i965: Use state streaming on programs, and state base address on gen5+.
[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, sizeof(*sfv), 32, &brw->sf.vp_offset);
50 memset(sfv, 0, sizeof(*sfv));
51
52 if (render_to_fbo) {
53 y_scale = 1.0;
54 y_bias = 0;
55 }
56 else {
57 y_scale = -1.0;
58 y_bias = ctx->DrawBuffer->Height;
59 }
60
61 /* _NEW_VIEWPORT */
62
63 sfv->viewport.m00 = v[MAT_SX];
64 sfv->viewport.m11 = v[MAT_SY] * y_scale;
65 sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
66 sfv->viewport.m30 = v[MAT_TX];
67 sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
68 sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
69
70 /* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
71 * for DrawBuffer->_[XY]{min,max}
72 */
73
74 /* The scissor only needs to handle the intersection of drawable
75 * and scissor rect, since there are no longer cliprects for shared
76 * buffers with DRI2.
77 *
78 * Note that the hardware's coordinates are inclusive, while Mesa's min is
79 * inclusive but max is exclusive.
80 */
81
82 if (ctx->DrawBuffer->_Xmin == ctx->DrawBuffer->_Xmax ||
83 ctx->DrawBuffer->_Ymin == ctx->DrawBuffer->_Ymax) {
84 /* If the scissor was out of bounds and got clamped to 0
85 * width/height at the bounds, the subtraction of 1 from
86 * maximums could produce a negative number and thus not clip
87 * anything. Instead, just provide a min > max scissor inside
88 * the bounds, which produces the expected no rendering.
89 */
90 sfv->scissor.xmin = 1;
91 sfv->scissor.xmax = 0;
92 sfv->scissor.ymin = 1;
93 sfv->scissor.ymax = 0;
94 } else if (render_to_fbo) {
95 /* texmemory: Y=0=bottom */
96 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
97 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
98 sfv->scissor.ymin = ctx->DrawBuffer->_Ymin;
99 sfv->scissor.ymax = ctx->DrawBuffer->_Ymax - 1;
100 }
101 else {
102 /* memory: Y=0=top */
103 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
104 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
105 sfv->scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
106 sfv->scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
107 }
108
109 brw->state.dirty.cache |= CACHE_NEW_SF_VP;
110 }
111
112 const struct brw_tracked_state brw_sf_vp = {
113 .dirty = {
114 .mesa = (_NEW_VIEWPORT |
115 _NEW_SCISSOR |
116 _NEW_BUFFERS),
117 .brw = BRW_NEW_BATCH,
118 .cache = 0
119 },
120 .prepare = upload_sf_vp
121 };
122
123 static void upload_sf_unit( struct brw_context *brw )
124 {
125 struct intel_context *intel = &brw->intel;
126 struct gl_context *ctx = &intel->ctx;
127 struct brw_sf_unit_state *sf;
128 drm_intel_bo *bo = intel->batch.bo;
129 int chipset_max_threads;
130 bool render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
131
132 sf = brw_state_batch(brw, sizeof(*sf), 64, &brw->sf.state_offset);
133
134 memset(sf, 0, sizeof(*sf));
135
136 /* BRW_NEW_PROGRAM_CACHE | CACHE_NEW_SF_PROG */
137 sf->thread0.grf_reg_count = ALIGN(brw->sf.prog_data->total_grf, 16) / 16 - 1;
138 sf->thread0.kernel_start_pointer =
139 brw_program_reloc(brw,
140 brw->sf.state_offset +
141 offsetof(struct brw_sf_unit_state, thread0),
142 brw->sf.prog_offset +
143 (sf->thread0.grf_reg_count << 1)) >> 6;
144
145 sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
146
147 sf->thread3.dispatch_grf_start_reg = 3;
148
149 if (intel->gen == 5)
150 sf->thread3.urb_entry_read_offset = 3;
151 else
152 sf->thread3.urb_entry_read_offset = 1;
153
154 /* CACHE_NEW_SF_PROG */
155 sf->thread3.urb_entry_read_length = brw->sf.prog_data->urb_read_length;
156
157 /* BRW_NEW_URB_FENCE */
158 sf->thread4.nr_urb_entries = brw->urb.nr_sf_entries;
159 sf->thread4.urb_entry_allocation_size = brw->urb.sfsize - 1;
160
161 /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
162 * 48 (Ironlake) threads.
163 */
164 if (intel->gen == 5)
165 chipset_max_threads = 48;
166 else
167 chipset_max_threads = 24;
168
169 /* BRW_NEW_URB_FENCE */
170 sf->thread4.max_threads = MIN2(chipset_max_threads,
171 brw->urb.nr_sf_entries) - 1;
172
173 if (unlikely(INTEL_DEBUG & DEBUG_SINGLE_THREAD))
174 sf->thread4.max_threads = 0;
175
176 if (unlikely(INTEL_DEBUG & DEBUG_STATS))
177 sf->thread4.stats_enable = 1;
178
179 /* CACHE_NEW_SF_VP */
180 sf->sf5.sf_viewport_state_offset = (intel->batch.bo->offset +
181 brw->sf.vp_offset) >> 5; /* reloc */
182
183 sf->sf5.viewport_transform = 1;
184
185 /* _NEW_SCISSOR */
186 if (ctx->Scissor.Enabled)
187 sf->sf6.scissor = 1;
188
189 /* _NEW_POLYGON */
190 if (ctx->Polygon.FrontFace == GL_CCW)
191 sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
192 else
193 sf->sf5.front_winding = BRW_FRONTWINDING_CW;
194
195 /* _NEW_BUFFERS
196 * The viewport is inverted for rendering to a FBO, and that inverts
197 * polygon front/back orientation.
