intel: Remove dead code in intelAllocateBuffer
[mesa.git] / src / mesa / drivers / dri / intel / intel_span.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * Copyright 2011 Intel Corporation
5 * All Rights Reserved.
6 *
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:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
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.
26 *
27 * Authors:
28 * Chad Versace <chad@chad-versace.us>
29 *
30 **************************************************************************/
31
32 #include <stdbool.h>
33 #include <stdint.h>
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"
39
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"
47
48 #include "swrast/swrast.h"
49 #include "swrast/s_renderbuffer.h"
50
51 /**
52 * \brief Get pointer offset into stencil buffer.
53 *
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.
56 *
57 * See
58 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.2.1 W-Major Tile
59 * Format.
60 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.3 Tiling Algorithm
61 *
62 * Even though the returned offset is always positive, the return type is
63 * signed due to
64 * commit e8b1c6d6f55f5be3bef25084fdd8b6127517e137
65 * mesa: Fix return type of _mesa_get_format_bytes() (#37351)
66 */
67 intptr_t
68 intel_offset_S8(uint32_t stride, uint32_t x, uint32_t y, bool swizzled)
69 {
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;
74
75 uint32_t tile_x = x / tile_width;
76 uint32_t tile_y = y / tile_height;
77
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;
81
82 uintptr_t u = tile_y * row_size
83 + tile_x * tile_size
84 + 512 * (byte_x / 8)
85 + 64 * (byte_y / 8)
86 + 32 * ((byte_y / 4) % 2)
87 + 16 * ((byte_x / 4) % 2)
88 + 8 * ((byte_y / 2) % 2)
89 + 4 * ((byte_x / 2) % 2)
90 + 2 * (byte_y % 2)
91 + 1 * (byte_x % 2);
92
93 if (swizzled) {
94 /* adjust for bit6 swizzling */
95 if (((byte_x / 8) % 2) == 1) {
96 if (((byte_y / 8) % 2) == 0) {
97 u += 64;
98 } else {
99 u -= 64;
100 }
101 }
102 }
103
104 return u;
105 }
106
107
108 /**
109 * Resolve all buffers that will be mapped by intelSpanRenderStart().
110 *
111 * Resolve the depth buffer of each enabled texture and of the read and draw
112 * buffers.
113 *
114 * (Note: In the future this will also perform MSAA resolves.)
115 */
116 static void
117 intel_span_resolve_buffers(struct intel_context *intel)
118 {
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;
123
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)
127 continue;
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)
131 continue;
132 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
133 }
134
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);
138 if (draw_irb)
139 intel_renderbuffer_resolve_depth(intel, draw_irb);
140 if (read_irb != draw_irb && read_irb)
141 intel_renderbuffer_resolve_depth(intel, read_irb);
142 }
143
144 /**
145 * Map the regions needed by intelSpanRenderStart().
146 */
147 static void
148 intel_span_map_buffers(struct intel_context *intel)
149 {
150 struct gl_context *ctx = &intel->ctx;
151 struct intel_texture_object *tex_obj;
152
153 for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
154 if (!ctx->Texture.Unit[i]._ReallyEnabled)
155 continue;
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);
160 }
161
162 _swrast_map_renderbuffers(ctx);
163 }
164
165 /**
166 * Prepare for software rendering. Map current read/draw framebuffers'
167 * renderbuffes and all currently bound texture objects.
168 *
169 * Old note: Moved locking out to get reasonable span performance.
170 */
171 void
172 intelSpanRenderStart(struct gl_context * ctx)
173 {
174 struct intel_context *intel = intel_context(ctx);
175
176 intel_flush(ctx);
177 intel_prepare_render(intel);
178 intel_span_resolve_buffers(intel);
179 intel_flush(ctx);
180 intel_span_map_buffers(intel);
181 }
182
183 /**
184 * Called when done software rendering. Unmap the buffers we mapped in
185 * the above function.
186 */
187 void
188 intelSpanRenderFinish(struct gl_context * ctx)
189 {
190 struct intel_context *intel = intel_context(ctx);
191 GLuint i;
192
193 _swrast_flush(ctx);
194
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));
199 }
200 }
201
202 _swrast_unmap_renderbuffers(ctx);
203 }
204
205
206 void
207 intelInitSpanFuncs(struct gl_context * ctx)
208 {
209 struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
210 swdd->SpanRenderStart = intelSpanRenderStart;
211 swdd->SpanRenderFinish = intelSpanRenderFinish;
212 }
213
214 void
215 intel_map_vertex_shader_textures(struct gl_context *ctx)
216 {
217 struct intel_context *intel = intel_context(ctx);
218 int i;
219
220 if (ctx->VertexProgram._Current == NULL)
221 return;
222
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;
227
228 intel_tex_map_images(intel, intel_texture_object(texObj),
229 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
230 }
231 }
232 }
233
234 void
235 intel_unmap_vertex_shader_textures(struct gl_context *ctx)
236 {
237 struct intel_context *intel = intel_context(ctx);
238 int i;
239
240 if (ctx->VertexProgram._Current == NULL)
241 return;
242
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;
247
248 intel_tex_unmap_images(intel, intel_texture_object(texObj));
249 }
250 }
251 }