{
struct gl_context *ctx = &brw->intel.ctx;
const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
- struct brw_sf_viewport sfv;
+ struct brw_sf_viewport sfv_stack, *sfv = &sfv_stack;
GLfloat y_scale, y_bias;
const GLboolean render_to_fbo = (ctx->DrawBuffer->Name != 0);
const GLfloat *v = ctx->Viewport._WindowMap.m;
- memset(&sfv, 0, sizeof(sfv));
+ memset(sfv, 0, sizeof(*sfv));
if (render_to_fbo) {
y_scale = 1.0;
/* _NEW_VIEWPORT */
- sfv.viewport.m00 = v[MAT_SX];
- sfv.viewport.m11 = v[MAT_SY] * y_scale;
- sfv.viewport.m22 = v[MAT_SZ] * depth_scale;
- sfv.viewport.m30 = v[MAT_TX];
- sfv.viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- sfv.viewport.m32 = v[MAT_TZ] * depth_scale;
+ sfv->viewport.m00 = v[MAT_SX];
+ sfv->viewport.m11 = v[MAT_SY] * y_scale;
+ sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
+ sfv->viewport.m30 = v[MAT_TX];
+ sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
+ sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
/* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
* for DrawBuffer->_[XY]{min,max}
* 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;
+ 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.ymin = ctx->DrawBuffer->_Ymin;
- sfv.scissor.ymax = ctx->DrawBuffer->_Ymax - 1;
+ sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
+ sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
+ sfv->scissor.ymin = ctx->DrawBuffer->_Ymin;
+ sfv->scissor.ymax = ctx->DrawBuffer->_Ymax - 1;
}
else {
/* memory: Y=0=top */
- sfv.scissor.xmin = ctx->DrawBuffer->_Xmin;
- sfv.scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
- sfv.scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
- sfv.scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
+ sfv->scissor.xmin = ctx->DrawBuffer->_Xmin;
+ sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1;
+ sfv->scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
+ sfv->scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1;
}
drm_intel_bo_unreference(brw->sf.vp_bo);
- brw->sf.vp_bo = brw_cache_data(&brw->cache, BRW_SF_VP, &sfv, sizeof(sfv));
+ brw->sf.vp_bo = brw_cache_data(&brw->cache, BRW_SF_VP, sfv, sizeof(*sfv));
}
const struct brw_tracked_state brw_sf_vp = {
drm_intel_bo **reloc_bufs)
{
struct intel_context *intel = &brw->intel;
- struct brw_sf_unit_state sf;
+ struct brw_sf_unit_state sf_stack, *sf = &sf_stack;
drm_intel_bo *bo;
int chipset_max_threads;
- memset(&sf, 0, sizeof(sf));
- sf.thread0.grf_reg_count = ALIGN(key->total_grf, 16) / 16 - 1;
- sf.thread0.kernel_start_pointer = brw->sf.prog_bo->offset >> 6; /* reloc */
+ memset(sf, 0, sizeof(*sf));
- sf.thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
+ sf->thread0.grf_reg_count = ALIGN(key->total_grf, 16) / 16 - 1;
+ sf->thread0.kernel_start_pointer = brw->sf.prog_bo->offset >> 6; /* reloc */
- sf.thread3.dispatch_grf_start_reg = 3;
+ sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
+
+ sf->thread3.dispatch_grf_start_reg = 3;
if (intel->gen == 5)
- sf.thread3.urb_entry_read_offset = 3;
+ sf->thread3.urb_entry_read_offset = 3;
else
- sf.thread3.urb_entry_read_offset = 1;
+ sf->thread3.urb_entry_read_offset = 1;
- sf.thread3.urb_entry_read_length = key->urb_entry_read_length;
+ sf->thread3.urb_entry_read_length = key->urb_entry_read_length;
- sf.thread4.nr_urb_entries = key->nr_urb_entries;
- sf.thread4.urb_entry_allocation_size = key->sfsize - 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-Ironlake) or
* 48 (Ironlake) threads.