198 */
199 sf->sf5.front_winding ^= render_to_fbo;
200
201 /* _NEW_POLYGON */
202 switch (ctx->Polygon.CullFlag ? ctx->Polygon.CullFaceMode : GL_NONE) {
203 case GL_FRONT:
204 sf->sf6.cull_mode = BRW_CULLMODE_FRONT;
205 break;
206 case GL_BACK:
207 sf->sf6.cull_mode = BRW_CULLMODE_BACK;
208 break;
209 case GL_FRONT_AND_BACK:
210 sf->sf6.cull_mode = BRW_CULLMODE_BOTH;
211 break;
212 case GL_NONE:
213 sf->sf6.cull_mode = BRW_CULLMODE_NONE;
214 break;
215 default:
216 assert(0);
217 break;
218 }
219
220 /* _NEW_LINE */
221 /* XXX use ctx->Const.Min/MaxLineWidth here */
222 sf->sf6.line_width = CLAMP(ctx->Line.Width, 1.0, 5.0) * (1<<1);
223
224 sf->sf6.line_endcap_aa_region_width = 1;
225 if (ctx->Line.SmoothFlag)
226 sf->sf6.aa_enable = 1;
227 else if (sf->sf6.line_width <= 0x2)
228 sf->sf6.line_width = 0;
229
230 /* _NEW_BUFFERS */
231 if (!render_to_fbo) {
232 /* Rendering to an OpenGL window */
233 sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
234 }
235 else {
236 /* If rendering to an FBO, the pixel coordinate system is
237 * inverted with respect to the normal OpenGL coordinate
238 * system, so BRW_RASTRULE_LOWER_RIGHT is correct.
239 * But this value is listed as "Reserved, but not seen as useful"
240 * in Intel documentation (page 212, "Point Rasterization Rule",
241 * section 7.4 "SF Pipeline State Summary", of document
242 * "IntelĀ® 965 Express Chipset Family and IntelĀ® G35 Express
243 * Chipset Graphics Controller Programmer's Reference Manual,
244 * Volume 2: 3D/Media", Revision 1.0b as of January 2008,
245 * available at
246 * http://intellinuxgraphics.org/documentation.html
247 * at the time of this writing).
248 *
249 * It does work on at least some devices, if not all;
250 * if devices that don't support it can be identified,
251 * the likely failure case is that points are rasterized
252 * incorrectly, which is no worse than occurs without
253 * the value, so we're using it here.
254 */
255 sf->sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT;
256 }
257 /* XXX clamp max depends on AA vs. non-AA */
258
259 /* _NEW_POINT */
260 sf->sf7.sprite_point = ctx->Point.PointSprite;
261 sf->sf7.point_size = CLAMP(rint(CLAMP(ctx->Point.Size,
262 ctx->Point.MinSize,
263 ctx->Point.MaxSize)), 1, 255) * (1<<3);
264 sf->sf7.use_point_size_state = !(ctx->VertexProgram.PointSizeEnabled ||
265 ctx->Point._Attenuated);
266 sf->sf7.aa_line_distance_mode = 0;
267
268 /* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
269 * _NEW_LIGHT
270 */
271 if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
272 sf->sf7.trifan_pv = 2;
273 sf->sf7.linestrip_pv = 1;
274 sf->sf7.tristrip_pv = 2;
275 } else {
276 sf->sf7.trifan_pv = 1;
277 sf->sf7.linestrip_pv = 0;
278 sf->sf7.tristrip_pv = 0;
279 }
280 sf->sf7.line_last_pixel_enable = 0;
281
282 /* Set bias for OpenGL rasterization rules:
283 */
284 sf->sf6.dest_org_vbias = 0x8;
285 sf->sf6.dest_org_hbias = 0x8;
286
287 /* STATE_PREFETCH command description describes this state as being
288 * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
289 */
290
291 /* Emit SF viewport relocation */
292 drm_intel_bo_emit_reloc(bo, (brw->sf.state_offset +
293 offsetof(struct brw_sf_unit_state, sf5)),
294 intel->batch.bo, (brw->sf.vp_offset |
295 sf->sf5.front_winding |
296 (sf->sf5.viewport_transform << 1)),
297 I915_GEM_DOMAIN_INSTRUCTION, 0);
298
299 brw->state.dirty.cache |= CACHE_NEW_SF_UNIT;
300 }
301
302 const struct brw_tracked_state brw_sf_unit = {
303 .dirty = {
304 .mesa = (_NEW_POLYGON |
305 _NEW_LIGHT |
306 _NEW_LINE |
307 _NEW_POINT |
308 _NEW_SCISSOR |
309 _NEW_BUFFERS),
310 .brw = (BRW_NEW_BATCH |
311 BRW_NEW_PROGRAM_CACHE |
312 BRW_NEW_URB_FENCE),
313 .cache = (CACHE_NEW_SF_VP |
314 CACHE_NEW_SF_PROG)
315 },
316 .prepare = upload_sf_unit,
317 };