2090e51d40c50c60d91692b7ccb54211d05466fc
1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * Copyright 2011 Intel Corporation
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 * Chad Versace <chad@chad-versace.us>
30 **************************************************************************/
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/colormac.h"
38 #include "main/renderbuffer.h"
40 #include "intel_buffers.h"
41 #include "intel_fbo.h"
42 #include "intel_mipmap_tree.h"
43 #include "intel_screen.h"
44 #include "intel_span.h"
45 #include "intel_regions.h"
46 #include "intel_tex.h"
48 #include "swrast/swrast.h"
49 #include "swrast/s_renderbuffer.h"
52 * \brief Get pointer offset into stencil buffer.
54 * The stencil buffer is W tiled. Since the GTT is incapable of W fencing, we
55 * must decode the tile's layout in software.
58 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.2.1 W-Major Tile
60 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.3 Tiling Algorithm
62 * Even though the returned offset is always positive, the return type is
64 * commit e8b1c6d6f55f5be3bef25084fdd8b6127517e137
65 * mesa: Fix return type of _mesa_get_format_bytes() (#37351)
68 intel_offset_S8(uint32_t stride
, uint32_t x
, uint32_t y
)
70 uint32_t tile_size
= 4096;
71 uint32_t tile_width
= 64;
72 uint32_t tile_height
= 64;
73 uint32_t row_size
= 64 * stride
;
75 uint32_t tile_x
= x
/ tile_width
;
76 uint32_t tile_y
= y
/ tile_height
;
78 /* The byte's address relative to the tile's base addres. */
79 uint32_t byte_x
= x
% tile_width
;
80 uint32_t byte_y
= y
% tile_height
;
82 uintptr_t u
= tile_y
* row_size
86 + 32 * ((byte_y
/ 4) % 2)
87 + 16 * ((byte_x
/ 4) % 2)
88 + 8 * ((byte_y
/ 2) % 2)
89 + 4 * ((byte_x
/ 2) % 2)
96 * An additional offset is needed which is not documented in the PRM.
98 * if ((byte_x / 8) % 2 == 1) {
99 * if ((byte_y / 8) % 2) == 0) {
106 * The offset is expressed more tersely as
107 * u += ((int) x & 0x8) * (8 - (((int) y & 0x8) << 1));
114 intel_renderbuffer_map(struct intel_context
*intel
, struct gl_renderbuffer
*rb
)
116 struct gl_context
*ctx
= &intel
->ctx
;
117 struct intel_renderbuffer
*irb
= intel_renderbuffer(rb
);
125 /* Renderbuffer is already mapped. This usually happens when a single
126 * buffer is attached to the framebuffer's depth and stencil attachment
132 ctx
->Driver
.MapRenderbuffer(ctx
, rb
, 0, 0, rb
->Width
, rb
->Height
,
133 GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
,
136 irb
->Base
.RowStride
= stride
;
140 intel_renderbuffer_unmap(struct intel_context
*intel
,
141 struct gl_renderbuffer
*rb
)
143 struct gl_context
*ctx
= &intel
->ctx
;
144 struct intel_renderbuffer
*irb
= intel_renderbuffer(rb
);
149 if (!irb
->Base
.Map
) {
150 /* Renderbuffer is already unmapped. This usually happens when a single
151 * buffer is attached to the framebuffer's depth and stencil attachment
157 ctx
->Driver
.UnmapRenderbuffer(ctx
, rb
);
159 irb
->Base
.Map
= NULL
;
160 irb
->Base
.RowStride
= 0;
164 intel_framebuffer_map(struct intel_context
*intel
, struct gl_framebuffer
*fb
)
168 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
169 intel_renderbuffer_map(intel
, fb
->Attachment
[i
].Renderbuffer
);
172 intel_check_front_buffer_rendering(intel
);
176 intel_framebuffer_unmap(struct intel_context
*intel
, struct gl_framebuffer
*fb
)
180 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
181 intel_renderbuffer_unmap(intel
, fb
->Attachment
[i
].Renderbuffer
);
186 * Resolve all buffers that will be mapped by intelSpanRenderStart().
188 * Resolve the depth buffer of each enabled texture and of the read and draw
191 * (Note: In the future this will also perform MSAA resolves.)
