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
, bool swizzled
)
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)
94 /* adjust for bit6 swizzling */
95 if (((byte_x
/ 8) % 2) == 1) {
96 if (((byte_y
/ 8) % 2) == 0) {
109 * Resolve all buffers that will be mapped by intelSpanRenderStart().
111 * Resolve the depth buffer of each enabled texture and of the read and draw
114 * (Note: In the future this will also perform MSAA resolves.)
117 intel_span_resolve_buffers(struct intel_context
*intel
)
119 struct gl_context
*ctx
= &intel
->ctx
;
120 struct intel_renderbuffer
*draw_irb
;
121 struct intel_renderbuffer
*read_irb
;
122 struct intel_texture_object
*tex_obj
;
124 /* Resolve depth buffer of each enabled texture. */
125 for (int i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
126 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
128 tex_obj
= intel_texture_object(ctx
->Texture
.Unit
[i
]._Current
);
129 intel_finalize_mipmap_tree(intel
, i
);
130 if (!tex_obj
|| !tex_obj
->mt
)
132 intel_miptree_all_slices_resolve_depth(intel
, tex_obj
->mt
);
135 /* Resolve each attached depth buffer. */
136 draw_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
137 read_irb
= intel_get_renderbuffer(ctx
->ReadBuffer
, BUFFER_DEPTH
);
139 intel_renderbuffer_resolve_depth(intel
, draw_irb
);
140 if (read_irb
!= draw_irb
&& read_irb
)
141 intel_renderbuffer_resolve_depth(intel
, read_irb
);
145 * Map the regions needed by intelSpanRenderStart().
148 intel_span_map_buffers(struct intel_context
*intel
)
150 struct gl_context
*ctx
= &intel
->ctx
;
151 struct intel_texture_object
*tex_obj
;
153 for (int i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
154 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
156 tex_obj
= intel_texture_object(ctx
->Texture
.Unit
[i
]._Current
);
157 intel_finalize_mipmap_tree(intel
, i
);
158 intel_tex_map_images(intel
, tex_obj
,
159 GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
);
162 _swrast_map_renderbuffers(ctx
);
166 * Prepare for software rendering. Map current read/draw framebuffers'
167 * renderbuffes and all currently bound texture objects.
169 * Old note: Moved locking out to get reasonable span performance.
172 intelSpanRenderStart(struct gl_context
* ctx
)
174 struct intel_context
*intel
= intel_context(ctx
);
177 intel_prepare_render(intel
);
178 intel_span_resolve_buffers(intel
);
180 intel_span_map_buffers(intel
);
184 * Called when done software rendering. Unmap the buffers we mapped in
185 * the above function.
188 intelSpanRenderFinish(struct gl_context
* ctx
)
190 struct intel_context
*intel
= intel_context(ctx
);
195 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
196 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
197 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
198 intel_tex_unmap_images(intel
, intel_texture_object(texObj
));
202 _swrast_unmap_renderbuffers(ctx
);
207 intelInitSpanFuncs(struct gl_context
* ctx
)
209 struct swrast_device_driver
*swdd
= _swrast_GetDeviceDriverReference(ctx
);
210 swdd
->SpanRenderStart
= intelSpanRenderStart
;
211 swdd
->SpanRenderFinish
= intelSpanRenderFinish
;
215 intel_map_vertex_shader_textures(struct gl_context
*ctx
)
217 struct intel_context
*intel
= intel_context(ctx
);
220 if (ctx
->VertexProgram
._Current
== NULL
)
223 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
224 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
&&
225 ctx
->VertexProgram
._Current
->Base
.TexturesUsed
[i
] != 0) {
226 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
228 intel_tex_map_images(intel
, intel_texture_object(texObj
),
229 GL_MAP_READ_BIT
| GL_MAP_WRITE_BIT
);
235 intel_unmap_vertex_shader_textures(struct gl_context
*ctx
)
237 struct intel_context
*intel
= intel_context(ctx
);
240 if (ctx
->VertexProgram
._Current
== NULL
)
243 for (i
= 0; i
< ctx
->Const
.MaxTextureImageUnits
; i
++) {
244 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
&&
245 ctx
->VertexProgram
._Current
->Base
.TexturesUsed
[i
] != 0) {
246 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[i
]._Current
;
248 intel_tex_unmap_images(intel
, intel_texture_object(texObj
));