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>
34 #include "brw_context.h"
35 #include "brw_state.h"
36 #include "brw_defines.h"
37 #include "main/macros.h"
40 static void upload_sf_vp(struct brw_context
*brw
)
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 GLboolean render_to_fbo
= (ctx
->DrawBuffer
->Name
!= 0);
48 const GLfloat
*v
= ctx
->Viewport
._WindowMap
.m
;
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
));
60 y_bias
= ctx
->DrawBuffer
->Height
;
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
;
72 /* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
73 * for DrawBuffer->_[XY]{min,max}
76 /* The scissor only needs to handle the intersection of drawable
77 * and scissor rect, since there are no longer cliprects for shared
80 * Note that the hardware's coordinates are inclusive, while Mesa's min is
81 * inclusive but max is exclusive.
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.
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;
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;
111 brw
->state
.dirty
.cache
|= CACHE_NEW_SF_VP
;
114 const struct brw_tracked_state brw_sf_vp
= {
116 .mesa
= (_NEW_VIEWPORT
|
119 .brw
= BRW_NEW_BATCH
,
122 .prepare
= upload_sf_vp
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.
130 brw_sf_compute_urb_entry_read_offset(struct intel_context
*intel
)
138 static void upload_sf_unit( struct brw_context
*brw
)
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;
147 sf
= brw_state_batch(brw
, AUB_TRACE_SF_STATE
,
148 sizeof(*sf
), 64, &brw
->sf
.state_offset
);
150 memset(sf
, 0, sizeof(*sf
));
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;
161 sf
->thread1
.floating_point_mode
= BRW_FLOATING_POINT_NON_IEEE_754
;
163 sf
->thread3
.dispatch_grf_start_reg
= 3;
165 sf
->thread3
.urb_entry_read_offset
=
166 brw_sf_compute_urb_entry_read_offset(intel
);
168 /* CACHE_NEW_SF_PROG */
169 sf
->thread3
.urb_entry_read_length
= brw
->sf
.prog_data
->urb_read_length
;
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;
175 /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
176 * 48 (Ironlake) threads.
179 chipset_max_threads
= 48;
181 chipset_max_threads
= 24;
183 /* BRW_NEW_URB_FENCE */
184 sf
->thread4
.max_threads
= MIN2(chipset_max_threads
,
185 brw
->urb
.nr_sf_entries
) - 1;
187 if (unlikely(INTEL_DEBUG
& DEBUG_SINGLE_THREAD
))
188 sf
->thread4
.max_threads
= 0;
190 if (unlikely(INTEL_DEBUG
& DEBUG_STATS
))
191 sf
->thread4
.stats_enable
= 1;
193 /* CACHE_NEW_SF_VP */
194 sf
->sf5
.sf_viewport_state_offset
= (intel
->batch
.bo
->offset
+
195 brw
->sf
.vp_offset
) >> 5; /* reloc */
197 sf
->sf5
.viewport_transform
= 1;
200 if (ctx
->Scissor
.Enabled
)
204 if (ctx
->Polygon
.FrontFace
== GL_CCW
)
205 sf
->sf5
.front_winding
= BRW_FRONTWINDING_CCW
;
207 sf
->sf5
.front_winding
= BRW_FRONTWINDING_CW
;
210 * The viewport is inverted for rendering to a FBO, and that inverts
211 * polygon front/back orientation.
213 sf
->sf5
.front_winding
^= render_to_fbo
;
216 switch (ctx
->Polygon
.CullFlag
? ctx
->Polygon
.CullFaceMode
: GL_NONE
) {
218 sf
->sf6
.cull_mode
= BRW_CULLMODE_FRONT
;
221 sf
->sf6
.cull_mode
= BRW_CULLMODE_BACK
;
223 case GL_FRONT_AND_BACK
:
224 sf
->sf6
.cull_mode
= BRW_CULLMODE_BOTH
;
227 sf
->sf6
.cull_mode
= BRW_CULLMODE_NONE
;
235 /* XXX use ctx->Const.Min/MaxLineWidth here */
236 sf
->sf6
.line_width
= CLAMP(ctx
->Line
.Width
, 1.0, 5.0) * (1<<1);
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;
245 if (!render_to_fbo
) {
246 /* Rendering to an OpenGL window */
247 sf
->sf6
.point_rast_rule
= BRW_RASTRULE_UPPER_RIGHT
;
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,
260 * http://intellinuxgraphics.org/documentation.html
261 * at the time of this writing).
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.
269 sf
->sf6
.point_rast_rule
= BRW_RASTRULE_LOWER_RIGHT
;
271 /* XXX clamp max depends on AA vs. non-AA */
274 sf
->sf7
.sprite_point
= ctx
->Point
.PointSprite
;
275 sf
->sf7
.point_size
= CLAMP(rint(CLAMP(ctx
->Point
.Size
,
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;
282 /* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
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;
290 sf
->sf7
.trifan_pv
= 1;
291 sf
->sf7
.linestrip_pv
= 0;
292 sf
->sf7
.tristrip_pv
= 0;
294 sf
->sf7
.line_last_pixel_enable
= 0;
296 /* Set bias for OpenGL rasterization rules:
298 sf
->sf6
.dest_org_vbias
= 0x8;
299 sf
->sf6
.dest_org_hbias
= 0x8;
301 /* STATE_PREFETCH command description describes this state as being
302 * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
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);
313 brw
->state
.dirty
.cache
|= CACHE_NEW_SF_UNIT
;
316 const struct brw_tracked_state brw_sf_unit
= {
318 .mesa
= (_NEW_POLYGON
|
324 .brw
= (BRW_NEW_BATCH
|
325 BRW_NEW_PROGRAM_CACHE
|
327 .cache
= (CACHE_NEW_SF_VP
|
330 .prepare
= upload_sf_unit
,