*/
-#include "main/glheader.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/enums.h"
static void calculate_curbe_offsets( struct brw_context *brw )
{
struct gl_context *ctx = &brw->ctx;
- /* CACHE_NEW_WM_PROG */
+ /* BRW_NEW_FS_PROG_DATA */
const GLuint nr_fp_regs = (brw->wm.prog_data->base.nr_params + 15) / 16;
- /* CACHE_NEW_VS_PROG */
+ /* BRW_NEW_VS_PROG_DATA */
const GLuint nr_vp_regs = (brw->vs.prog_data->base.base.nr_params + 15) / 16;
GLuint nr_clip_regs = 0;
GLuint total_regs;
brw->curbe.vs_start,
brw->curbe.vs_size );
- brw->state.dirty.brw |= BRW_NEW_CURBE_OFFSETS;
+ brw->ctx.NewDriverState |= BRW_NEW_CURBE_OFFSETS;
}
}
const struct brw_tracked_state brw_curbe_offsets = {
.dirty = {
.mesa = _NEW_TRANSFORM,
- .brw = BRW_NEW_CONTEXT,
- .cache = CACHE_NEW_VS_PROG | CACHE_NEW_WM_PROG
+ .brw = BRW_NEW_CONTEXT |
+ BRW_NEW_FS_PROG_DATA |
+ BRW_NEW_VS_PROG_DATA,
},
.emit = calculate_curbe_offsets
};
ADVANCE_BATCH();
}
-static GLfloat fixed_plane[6][4] = {
+static const GLfloat fixed_plane[6][4] = {
{ 0, 0, -1, 1 },
{ 0, 0, 1, 1 },
{ 0, -1, 0, 1 },
/* BRW_NEW_CURBE_OFFSETS */
const GLuint sz = brw->curbe.total_size;
const GLuint bufsz = sz * 16 * sizeof(GLfloat);
- GLfloat *buf;
+ gl_constant_value *buf;
GLuint i;
gl_clip_plane *clip_planes;
buf = intel_upload_space(brw, bufsz, 64,
&brw->curbe.curbe_bo, &brw->curbe.curbe_offset);
+ STATIC_ASSERT(sizeof(gl_constant_value) == sizeof(float));
+
/* fragment shader constants */
if (brw->curbe.wm_size) {
+ _mesa_load_state_parameters(ctx, brw->fragment_program->Base.Parameters);
+
/* BRW_NEW_CURBE_OFFSETS */
GLuint offset = brw->curbe.wm_start * 16;
- /* CACHE_NEW_WM_PROG | _NEW_PROGRAM_CONSTANTS: copy uniform values */
+ /* BRW_NEW_FS_PROG_DATA | _NEW_PROGRAM_CONSTANTS: copy uniform values */
for (i = 0; i < brw->wm.prog_data->base.nr_params; i++) {
buf[offset + i] = *brw->wm.prog_data->base.param[i];
}
/* If any planes are going this way, send them all this way:
*/
for (i = 0; i < 6; i++) {
- buf[offset + i * 4 + 0] = fixed_plane[i][0];
- buf[offset + i * 4 + 1] = fixed_plane[i][1];
- buf[offset + i * 4 + 2] = fixed_plane[i][2];
- buf[offset + i * 4 + 3] = fixed_plane[i][3];
+ buf[offset + i * 4 + 0].f = fixed_plane[i][0];
+ buf[offset + i * 4 + 1].f = fixed_plane[i][1];
+ buf[offset + i * 4 + 2].f = fixed_plane[i][2];
+ buf[offset + i * 4 + 3].f = fixed_plane[i][3];
}
/* Clip planes: _NEW_TRANSFORM plus _NEW_PROJECTION to get to
clip_planes = brw_select_clip_planes(ctx);
for (j = 0; j < MAX_CLIP_PLANES; j++) {
if (ctx->Transform.ClipPlanesEnabled & (1<<j)) {
- buf[offset + i * 4 + 0] = clip_planes[j][0];
- buf[offset + i * 4 + 1] = clip_planes[j][1];
