#include "util/u_math.h"
#include "util/u_memory.h"
+#include "util/u_pack_color.h"
#include "r300_context.h"
#include "r300_fs.h"
-#include "r300_hyperz.h"
#include "r300_screen.h"
#include "r300_shader_semantics.h"
-#include "r300_state.h"
-#include "r300_state_derived.h"
#include "r300_state_inlines.h"
+#include "r300_texture.h"
#include "r300_vs.h"
/* r300_state_derived: Various bits of state which are dependent upon
SWIZ_XYZW = 0,
SWIZ_X001,
SWIZ_XY01,
+ SWIZ_0001,
+};
+
+enum r300_rs_col_write_type {
+ WRITE_COLOR = 0,
+ WRITE_FACE
};
static void r300_draw_emit_attrib(struct r300_context* r300,
}
}
- /* XXX Back-face colors. */
+ /* Back-face colors. */
+ for (i = 0; i < ATTR_COLOR_COUNT; i++) {
+ if (vs_outputs->bcolor[i] != ATTR_UNUSED) {
+ r300_draw_emit_attrib(r300, EMIT_4F, INTERP_LINEAR,
+ vs_outputs->bcolor[i]);
+ }
+ }
/* Texture coordinates. */
/* Only 8 generic vertex attributes can be used. If there are more,
* they won't be rasterized. */
gen_count = 0;
for (i = 0; i < ATTR_GENERIC_COUNT && gen_count < 8; i++) {
- if (vs_outputs->generic[i] != ATTR_UNUSED) {
+ if (vs_outputs->generic[i] != ATTR_UNUSED &&
+ !(r300->sprite_coord_enable & (1 << i))) {
r300_draw_emit_attrib(r300, EMIT_4F, INTERP_PERSPECTIVE,
vs_outputs->generic[i]);
gen_count++;
vs_outputs->fog);
gen_count++;
}
+
+ /* WPOS. */
+ if (r300_fs(r300)->shader->inputs.wpos != ATTR_UNUSED && gen_count < 8) {
+ DBG(r300, DBG_SWTCL, "draw_emit_attrib: WPOS, index: %i\n",
+ vs_outputs->wpos);
+ r300_draw_emit_attrib(r300, EMIT_4F, INTERP_PERSPECTIVE,
+ vs_outputs->wpos);
+ }
}
/* Update the PSC tables for SW TCL, using Draw. */
static void r300_swtcl_vertex_psc(struct r300_context *r300)
{
struct r300_vertex_stream_state *vstream = r300->vertex_stream_state.state;
- struct r300_vertex_shader* vs = r300->vs_state.state;
- struct vertex_info* vinfo = &r300->vertex_info;
+ struct vertex_info *vinfo = &r300->vertex_info;
uint16_t type, swizzle;
enum pipe_format format;
unsigned i, attrib_count;
- int* vs_output_tab = vs->stream_loc_notcl;
+ int* vs_output_tab = r300->stream_loc_notcl;
- /* XXX hax */
memset(vstream, 0, sizeof(struct r300_vertex_stream_state));
/* For each Draw attribute, route it to the fragment shader according
* to the vs_output_tab. */
attrib_count = vinfo->num_attribs;
- DBG(r300, DBG_DRAW, "r300: attrib count: %d\n", attrib_count);
+ DBG(r300, DBG_SWTCL, "r300: attrib count: %d\n", attrib_count);
for (i = 0; i < attrib_count; i++) {
- DBG(r300, DBG_DRAW, "r300: attrib: offset %d, interp %d, size %d,"
- " vs_output_tab %d\n", vinfo->attrib[i].src_index,
- vinfo->attrib[i].interp_mode, vinfo->attrib[i].emit,
- vs_output_tab[i]);
-
- /* Make sure we have a proper destination for our attribute. */
- assert(vs_output_tab[i] != -1);
+ if (vs_output_tab[i] == -1) {
+ assert(0);
+ abort();
+ }
format = draw_translate_vinfo_format(vinfo->attrib[i].emit);
+ DBG(r300, DBG_SWTCL,
+ "r300: swtcl_vertex_psc [%i] <- %s\n",
+ vs_output_tab[i], util_format_short_name(format));
+
/* Obtain the type of data in this attribute. */
- type = r300_translate_vertex_data_type(format) |
- vs_output_tab[i] << R300_DST_VEC_LOC_SHIFT;
+ type = r300_translate_vertex_data_type(format);
+ if (type == R300_INVALID_FORMAT) {
+ fprintf(stderr, "r300: Bad vertex format %s.\n",
+ util_format_short_name(format));
+ assert(0);
+ abort();
+ }
+
+ type |= vs_output_tab[i] << R300_DST_VEC_LOC_SHIFT;
