intel: Convert from GLboolean to 'bool' from stdbool.h.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_sf_state.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
34 #include "brw_context.h"
35 #include "brw_state.h"
36 #include "brw_defines.h"
37 #include "main/macros.h"
38 #include "brw_sf.h"
39
40 static void upload_sf_vp(struct brw_context *brw)
41 {
42 struct intel_context *intel = &brw->intel;
43 struct gl_context *ctx = &intel->ctx;
44 const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
45 struct brw_sf_viewport *sfv;
46 GLfloat y_scale, y_bias;
47 const bool render_to_fbo = (ctx->DrawBuffer->Name != 0);
48 const GLfloat *v = ctx->Viewport._WindowMap.m;
49
50 sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
51 sizeof(*sfv), 32, &brw->sf.vp_offset);
52 memset(sfv, 0, sizeof(*sfv));
53
54 if (render_to_fbo) {
55 y_scale = 1.0;
56 y_bias = 0;
57 }
58 else {
59 y_scale = -1.0;
60 y_bias = ctx->DrawBuffer->Height;
61 }
62
63 /* _NEW_VIEWPORT */
64
65 sfv->viewport.m00 = v[MAT_SX];
66 sfv->viewport.m11 = v[MAT_SY] * y_scale;
67 sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
68 sfv->viewport.m30 = v[MAT_TX];
69 sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
70 sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
71
72 /* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
73 * for DrawBuffer->_[XY]{min,max}
74 */
75
76 /* The scissor only needs to handle the intersection of drawable
77 * and scissor rect, since there are no longer cliprects for shared
78 * buffers with DRI2.
79 *
80 * Note that the hardware's coordinates are inclusive, while Mesa's min is
81 * inclusive but max is exclusive.
82 */
83
84 if (ctx->DrawBuffer->_Xmin == ctx->DrawBuffer->_Xmax ||
85 ctx->DrawBuffer->_Ymin == ctx->DrawBuffer->_Ymax) {
86 /* If the scissor was out of bounds and got clamped to 0
87 * width/height at the bounds, the subtraction of 1 from
88 * maximums could produce a negative number and thus not clip
89 * anything. Instead, just provide a min > max scissor inside
90 * the bounds, which produces the expected no rendering.
91 */
92 sfv->scissor.xmin = 1;
93 sfv->scissor.xmax = 0;
94 sfv->scissor.ymin = 1;
95 sfv->scissor.ymax = 0;
96 } else if (render_to_fbo) {
97 /* texmemory: Y=0=bottom */
98 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
99 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
100 sfv->scissor.ymin = ctx->DrawBuffer->_Ymin;
101 sfv->scissor.ymax = ctx->DrawBuffer->_Ymax - 1;
102 }
103 else {
104 /* memory: Y=0=top */
105 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
106 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
107 sfv->scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
108 sfv->scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
109 }
110
111 brw->state.dirty.cache |= CACHE_NEW_SF_VP;
112 }
113
114 const struct brw_tracked_state brw_sf_vp = {
115 .dirty = {
116 .mesa = (_NEW_VIEWPORT |
117 _NEW_SCISSOR |
118 _NEW_BUFFERS),
119 .brw = BRW_NEW_BATCH,
120 .cache = 0
121 },
122 .prepare = upload_sf_vp
123 };
124
125 /**
126 * Compute the offset within the URB (expressed in 256-bit register
127 * increments) that should be used to read the VUE in th efragment shader.
