2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
33 #include "main/glheader.h"
34 #include "main/macros.h"
35 #include "main/enums.h"
37 #include "intel_batchbuffer.h"
39 #include "brw_defines.h"
40 #include "brw_context.h"
44 #include "brw_state.h"
46 static void compile_sf_prog( struct brw_context
*brw
,
47 struct brw_sf_prog_key
*key
)
49 struct intel_context
*intel
= &brw
->intel
;
50 struct brw_sf_compile c
;
51 const GLuint
*program
;
55 memset(&c
, 0, sizeof(c
));
57 /* Begin the compilation:
59 brw_init_compile(brw
, &c
.func
);
62 c
.nr_attrs
= brw_count_bits(c
.key
.attrs
);
63 c
.nr_attr_regs
= (c
.nr_attrs
+1)/2;
64 c
.nr_setup_attrs
= brw_count_bits(c
.key
.attrs
);
65 c
.nr_setup_regs
= (c
.nr_setup_attrs
+1)/2;
67 c
.prog_data
.urb_read_length
= c
.nr_attr_regs
;
68 c
.prog_data
.urb_entry_size
= c
.nr_setup_regs
* 2;
70 /* Construct map from attribute number to position in the vertex.
72 for (i
= idx
= 0; i
< VERT_RESULT_MAX
; i
++) {
73 if (c
.key
.attrs
& BITFIELD64_BIT(i
)) {
74 c
.attr_to_idx
[i
] = idx
;
75 c
.idx_to_attr
[idx
] = i
;
80 /* Which primitive? Or all three?
82 switch (key
->primitive
) {
85 brw_emit_tri_setup( &c
, GL_TRUE
);
89 brw_emit_line_setup( &c
, GL_TRUE
);
93 if (key
->do_point_sprite
)
94 brw_emit_point_sprite_setup( &c
, GL_TRUE
);
96 brw_emit_point_setup( &c
, GL_TRUE
);
98 case SF_UNFILLED_TRIS
:
100 brw_emit_anyprim_setup( &c
);
109 program
= brw_get_program(&c
.func
, &program_size
);
111 if (INTEL_DEBUG
& DEBUG_SF
) {
113 for (i
= 0; i
< program_size
/ sizeof(struct brw_instruction
); i
++)
114 brw_disasm(stdout
, &((struct brw_instruction
*)program
)[i
],
121 dri_bo_unreference(brw
->sf
.prog_bo
);
122 brw
->sf
.prog_bo
= brw_upload_cache_with_auxdata(&brw
->cache
, BRW_SF_PROG
,
123 &c
.key
, sizeof(c
.key
),
125 program
, program_size
,
131 /* Calculate interpolants for triangle and line rasterization.
133 static void upload_sf_prog(struct brw_context
*brw
)
135 GLcontext
*ctx
= &brw
->intel
.ctx
;
136 struct brw_sf_prog_key key
;
138 memset(&key
, 0, sizeof(key
));
140 /* Populate the key, noting state dependencies:
142 /* CACHE_NEW_VS_PROG */
143 key
.attrs
= brw
->vs
.prog_data
->outputs_written
;
145 /* BRW_NEW_REDUCED_PRIMITIVE */
146 switch (brw
->intel
.reduced_primitive
) {
148 /* NOTE: We just use the edgeflag attribute as an indicator that
149 * unfilled triangles are active. We don't actually do the
150 * edgeflag testing here, it is already done in the clip
153 if (key
.attrs
& BITFIELD64_BIT(VERT_RESULT_EDGE
))
154 key
.primitive
= SF_UNFILLED_TRIS
;
156 key
.primitive
= SF_TRIANGLES
;
159 key
.primitive
= SF_LINES
;
162 key
.primitive
= SF_POINTS
;
166 key
.do_point_sprite
= ctx
->Point
.PointSprite
;
167 if (key
.do_point_sprite
) {
170 for (i
= 0; i
< 8; i
++) {
171 if (ctx
->Point
.CoordReplace
[i
])
172 key
.point_sprite_coord_replace
|= (1 << i
);
175 key
.sprite_origin_lower_left
= (ctx
->Point
.SpriteOrigin
== GL_LOWER_LEFT
);
177 key
.do_flat_shading
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
178 key
.do_twoside_color
= (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
);
181 key
.linear_color
= (ctx
->Hint
.PerspectiveCorrection
== GL_FASTEST
);
184 if (key
.do_twoside_color
) {
185 /* If we're rendering to a FBO, we have to invert the polygon
186 * face orientation, just as we invert the viewport in
187 * sf_unit_create_from_key(). ctx->DrawBuffer->Name will be
188 * nonzero if we're rendering to such an FBO.
190 key
.frontface_ccw
= (ctx
->Polygon
.FrontFace
== GL_CCW
) ^ (ctx
->DrawBuffer
->Name
!= 0);
193 dri_bo_unreference(brw
->sf
.prog_bo
);
194 brw
->sf
.prog_bo
= brw_search_cache(&brw
->cache
, BRW_SF_PROG
,
198 if (brw
->sf
.prog_bo
== NULL
)
199 compile_sf_prog( brw
, &key
);
203 const struct brw_tracked_state brw_sf_prog
= {
205 .mesa
= (_NEW_HINT
| _NEW_LIGHT
| _NEW_POLYGON
| _NEW_POINT
),
206 .brw
= (BRW_NEW_REDUCED_PRIMITIVE
),
207 .cache
= CACHE_NEW_VS_PROG
209 .prepare
= upload_sf_prog