/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "i830_context.h"
#include "i830_reg.h"
#include "intel_batchbuffer.h"
+#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
+#include "intel_buffers.h"
+#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
+#include "swrast_setup/swrast_setup.h"
+#include "main/renderbuffer.h"
+#include "main/framebuffer.h"
+#include "main/fbobject.h"
#define FILE_DEBUG_FLAG DEBUG_STATE
-static GLboolean i830_check_vertex_size(struct intel_context *intel,
- GLuint expected);
+static bool i830_check_vertex_size(struct intel_context *intel,
+ GLuint expected);
#define SZ_TO_HW(sz) ((sz-2)&0x3)
#define EMIT_SZ(sz) (EMIT_1F + (sz) - 1)
struct i830_context *i830 = i830_context(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- DECLARE_RENDERINPUTS(index_bitset);
+ GLbitfield64 index_bitset = tnl->render_inputs_bitset;
GLuint v0 = _3DSTATE_VFT0_CMD;
GLuint v2 = _3DSTATE_VFT1_CMD;
GLuint mcsb1 = 0;
- RENDERINPUTS_COPY(index_bitset, tnl->render_inputs_bitset);
-
/* Important:
*/
VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
/* EMIT_ATTR's must be in order as they tell t_vertex.c how to
* build up a hardware vertex.
*/
- if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {
+ if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) {
EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW);
intel->coloroffset = 4;
}
intel->coloroffset = 3;
}
- if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_POINTSIZE)) {
+ if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE)) {
EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH);
}
EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE);
intel->specoffset = 0;
- if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1) ||
- RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG)) {
- if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1)) {
+ if (index_bitset & (BITFIELD64_BIT(_TNL_ATTRIB_COLOR1) |
+ BITFIELD64_BIT(_TNL_ATTRIB_FOG))) {
+ if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
intel->specoffset = intel->coloroffset + 1;
EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC);
}
else
EMIT_PAD(3);
- if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG))
+ if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG))
EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC);
else
EMIT_PAD(1);
}
- if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {
+ if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) {
int i, count = 0;
for (i = 0; i < I830_TEX_UNITS; i++) {
- if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_TEX(i))) {
+ if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
GLuint sz = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]->size;
GLuint emit;
GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] &
if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||
v2 != i830->state.Ctx[I830_CTXREG_VF2] ||
mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||
- !RENDERINPUTS_EQUAL(index_bitset, i830->last_index_bitset)) {
- int k;
-
+ index_bitset != i830->last_index_bitset) {
I830_STATECHANGE(i830, I830_UPLOAD_CTX);
/* Must do this *after* statechange, so as not to affect
i830->state.Ctx[I830_CTXREG_VF] = v0;
i830->state.Ctx[I830_CTXREG_VF2] = v2;
i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;
- RENDERINPUTS_COPY(i830->last_index_bitset, index_bitset);
+ i830->last_index_bitset = index_bitset;
- k = i830_check_vertex_size(intel, intel->vertex_size);
- assert(k);
+ assert(i830_check_vertex_size(intel, intel->vertex_size));
}
}
/* Pull apart the vertex format registers and figure out how large a
* vertex is supposed to be.
*/
-static GLboolean
+static bool
i830_check_vertex_size(struct intel_context *intel, GLuint expected)
{
struct i830_context *i830 = i830_context(&intel->ctx);
#define emit( intel, state, size ) \
- intel_batchbuffer_data(intel, state, size, false)
+ intel_batchbuffer_data(intel, state, size)
static GLuint
get_dirty(struct i830_hw_state *state)
* batchbuffer fills up.