/* Obtain the swizzle for this attribute. Note that the default
* swizzle in the hardware is not XYZW! */
(R300_LAST_VEC << (i & 1 ? 16 : 0));
vstream->count = (i >> 1) + 1;
- r300->vertex_stream_state.dirty = TRUE;
+ r300_mark_atom_dirty(r300, &r300->vertex_stream_state);
r300->vertex_stream_state.size = (1 + vstream->count) * 2;
}
static void r300_rs_col(struct r300_rs_block* rs, int id, int ptr,
- boolean swizzle_0001)
+ enum r300_rs_swizzle swiz)
{
rs->ip[id] |= R300_RS_COL_PTR(ptr);
- if (swizzle_0001) {
+ if (swiz == SWIZ_0001) {
rs->ip[id] |= R300_RS_COL_FMT(R300_RS_COL_FMT_0001);
} else {
rs->ip[id] |= R300_RS_COL_FMT(R300_RS_COL_FMT_RGBA);
rs->inst[id] |= R300_RS_INST_COL_ID(id);
}
-static void r300_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset)
+static void r300_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset,
+ enum r300_rs_col_write_type type)
{
+ assert(type == WRITE_COLOR);
rs->inst[id] |= R300_RS_INST_COL_CN_WRITE |
R300_RS_INST_COL_ADDR(fp_offset);
}
enum r300_rs_swizzle swiz)
{
if (swiz == SWIZ_X001) {
- rs->ip[id] |= R300_RS_TEX_PTR(ptr*4) |
+ rs->ip[id] |= R300_RS_TEX_PTR(ptr) |
R300_RS_SEL_S(R300_RS_SEL_C0) |
R300_RS_SEL_T(R300_RS_SEL_K0) |
R300_RS_SEL_R(R300_RS_SEL_K0) |
R300_RS_SEL_Q(R300_RS_SEL_K1);
} else if (swiz == SWIZ_XY01) {
- rs->ip[id] |= R300_RS_TEX_PTR(ptr*4) |
+ rs->ip[id] |= R300_RS_TEX_PTR(ptr) |
R300_RS_SEL_S(R300_RS_SEL_C0) |
R300_RS_SEL_T(R300_RS_SEL_C1) |
R300_RS_SEL_R(R300_RS_SEL_K0) |
R300_RS_SEL_Q(R300_RS_SEL_K1);
} else {
- rs->ip[id] |= R300_RS_TEX_PTR(ptr*4) |
+ rs->ip[id] |= R300_RS_TEX_PTR(ptr) |
R300_RS_SEL_S(R300_RS_SEL_C0) |
R300_RS_SEL_T(R300_RS_SEL_C1) |
R300_RS_SEL_R(R300_RS_SEL_C2) |
}
static void r500_rs_col(struct r300_rs_block* rs, int id, int ptr,
- boolean swizzle_0001)
+ enum r300_rs_swizzle swiz)
{
rs->ip[id] |= R500_RS_COL_PTR(ptr);
- if (swizzle_0001) {
+ if (swiz == SWIZ_0001) {
rs->ip[id] |= R500_RS_COL_FMT(R300_RS_COL_FMT_0001);
} else {
rs->ip[id] |= R500_RS_COL_FMT(R300_RS_COL_FMT_RGBA);
rs->inst[id] |= R500_RS_INST_COL_ID(id);
}
-static void r500_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset)
+static void r500_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset,
+ enum r300_rs_col_write_type type)
{
- rs->inst[id] |= R500_RS_INST_COL_CN_WRITE |
- R500_RS_INST_COL_ADDR(fp_offset);
+ if (type == WRITE_FACE)
+ rs->inst[id] |= R500_RS_INST_COL_CN_WRITE_BACKFACE |
+ R500_RS_INST_COL_ADDR(fp_offset);
+ else
+ rs->inst[id] |= R500_RS_INST_COL_CN_WRITE |
+ R500_RS_INST_COL_ADDR(fp_offset);
+
}
static void r500_rs_tex(struct r300_rs_block* rs, int id, int ptr,
enum r300_rs_swizzle swiz)
{
- int rs_tex_comp = ptr*4;
-
if (swiz == SWIZ_X001) {
- rs->ip[id] |= R500_RS_SEL_S(rs_tex_comp) |
+ rs->ip[id] |= R500_RS_SEL_S(ptr) |
R500_RS_SEL_T(R500_RS_IP_PTR_K0) |
R500_RS_SEL_R(R500_RS_IP_PTR_K0) |
R500_RS_SEL_Q(R500_RS_IP_PTR_K1);
} else if (swiz == SWIZ_XY01) {
- rs->ip[id] |= R500_RS_SEL_S(rs_tex_comp) |
- R500_RS_SEL_T(rs_tex_comp + 1) |
+ rs->ip[id] |= R500_RS_SEL_S(ptr) |
+ R500_RS_SEL_T(ptr + 1) |
R500_RS_SEL_R(R500_RS_IP_PTR_K0) |
R500_RS_SEL_Q(R500_RS_IP_PTR_K1);
} else {
- rs->ip[id] |= R500_RS_SEL_S(rs_tex_comp) |
- R500_RS_SEL_T(rs_tex_comp + 1) |
- R500_RS_SEL_R(rs_tex_comp + 2) |
- R500_RS_SEL_Q(rs_tex_comp + 3);
+ rs->ip[id] |= R500_RS_SEL_S(ptr) |
+ R500_RS_SEL_T(ptr + 1) |
+ R500_RS_SEL_R(ptr + 2) |
+ R500_RS_SEL_Q(ptr + 3);
}
rs->inst[id] |= R500_RS_INST_TEX_ID(id);
}
/* Set up the RS block.