194 intel_span_resolve_buffers(struct intel_context
*intel
)
196 struct gl_context
*ctx
= &intel
->ctx
;
197 struct intel_renderbuffer
*draw_irb
;
198 struct intel_renderbuffer
*read_irb
;
199 struct intel_texture_object
*tex_obj
;
201 /* Resolve depth buffer of each enabled texture. */
202 for (int i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
203 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
205 tex_obj
= intel_texture_object(ctx
->Texture
.Unit
[i
]._Current
);
206 intel_finalize_mipmap_tree(intel
, i
);
207 if (!tex_obj
|| !tex_obj
->mt
)
209 intel_miptree_all_slices_resolve_depth(intel
, tex_obj
->mt
);
212 /* Resolve each attached depth buffer. */
213 draw_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
214 read_irb
= intel_get_renderbuffer(ctx
->ReadBuffer
, BUFFER_DEPTH
);
216 intel_renderbuffer_resolve_depth(intel
, draw_irb
);
217 if (read_irb
!= draw_irb
&& read_irb
)
218 intel_renderbuffer_resolve_depth(intel
, read_irb
);
222 * Map the regions needed by intelSpanRenderStart().
225 intel_span_map_buffers(struct intel_context
*intel
)
227 struct gl_context
*ctx
= &intel
->ctx
;
228 struct intel_texture_object
*tex_obj
;
230 for (int i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
231 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
233 tex_obj
= intel_texture_object(ctx
->Texture
.Unit
[i
]._Current
);
234 intel_finalize_mipmap_tree(intel
, i
);
235 intel_tex_map_images(intel
, tex_obj
,
236 GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
);
239 intel_framebuffer_map(intel
, ctx
->DrawBuffer
);
240 if (ctx
->ReadBuffer
!= ctx
->DrawBuffer
) {
241 intel_framebuffer_map(intel
, ctx
->ReadBuffer
);
246 * Prepare for software rendering. Map current read/draw framebuffers'
247 * renderbuffes and all currently bound texture objects.
249 * Old note: Moved locking out to get reasonable span performance.
252 intelSpanRenderStart(struct gl_context
* ctx
)
254 struct intel_context
*intel
= intel_context(ctx
);
257 intel_prepare_render(intel
);
258 intel_span_resolve_buffers(intel
);
260 intel_span_map_buffers(intel
);
264 * Called when done software rendering. Unmap the buffers we mapped in
265 * the above function.
268 intelSpanRenderFinish(struct gl_context
* ctx
)
270 struct intel_context
*intel
= intel_context(ctx
);
275 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
276 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
277 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
278 intel_tex_unmap_images(intel
, intel_texture_object(texObj
));
282 intel_framebuffer_unmap(intel
, ctx
->DrawBuffer
);
283 if (ctx
->ReadBuffer
!= ctx
->DrawBuffer
) {
284 intel_framebuffer_unmap(intel
, ctx
->ReadBuffer
);
290 intelInitSpanFuncs(struct gl_context
* ctx
)
292 struct swrast_device_driver
*swdd
= _swrast_GetDeviceDriverReference(ctx
);
293 swdd
->SpanRenderStart
= intelSpanRenderStart
;
294 swdd
->SpanRenderFinish
= intelSpanRenderFinish
;
298 intel_map_vertex_shader_textures(struct gl_context
*ctx
)
300 struct intel_context
*intel
= intel_context(ctx
);
303 if (ctx
->VertexProgram
._Current
== NULL
)
306 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
307 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
&&
308 ctx
->VertexProgram
._Current
->Base
.TexturesUsed
[i
] != 0) {
309 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
311 intel_tex_map_images(intel
, intel_texture_object(texObj
),
312 GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
);
318 intel_unmap_vertex_shader_textures(struct gl_context
*ctx
)
320 struct intel_context
*intel
= intel_context(ctx
);
323 if (ctx
->VertexProgram
._Current
== NULL
)
326 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
327 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
&&
328 ctx
->VertexProgram
._Current
->Base
.TexturesUsed
[i
] != 0) {
329 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
331 intel_tex_unmap_images(intel
, intel_texture_object(texObj
));