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