*/
intel_batchbuffer_require_space(intel,
- get_state_size(state) + INTEL_PRIM_EMIT_SIZE,
- false);
+ get_state_size(state) +
+ INTEL_PRIM_EMIT_SIZE);
count = 0;
again:
aper_count = 0;
aper_array[aper_count++] = intel->batch.bo;
if (dirty & I830_UPLOAD_BUFFERS) {
- aper_array[aper_count++] = state->draw_region->buffer;
+ aper_array[aper_count++] = state->draw_region->bo;
if (state->depth_region)
- aper_array[aper_count++] = state->depth_region->buffer;
+ aper_array[aper_count++] = state->depth_region->bo;
}
for (i = 0; i < I830_TEX_UNITS; i++)
BEGIN_BATCH(count);
OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR1]);
- OUT_RELOC(state->draw_region->buffer,
+ OUT_RELOC(state->draw_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
if (state->depth_region) {
OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR0]);
OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR1]);
- OUT_RELOC(state->depth_region->buffer,
+ OUT_RELOC(state->depth_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
}
static uint32_t i830_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] =
{
- [MESA_FORMAT_ARGB8888] = DV_PF_8888,
- [MESA_FORMAT_XRGB8888] = DV_PF_8888,
+ [MESA_FORMAT_B8G8R8A8_UNORM] = DV_PF_8888,
+ [MESA_FORMAT_B8G8R8X8_UNORM] = DV_PF_8888,
[MESA_FORMAT_RGB565] = DV_PF_565,
[MESA_FORMAT_ARGB1555] = DV_PF_1555,
[MESA_FORMAT_ARGB4444] = DV_PF_4444,
};
static bool
-i830_render_target_supported(gl_format format)
+i830_render_target_supported(struct intel_context *intel,
+ struct gl_renderbuffer *rb)
{
+ mesa_format format = rb->Format;
+
if (format == MESA_FORMAT_S8_Z24 ||
format == MESA_FORMAT_X8_Z24 ||
- format == MESA_FORMAT_Z16) {
+ format == MESA_FORMAT_Z_UNORM16) {
return true;
}
uint32_t draw_x, draw_y;
if (state->draw_region != color_regions[0]) {
- intel_region_release(&state->draw_region);
intel_region_reference(&state->draw_region, color_regions[0]);
}
if (state->depth_region != depth_region) {
- intel_region_release(&state->depth_region);
intel_region_reference(&state->depth_region, depth_region);
}
DSTORG_VERT_BIAS(0x8) | DEPTH_IS_Z); /* .5 */
if (irb != NULL) {
- value |= i830_render_target_format_for_mesa_format[irb->Base.Format];
+ value |= i830_render_target_format_for_mesa_format[intel_rb_format(irb)];
}
if (depth_region && depth_region->cpp == 4) {
state->Buffer[I830_DESTREG_DRAWRECT1] = 0;
state->Buffer[I830_DESTREG_DRAWRECT2] = (draw_y << 16) | draw_x;
state->Buffer[I830_DESTREG_DRAWRECT3] =
- ((ctx->DrawBuffer->Width + draw_x) & 0xffff) |
- ((ctx->DrawBuffer->Height + draw_y) << 16);
+ ((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) |
+ ((ctx->DrawBuffer->Height + draw_y - 1) << 16);
state->Buffer[I830_DESTREG_DRAWRECT4] = (draw_y << 16) | draw_x;
state->Buffer[I830_DESTREG_DRAWRECT5] = MI_NOOP;
I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
}
+/**
+ * Update the hardware state for drawing into a window or framebuffer object.
+ *
+ * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
+ * places within the driver.
+ *
+ * Basically, this needs to be called any time the current framebuffer
+ * changes, the renderbuffers change, or we need to draw into different
+ * color buffers.
+ */
+static void
+i830_update_draw_buffer(struct intel_context *intel)
+{
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL;
+ struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
+
+ if (!fb) {
+ /* this can happen during the initial context initialization */
+ return;
+ }
+
+ irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+
+ /* Do this here, not core Mesa, since this function is called from
+ * many places within the driver.
