i965: "Fix" aux offsets
[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 /* BRW_NEW_VIEWPORT_COUNT */
48 const unsigned viewport_count = brw->clip.viewport_count;
49
50 ccv = brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
51 sizeof(*ccv) * viewport_count, 32,
52 &brw->cc.vp_offset);
53
54 /* _NEW_TRANSFORM */
55 for (unsigned i = 0; i < viewport_count; i++) {
56 if (ctx->Transform.DepthClamp) {
57 /* _NEW_VIEWPORT */
58 ccv[i].min_depth = MIN2(ctx->ViewportArray[i].Near,
59 ctx->ViewportArray[i].Far);
60 ccv[i].max_depth = MAX2(ctx->ViewportArray[i].Near,
61 ctx->ViewportArray[i].Far);
62 } else {
63 ccv[i].min_depth = 0.0;
64 ccv[i].max_depth = 1.0;
65 }
66 }
67
68 if (brw->gen >= 7) {
69 BEGIN_BATCH(2);
70 OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS_CC << 16 | (2 - 2));
71 OUT_BATCH(brw->cc.vp_offset);
72 ADVANCE_BATCH();
73 } else {
74 brw->ctx.NewDriverState |= BRW_NEW_CC_VP;
75 }
76 }
77
78 const struct brw_tracked_state brw_cc_vp = {
79 .dirty = {
80 .mesa = _NEW_TRANSFORM |
81 _NEW_VIEWPORT,
82 .brw = BRW_NEW_BATCH |
83 BRW_NEW_BLORP |
84 BRW_NEW_VIEWPORT_COUNT,
85 },
86 .emit = brw_upload_cc_vp
87 };
88
89 /**
90 * Modify blend function to force destination alpha to 1.0
91 *
92 * If \c function specifies a blend function that uses destination alpha,
93 * replace it with a function that hard-wires destination alpha to 1.0. This
94 * is used when rendering to xRGB targets.
95 */
96 GLenum
97 brw_fix_xRGB_alpha(GLenum function)
98 {
99 switch (function) {
100 case GL_DST_ALPHA:
101 return GL_ONE;
102
103 case GL_ONE_MINUS_DST_ALPHA:
104 case GL_SRC_ALPHA_SATURATE:
105 return GL_ZERO;
106 }
107
108 return function;
109 }
110
111 /**
112 * Creates a CC unit packet from the current blend state.
113 */
114 static void upload_cc_unit(struct brw_context *brw)
115 {
116 struct gl_context *ctx = &brw->ctx;
117 struct brw_cc_unit_state *cc;
118
119 cc = brw_state_batch(brw, AUB_TRACE_CC_STATE,
120 sizeof(*cc), 64, &brw->cc.state_offset);
121 memset(cc, 0, sizeof(*cc));
122
123 /* _NEW_STENCIL | _NEW_BUFFERS */
124 if (ctx->Stencil._Enabled) {
125 const unsigned back = ctx->Stencil._BackFace;
126
127 cc->cc0.stencil_enable = 1;
128 cc->cc0.stencil_func =
129 intel_translate_compare_func(ctx->Stencil.Function[0]);
130 cc->cc0.stencil_fail_op =
131 intel_translate_stencil_op(ctx->Stencil.FailFunc[0]);
132 cc->cc0.stencil_pass_depth_fail_op =
133 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
134 cc->cc0.stencil_pass_depth_pass_op =
135 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
136 cc->cc1.stencil_ref = _mesa_get_stencil_ref(ctx, 0);
137 cc->cc1.stencil_write_mask = ctx->Stencil.WriteMask[0];
138 cc->cc1.stencil_test_mask = ctx->Stencil.ValueMask[0];
139
140 if (ctx->Stencil._TestTwoSide) {
141 cc->cc0.bf_stencil_enable = 1;
142 cc->cc0.bf_stencil_func =
143 intel_translate_compare_func(ctx->Stencil.Function[back]);
144 cc->cc0.bf_stencil_fail_op =
145 intel_translate_stencil_op(ctx->Stencil.FailFunc[back]);
146 cc->cc0.bf_stencil_pass_depth_fail_op =
147 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
148 cc->cc0.bf_stencil_pass_depth_pass_op =
149 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
150 cc->cc1.bf_stencil_ref = _mesa_get_stencil_ref(ctx, back);
151 cc->cc2.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
152 cc->cc2.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
153 }
154
155 /* Not really sure about this:
156 */
157 if (ctx->Stencil.WriteMask[0] ||
158 (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[back]))
159 cc->cc0.stencil_write_enable = 1;
160 }
161
162 /* _NEW_COLOR */
163 if (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY) {
164 cc->cc2.logicop_enable = 1;
165 cc->cc5.logicop_func = intel_translate_logic_op(ctx->Color.LogicOp);
166 } else if (ctx->Color.BlendEnabled && !ctx->Color._AdvancedBlendMode) {
167 GLenum eqRGB = ctx->Color.Blend[0].EquationRGB;
168 GLenum eqA = ctx->Color.Blend[0].EquationA;
169 GLenum srcRGB = ctx->Color.Blend[0].SrcRGB;
170 GLenum dstRGB = ctx->Color.Blend[0].DstRGB;
171 GLenum srcA = ctx->Color.Blend[0].SrcA;
172 GLenum dstA = ctx->Color.Blend[0].DstA;
173
174 /* If the renderbuffer is XRGB, we have to frob the blend function to
175 * force the destination alpha to 1.0. This means replacing GL_DST_ALPHA
176 * with GL_ONE and GL_ONE_MINUS_DST_ALPHA with GL_ZERO.
