2 * Copyright © 2009 Intel Corporation
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:
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
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
24 * Eric Anholt <eric@anholt.net>
28 #include "brw_context.h"
29 #include "brw_state.h"
30 #include "brw_defines.h"
32 #include "main/macros.h"
33 #include "intel_batchbuffer.h"
36 * Determine the appropriate attribute override value to store into the
37 * 3DSTATE_SF structure for a given fragment shader attribute. The attribute
38 * override value contains two pieces of information: the location of the
39 * attribute in the VUE (relative to urb_entry_read_offset, see below), and a
40 * flag indicating whether to "swizzle" the attribute based on the direction
41 * the triangle is facing.
43 * If an attribute is "swizzled", then the given VUE location is used for
44 * front-facing triangles, and the VUE location that immediately follows is
45 * used for back-facing triangles. We use this to implement the mapping from
46 * gl_FrontColor/gl_BackColor to gl_Color.
48 * urb_entry_read_offset is the offset into the VUE at which the SF unit is
49 * being instructed to begin reading attribute data. It can be set to a
50 * nonzero value to prevent the SF unit from wasting time reading elements of
51 * the VUE that are not needed by the fragment shader. It is measured in
55 get_attr_override(struct brw_vue_map
*vue_map
, int urb_entry_read_offset
,
56 int fs_attr
, bool two_side_color
)
58 int attr_override
, slot
;
59 int vs_attr
= _mesa_frag_attrib_to_vert_result(fs_attr
);
60 if (vs_attr
< 0 || vs_attr
== VERT_RESULT_HPOS
) {
61 /* These attributes will be overwritten by the fragment shader's
62 * interpolation code (see emit_interp() in brw_wm_fp.c), so just let
63 * them reference the first available attribute.
68 /* Find the VUE slot for this attribute. */
69 slot
= vue_map
->vert_result_to_slot
[vs_attr
];
71 /* If there was only a back color written but not front, use back
72 * as the color instead of undefined
74 if (slot
== -1 && vs_attr
== VERT_RESULT_COL0
)
75 slot
= vue_map
->vert_result_to_slot
[VERT_RESULT_BFC0
];
76 if (slot
== -1 && vs_attr
== VERT_RESULT_COL1
)
77 slot
= vue_map
->vert_result_to_slot
[VERT_RESULT_BFC1
];
80 /* This attribute does not exist in the VUE--that means that the vertex
81 * shader did not write to it. Behavior is undefined in this case, so
82 * just reference the first available attribute.
87 /* Compute the location of the attribute relative to urb_entry_read_offset.
88 * Each increment of urb_entry_read_offset represents a 256-bit value, so
89 * it counts for two 128-bit VUE slots.
91 attr_override
= slot
- 2 * urb_entry_read_offset
;
92 assert (attr_override
>= 0 && attr_override
< 32);
94 /* If we are doing two-sided color, and the VUE slot following this one
95 * represents a back-facing color, then we need to instruct the SF unit to
96 * do back-facing swizzling.
99 if (vue_map
->slot_to_vert_result
[slot
] == VERT_RESULT_COL0
&&
100 vue_map
->slot_to_vert_result
[slot
+1] == VERT_RESULT_BFC0
)
101 attr_override
|= (ATTRIBUTE_SWIZZLE_INPUTATTR_FACING
<< ATTRIBUTE_SWIZZLE_SHIFT
);
102 else if (vue_map
->slot_to_vert_result
[slot
] == VERT_RESULT_COL1
&&
103 vue_map
->slot_to_vert_result
[slot
+1] == VERT_RESULT_BFC1
)
104 attr_override
|= (ATTRIBUTE_SWIZZLE_INPUTATTR_FACING
<< ATTRIBUTE_SWIZZLE_SHIFT
);
107 return attr_override
;
111 upload_sf_state(struct brw_context
*brw
)
113 struct intel_context
*intel
= &brw
->intel
;
114 struct gl_context
*ctx
= &intel
->ctx
;
115 uint32_t urb_entry_read_length
;
116 /* BRW_NEW_FRAGMENT_PROGRAM */
117 uint32_t num_outputs
= _mesa_bitcount_64(brw
->fragment_program
->Base
.InputsRead
);
119 bool shade_model_flat
= ctx
->Light
.ShadeModel
== GL_FLAT
;
120 uint32_t dw1
, dw2
, dw3
, dw4
, dw16
, dw17
;
123 bool render_to_fbo
= brw
->intel
.ctx
.DrawBuffer
->Name
!= 0;
124 int attr
= 0, input_index
= 0;
125 int urb_entry_read_offset
= 1;
127 uint16_t attr_overrides
[FRAG_ATTRIB_MAX
];
128 uint32_t point_sprite_origin
;
130 /* CACHE_NEW_VS_PROG */
131 urb_entry_read_length
= ((brw
->vs
.prog_data
->vue_map
.num_slots
+ 1) / 2 -
132 urb_entry_read_offset
);
133 if (urb_entry_read_length
== 0) {
134 /* Setting the URB entry read length to 0 causes undefined behavior, so
135 * if we have no URB data to read, set it to 1.
