#include "brw_state.h"
#include "brw_defines.h"
#include "main/macros.h"
-#include "intel_fbo.h"
static void upload_sf_vp(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
struct brw_sf_viewport sfv;
GLfloat y_scale, y_bias;
* for DrawBuffer->_[XY]{min,max}
*/
- /* The scissor only needs to handle the intersection of drawable and
- * scissor rect. Clipping to the boundaries of static shared buffers
- * for front/back/depth is covered by looping over cliprects in brw_draw.c.
+ /* The scissor only needs to handle the intersection of drawable
+ * and scissor rect, since there are no longer cliprects for shared
+ * buffers with DRI2.
*
* Note that the hardware's coordinates are inclusive, while Mesa's min is
* inclusive but max is exclusive.
*/
- if (render_to_fbo) {
+
+ if (ctx->DrawBuffer->_Xmin == ctx->DrawBuffer->_Xmax ||
+ ctx->DrawBuffer->_Ymin == ctx->DrawBuffer->_Ymax) {
+ /* If the scissor was out of bounds and got clamped to 0
+ * width/height at the bounds, the subtraction of 1 from
+ * maximums could produce a negative number and thus not clip
+ * anything. Instead, just provide a min > max scissor inside
+ * the bounds, which produces the expected no rendering.
+ */
+ sfv.scissor.xmin = 1;
+ sfv.scissor.xmax = 0;
+ sfv.scissor.ymin = 1;
+ sfv.scissor.ymax = 0;
+ } else if (render_to_fbo) {
/* texmemory: Y=0=bottom */
sfv.scissor.xmin = ctx->DrawBuffer->_Xmin;
sfv.scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
sfv.scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
}
- dri_bo_unreference(brw->sf.vp_bo);
- brw->sf.vp_bo = brw_cache_data( &brw->cache, BRW_SF_VP, &sfv, NULL, 0 );
+ drm_intel_bo_unreference(brw->sf.vp_bo);
+ brw->sf.vp_bo = brw_cache_data(&brw->cache, BRW_SF_VP, &sfv, sizeof(sfv));
}
const struct brw_tracked_state brw_sf_vp = {
unsigned int nr_urb_entries, urb_size, sfsize;
GLenum front_face, cull_face;
+ unsigned pv_first:1;
unsigned scissor:1;
unsigned line_smooth:1;
unsigned point_sprite:1;
- unsigned point_attenuated:1;
+ unsigned use_vs_point_size:1;
unsigned render_to_fbo:1;
float line_width;
float point_size;
static void
sf_unit_populate_key(struct brw_context *brw, struct brw_sf_unit_key *key)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
memset(key, 0, sizeof(*key));
/* CACHE_NEW_SF_PROG */
key->point_sprite = ctx->Point.PointSprite;
key->point_size = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);
- key->point_attenuated = ctx->Point._Attenuated;
+ key->use_vs_point_size = (ctx->VertexProgram.PointSizeEnabled ||
+ ctx->Point._Attenuated);
+
+ /* _NEW_LIGHT */
+ key->pv_first = (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION);
key->render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
}
-static dri_bo *
+static drm_intel_bo *
sf_unit_create_from_key(struct brw_context *brw, struct brw_sf_unit_key *key,
- dri_bo **reloc_bufs)
+ drm_intel_bo **reloc_bufs)
{
+ struct intel_context *intel = &brw->intel;
struct brw_sf_unit_state sf;
- dri_bo *bo;
+ drm_intel_bo *bo;
int chipset_max_threads;
memset(&sf, 0, sizeof(sf));
sf.thread3.dispatch_grf_start_reg = 3;
- if (BRW_IS_IGDNG(brw))
+ if (intel->gen == 5)
sf.thread3.urb_entry_read_offset = 3;
else
sf.thread3.urb_entry_read_offset = 1;
sf.thread4.nr_urb_entries = key->nr_urb_entries;
sf.thread4.urb_entry_allocation_size = key->sfsize - 1;
- /* Each SF thread produces 1 PUE, and there can be up to 24(Pre-IGDNG) or
- * 48(IGDNG) threads
+ /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
+ * 48 (Ironlake) threads.