128 */
129 int
130 brw_sf_compute_urb_entry_read_offset(struct intel_context *intel)
131 {
132 if (intel->gen == 5)
133 return 3;
134 else
135 return 1;
136 }
137
138 static void upload_sf_unit( struct brw_context *brw )
139 {
140 struct intel_context *intel = &brw->intel;
141 struct gl_context *ctx = &intel->ctx;
142 struct brw_sf_unit_state *sf;
143 drm_intel_bo *bo = intel->batch.bo;
144 int chipset_max_threads;
145 bool render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
146
147 sf = brw_state_batch(brw, AUB_TRACE_SF_STATE,
148 sizeof(*sf), 64, &brw->sf.state_offset);
149
150 memset(sf, 0, sizeof(*sf));
151
152 /* BRW_NEW_PROGRAM_CACHE | CACHE_NEW_SF_PROG */
153 sf->thread0.grf_reg_count = ALIGN(brw->sf.prog_data->total_grf, 16) / 16 - 1;
154 sf->thread0.kernel_start_pointer =
155 brw_program_reloc(brw,
156 brw->sf.state_offset +
157 offsetof(struct brw_sf_unit_state, thread0),
158 brw->sf.prog_offset +
159 (sf->thread0.grf_reg_count << 1)) >> 6;
160
161 sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
162
163 sf->thread3.dispatch_grf_start_reg = 3;
164
165 sf->thread3.urb_entry_read_offset =
166 brw_sf_compute_urb_entry_read_offset(intel);
167
168 /* CACHE_NEW_SF_PROG */
169 sf->thread3.urb_entry_read_length = brw->sf.prog_data->urb_read_length;
170
171 /* BRW_NEW_URB_FENCE */
172 sf->thread4.nr_urb_entries = brw->urb.nr_sf_entries;
173 sf->thread4.urb_entry_allocation_size = brw->urb.sfsize - 1;
174
175 /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
176 * 48 (Ironlake) threads.
177 */
178 if (intel->gen == 5)
179 chipset_max_threads = 48;
180 else
181 chipset_max_threads = 24;
182
183 /* BRW_NEW_URB_FENCE */
184 sf->thread4.max_threads = MIN2(chipset_max_threads,
185 brw->urb.nr_sf_entries) - 1;
186
187 if (unlikely(INTEL_DEBUG & DEBUG_SINGLE_THREAD))
188 sf->thread4.max_threads = 0;
189
190 if (unlikely(INTEL_DEBUG & DEBUG_STATS))
191 sf->thread4.stats_enable = 1;
192
193 /* CACHE_NEW_SF_VP */
194 sf->sf5.sf_viewport_state_offset = (intel->batch.bo->offset +
195 brw->sf.vp_offset) >> 5; /* reloc */
196
197 sf->sf5.viewport_transform = 1;
198
199 /* _NEW_SCISSOR */
200 if (ctx->Scissor.Enabled)
201 sf->sf6.scissor = 1;
202
203 /* _NEW_POLYGON */
204 if (ctx->Polygon.FrontFace == GL_CCW)
205 sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
206 else
207 sf->sf5.front_winding = BRW_FRONTWINDING_CW;
208
209 /* _NEW_BUFFERS
210 * The viewport is inverted for rendering to a FBO, and that inverts
211 * polygon front/back orientation.
212 */
213 sf->sf5.front_winding ^= render_to_fbo;
214
215 /* _NEW_POLYGON */
216 switch (ctx->Polygon.CullFlag ? ctx->Polygon.CullFaceMode : GL_NONE) {
217 case GL_FRONT:
218 sf->sf6.cull_mode = BRW_CULLMODE_FRONT;
219 break;
220 case GL_BACK:
221 sf->sf6.cull_mode = BRW_CULLMODE_BACK;
222 break;
223 case GL_FRONT_AND_BACK:
224 sf->sf6.cull_mode = BRW_CULLMODE_BOTH;
225 break;
226 case GL_NONE:
227 sf->sf6.cull_mode = BRW_CULLMODE_NONE;
228 break;
229 default:
230 assert(0);
231 break;
232 }
233
234 /* _NEW_LINE */
235 /* XXX use ctx->Const.Min/MaxLineWidth here */
236 sf->sf6.line_width = CLAMP(ctx->Line.Width, 1.0, 5.0) * (1<<1);
237
238 sf->sf6.line_endcap_aa_region_width = 1;
239 if (ctx->Line.SmoothFlag)
240 sf->sf6.aa_enable = 1;
241 else if (sf->sf6.line_width <= 0x2)
242 sf->sf6.line_width = 0;
243
244 /* _NEW_BUFFERS */
245 if (!render_to_fbo) {
246 /* Rendering to an OpenGL window */
247 sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
248 }
249 else {
250 /* If rendering to an FBO, the pixel coordinate system is
251 * inverted with respect to the normal OpenGL coordinate
252 * system, so BRW_RASTRULE_LOWER_RIGHT is correct.