*
- * This is the part of the chipset that actually does the rasterization
- * of vertices into fragments. This is also the part of the chipset that
- * locks up if any part of it is even slightly wrong. */
-static void r300_update_rs_block(struct r300_context* r300,
- struct r300_shader_semantics* vs_outputs,
- struct r300_shader_semantics* fs_inputs)
+ * This is the part of the chipset that is responsible for linking vertex
+ * and fragment shaders and stuffed texture coordinates.
+ *
+ * The rasterizer reads data from VAP, which produces vertex shader outputs,
+ * and GA, which produces stuffed texture coordinates. VAP outputs have
+ * precedence over GA. All outputs must be rasterized otherwise it locks up.
+ * If there are more outputs rasterized than is set in VAP/GA, it locks up
+ * too. The funky part is that this info has been pretty much obtained by trial
+ * and error. */
+static void r300_update_rs_block(struct r300_context *r300)
{
- struct r300_rs_block rs = { { 0 } };
- int i, col_count = 0, tex_count = 0, fp_offset = 0, count;
- void (*rX00_rs_col)(struct r300_rs_block*, int, int, boolean);
- void (*rX00_rs_col_write)(struct r300_rs_block*, int, int);
+ struct r300_vertex_shader *vs = r300->vs_state.state;
+ struct r300_shader_semantics *vs_outputs = &vs->outputs;
+ struct r300_shader_semantics *fs_inputs = &r300_fs(r300)->shader->inputs;
+ struct r300_rs_block rs = {0};
+ int i, col_count = 0, tex_count = 0, fp_offset = 0, count, loc = 0, tex_ptr = 0;
+ void (*rX00_rs_col)(struct r300_rs_block*, int, int, enum r300_rs_swizzle);
+ void (*rX00_rs_col_write)(struct r300_rs_block*, int, int, enum r300_rs_col_write_type);
void (*rX00_rs_tex)(struct r300_rs_block*, int, int, enum r300_rs_swizzle);
void (*rX00_rs_tex_write)(struct r300_rs_block*, int, int);
boolean any_bcolor_used = vs_outputs->bcolor[0] != ATTR_UNUSED ||
vs_outputs->bcolor[1] != ATTR_UNUSED;
+ int *stream_loc_notcl = r300->stream_loc_notcl;
+ uint32_t stuffing_enable = 0;
if (r300->screen->caps.is_r500) {
rX00_rs_col = r500_rs_col;
rX00_rs_tex_write = r300_rs_tex_write;
}
- /* Rasterize colors. */
+ /* 0x5555 copied from classic, which means:
+ * Select user color 0 for COLOR0 up to COLOR7.
+ * What the hell does that mean? */
+ rs.vap_vtx_state_cntl = 0x5555;
+
+ /* The position is always present in VAP. */
+ rs.vap_vsm_vtx_assm |= R300_INPUT_CNTL_POS;
+ rs.vap_out_vtx_fmt[0] |= R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT;
+ stream_loc_notcl[loc++] = 0;
+
+ /* Set up the point size in VAP. */
+ if (vs_outputs->psize != ATTR_UNUSED) {
+ rs.vap_out_vtx_fmt[0] |= R300_VAP_OUTPUT_VTX_FMT_0__PT_SIZE_PRESENT;
+ stream_loc_notcl[loc++] = 1;
+ }
+
+ /* Set up and rasterize colors. */
for (i = 0; i < ATTR_COLOR_COUNT; i++) {
if (vs_outputs->color[i] != ATTR_UNUSED || any_bcolor_used ||
vs_outputs->color[1] != ATTR_UNUSED) {
- /* Always rasterize if it's written by the VS,
- * otherwise it locks up. */
- rX00_rs_col(&rs, col_count, i, FALSE);
+ /* Set up the color in VAP. */
+ rs.vap_vsm_vtx_assm |= R300_INPUT_CNTL_COLOR;
+ rs.vap_out_vtx_fmt[0] |=
+ R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT << i;
+ stream_loc_notcl[loc++] = 2 + i;
+
+ /* Rasterize it. */
+ rX00_rs_col(&rs, col_count, col_count, SWIZ_XYZW);
- /* Write it to the FS input register if it's used by the FS. */
+ /* Write it to the FS input register if it's needed by the FS. */
if (fs_inputs->color[i] != ATTR_UNUSED) {
- rX00_rs_col_write(&rs, col_count, fp_offset);
+ rX00_rs_col_write(&rs, col_count, fp_offset, WRITE_COLOR);
fp_offset++;
+
+ DBG(r300, DBG_RS,
+ "r300: Rasterized color %i written to FS.\n", i);
+ } else {
+ DBG(r300, DBG_RS, "r300: Rasterized color %i unused.\n", i);
}
col_count++;
} else {
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->color[i] != ATTR_UNUSED) {
fp_offset++;
+
+ DBG(r300, DBG_RS, "r300: FS input color %i unassigned%s.\n",
+ i);
}
}
}
+ /* Set up back-face colors. The rasterizer will do the color selection
+ * automatically. */
+ if (any_bcolor_used) {
+ if (r300->two_sided_color) {
+ /* Rasterize as back-face colors. */
+ for (i = 0; i < ATTR_COLOR_COUNT; i++) {
+ rs.vap_vsm_vtx_assm |= R300_INPUT_CNTL_COLOR;
+ rs.vap_out_vtx_fmt[0] |= R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT << (2+i);
+ stream_loc_notcl[loc++] = 4 + i;
+ }
+ } else {
+ /* Rasterize two fake texcoords to prevent from the two-sided color
+ * selection. */
+ /* XXX Consider recompiling the vertex shader to save 2 RS units. */
+ for (i = 0; i < 2; i++) {
+ rs.vap_vsm_vtx_assm |= (R300_INPUT_CNTL_TC0 << tex_count);
+ rs.vap_out_vtx_fmt[1] |= (4 << (3 * tex_count));
+ stream_loc_notcl[loc++] = 6 + tex_count;
+
+ /* Rasterize it. */
+ rX00_rs_tex(&rs, tex_count, tex_ptr, SWIZ_XYZW);
+ tex_count++;
+ tex_ptr += 4;
+ }
+ }
+ }
+
+ /* gl_FrontFacing.
