static void upload_blend_constant_color(struct brw_context *brw)
{
+ GLcontext *ctx = &brw->intel.ctx;
struct brw_blend_constant_color bcc;
memset(&bcc, 0, sizeof(bcc));
bcc.header.opcode = CMD_BLEND_CONSTANT_COLOR;
bcc.header.length = sizeof(bcc)/4-2;
- bcc.blend_constant_color[0] = brw->attribs.Color->BlendColor[0];
- bcc.blend_constant_color[1] = brw->attribs.Color->BlendColor[1];
- bcc.blend_constant_color[2] = brw->attribs.Color->BlendColor[2];
- bcc.blend_constant_color[3] = brw->attribs.Color->BlendColor[3];
+ bcc.blend_constant_color[0] = ctx->Color.BlendColor[0];
+ bcc.blend_constant_color[1] = ctx->Color.BlendColor[1];
+ bcc.blend_constant_color[2] = ctx->Color.BlendColor[2];
+ bcc.blend_constant_color[3] = ctx->Color.BlendColor[3];
BRW_CACHED_BATCH_STRUCT(brw, &bcc);
}
const struct brw_tracked_state brw_blend_constant_color = {
.dirty = {
.mesa = _NEW_COLOR,
- .brw = 0,
+ .brw = BRW_NEW_CONTEXT,
.cache = 0
},
.emit = upload_blend_constant_color
const struct brw_tracked_state brw_drawing_rect = {
.dirty = {
.mesa = _NEW_BUFFERS,
- .brw = 0,
+ .brw = BRW_NEW_CONTEXT,
.cache = 0
},
.emit = upload_drawing_rect
static void prepare_binding_table_pointers(struct brw_context *brw)
{
+ brw_add_validated_bo(brw, brw->vs.bind_bo);
brw_add_validated_bo(brw, brw->wm.bind_bo);
}
BEGIN_BATCH(6, IGNORE_CLIPRECTS);
OUT_BATCH(CMD_BINDING_TABLE_PTRS << 16 | (6 - 2));
- OUT_BATCH(0); /* vs */
+ if (brw->vs.bind_bo != NULL)
+ OUT_RELOC(brw->vs.bind_bo, I915_GEM_DOMAIN_SAMPLER, 0, 0); /* vs */
+ else
+ OUT_BATCH(0);
OUT_BATCH(0); /* gs */
OUT_BATCH(0); /* clip */
OUT_BATCH(0); /* sf */
- OUT_RELOC(brw->wm.bind_bo,
- I915_GEM_DOMAIN_SAMPLER, 0,
- 0);
+ OUT_RELOC(brw->wm.bind_bo, I915_GEM_DOMAIN_SAMPLER, 0, 0); /* wm/ps */
ADVANCE_BATCH();
}
OUT_RELOC(brw->gs.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 1);
else
OUT_BATCH(0);
- if (!brw->metaops.active)
- OUT_RELOC(brw->clip.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 1);
- else
- OUT_BATCH(0);
+ OUT_RELOC(brw->clip.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 1);
OUT_RELOC(brw->sf.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 0);
OUT_RELOC(brw->wm.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 0);
OUT_RELOC(brw->cc.state_bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 0);
brw_add_validated_bo(brw, brw->vs.state_bo);
brw_add_validated_bo(brw, brw->gs.state_bo);
brw_add_validated_bo(brw, brw->clip.state_bo);
+ brw_add_validated_bo(brw, brw->sf.state_bo);
brw_add_validated_bo(brw, brw->wm.state_bo);
brw_add_validated_bo(brw, brw->cc.state_bo);
}
{
upload_pipelined_state_pointers(brw);
brw_upload_urb_fence(brw);
- brw_upload_constant_buffer_state(brw);
+ brw_upload_cs_urb_state(brw);
}
const struct brw_tracked_state brw_psp_urb_cbs = {
.dirty = {
.mesa = 0,
- .brw = BRW_NEW_URB_FENCE | BRW_NEW_METAOPS | BRW_NEW_BATCH,
+ .brw = BRW_NEW_URB_FENCE | BRW_NEW_BATCH,
.cache = (CACHE_NEW_VS_UNIT |
CACHE_NEW_GS_UNIT |
CACHE_NEW_GS_PROG |
{
struct intel_context *intel = &brw->intel;
struct intel_region *region = brw->state.depth_region;
- unsigned int len = BRW_IS_G4X(brw) ? 6 : 5;
+ unsigned int len = (BRW_IS_G4X(brw) || BRW_IS_IGDNG(brw)) ? 6 : 5;
if (region == NULL) {
BEGIN_BATCH(len, IGNORE_CLIPRECTS);
OUT_BATCH(0);
OUT_BATCH(0);
- if (BRW_IS_G4X(brw))
+ if (BRW_IS_G4X(brw) || BRW_IS_IGDNG(brw))
OUT_BATCH(0);
ADVANCE_BATCH();
return;
}
+ assert(region->tiling != I915_TILING_X);
+
BEGIN_BATCH(len, IGNORE_CLIPRECTS);
OUT_BATCH(CMD_DEPTH_BUFFER << 16 | (len - 2));
OUT_BATCH(((region->pitch * region->cpp) - 1) |
((region->height - 1) << 19));
OUT_BATCH(0);
- if (BRW_IS_G4X(brw))
+ if (BRW_IS_G4X(brw) || BRW_IS_IGDNG(brw))
OUT_BATCH(0);
ADVANCE_BATCH();
static void upload_polygon_stipple(struct brw_context *brw)
{
+ GLcontext *ctx = &brw->intel.ctx;
struct brw_polygon_stipple bps;
GLuint i;
bps.header.opcode = CMD_POLY_STIPPLE_PATTERN;
bps.header.length = sizeof(bps)/4-2;
- for (i = 0; i < 32; i++)
- bps.stipple[i] = brw->attribs.PolygonStipple[31 - i]; /* invert */
+ /* Polygon stipple is provided in OpenGL order, i.e. bottom
+ * row first. If we're rendering to a window (i.e. the
+ * default frame buffer object, 0), then we need to invert
+ * it to match our pixel layout. But if we're rendering
+ * to a FBO (i.e. any named frame buffer object), we *don't*
+ * need to invert - we already match the layout.