*/
- if (BRW_IS_IGDNG(brw))
+ if (intel->gen == 5)
chipset_max_threads = 48;
else
chipset_max_threads = 24;
else if (sf.sf6.line_width <= 0x2)
sf.sf6.line_width = 0;
- /* _NEW_POINT */
+ /* _NEW_BUFFERS */
key->render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
if (!key->render_to_fbo) {
/* Rendering to an OpenGL window */
}
/* XXX clamp max depends on AA vs. non-AA */
+ /* _NEW_POINT */
sf.sf7.sprite_point = key->point_sprite;
sf.sf7.point_size = CLAMP(rint(key->point_size), 1, 255) * (1<<3);
- sf.sf7.use_point_size_state = !key->point_attenuated;
+ sf.sf7.use_point_size_state = !key->use_vs_point_size;
sf.sf7.aa_line_distance_mode = 0;
/* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
*/
- sf.sf7.trifan_pv = 2;
- sf.sf7.linestrip_pv = 1;
- sf.sf7.tristrip_pv = 2;
+ if (!key->pv_first) {
+ sf.sf7.trifan_pv = 2;
+ sf.sf7.linestrip_pv = 1;
+ sf.sf7.tristrip_pv = 2;
+ } else {
+ sf.sf7.trifan_pv = 1;
+ sf.sf7.linestrip_pv = 0;
+ sf.sf7.tristrip_pv = 0;
+ }
sf.sf7.line_last_pixel_enable = 0;
/* Set bias for OpenGL rasterization rules:
bo = brw_upload_cache(&brw->cache, BRW_SF_UNIT,
key, sizeof(*key),
reloc_bufs, 2,
- &sf, sizeof(sf),
- NULL, NULL);
+ &sf, sizeof(sf));
+ /* STATE_PREFETCH command description describes this state as being
+ * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
+ */
/* Emit SF program relocation */
- dri_bo_emit_reloc(bo,
- I915_GEM_DOMAIN_INSTRUCTION, 0,
- sf.thread0.grf_reg_count << 1,
- offsetof(struct brw_sf_unit_state, thread0),
- brw->sf.prog_bo);
+ drm_intel_bo_emit_reloc(bo, offsetof(struct brw_sf_unit_state, thread0),
+ brw->sf.prog_bo, sf.thread0.grf_reg_count << 1,
+ I915_GEM_DOMAIN_INSTRUCTION, 0);
/* Emit SF viewport relocation */
- dri_bo_emit_reloc(bo,
- I915_GEM_DOMAIN_INSTRUCTION, 0,
- sf.sf5.front_winding | (sf.sf5.viewport_transform << 1),
- offsetof(struct brw_sf_unit_state, sf5),
- brw->sf.vp_bo);
+ drm_intel_bo_emit_reloc(bo, offsetof(struct brw_sf_unit_state, sf5),
+ brw->sf.vp_bo, (sf.sf5.front_winding |
+ (sf.sf5.viewport_transform << 1)),
+ I915_GEM_DOMAIN_INSTRUCTION, 0);
return bo;
}
static void upload_sf_unit( struct brw_context *brw )
{
struct brw_sf_unit_key key;
- dri_bo *reloc_bufs[2];
+ drm_intel_bo *reloc_bufs[2];
sf_unit_populate_key(brw, &key);
reloc_bufs[0] = brw->sf.prog_bo;
reloc_bufs[1] = brw->sf.vp_bo;
- dri_bo_unreference(brw->sf.state_bo);
+ drm_intel_bo_unreference(brw->sf.state_bo);
brw->sf.state_bo = brw_search_cache(&brw->cache, BRW_SF_UNIT,
&key, sizeof(key),
reloc_bufs, 2,
const struct brw_tracked_state brw_sf_unit = {
.dirty = {
.mesa = (_NEW_POLYGON |
+ _NEW_LIGHT |
_NEW_LINE |
_NEW_POINT |
- _NEW_SCISSOR),
+ _NEW_SCISSOR |
+ _NEW_BUFFERS),
.brw = BRW_NEW_URB_FENCE,
.cache = (CACHE_NEW_SF_VP |
CACHE_NEW_SF_PROG)