d7eaa41241e672c0a5a332cd46cb558b49e58670
[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 * Map the regions needed by intelSpanRenderStart().
109 */
110 static void
111 intel_span_map_buffers(struct intel_context *intel)
112 {
113 struct gl_context *ctx = &intel->ctx;
114 struct intel_texture_object *tex_obj;
115
116 for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
117 if (!ctx->Texture.Unit[i]._ReallyEnabled)
118 continue;
119 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
120 intel_finalize_mipmap_tree(intel, i);
121 intel_tex_map_images(intel, tex_obj,
122 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
123 }
124
125 _swrast_map_renderbuffers(ctx);
126 }
127
128 /**
129 * Prepare for software rendering. Map current read/draw framebuffers'
130 * renderbuffes and all currently bound texture objects.
131 *
132 * Old note: Moved locking out to get reasonable span performance.
133 */
134 void
135 intelSpanRenderStart(struct gl_context * ctx)
136 {
137 struct intel_context *intel = intel_context(ctx);
138
139 intel_flush(ctx);
140 intel_prepare_render(intel);
141 intel_flush(ctx);
142 intel_span_map_buffers(intel);
143 }
144
145 /**
146 * Called when done software rendering. Unmap the buffers we mapped in
147 * the above function.
148 */
149 void
150 intelSpanRenderFinish(struct gl_context * ctx)
151 {
152 struct intel_context *intel = intel_context(ctx);
153 GLuint i;
154
155 _swrast_flush(ctx);
156
157 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
158 if (ctx->Texture.Unit[i]._ReallyEnabled) {
159 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
160 intel_tex_unmap_images(intel, intel_texture_object(texObj));
161 }
162 }
163
164 _swrast_unmap_renderbuffers(ctx);
165 }
166
167
168 void
169 intelInitSpanFuncs(struct gl_context * ctx)
170 {
171 struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
172 if (swdd) {
173 swdd->SpanRenderStart = intelSpanRenderStart;
174 swdd->SpanRenderFinish = intelSpanRenderFinish;
175 }
176 }
177
178 void
179 intel_map_vertex_shader_textures(struct gl_context *ctx)
180 {
181 struct intel_context *intel = intel_context(ctx);
182 int i;
183
184 if (ctx->VertexProgram._Current == NULL)
185 return;
186
187 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
188 if (ctx->Texture.Unit[i]._ReallyEnabled &&
189 ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
190 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
191
192 intel_tex_map_images(intel, intel_texture_object(texObj),
193 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
194 }
195 }
196 }
197
198 void
199 intel_unmap_vertex_shader_textures(struct gl_context *ctx)
200 {
201 struct intel_context *intel = intel_context(ctx);
202 int i;
203
204 if (ctx->VertexProgram._Current == NULL)
205 return;
206
207 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
208 if (ctx->Texture.Unit[i]._ReallyEnabled &&
209 ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
210 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
211
212 intel_tex_unmap_images(intel, intel_texture_object(texObj));
213 }
214 }
215 }