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