253 * But this value is listed as "Reserved, but not seen as useful"
254 * in Intel documentation (page 212, "Point Rasterization Rule",
255 * section 7.4 "SF Pipeline State Summary", of document
256 * "IntelĀ® 965 Express Chipset Family and IntelĀ® G35 Express
257 * Chipset Graphics Controller Programmer's Reference Manual,
258 * Volume 2: 3D/Media", Revision 1.0b as of January 2008,
259 * available at
260 * http://intellinuxgraphics.org/documentation.html
261 * at the time of this writing).
262 *
263 * It does work on at least some devices, if not all;
264 * if devices that don't support it can be identified,
265 * the likely failure case is that points are rasterized
266 * incorrectly, which is no worse than occurs without
267 * the value, so we're using it here.
268 */
269 sf->sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT;
270 }
271 /* XXX clamp max depends on AA vs. non-AA */
272
273 /* _NEW_POINT */
274 sf->sf7.sprite_point = ctx->Point.PointSprite;
275 sf->sf7.point_size = CLAMP(rint(CLAMP(ctx->Point.Size,
276 ctx->Point.MinSize,
277 ctx->Point.MaxSize)), 1, 255) * (1<<3);
278 sf->sf7.use_point_size_state = !(ctx->VertexProgram.PointSizeEnabled ||
279 ctx->Point._Attenuated);
280 sf->sf7.aa_line_distance_mode = 0;
281
282 /* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
283 * _NEW_LIGHT
284 */
285 if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
286 sf->sf7.trifan_pv = 2;
287 sf->sf7.linestrip_pv = 1;
288 sf->sf7.tristrip_pv = 2;
289 } else {
290 sf->sf7.trifan_pv = 1;
291 sf->sf7.linestrip_pv = 0;
292 sf->sf7.tristrip_pv = 0;
293 }
294 sf->sf7.line_last_pixel_enable = 0;
295
296 /* Set bias for OpenGL rasterization rules:
297 */
298 sf->sf6.dest_org_vbias = 0x8;
299 sf->sf6.dest_org_hbias = 0x8;
300
301 /* STATE_PREFETCH command description describes this state as being
302 * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
303 */
304
305 /* Emit SF viewport relocation */
306 drm_intel_bo_emit_reloc(bo, (brw->sf.state_offset +
307 offsetof(struct brw_sf_unit_state, sf5)),
308 intel->batch.bo, (brw->sf.vp_offset |
309 sf->sf5.front_winding |
310 (sf->sf5.viewport_transform << 1)),
311 I915_GEM_DOMAIN_INSTRUCTION, 0);
312
313 brw->state.dirty.cache |= CACHE_NEW_SF_UNIT;
314 }
315
316 const struct brw_tracked_state brw_sf_unit = {
317 .dirty = {
318 .mesa = (_NEW_POLYGON |
319 _NEW_LIGHT |
320 _NEW_LINE |
321 _NEW_POINT |
322 _NEW_SCISSOR |
323 _NEW_BUFFERS),
324 .brw = (BRW_NEW_BATCH |
325 BRW_NEW_PROGRAM_CACHE |
326 BRW_NEW_URB_FENCE),
327 .cache = (CACHE_NEW_SF_VP |
328 CACHE_NEW_SF_PROG)
329 },
330 .prepare = upload_sf_unit,
331 };