+ * Note that we can use either the two-sided color selection based on
+ * the front and back vertex shader colors, or gl_FrontFacing,
+ * but not both! It locks up otherwise.
+ *
+ * In Direct3D 9, the two-sided color selection can be used
+ * with shaders 2.0 only, while gl_FrontFacing can be used
+ * with shaders 3.0 only. The hardware apparently hasn't been designed
+ * to support both at the same time. */
+ if (r300->screen->caps.is_r500 && fs_inputs->face != ATTR_UNUSED &&
+ !(any_bcolor_used && r300->two_sided_color)) {
+ rX00_rs_col(&rs, col_count, col_count, SWIZ_XYZW);
+ rX00_rs_col_write(&rs, col_count, fp_offset, WRITE_FACE);
+ fp_offset++;
+ col_count++;
+ DBG(r300, DBG_RS, "r300: Rasterized FACE written to FS.\n");
+ } else if (fs_inputs->face != ATTR_UNUSED) {
+ fprintf(stderr, "r300: ERROR: FS input FACE unassigned.\n");
+ }
+
/* Rasterize texture coordinates. */
- for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
- bool sprite_coord = !!(r300->sprite_coord_enable & (1 << i));
+ for (i = 0; i < ATTR_GENERIC_COUNT && tex_count < 8; i++) {
+ bool sprite_coord = false;
+
+ if (fs_inputs->generic[i] != ATTR_UNUSED) {
+ sprite_coord = !!(r300->sprite_coord_enable & (1 << i));
+ }
if (vs_outputs->generic[i] != ATTR_UNUSED || sprite_coord) {
- /* Always rasterize if it's written by the VS,
- * otherwise it locks up. */
- rX00_rs_tex(&rs, tex_count, tex_count,
+ if (!sprite_coord) {
+ /* Set up the texture coordinates in VAP. */
+ rs.vap_vsm_vtx_assm |= (R300_INPUT_CNTL_TC0 << tex_count);
+ rs.vap_out_vtx_fmt[1] |= (4 << (3 * tex_count));
+ stream_loc_notcl[loc++] = 6 + tex_count;
+ } else
+ stuffing_enable |=
+ R300_GB_TEX_ST << (R300_GB_TEX0_SOURCE_SHIFT + (tex_count*2));
+
+ /* Rasterize it. */
+ rX00_rs_tex(&rs, tex_count, tex_ptr,
sprite_coord ? SWIZ_XY01 : SWIZ_XYZW);
- /* Write it to the FS input register if it's used by the FS. */
+ /* Write it to the FS input register if it's needed by the FS. */
if (fs_inputs->generic[i] != ATTR_UNUSED) {
rX00_rs_tex_write(&rs, tex_count, fp_offset);
- if (sprite_coord)
- debug_printf("r300: SpriteCoord (generic index %i) is being written to reg %i\n", i, fp_offset);
fp_offset++;
+
+ DBG(r300, DBG_RS,
+ "r300: Rasterized generic %i written to FS%s in texcoord %d.\n",
+ i, sprite_coord ? " (sprite coord)" : "", tex_count);
+ } else {
+ DBG(r300, DBG_RS,
+ "r300: Rasterized generic %i unused%s.\n",
+ i, sprite_coord ? " (sprite coord)" : "");
}
tex_count++;
+ tex_ptr += sprite_coord ? 2 : 4;
} else {
/* Skip the FS input register, leave it uninitialized. */
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->generic[i] != ATTR_UNUSED) {
fp_offset++;
+
+ DBG(r300, DBG_RS, "r300: FS input generic %i unassigned%s.\n",
+ i, sprite_coord ? " (sprite coord)" : "");
}
}
}
+ for (; i < ATTR_GENERIC_COUNT; i++) {
+ if (fs_inputs->generic[i] != ATTR_UNUSED) {
+ fprintf(stderr, "r300: ERROR: FS input generic %i unassigned, "
+ "not enough hardware slots (it's not a bug, do not "
+ "report it).\n", i);
+ }
+ }
+
/* Rasterize fog coordinates. */
- if (vs_outputs->fog != ATTR_UNUSED) {
- /* Always rasterize if it's written by the VS,
- * otherwise it locks up. */
- rX00_rs_tex(&rs, tex_count, tex_count, SWIZ_X001);
+ if (vs_outputs->fog != ATTR_UNUSED && tex_count < 8) {
+ /* Set up the fog coordinates in VAP. */
+ rs.vap_vsm_vtx_assm |= (R300_INPUT_CNTL_TC0 << tex_count);
+ rs.vap_out_vtx_fmt[1] |= (4 << (3 * tex_count));
+ stream_loc_notcl[loc++] = 6 + tex_count;
+
+ /* Rasterize it. */
+ rX00_rs_tex(&rs, tex_count, tex_ptr, SWIZ_X001);
- /* Write it to the FS input register if it's used by the FS. */
+ /* Write it to the FS input register if it's needed by the FS. */
if (fs_inputs->fog != ATTR_UNUSED) {
rX00_rs_tex_write(&rs, tex_count, fp_offset);
fp_offset++;
+
+ DBG(r300, DBG_RS, "r300: Rasterized fog written to FS.\n");
+ } else {
+ DBG(r300, DBG_RS, "r300: Rasterized fog unused.\n");
}
tex_count++;
+ tex_ptr += 4;
} else {
/* Skip the FS input register, leave it uninitialized. */
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->fog != ATTR_UNUSED) {