else
chipset_max_threads = 24;
- sf.thread4.max_threads = MIN2(chipset_max_threads, key->nr_urb_entries) - 1;
+ sf->thread4.max_threads = MIN2(chipset_max_threads, key->nr_urb_entries) - 1;
if (unlikely(INTEL_DEBUG & DEBUG_SINGLE_THREAD))
- sf.thread4.max_threads = 0;
+ sf->thread4.max_threads = 0;
if (unlikely(INTEL_DEBUG & DEBUG_STATS))
- sf.thread4.stats_enable = 1;
+ sf->thread4.stats_enable = 1;
/* CACHE_NEW_SF_VP */
- sf.sf5.sf_viewport_state_offset = brw->sf.vp_bo->offset >> 5; /* reloc */
+ sf->sf5.sf_viewport_state_offset = brw->sf.vp_bo->offset >> 5; /* reloc */
- sf.sf5.viewport_transform = 1;
+ sf->sf5.viewport_transform = 1;
/* _NEW_SCISSOR */
if (key->scissor)
- sf.sf6.scissor = 1;
+ sf->sf6.scissor = 1;
/* _NEW_POLYGON */
if (key->front_face == GL_CCW)
- sf.sf5.front_winding = BRW_FRONTWINDING_CCW;
+ sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
else
- sf.sf5.front_winding = BRW_FRONTWINDING_CW;
+ sf->sf5.front_winding = BRW_FRONTWINDING_CW;
/* The viewport is inverted for rendering to a FBO, and that inverts
* polygon front/back orientation.
*/
- sf.sf5.front_winding ^= key->render_to_fbo;
+ sf->sf5.front_winding ^= key->render_to_fbo;
switch (key->cull_face) {
case GL_FRONT:
- sf.sf6.cull_mode = BRW_CULLMODE_FRONT;
+ sf->sf6.cull_mode = BRW_CULLMODE_FRONT;
break;
case GL_BACK:
- sf.sf6.cull_mode = BRW_CULLMODE_BACK;
+ sf->sf6.cull_mode = BRW_CULLMODE_BACK;
break;
case GL_FRONT_AND_BACK:
- sf.sf6.cull_mode = BRW_CULLMODE_BOTH;
+ sf->sf6.cull_mode = BRW_CULLMODE_BOTH;
break;
case GL_NONE:
- sf.sf6.cull_mode = BRW_CULLMODE_NONE;
+ sf->sf6.cull_mode = BRW_CULLMODE_NONE;
break;
default:
assert(0);
/* _NEW_LINE */
/* XXX use ctx->Const.Min/MaxLineWidth here */
- sf.sf6.line_width = CLAMP(key->line_width, 1.0, 5.0) * (1<<1);
+ sf->sf6.line_width = CLAMP(key->line_width, 1.0, 5.0) * (1<<1);
- sf.sf6.line_endcap_aa_region_width = 1;
+ sf->sf6.line_endcap_aa_region_width = 1;
if (key->line_smooth)
- sf.sf6.aa_enable = 1;
- else if (sf.sf6.line_width <= 0x2)
- sf.sf6.line_width = 0;
+ sf->sf6.aa_enable = 1;
+ else if (sf->sf6.line_width <= 0x2)
+ sf->sf6.line_width = 0;
/* _NEW_BUFFERS */
key->render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
if (!key->render_to_fbo) {
/* Rendering to an OpenGL window */
- sf.sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
+ sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
}
else {
/* If rendering to an FBO, the pixel coordinate system is
* incorrectly, which is no worse than occurs without
* the value, so we're using it here.
*/
- sf.sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT;
+ sf->sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT;
}
/* 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->use_vs_point_size;
- sf.sf7.aa_line_distance_mode = 0;
+ 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->use_vs_point_size;
+ sf->sf7.aa_line_distance_mode = 0;
/* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
*/
if (!key->pv_first) {
- sf.sf7.trifan_pv = 2;
- sf.sf7.linestrip_pv = 1;
- sf.sf7.tristrip_pv = 2;
+ 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.trifan_pv = 1;
+ sf->sf7.linestrip_pv = 0;
+ sf->sf7.tristrip_pv = 0;
}
- sf.sf7.line_last_pixel_enable = 0;
+ sf->sf7.line_last_pixel_enable = 0;
/* Set bias for OpenGL rasterization rules:
*/
- sf.sf6.dest_org_vbias = 0x8;
- sf.sf6.dest_org_hbias = 0x8;
+ sf->sf6.dest_org_vbias = 0x8;
+ sf->sf6.dest_org_hbias = 0x8;
bo = brw_upload_cache(&brw->cache, BRW_SF_UNIT,
key, sizeof(*key),
reloc_bufs, 2,
- &sf, sizeof(sf));
+ 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 */
drm_intel_bo_emit_reloc(bo, offsetof(struct brw_sf_unit_state, thread0),
- brw->sf.prog_bo, sf.thread0.grf_reg_count << 1,
+ brw->sf.prog_bo, sf->thread0.grf_reg_count << 1,
I915_GEM_DOMAIN_INSTRUCTION, 0);
/* Emit SF viewport relocation */
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)),
+ brw->sf.vp_bo, (sf->sf5.front_winding |
+ (sf->sf5.viewport_transform << 1)),
I915_GEM_DOMAIN_INSTRUCTION, 0);
return bo;