- buf[offset + i * 4 + 2] = clip_planes[j][2];
- buf[offset + i * 4 + 3] = clip_planes[j][3];
+ buf[offset + i * 4 + 0].f = clip_planes[j][0];
+ buf[offset + i * 4 + 1].f = clip_planes[j][1];
+ buf[offset + i * 4 + 2].f = clip_planes[j][2];
+ buf[offset + i * 4 + 3].f = clip_planes[j][3];
i++;
}
}
/* vertex shader constants */
if (brw->curbe.vs_size) {
+ _mesa_load_state_parameters(ctx, brw->vertex_program->Base.Parameters);
+
GLuint offset = brw->curbe.vs_start * 16;
- /* CACHE_NEW_VS_PROG | _NEW_PROGRAM_CONSTANTS: copy uniform values */
+ /* BRW_NEW_VS_PROG_DATA | _NEW_PROGRAM_CONSTANTS: copy uniform values */
for (i = 0; i < brw->vs.prog_data->base.base.nr_params; i++) {
buf[offset + i] = *brw->vs.prog_data->base.base.param[i];
}
if (0) {
for (i = 0; i < sz*16; i+=4)
fprintf(stderr, "curbe %d.%d: %f %f %f %f\n", i/8, i&4,
- buf[i+0], buf[i+1], buf[i+2], buf[i+3]);
+ buf[i+0].f, buf[i+1].f, buf[i+2].f, buf[i+3].f);
}
/* Because this provokes an action (ie copy the constants into the
(brw->curbe.total_size - 1) + brw->curbe.curbe_offset);
}
ADVANCE_BATCH();
+
+ /* Work around a Broadwater/Crestline depth interpolator bug. The
+ * following sequence will cause GPU hangs:
+ *
+ * 1. Change state so that all depth related fields in CC_STATE are
+ * disabled, and in WM_STATE, only "PS Use Source Depth" is enabled.
+ * 2. Emit a CONSTANT_BUFFER packet.
+ * 3. Draw via 3DPRIMITIVE.
+ *
+ * The recommended workaround is to emit a non-pipelined state change after
+ * emitting CONSTANT_BUFFER, in order to drain the windowizer pipeline.
+ *
+ * We arbitrarily choose 3DSTATE_GLOBAL_DEPTH_CLAMP_OFFSET (as it's small),
+ * and always emit it when "PS Use Source Depth" is set. We could be more
+ * precise, but the additional complexity is probably not worth it.
+ *
+ * BRW_NEW_FRAGMENT_PROGRAM
+ */
+ if (brw->gen == 4 && !brw->is_g4x &&
+ (brw->fragment_program->Base.InputsRead & (1 << VARYING_SLOT_POS))) {
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_GLOBAL_DEPTH_OFFSET_CLAMP << 16 | (2 - 2));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
}
const struct brw_tracked_state brw_constant_buffer = {
.dirty = {
.mesa = _NEW_PROGRAM_CONSTANTS,
- .brw = (BRW_NEW_URB_FENCE |
- BRW_NEW_PSP | /* Implicit - hardware requires this, not used above */
- BRW_NEW_CURBE_OFFSETS |
- BRW_NEW_BATCH),
- .cache = (CACHE_NEW_VS_PROG |
- CACHE_NEW_WM_PROG)
+ .brw = BRW_NEW_BATCH |
+ BRW_NEW_CURBE_OFFSETS |
+ BRW_NEW_FRAGMENT_PROGRAM |
+ BRW_NEW_FS_PROG_DATA |
+ BRW_NEW_PSP | /* Implicit - hardware requires this, not used above */
+ BRW_NEW_URB_FENCE |
+ BRW_NEW_VS_PROG_DATA,
},
.emit = brw_upload_constant_buffer,
};