fp_offset++;
+
+ if (tex_count < 8) {
+ DBG(r300, DBG_RS, "r300: FS input fog unassigned.\n");
+ } else {
+ fprintf(stderr, "r300: ERROR: FS input fog unassigned, "
+ "not enough hardware slots. (it's not a bug, "
+ "do not report it)\n");
+ }
}
}
/* Rasterize WPOS. */
- /* If the FS doesn't need it, it's not written by the VS. */
- if (vs_outputs->wpos != ATTR_UNUSED && fs_inputs->wpos != ATTR_UNUSED) {
- rX00_rs_tex(&rs, tex_count, tex_count, SWIZ_XYZW);
+ /* Don't set it in VAP if the FS doesn't need it. */
+ if (fs_inputs->wpos != ATTR_UNUSED && tex_count < 8) {
+ /* Set up the WPOS coordinates in VAP. */
+ rs.vap_vsm_vtx_assm |= (R300_INPUT_CNTL_TC0 << tex_count);
+ rs.vap_out_vtx_fmt[1] |= (4 << (3 * tex_count));
+ stream_loc_notcl[loc++] = 6 + tex_count;
+
+ /* Rasterize it. */
+ rX00_rs_tex(&rs, tex_count, tex_ptr, SWIZ_XYZW);
+
+ /* Write it to the FS input register. */
rX00_rs_tex_write(&rs, tex_count, fp_offset);
+ DBG(r300, DBG_RS, "r300: Rasterized WPOS written to FS.\n");
+
fp_offset++;
tex_count++;
+ tex_ptr += 4;
+ } else {
+ if (fs_inputs->wpos != ATTR_UNUSED && tex_count >= 8) {
+ fprintf(stderr, "r300: ERROR: FS input WPOS unassigned, "
+ "not enough hardware slots. (it's not a bug, do not "
+ "report it)\n");
+ }
+ }
+
+ /* Invalidate the rest of the no-TCL (GA) stream locations. */
+ for (; loc < 16;) {
+ stream_loc_notcl[loc++] = -1;
}
/* Rasterize at least one color, or bad things happen. */
if (col_count == 0 && tex_count == 0) {
- rX00_rs_col(&rs, 0, 0, TRUE);
+ rX00_rs_col(&rs, 0, 0, SWIZ_0001);
col_count++;
+
+ DBG(r300, DBG_RS, "r300: Rasterized color 0 to prevent lockups.\n");
}
- rs.count = (tex_count*4) | (col_count << R300_IC_COUNT_SHIFT) |
+ DBG(r300, DBG_RS, "r300: --- Rasterizer status ---: colors: %i, "
+ "generics: %i.\n", col_count, tex_count);
+
+ rs.count = MIN2(tex_ptr, 32) | (col_count << R300_IC_COUNT_SHIFT) |
R300_HIRES_EN;
count = MAX3(col_count, tex_count, 1);
rs.inst_count = count - 1;
+ /* set the GB enable flags */
+ if (r300->sprite_coord_enable)
+ stuffing_enable |= R300_GB_POINT_STUFF_ENABLE;
+
+ rs.gb_enable = stuffing_enable;
+
/* Now, after all that, see if we actually need to update the state. */
if (memcmp(r300->rs_block_state.state, &rs, sizeof(struct r300_rs_block))) {
memcpy(r300->rs_block_state.state, &rs, sizeof(struct r300_rs_block));
- r300->rs_block_state.size = 5 + count*2;
+ r300->rs_block_state.size = 13 + count*2;
}
}
-/* Update the shader-dependant states. */
-static void r300_update_derived_shader_state(struct r300_context* r300)
+static void rgba_to_bgra(float color[4])
{
- struct r300_vertex_shader* vs = r300->vs_state.state;
+ float x = color[0];
+ color[0] = color[2];
+ color[2] = x;
+}
+
+static uint32_t r300_get_border_color(enum pipe_format format,
+ const float border[4],
+ boolean is_r500)
+{
+ const struct util_format_description *desc;
+ float border_swizzled[4] = {0};
+ unsigned i;
+ union util_color uc = {0};
+
+ desc = util_format_description(format);
+
+ /* Do depth formats first. */
+ if (util_format_is_depth_or_stencil(format)) {
+ switch (format) {
+ case PIPE_FORMAT_Z16_UNORM:
+ return util_pack_z(PIPE_FORMAT_Z16_UNORM, border[0]);
+ case PIPE_FORMAT_X8Z24_UNORM:
+ case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+ if (is_r500) {
+ return util_pack_z(PIPE_FORMAT_X8Z24_UNORM, border[0]);
+ } else {
+ return util_pack_z(PIPE_FORMAT_Z16_UNORM, border[0]) << 16;
+ }
+ default:
+ assert(0);
+ return 0;
+ }
+ }
+
+ /* Apply inverse swizzle of the format. */
+ for (i = 0; i < 4; i++) {
+ switch (desc->swizzle[i]) {
+ case UTIL_FORMAT_SWIZZLE_X:
+ border_swizzled[0] = border[i];
+ break;
+ case UTIL_FORMAT_SWIZZLE_Y:
+ border_swizzled[1] = border[i];
+ break;
+ case UTIL_FORMAT_SWIZZLE_Z:
+ border_swizzled[2] = border[i];
+ break;
+ case UTIL_FORMAT_SWIZZLE_W:
+ border_swizzled[3] = border[i];
+ break;
+ }
+ }
+
+ /* Compressed formats. */
+ if (util_format_is_compressed(format)) {
+ switch (format) {
+ case PIPE_FORMAT_RGTC1_SNORM:
+ case PIPE_FORMAT_LATC1_SNORM:
+ border_swizzled[0] = border_swizzled[0] < 0 ?
