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