i915: Remove most of the code under gen >= 4 checks.
[mesa.git] / src / mesa / drivers / dri / i965 / gen6_depthstencil.c
1 /*
2 * Copyright © 2009 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 * Authors:
24 * Eric Anholt <eric@anholt.net>
25 *
26 */
27
28 #include "intel_batchbuffer.h"
29 #include "intel_fbo.h"
30 #include "brw_context.h"
31 #include "brw_defines.h"
32 #include "brw_state.h"
33
34 static void
35 gen6_upload_depth_stencil_state(struct brw_context *brw)
36 {
37 struct gl_context *ctx = &brw->intel.ctx;
38 struct intel_context *intel = &brw->intel;
39 struct gen6_depth_stencil_state *ds;
40 struct intel_renderbuffer *depth_irb;
41
42 /* _NEW_BUFFERS */
43 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
44
45 ds = brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE,
46 sizeof(*ds), 64,
47 &brw->cc.depth_stencil_state_offset);
48 memset(ds, 0, sizeof(*ds));
49
50 /* _NEW_STENCIL | _NEW_BUFFERS */
51 if (ctx->Stencil._Enabled) {
52 int back = ctx->Stencil._BackFace;
53
54 ds->ds0.stencil_enable = 1;
55 ds->ds0.stencil_func =
56 intel_translate_compare_func(ctx->Stencil.Function[0]);
57 ds->ds0.stencil_fail_op =
58 intel_translate_stencil_op(ctx->Stencil.FailFunc[0]);
59 ds->ds0.stencil_pass_depth_fail_op =
60 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
61 ds->ds0.stencil_pass_depth_pass_op =
62 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
63 ds->ds1.stencil_write_mask = ctx->Stencil.WriteMask[0];
64 ds->ds1.stencil_test_mask = ctx->Stencil.ValueMask[0];
65
66 if (ctx->Stencil._TestTwoSide) {
67 ds->ds0.bf_stencil_enable = 1;
68 ds->ds0.bf_stencil_func =
69 intel_translate_compare_func(ctx->Stencil.Function[back]);
70 ds->ds0.bf_stencil_fail_op =
71 intel_translate_stencil_op(ctx->Stencil.FailFunc[back]);
72 ds->ds0.bf_stencil_pass_depth_fail_op =
73 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
74 ds->ds0.bf_stencil_pass_depth_pass_op =
75 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
76 ds->ds1.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
77 ds->ds1.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
78 }
79
80 ds->ds0.stencil_write_enable = ctx->Stencil._WriteEnabled;
81 }
82
83 /* _NEW_DEPTH */
84 if (ctx->Depth.Test && depth_irb) {
85 ds->ds2.depth_test_enable = ctx->Depth.Test;
86 ds->ds2.depth_test_func = intel_translate_compare_func(ctx->Depth.Func);
87 ds->ds2.depth_write_enable = ctx->Depth.Mask;
88 }
89
90 /* Point the GPU at the new indirect state. */
91 if (intel->gen == 6) {
92 BEGIN_BATCH(4);
93 OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
94 OUT_BATCH(0);
95 OUT_BATCH(brw->cc.depth_stencil_state_offset | 1);
96 OUT_BATCH(0);
97 ADVANCE_BATCH();
98 } else {
99 BEGIN_BATCH(2);
100 OUT_BATCH(_3DSTATE_DEPTH_STENCIL_STATE_POINTERS << 16 | (2 - 2));
101 OUT_BATCH(brw->cc.depth_stencil_state_offset | 1);
102 ADVANCE_BATCH();
103 }
104 }
105
106 const struct brw_tracked_state gen6_depth_stencil_state = {
107 .dirty = {
108 .mesa = _NEW_DEPTH | _NEW_STENCIL | _NEW_BUFFERS,
109 .brw = BRW_NEW_BATCH | BRW_NEW_STATE_BASE_ADDRESS,
110 .cache = 0,
111 },
112 .emit = gen6_upload_depth_stencil_state,
113 };