+ border_swizzled[0]*0.5+1 :
+ border_swizzled[0]*0.5;
+ /* Pass through. */
+
+ case PIPE_FORMAT_RGTC1_UNORM:
+ case PIPE_FORMAT_LATC1_UNORM:
+ /* Add 1/32 to round the border color instead of truncating. */
+ /* The Y component is used for the border color. */
+ border_swizzled[1] = border_swizzled[0] + 1.0f/32;
+ util_pack_color(border_swizzled, PIPE_FORMAT_B4G4R4A4_UNORM, &uc);
+ return uc.ui;
+ case PIPE_FORMAT_RGTC2_SNORM:
+ case PIPE_FORMAT_LATC2_SNORM:
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
+ return uc.ui;
+ case PIPE_FORMAT_RGTC2_UNORM:
+ case PIPE_FORMAT_LATC2_UNORM:
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ return uc.ui;
+ default:
+ util_pack_color(border_swizzled, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
+ return uc.ui;
+ }
+ }
+
+ switch (desc->channel[0].size) {
+ case 2:
+ rgba_to_bgra(border_swizzled);
+ util_pack_color(border_swizzled, PIPE_FORMAT_B2G3R3_UNORM, &uc);
+ break;
+
+ case 4:
+ rgba_to_bgra(border_swizzled);
+ util_pack_color(border_swizzled, PIPE_FORMAT_B4G4R4A4_UNORM, &uc);
+ break;
+
+ case 5:
+ rgba_to_bgra(border_swizzled);
+ if (desc->channel[1].size == 5) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_B5G5R5A1_UNORM, &uc);
+ } else if (desc->channel[1].size == 6) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_B5G6R5_UNORM, &uc);
+ } else {
+ assert(0);
+ }
+ break;
+
+ default:
+ case 8:
+ if (desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED)
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
+ else
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ break;
+
+ case 10:
+ util_pack_color(border_swizzled, PIPE_FORMAT_R10G10B10A2_UNORM, &uc);
+ break;
+
+ case 16:
+ if (desc->nr_channels <= 2) {
+ if (desc->channel[0].type == UTIL_FORMAT_TYPE_FLOAT) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R16G16_FLOAT, &uc);
+ } else if (desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R16G16_SNORM, &uc);
+ } else {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R16G16_UNORM, &uc);
+ }
+ } else {
+ if (desc->channel[0].type == UTIL_FORMAT_TYPE_SIGNED) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_SNORM, &uc);
+ } else {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ }
+ }
+ break;
- r300_update_rs_block(r300, &vs->outputs, &r300_fs(r300)->shader->inputs);
+ case 32:
+ if (desc->nr_channels == 1) {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R32_FLOAT, &uc);
+ } else {
+ util_pack_color(border_swizzled, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ }
+ break;
+ }
+
+ return uc.ui;
}
static void r300_merge_textures_and_samplers(struct r300_context* r300)
struct r300_texture_sampler_state *texstate;
struct r300_sampler_state *sampler;
struct r300_sampler_view *view;
- struct r300_texture *tex;
- unsigned min_level, max_level, i, size;
+ struct r300_resource *tex;
+ unsigned base_level, min_level, level_count, i, j, size;
unsigned count = MIN2(state->sampler_view_count,
state->sampler_state_count);
+ boolean has_us_format = r300->screen->caps.has_us_format;
+
+ /* The KIL opcode fix, see below. */
+ if (!count && !r300->screen->caps.is_r500)
+ count = 1;
state->tx_enable = 0;
state->count = 0;
state->tx_enable |= 1 << i;
view = state->sampler_views[i];
- tex = r300_texture(view->base.texture);
+ tex = r300_resource(view->base.texture);
sampler = state->sampler_states[i];
texstate = &state->regs[i];
texstate->format = view->format;
texstate->filter0 = sampler->filter0;
texstate->filter1 = sampler->filter1;
- texstate->border_color = sampler->border_color;
+
+ /* Set the border color. */
+ texstate->border_color =
+ r300_get_border_color(view->base.format,
+ sampler->state.border_color,
+ r300->screen->caps.is_r500);
+
+ /* determine min/max levels */
+ base_level = view->base.u.tex.first_level;
+ min_level = sampler->min_lod;
+ level_count = MIN3(sampler->max_lod,
+ tex->b.b.b.last_level - base_level,
+ view->base.u.tex.last_level - base_level);
+
+ if (base_level + min_level) {
+ unsigned offset;
+
+ if (tex->tex.is_npot) {