+ */
+ if (ctx->NewState & _NEW_BUFFERS) {
+ /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ }
+
+ if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ /* this may occur when we're called by glBindFrameBuffer() during
+ * the process of someone setting up renderbuffers, etc.
+ */
+ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
+ return;
+ }
+
+ /* How many color buffers are we drawing into?
+ *
+ * If there are zero buffers or the buffer is too big, don't configure any
+ * regions for hardware drawing. We'll fallback to software below. Not
+ * having regions set makes some of the software fallback paths faster.
+ */
+ if ((fb->Width > ctx->Const.MaxRenderbufferSize)
+ || (fb->Height > ctx->Const.MaxRenderbufferSize)
+ || (fb->_NumColorDrawBuffers == 0)) {
+ /* writing to 0 */
+ colorRegions[0] = NULL;
+ }
+ else if (fb->_NumColorDrawBuffers > 1) {
+ int i;
+ struct intel_renderbuffer *irb;
+
+ for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+ colorRegions[i] = (irb && irb->mt) ? irb->mt->region : NULL;
+ }
+ }
+ else {
+ /* Get the intel_renderbuffer for the single colorbuffer we're drawing
+ * into.
+ */
+ if (_mesa_is_winsys_fbo(fb)) {
+ /* drawing to window system buffer */
+ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
+ colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT);
+ else
+ colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT);
+ }
+ else {
+ /* drawing to user-created FBO */
+ struct intel_renderbuffer *irb;
+ irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
+ colorRegions[0] = (irb && irb->mt->region) ? irb->mt->region : NULL;
+ }
+ }
+
+ if (!colorRegions[0]) {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
+ }
+ else {
+ FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
+ }
+
+ /* Check for depth fallback. */
+ if (irbDepth && irbDepth->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
+ depthRegion = irbDepth->mt->region;
+ } else if (irbDepth && !irbDepth->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
+ depthRegion = NULL;
+ } else { /* !irbDepth */
+ /* No fallback is needed because there is no depth buffer. */
+ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
+ depthRegion = NULL;
+ }
+
+ /* Check for stencil fallback. */
+ if (irbStencil && irbStencil->mt) {
+ assert(intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24);
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
+ } else if (irbStencil && !irbStencil->mt) {
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
+ } else { /* !irbStencil */
+ /* No fallback is needed because there is no stencil buffer. */
+ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
+ }
+
+ /* If we have a (packed) stencil buffer attached but no depth buffer,
+ * we still need to set up the shared depth/stencil state so we can use it.
+ */
+ if (depthRegion == NULL && irbStencil && irbStencil->mt
+ && intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24) {
+ depthRegion = irbStencil->mt->region;
+ }
+
+ /*
+ * Update depth and stencil test state
+ */
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0));
+
+ intel->vtbl.set_draw_region(intel, colorRegions, depthRegion,
+ fb->_NumColorDrawBuffers);
+ intel->NewGLState |= _NEW_BUFFERS;
+
+ /* Set state we know depends on drawable parameters:
+ */
+ intelCalcViewport(ctx);
+ ctx->Driver.Scissor(ctx);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+}
+
/* This isn't really handled at the moment.
*/
static void
static void
i830_invalidate_state(struct intel_context *intel, GLuint new_state)
{
+ struct gl_context *ctx = &intel->ctx;
+
+ _swsetup_InvalidateState(ctx, new_state);
+ _tnl_InvalidateState(ctx, new_state);
+ _tnl_invalidate_vertex_state(ctx, new_state);
+
if (new_state & _NEW_LIGHT)
i830_update_provoking_vertex(&intel->ctx);
}
i830->intel.vtbl.new_batch = i830_new_batch;
i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state;
i830->intel.vtbl.set_draw_region = i830_set_draw_region;
+ i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer;
i830->intel.vtbl.update_texture_state = i830UpdateTextureState;
i830->intel.vtbl.render_start = i830_render_start;
i830->intel.vtbl.render_prevalidate = i830_render_prevalidate;