177 */
178 if (ctx->DrawBuffer->Visual.alphaBits == 0) {
179 srcRGB = brw_fix_xRGB_alpha(srcRGB);
180 srcA = brw_fix_xRGB_alpha(srcA);
181 dstRGB = brw_fix_xRGB_alpha(dstRGB);
182 dstA = brw_fix_xRGB_alpha(dstA);
183 }
184
185 if (eqRGB == GL_MIN || eqRGB == GL_MAX) {
186 srcRGB = dstRGB = GL_ONE;
187 }
188
189 if (eqA == GL_MIN || eqA == GL_MAX) {
190 srcA = dstA = GL_ONE;
191 }
192
193 cc->cc6.dest_blend_factor = brw_translate_blend_factor(dstRGB);
194 cc->cc6.src_blend_factor = brw_translate_blend_factor(srcRGB);
195 cc->cc6.blend_function = brw_translate_blend_equation(eqRGB);
196
197 cc->cc5.ia_dest_blend_factor = brw_translate_blend_factor(dstA);
198 cc->cc5.ia_src_blend_factor = brw_translate_blend_factor(srcA);
199 cc->cc5.ia_blend_function = brw_translate_blend_equation(eqA);
200
201 cc->cc3.blend_enable = 1;
202 cc->cc3.ia_blend_enable = (srcA != srcRGB ||
203 dstA != dstRGB ||
204 eqA != eqRGB);
205 }
206
207 /* _NEW_BUFFERS */
208 if (ctx->Color.AlphaEnabled && ctx->DrawBuffer->_NumColorDrawBuffers <= 1) {
209 cc->cc3.alpha_test = 1;
210 cc->cc3.alpha_test_func =
211 intel_translate_compare_func(ctx->Color.AlphaFunc);
212 cc->cc3.alpha_test_format = BRW_ALPHATEST_FORMAT_UNORM8;
213
214 UNCLAMPED_FLOAT_TO_UBYTE(cc->cc7.alpha_ref.ub[0], ctx->Color.AlphaRef);
215 }
216
217 if (ctx->Color.DitherFlag) {
218 cc->cc5.dither_enable = 1;
219 cc->cc6.y_dither_offset = 0;
220 cc->cc6.x_dither_offset = 0;
221 }
222
223 /* _NEW_DEPTH */
224 if (ctx->Depth.Test) {
225 cc->cc2.depth_test = 1;
226 cc->cc2.depth_test_function =
227 intel_translate_compare_func(ctx->Depth.Func);
228 cc->cc2.depth_write_enable = ctx->Depth.Mask;
229 }
230
231 if (brw->stats_wm || unlikely(INTEL_DEBUG & DEBUG_STATS))
232 cc->cc5.statistics_enable = 1;
233
234 /* BRW_NEW_CC_VP */
235 cc->cc4.cc_viewport_state_offset = (brw->batch.bo->offset64 +
236 brw->cc.vp_offset) >> 5; /* reloc */
237
238 brw->ctx.NewDriverState |= BRW_NEW_GEN4_UNIT_STATE;
239
240 /* Emit CC viewport relocation */
241 drm_intel_bo_emit_reloc(brw->batch.bo,
242 (brw->cc.state_offset +
243 offsetof(struct brw_cc_unit_state, cc4)),
244 brw->batch.bo, brw->cc.vp_offset,
245 I915_GEM_DOMAIN_INSTRUCTION, 0);
246 }
247
248 const struct brw_tracked_state brw_cc_unit = {
249 .dirty = {
250 .mesa = _NEW_BUFFERS |
251 _NEW_COLOR |
252 _NEW_DEPTH |
253 _NEW_STENCIL,
254 .brw = BRW_NEW_BATCH |
255 BRW_NEW_BLORP |
256 BRW_NEW_CC_VP |
257 BRW_NEW_STATS_WM,
258 },
259 .emit = upload_cc_unit,
260 };
261
262 static void upload_blend_constant_color(struct brw_context *brw)
263 {
264 struct gl_context *ctx = &brw->ctx;
265
266 BEGIN_BATCH(5);
267 OUT_BATCH(_3DSTATE_BLEND_CONSTANT_COLOR << 16 | (5-2));
268 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[0]);
269 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[1]);
270 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[2]);
271 OUT_BATCH_F(ctx->Color.BlendColorUnclamped[3]);
272 ADVANCE_BATCH();
273 }
274
275 const struct brw_tracked_state brw_blend_constant_color = {
276 .dirty = {
277 .mesa = _NEW_COLOR,
278 .brw = BRW_NEW_CONTEXT |
279 BRW_NEW_BLORP,
280 },
281 .emit = upload_blend_constant_color
282 };