+ /* Even though we do not implement mipmapping for NPOT
+ * textures, we should at least honor the minimum level
+ * which is allowed to be displayed. We do this by setting up
+ * an i-th mipmap level as the zero level. */
+ base_level += min_level;
+ }
+ offset = tex->tex_offset +
+ tex->tex.offset_in_bytes[base_level];
+
+ r300_texture_setup_format_state(r300->screen, tex,
+ base_level,
+ &texstate->format);
+ texstate->format.tile_config |= offset & 0xffffffe0;
+ assert((offset & 0x1f) == 0);
+ } else {
+ texstate->format.tile_config |= tex->tex_offset & 0xffffffe0;
+ assert((tex->tex_offset & 0x1f) == 0);
+ }
+
+ /* Assign a texture cache region. */
+ texstate->format.format1 |= view->texcache_region;
+
+ /* Depth textures are kinda special. */
+ if (util_format_is_depth_or_stencil(tex->b.b.b.format)) {
+ unsigned char depth_swizzle[4];
+
+ if (!r300->screen->caps.is_r500 &&
+ util_format_get_blocksizebits(tex->b.b.b.format) == 32) {
+ /* X24x8 is sampled as Y16X16 on r3xx-r4xx.
+ * The depth here is at the Y component. */
+ for (j = 0; j < 4; j++)
+ depth_swizzle[j] = UTIL_FORMAT_SWIZZLE_Y;
+ } else {
+ for (j = 0; j < 4; j++)
+ depth_swizzle[j] = UTIL_FORMAT_SWIZZLE_X;
+ }
+
+ /* If compare mode is disabled, sampler view swizzles
+ * are stored in the format.
+ * Otherwise, the swizzles must be applied after the compare
+ * mode in the fragment shader. */
+ if (sampler->state.compare_mode == PIPE_TEX_COMPARE_NONE) {
+ texstate->format.format1 |=
+ r300_get_swizzle_combined(depth_swizzle,
+ view->swizzle, FALSE);
+ } else {
+ texstate->format.format1 |=
+ r300_get_swizzle_combined(depth_swizzle, 0, FALSE);
+ }
+ }
+
+ if (r300->screen->caps.dxtc_swizzle &&
+ util_format_is_compressed(tex->b.b.b.format)) {
+ texstate->filter1 |= R400_DXTC_SWIZZLE_ENABLE;
+ }
/* to emulate 1D textures through 2D ones correctly */
- if (tex->b.b.target == PIPE_TEXTURE_1D) {
+ if (tex->b.b.b.target == PIPE_TEXTURE_1D) {
texstate->filter0 &= ~R300_TX_WRAP_T_MASK;
texstate->filter0 |= R300_TX_WRAP_T(R300_TX_CLAMP_TO_EDGE);
}
- if (tex->uses_pitch) {
+ if (tex->tex.is_npot) {
/* NPOT textures don't support mip filter, unfortunately.
* This prevents incorrect rendering. */
texstate->filter0 &= ~R300_TX_MIN_FILTER_MIP_MASK;
texstate->filter0 |= R300_TX_WRAP_T(R300_TX_CLAMP_TO_EDGE);
}
} else {
- /* determine min/max levels */
/* the MAX_MIP level is the largest (finest) one */
- max_level = MIN3(sampler->max_lod + view->base.first_level,
- tex->b.b.last_level, view->base.last_level);
- min_level = MIN2(sampler->min_lod + view->base.first_level,
- max_level);
- texstate->format.format0 |= R300_TX_NUM_LEVELS(max_level);
+ texstate->format.format0 |= R300_TX_NUM_LEVELS(level_count);
texstate->filter0 |= R300_TX_MAX_MIP_LEVEL(min_level);
}
+ /* Float textures only support nearest and mip-nearest filtering. */
+ if (util_format_is_float(tex->b.b.b.format)) {
+ /* No MAG linear filtering. */
+ if ((texstate->filter0 & R300_TX_MAG_FILTER_MASK) ==
+ R300_TX_MAG_FILTER_LINEAR) {
+ texstate->filter0 &= ~R300_TX_MAG_FILTER_MASK;
+ texstate->filter0 |= R300_TX_MAG_FILTER_NEAREST;
+ }
+ /* No MIN linear filtering. */
+ if ((texstate->filter0 & R300_TX_MIN_FILTER_MASK) ==
+ R300_TX_MIN_FILTER_LINEAR) {
+ texstate->filter0 &= ~R300_TX_MIN_FILTER_MASK;
+ texstate->filter0 |= R300_TX_MIN_FILTER_NEAREST;
+ }
+ /* No mipmap linear filtering. */
+ if ((texstate->filter0 & R300_TX_MIN_FILTER_MIP_MASK) ==
+ R300_TX_MIN_FILTER_MIP_LINEAR) {
+ texstate->filter0 &= ~R300_TX_MIN_FILTER_MIP_MASK;
+ texstate->filter0 |= R300_TX_MIN_FILTER_MIP_NEAREST;
+ }
+ /* No anisotropic filtering. */
+ texstate->filter0 &= ~R300_TX_MAX_ANISO_MASK;
+ texstate->filter1 &= ~R500_TX_MAX_ANISO_MASK;
+ texstate->filter1 &= ~R500_TX_ANISO_HIGH_QUALITY;
+ }
+
texstate->filter0 |= i << 28;
- size += 16;
+ size += 16 + (has_us_format ? 2 : 0);
state->count = i+1;
+ } else {
+ /* For the KIL opcode to work on r3xx-r4xx, the texture unit
+ * assigned to this opcode (it's always the first one) must be
+ * enabled. Otherwise the opcode doesn't work.