137 urb_entry_read_length
= 1;
141 GEN6_SF_SWIZZLE_ENABLE
|
142 num_outputs
<< GEN6_SF_NUM_OUTPUTS_SHIFT
|
143 urb_entry_read_length
<< GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT
|
144 urb_entry_read_offset
<< GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT
;
146 dw2
= GEN6_SF_STATISTICS_ENABLE
|
147 GEN6_SF_VIEWPORT_TRANSFORM_ENABLE
;
155 if ((ctx
->Polygon
.FrontFace
== GL_CCW
) ^ render_to_fbo
)
156 dw2
|= GEN6_SF_WINDING_CCW
;
158 if (ctx
->Polygon
.OffsetFill
)
159 dw2
|= GEN6_SF_GLOBAL_DEPTH_OFFSET_SOLID
;
161 if (ctx
->Polygon
.OffsetLine
)
162 dw2
|= GEN6_SF_GLOBAL_DEPTH_OFFSET_WIREFRAME
;
164 if (ctx
->Polygon
.OffsetPoint
)
165 dw2
|= GEN6_SF_GLOBAL_DEPTH_OFFSET_POINT
;
167 switch (ctx
->Polygon
.FrontMode
) {
169 dw2
|= GEN6_SF_FRONT_SOLID
;
173 dw2
|= GEN6_SF_FRONT_WIREFRAME
;
177 dw2
|= GEN6_SF_FRONT_POINT
;
185 switch (ctx
->Polygon
.BackMode
) {
187 dw2
|= GEN6_SF_BACK_SOLID
;
191 dw2
|= GEN6_SF_BACK_WIREFRAME
;
195 dw2
|= GEN6_SF_BACK_POINT
;
204 if (ctx
->Scissor
.Enabled
)
205 dw3
|= GEN6_SF_SCISSOR_ENABLE
;
208 if (ctx
->Polygon
.CullFlag
) {
209 switch (ctx
->Polygon
.CullFaceMode
) {
211 dw3
|= GEN6_SF_CULL_FRONT
;
214 dw3
|= GEN6_SF_CULL_BACK
;
216 case GL_FRONT_AND_BACK
:
217 dw3
|= GEN6_SF_CULL_BOTH
;
224 dw3
|= GEN6_SF_CULL_NONE
;
228 dw3
|= U_FIXED(CLAMP(ctx
->Line
.Width
, 0.0, 7.99), 7) <<
229 GEN6_SF_LINE_WIDTH_SHIFT
;
230 if (ctx
->Line
.SmoothFlag
) {
231 dw3
|= GEN6_SF_LINE_AA_ENABLE
;
232 dw3
|= GEN6_SF_LINE_AA_MODE_TRUE
;
233 dw3
|= GEN6_SF_LINE_END_CAP_WIDTH_1_0
;
236 /* _NEW_PROGRAM | _NEW_POINT */
237 if (!(ctx
->VertexProgram
.PointSizeEnabled
||
238 ctx
->Point
._Attenuated
))
239 dw4
|= GEN6_SF_USE_STATE_POINT_WIDTH
;
241 /* Clamp to ARB_point_parameters user limits */
242 point_size
= CLAMP(ctx
->Point
.Size
, ctx
->Point
.MinSize
, ctx
->Point
.MaxSize
);
244 /* Clamp to the hardware limits and convert to fixed point */
245 dw4
|= U_FIXED(CLAMP(point_size
, 0.125, 255.875), 3);
248 * Window coordinates in an FBO are inverted, which means point
249 * sprite origin must be inverted, too.
