ctx->Stencil.FailFunc[0]);
128 cc->cc0.stencil_pass_depth_fail_op =
129 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
130 cc->cc0.stencil_pass_depth_pass_op =
131 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
132 cc->cc1.stencil_ref = _mesa_get_stencil_ref(ctx, 0);
133 cc->cc1.stencil_write_mask = ctx->Stencil.WriteMask[0];
134 cc->cc1.stencil_test_mask = ctx->Stencil.ValueMask[0];
135
136 if (ctx->Stencil._TestTwoSide) {
137 cc->cc0.bf_stencil_enable = 1;
138 cc->cc0.bf_stencil_func =
139 intel_translate_compare_func(ctx->Stencil.Function[back]);
140 cc->cc0.bf_stencil_fail_op =
141 intel_translate_stencil_op(ctx->Stencil.FailFunc[back]);
142 cc->cc0.bf_stencil_pass_depth_fail_op =
143 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
144 cc->cc0.bf_stencil_pass_depth_pass_op =
145 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
146 cc->cc1.bf_stencil_ref = _mesa_get_stencil_ref(ctx, back);
147 cc->cc2.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
148 cc->cc2.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
149 }
150
151 /* Not really sure about this:
152 */
153 if (ctx->Stencil.WriteMask[0] ||
154 (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[back]))
155 cc->cc0.stencil_write_enable = 1;
156 }
157
158 /* _NEW_COLOR */
159 if (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY) {
160 cc->cc2.logicop_enable = 1;
161 cc->cc5.logicop_func = intel_translate_logic_op(ctx->Color.LogicOp);
162 } else if (ctx->Color.BlendEnabled) {
163 GLenum eqRGB = ctx->Color.Blend[0].EquationRGB;
164 GLenum eqA = ctx->Color.Blend[0].EquationA;
165 GLenum srcRGB = ctx->Color.Blend[0].SrcRGB;
166 GLenum dstRGB = ctx->Color.Blend[0].DstRGB;
167 GLenum srcA = ctx->Color.Blend[0].SrcA;
168 GLenum dstA = ctx->Color.Blend[0].DstA;
169
170 /* If the renderbuffer is XRGB, we have to frob the blend function to
171 * force the destination alpha to 1.0. This means replacing GL_DST_ALPHA
172 * with GL_ONE and GL_ONE_MINUS_DST_ALPHA with GL_ZERO.
173 */
174 if (ctx->DrawBuffer->Visual.alphaBits == 0) {
175 srcRGB = brw_fix_xRGB_alpha(srcRGB);
176 srcA = brw_fix_xRGB_alpha(srcA);
177 dstRGB = brw_fix_xRGB_alpha(dstRGB);
178 dstA = brw_fix_xRGB_alpha(dstA);
179 }
180
181 if (eqRGB == GL_MIN || eqRGB == GL_MAX) {
182 srcRGB = dstRGB = GL_ONE;
183 }
184
185 if (eqA == GL_MIN || eqA == GL_MAX) {
186 srcA = dstA = GL_ONE;
187 }
188
189 cc->cc6.dest_blend_factor = brw_translate_blend_factor(dstRGB);
190 cc->cc6.src_blend_factor = brw_translate_blend_factor(srcRGB);
191 cc->cc6.blend_function = brw_translate_blend_equation(eqRGB);
192
193 cc->cc5.ia_dest_blend_factor = brw_translate_blend_factor(dstA);
194 cc->cc5.ia_src_blend_factor = brw_translate_blend_factor(srcA);
195 cc->cc5.ia_blend_function = brw_translate_blend_equation(eqA);
196
197 cc->cc3.blend_enable = 1;
198 cc->cc3.ia_blend_enable = (srcA != srcRGB ||
199 dstA != dstRGB ||
200 eqA != eqRGB);
201 }
202
203 /* _NEW_BUFFERS */
204 if (ctx->Color.AlphaEnabled && ctx->DrawBuffer->_NumColorDrawBuffers <= 1) {
205 cc->cc3.alpha_test = 1;
206 cc->cc3.alpha_test_func =
207 intel_translate_compare_func(ctx->Color.AlphaFunc);
208 cc->cc3.alpha_test_format = BRW_ALPHATEST_FORMAT_UNORM8;
209
210 UNCLAMPED_FLOAT_TO_UBYTE(cc->cc7.alpha_ref.ub[0], ctx->Color.AlphaRef);
211 }
212
213 if (ctx->Color.DitherFlag) {
214 cc->cc5.dither_enable = 1;
215 cc->cc6.y_dither_offset = 0;
216 cc->cc6.x_dither_offset = 0;
217 }
218
219 /* _NEW_DEPTH */
220 if (ctx->Depth.Test) {
221 cc->cc2.depth_test = 1;
222 cc->cc2.depth_test_function =
223 intel_translate_compare_func(ctx->Depth.Func);
224 cc->cc2.depth_write_enable = ctx->Depth.Mask;
225 }
226
227 if (brw->stats_wm || unlikely(INTEL_DEBUG & DEBUG_STATS))
228 cc->cc5.statistics_enable = 1;
229
230 /* BRW_NEW_CC_VP */
231 cc->cc4.cc_viewport_state_offset = (brw->batch.bo->offset64 +
232 brw->cc.vp_offset) >> 5; /* reloc */
233
234 brw->state.dirty.brw |= BRW_NEW_GEN4_UNIT_STATE;
235
236 /* Emit CC viewport relocation */
237 drm_intel_bo_emit_reloc(brw->batch.bo,
238 (brw->cc.state_offset +
239 offsetof(struct brw_cc_unit_state, cc4)),
240 brw->batch.bo, brw->cc.vp_offset,
241 I915_GEM_DOMAIN_INSTRUCTION, 0);
242 }
243
244 const struct brw_tracked_state brw_cc_unit = {
245 .dirty = {
246 .mesa = _NEW_BUFFERS |
247 _NEW_COLOR |
248 _NEW_DEPTH |
249 _NEW_STENCIL,
250 .brw = BRW_NEW_BATCH |
251 BRW_NEW_CC_VP |
252 BRW_NEW_STATS_WM,
253 .cache = 0
254 },
255 .emit = upload_cc_unit,
256 };
257
258 static void upload_blend_constant_color(struct brw_context *brw)
259 {
260 struct gl_context *ctx = &brw->ctx;
261
262 BEGIN_BATCH(5);
263 OUT_BATCH(_3DSTATE_BLEND_CONSTANT_COLOR << 16 | (5-2));
264 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[0]);
265 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[1]);
266 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[2]);
267 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[3]);
268 ADVANCE_BATCH();
269 }
270
271 const struct brw_tracked_state brw_blend_constant_color = {
272 .dirty = {
273 .mesa = _NEW_COLOR,
274 .brw = BRW_NEW_CONTEXT,
275 .cache = 0
276 },
277 .emit = upload_blend_constant_color
278 };