+ */
+ if (ctx->DrawBuffer->Name == 0) {
+ for (i = 0; i < 32; i++)
+ bps.stipple[i] = ctx->PolygonStipple[31 - i]; /* invert */
+ }
+ else {
+ for (i = 0; i < 32; i++)
+ bps.stipple[i] = ctx->PolygonStipple[i]; /* don't invert */
+ }
BRW_CACHED_BATCH_STRUCT(brw, &bps);
}
const struct brw_tracked_state brw_polygon_stipple = {
.dirty = {
.mesa = _NEW_POLYGONSTIPPLE,
- .brw = 0,
+ .brw = BRW_NEW_CONTEXT,
.cache = 0
},
.emit = upload_polygon_stipple
bpso.header.opcode = CMD_POLY_STIPPLE_OFFSET;
bpso.header.length = sizeof(bpso)/4-2;
- bpso.bits0.x_offset = (32 - (dPriv->x & 31)) & 31;
- bpso.bits0.y_offset = (32 - ((dPriv->y + dPriv->h) & 31)) & 31;
+ /* If we're drawing to a system window (ctx->DrawBuffer->Name == 0),
+ * we have to invert the Y axis in order to match the OpenGL
+ * pixel coordinate system, and our offset must be matched
+ * to the window position. If we're drawing to a FBO
+ * (ctx->DrawBuffer->Name != 0), then our native pixel coordinate
+ * system works just fine, and there's no window system to
+ * worry about.
+ */
+ if (brw->intel.ctx.DrawBuffer->Name == 0) {
+ bpso.bits0.x_offset = (32 - (dPriv->x & 31)) & 31;
+ bpso.bits0.y_offset = (32 - ((dPriv->y + dPriv->h) & 31)) & 31;
+ }
+ else {
+ bpso.bits0.y_offset = 0;
+ bpso.bits0.x_offset = 0;
+ }
BRW_CACHED_BATCH_STRUCT(brw, &bpso);
}
const struct brw_tracked_state brw_polygon_stipple_offset = {
.dirty = {
.mesa = _NEW_WINDOW_POS,
- .brw = 0,
+ .brw = BRW_NEW_CONTEXT,
.cache = 0
},
.emit = upload_polygon_stipple_offset
{
struct brw_aa_line_parameters balp;
- if (!BRW_IS_G4X(brw))
+ if (BRW_IS_965(brw))
return;
/* use legacy aa line coverage computation */
static void upload_line_stipple(struct brw_context *brw)
{
+ GLcontext *ctx = &brw->intel.ctx;
struct brw_line_stipple bls;
GLfloat tmp;
GLint tmpi;
bls.header.opcode = CMD_LINE_STIPPLE_PATTERN;
bls.header.length = sizeof(bls)/4 - 2;
- bls.bits0.pattern = brw->attribs.Line->StipplePattern;
- bls.bits1.repeat_count = brw->attribs.Line->StippleFactor;
+ bls.bits0.pattern = ctx->Line.StipplePattern;
+ bls.bits1.repeat_count = ctx->Line.StippleFactor;
- tmp = 1.0 / (GLfloat) brw->attribs.Line->StippleFactor;
+ tmp = 1.0 / (GLfloat) ctx->Line.StippleFactor;
tmpi = tmp * (1<<13);
const struct brw_tracked_state brw_line_stipple = {
.dirty = {
.mesa = _NEW_LINE,
- .brw = 0,
+ .brw = BRW_NEW_CONTEXT,
.cache = 0
},
.emit = upload_line_stipple
/* Output the structure (brw_state_base_address) directly to the
* batchbuffer, so we can emit relocations inline.
*/
- BEGIN_BATCH(6, IGNORE_CLIPRECTS);
- OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (6 - 2));
- OUT_BATCH(1); /* General state base address */
- OUT_BATCH(1); /* Surface state base address */
- OUT_BATCH(1); /* Indirect object base address */
- OUT_BATCH(1); /* General state upper bound */
- OUT_BATCH(1); /* Indirect object upper bound */
- ADVANCE_BATCH();
+ if (BRW_IS_IGDNG(brw)) {
+ BEGIN_BATCH(8, IGNORE_CLIPRECTS);
+ OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (8 - 2));
+ OUT_BATCH(1); /* General state base address */
+ OUT_BATCH(1); /* Surface state base address */
+ OUT_BATCH(1); /* Indirect object base address */
+ OUT_BATCH(1); /* Instruction base address */
+ OUT_BATCH(1); /* General state upper bound */
+ OUT_BATCH(1); /* Indirect object upper bound */
+ OUT_BATCH(1); /* Instruction access upper bound */
+ ADVANCE_BATCH();
+ } else {
+ BEGIN_BATCH(6, IGNORE_CLIPRECTS);
+ OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (6 - 2));
+ OUT_BATCH(1); /* General state base address */
+ OUT_BATCH(1); /* Surface state base address */
+ OUT_BATCH(1); /* Indirect object base address */
+ OUT_BATCH(1); /* General state upper bound */
+ OUT_BATCH(1); /* Indirect object upper bound */
+ ADVANCE_BATCH();
+ }
}
const struct brw_tracked_state brw_state_base_address = {