251 if ((ctx
->Point
.SpriteOrigin
== GL_LOWER_LEFT
) != render_to_fbo
) {
252 point_sprite_origin
= GEN6_SF_POINT_SPRITE_LOWERLEFT
;
254 point_sprite_origin
= GEN6_SF_POINT_SPRITE_UPPERLEFT
;
256 dw1
|= point_sprite_origin
;
259 if (ctx
->Light
.ProvokingVertex
!= GL_FIRST_VERTEX_CONVENTION
) {
261 (2 << GEN6_SF_TRI_PROVOKE_SHIFT
) |
262 (2 << GEN6_SF_TRIFAN_PROVOKE_SHIFT
) |
263 (1 << GEN6_SF_LINE_PROVOKE_SHIFT
);
266 (1 << GEN6_SF_TRIFAN_PROVOKE_SHIFT
);
269 /* Create the mapping from the FS inputs we produce to the VS outputs
272 for (; attr
< FRAG_ATTRIB_MAX
; attr
++) {
273 enum glsl_interp_qualifier interp_qualifier
=
274 brw
->fragment_program
->InterpQualifier
[attr
];
275 bool is_gl_Color
= attr
== FRAG_ATTRIB_COL0
|| attr
== FRAG_ATTRIB_COL1
;
277 if (!(brw
->fragment_program
->Base
.InputsRead
& BITFIELD64_BIT(attr
)))
281 if (ctx
->Point
.PointSprite
&&
282 (attr
>= FRAG_ATTRIB_TEX0
&& attr
<= FRAG_ATTRIB_TEX7
) &&
283 ctx
->Point
.CoordReplace
[attr
- FRAG_ATTRIB_TEX0
]) {
284 dw16
|= (1 << input_index
);
287 if (attr
== FRAG_ATTRIB_PNTC
)
288 dw16
|= (1 << input_index
);
291 if (interp_qualifier
== INTERP_QUALIFIER_FLAT
||
292 (shade_model_flat
&& is_gl_Color
&&
293 interp_qualifier
== INTERP_QUALIFIER_NONE
))
294 dw17
|= (1 << input_index
);
296 /* The hardware can only do the overrides on 16 overrides at a
297 * time, and the other up to 16 have to be lined up so that the
298 * input index = the output index. We'll need to do some
299 * tweaking to make sure that's the case.
301 assert(input_index
< 16 || attr
== input_index
);
303 /* CACHE_NEW_VS_PROG | _NEW_LIGHT | _NEW_PROGRAM */
304 attr_overrides
[input_index
++] =
305 get_attr_override(&brw
->vs
.prog_data
->vue_map
,
306 urb_entry_read_offset
, attr
,
307 ctx
->VertexProgram
._TwoSideEnabled
);
310 for (; input_index
< FRAG_ATTRIB_MAX
; input_index
++)
311 attr_overrides
[input_index
] = 0;
314 OUT_BATCH(_3DSTATE_SF
<< 16 | (20 - 2));
319 OUT_BATCH_F(ctx
->Polygon
.OffsetUnits
* 2); /* constant. copied from gen4 */
320 OUT_BATCH_F(ctx
->Polygon
.OffsetFactor
); /* scale */
321 OUT_BATCH_F(0.0); /* XXX: global depth offset clamp */
322 for (i
= 0; i
< 8; i
++) {
323 OUT_BATCH(attr_overrides
[i
* 2] | attr_overrides
[i
* 2 + 1] << 16);
325 OUT_BATCH(dw16
); /* point sprite texcoord bitmask */
326 OUT_BATCH(dw17
); /* constant interp bitmask */
327 OUT_BATCH(0); /* wrapshortest enables 0-7 */
328 OUT_BATCH(0); /* wrapshortest enables 8-15 */
332 const struct brw_tracked_state gen6_sf_state
= {
334 .mesa
= (_NEW_LIGHT
|
341 .brw
= (BRW_NEW_CONTEXT
|
342 BRW_NEW_FRAGMENT_PROGRAM
),
343 .cache
= CACHE_NEW_VS_PROG
345 .emit
= upload_sf_state
,