+ *
+ * In order to not depend on the fragment shader, we just make
+ * the first unit enabled all the time. */
+ if (i == 0 && !r300->screen->caps.is_r500) {
+ pipe_sampler_view_reference(
+ (struct pipe_sampler_view**)&state->sampler_views[i],
+ &r300->texkill_sampler->base);
+
+ state->tx_enable |= 1 << i;
+
+ texstate = &state->regs[i];
+
+ /* Just set some valid state. */
+ texstate->format = r300->texkill_sampler->format;
+ texstate->filter0 =
+ r300_translate_tex_filters(PIPE_TEX_FILTER_NEAREST,
+ PIPE_TEX_FILTER_NEAREST,
+ PIPE_TEX_FILTER_NEAREST,
+ FALSE);
+ texstate->filter1 = 0;
+ texstate->border_color = 0;
+
+ texstate->filter0 |= i << 28;
+ size += 16 + (has_us_format ? 2 : 0);
+ state->count = i+1;
+ }
}
}
r300->textures_state.size = size;
/* Pick a fragment shader based on either the texture compare state
- * or the uses_pitch flag. */
- if (r300->fs.state && count) {
- if (r300_pick_fragment_shader(r300)) {
+ * or the uses_pitch flag or some other external state. */
+ if (count &&
+ r300->fs_status == FRAGMENT_SHADER_VALID) {
+ r300->fs_status = FRAGMENT_SHADER_MAYBE_DIRTY;
+ }
+}
+
+static void r300_decompress_depth_textures(struct r300_context *r300)
+{
+ struct r300_textures_state *state =
+ (struct r300_textures_state*)r300->textures_state.state;
+ struct pipe_resource *tex;
+ unsigned count = MIN2(state->sampler_view_count,
+ state->sampler_state_count);
+ unsigned i;
+
+ if (!r300->locked_zbuffer) {
+ return;
+ }
+
+ for (i = 0; i < count; i++) {
+ if (state->sampler_views[i] && state->sampler_states[i]) {
+ tex = state->sampler_views[i]->base.texture;
+
+ if (tex == r300->locked_zbuffer->texture) {
+ r300_decompress_zmask_locked(r300);
+ return;
+ }
+ }
+ }
+}
+
+static void r300_validate_fragment_shader(struct r300_context *r300)
+{
+ struct pipe_framebuffer_state *fb = r300->fb_state.state;
+
+ if (r300->fs.state && r300->fs_status != FRAGMENT_SHADER_VALID) {
+ /* Pick the fragment shader based on external states.
+ * Then mark the state dirty if the fragment shader is either dirty
+ * or the function r300_pick_fragment_shader changed the shader. */
+ if (r300_pick_fragment_shader(r300) ||
+ r300->fs_status == FRAGMENT_SHADER_DIRTY) {
+ /* Mark the state atom as dirty. */
r300_mark_fs_code_dirty(r300);
+
+ /* Does Multiwrite need to be changed? */
+ if (fb->nr_cbufs > 1) {
+ boolean new_multiwrite =
+ r300_fragment_shader_writes_all(r300_fs(r300));
+
+ if (r300->fb_multiwrite != new_multiwrite) {
+ r300->fb_multiwrite = new_multiwrite;
+ r300_mark_fb_state_dirty(r300, R300_CHANGED_MULTIWRITE);
+ }
+ }
}
+ r300->fs_status = FRAGMENT_SHADER_VALID;
}
}
void r300_update_derived_state(struct r300_context* r300)
{
if (r300->textures_state.dirty) {
+ r300_decompress_depth_textures(r300);
r300_merge_textures_and_samplers(r300);
}
+ r300_validate_fragment_shader(r300);
+
if (r300->rs_block_state.dirty) {
- r300_update_derived_shader_state(r300);
- }
+ r300_update_rs_block(r300);
- if (r300->draw) {
- memset(&r300->vertex_info, 0, sizeof(struct vertex_info));
- r300_draw_emit_all_attribs(r300);
- draw_compute_vertex_size(&r300->vertex_info);
- r300_swtcl_vertex_psc(r300);
+ if (r300->draw) {
+ memset(&r300->vertex_info, 0, sizeof(struct vertex_info));
+ r300_draw_emit_all_attribs(r300);
+ draw_compute_vertex_size(&r300->vertex_info);
+ r300_swtcl_vertex_psc(r300);
+ }
}
r300_update_hyperz_state(r300);