i965/nir/vec4: Implement load_const intrinsic
[mesa.git] / src / mesa / drivers / dri / i965 / gen8_viewport_state.c
1 /*
2 * Copyright © 2011 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
24 #include "brw_context.h"
25 #include "brw_state.h"
26 #include "brw_defines.h"
27 #include "intel_batchbuffer.h"
28 #include "main/fbobject.h"
29 #include "main/framebuffer.h"
30 #include "main/viewport.h"
31
32 static void
33 gen8_upload_sf_clip_viewport(struct brw_context *brw)
34 {
35 struct gl_context *ctx = &brw->ctx;
36 float y_scale, y_bias;
37 const float fb_height = (float)_mesa_geometric_height(ctx->DrawBuffer);
38 const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
39
40 float *vp = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
41 16 * 4 * ctx->Const.MaxViewports,
42 64, &brw->sf.vp_offset);
43 /* Also assign to clip.vp_offset in case something uses it. */
44 brw->clip.vp_offset = brw->sf.vp_offset;
45
46 /* _NEW_BUFFERS */
47 if (render_to_fbo) {
48 y_scale = 1.0;
49 y_bias = 0;
50 } else {
51 y_scale = -1.0;
52 y_bias = fb_height;
53 }
54
55 for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
56 float scale[3], translate[3];
57 _mesa_get_viewport_xform(ctx, i, scale, translate);
58
59 /* _NEW_VIEWPORT: Viewport Matrix Elements */
60 vp[0] = scale[0]; /* m00 */
61 vp[1] = scale[1] * y_scale; /* m11 */
62 vp[2] = scale[2]; /* m22 */
63 vp[3] = translate[0]; /* m30 */
64 vp[4] = translate[1] * y_scale + y_bias; /* m31 */
65 vp[5] = translate[2]; /* m32 */
66
67 /* Reserved */
68 vp[6] = 0;
69 vp[7] = 0;
70
71 /* According to the "Vertex X,Y Clamping and Quantization" section of the
72 * Strips and Fans documentation, objects must not have a screen-space
73 * extents of over 8192 pixels, or they may be mis-rasterized. The
74 * maximum screen space coordinates of a small object may larger, but we
75 * have no way to enforce the object size other than through clipping.
76 *
77 * The goal is to create the maximum sized guardband (8K x 8K) with the
78 * viewport rectangle in the center of the guardband. This looks weird
79 * because the hardware wants coordinates that are scaled to the viewport
80 * in NDC. In other words, an 8K x 8K viewport would have [-1,1] for X and Y.
81 * A 4K viewport would be [-2,2], 2K := [-4,4] etc.
82 *
83 * --------------------------------
84 * |Guardband |
85 * | |
86 * | ------------ |
87 * | |viewport | |
88 * | | | |
89 * | | | |
90 * | |__________| |
91 * | |
92 * | |
93 * |______________________________|
94 *
95 */
96 const float maximum_guardband_extent = 8192;
97 float gbx = maximum_guardband_extent / ctx->ViewportArray[i].Width;
98 float gby = maximum_guardband_extent / ctx->ViewportArray[i].Height;
99
100 /* _NEW_VIEWPORT: Guardband Clipping */
101 vp[8] = -gbx; /* x-min */
102 vp[9] = gbx; /* x-max */
103 vp[10] = -gby; /* y-min */
104 vp[11] = gby; /* y-max */
105
106 /* _NEW_VIEWPORT | _NEW_BUFFERS: Screen Space Viewport
107 * The hardware will take the intersection of the drawing rectangle,
108 * scissor rectangle, and the viewport extents. We don't need to be
109 * smart, and can therefore just program the viewport extents.
110 */
111 float viewport_Xmax = ctx->ViewportArray[i].X + ctx->ViewportArray[i].Width;
112 float viewport_Ymax = ctx->ViewportArray[i].Y + ctx->ViewportArray[i].Height;
113 if (render_to_fbo) {
114 vp[12] = ctx->ViewportArray[i].X;
115 vp[13] = viewport_Xmax - 1;
116 vp[14] = ctx->ViewportArray[i].Y;
117 vp[15] = viewport_Ymax - 1;
118 } else {
119 vp[12] = ctx->ViewportArray[i].X;
120 vp[13] = viewport_Xmax - 1;
121 vp[14] = fb_height - viewport_Ymax;
122 vp[15] = fb_height - ctx->ViewportArray[i].Y - 1;
123 }
124
125 vp += 16;
126 }
127
128 BEGIN_BATCH(2);
129 OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CL << 16 | (2 - 2));
130 OUT_BATCH(brw->sf.vp_offset);
131 ADVANCE_BATCH();
132 }
133
134 const struct brw_tracked_state gen8_sf_clip_viewport = {
135 .dirty = {
136 .mesa = _NEW_BUFFERS |
137 _NEW_VIEWPORT,
138 .brw = BRW_NEW_BATCH,
139 },
140 .emit = gen8_upload_sf_clip_viewport,
141 };