3368fe43f2e1ccffaec7cfb571143c5c6457993a
[mesa.git] / src / mesa / drivers / dri / i915 / i915_vtbl.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29
30 #include "main/glheader.h"
31 #include "main/mtypes.h"
32 #include "main/imports.h"
33 #include "main/macros.h"
34 #include "main/colormac.h"
35 #include "main/renderbuffer.h"
36 #include "main/framebuffer.h"
37
38 #include "tnl/tnl.h"
39 #include "tnl/t_context.h"
40 #include "tnl/t_vertex.h"
41 #include "swrast_setup/swrast_setup.h"
42
43 #include "intel_batchbuffer.h"
44 #include "intel_mipmap_tree.h"
45 #include "intel_regions.h"
46 #include "intel_tris.h"
47 #include "intel_fbo.h"
48 #include "intel_buffers.h"
49
50 #include "i915_reg.h"
51 #include "i915_context.h"
52
53 static void
54 i915_render_prevalidate(struct intel_context *intel)
55 {
56 struct i915_context *i915 = i915_context(&intel->ctx);
57
58 i915ValidateFragmentProgram(i915);
59 }
60
61 static void
62 i915_render_start(struct intel_context *intel)
63 {
64 intel_prepare_render(intel);
65 }
66
67
68 static void
69 i915_reduced_primitive_state(struct intel_context *intel, GLenum rprim)
70 {
71 struct i915_context *i915 = i915_context(&intel->ctx);
72 GLuint st1 = i915->state.Stipple[I915_STPREG_ST1];
73
74 st1 &= ~ST1_ENABLE;
75
76 switch (rprim) {
77 case GL_QUADS: /* from RASTERIZE(GL_QUADS) in t_dd_tritemp.h */
78 case GL_TRIANGLES:
79 if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple)
80 st1 |= ST1_ENABLE;
81 break;
82 case GL_LINES:
83 case GL_POINTS:
84 default:
85 break;
86 }
87
88 i915->intel.reduced_primitive = rprim;
89
90 if (st1 != i915->state.Stipple[I915_STPREG_ST1]) {
91 INTEL_FIREVERTICES(intel);
92
93 I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE);
94 i915->state.Stipple[I915_STPREG_ST1] = st1;
95 }
96 }
97
98
99 /* Pull apart the vertex format registers and figure out how large a
100 * vertex is supposed to be.
101 */
102 static bool
103 i915_check_vertex_size(struct intel_context *intel, GLuint expected)
104 {
105 struct i915_context *i915 = i915_context(&intel->ctx);
106 int lis2 = i915->state.Ctx[I915_CTXREG_LIS2];
107 int lis4 = i915->state.Ctx[I915_CTXREG_LIS4];
108 int i, sz = 0;
109
110 switch (lis4 & S4_VFMT_XYZW_MASK) {
111 case S4_VFMT_XY:
112 sz = 2;
113 break;
114 case S4_VFMT_XYZ:
115 sz = 3;
116 break;
117 case S4_VFMT_XYW:
118 sz = 3;
119 break;
120 case S4_VFMT_XYZW:
121 sz = 4;
122 break;
123 default:
124 fprintf(stderr, "no xyzw specified\n");
125 return 0;
126 }
127
128 if (lis4 & S4_VFMT_SPEC_FOG)
129 sz++;
130 if (lis4 & S4_VFMT_COLOR)
131 sz++;
132 if (lis4 & S4_VFMT_DEPTH_OFFSET)
133 sz++;
134 if (lis4 & S4_VFMT_POINT_WIDTH)
135 sz++;
136 if (lis4 & S4_VFMT_FOG_PARAM)
137 sz++;
138
139 for (i = 0; i < 8; i++) {
140 switch (lis2 & S2_TEXCOORD_FMT0_MASK) {
141 case TEXCOORDFMT_2D:
142 sz += 2;
143 break;
144 case TEXCOORDFMT_3D:
145 sz += 3;
146 break;
147 case TEXCOORDFMT_4D:
148 sz += 4;
149 break;
150 case TEXCOORDFMT_1D:
151 sz += 1;
152 break;
153 case TEXCOORDFMT_2D_16:
154 sz += 1;
155 break;
156 case TEXCOORDFMT_4D_16:
157 sz += 2;
158 break;
159 case TEXCOORDFMT_NOT_PRESENT:
160 break;
161 default:
162 fprintf(stderr, "bad texcoord fmt %d\n", i);
163 return false;
164 }
165 lis2 >>= S2_TEXCOORD_FMT1_SHIFT;
166 }
167
168 if (sz != expected)
169 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
170
171 return sz == expected;
172 }
173
174
175 static void
176 i915_emit_invarient_state(struct intel_context *intel)
177 {
178 BATCH_LOCALS;
179
180 BEGIN_BATCH(17);
181
182 OUT_BATCH(_3DSTATE_AA_CMD |
183 AA_LINE_ECAAR_WIDTH_ENABLE |
184 AA_LINE_ECAAR_WIDTH_1_0 |
185 AA_LINE_REGION_WIDTH_ENABLE | AA_LINE_REGION_WIDTH_1_0);
186
187 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
188 OUT_BATCH(0);
189
190 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
191 OUT_BATCH(0);
192
193 OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
194 OUT_BATCH(0);
195
196 /* Don't support texture crossbar yet */
197 OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS |
198 CSB_TCB(0, 0) |
199 CSB_TCB(1, 1) |
200 CSB_TCB(2, 2) |
201 CSB_TCB(3, 3) |
202 CSB_TCB(4, 4) | CSB_TCB(5, 5) | CSB_TCB(6, 6) | CSB_TCB(7, 7));
203
204 /* Need to initialize this to zero.
205 */
206 OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | (0));
207 OUT_BATCH(0);
208
209 /* XXX: Use this */
210 OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
211
212 OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
213 OUT_BATCH(0);
214 OUT_BATCH(0);
215
216 OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);
217
218 OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */
219 OUT_BATCH(0);
220
221 ADVANCE_BATCH();
222 }
223
224
225 #define emit(intel, state, size ) \
226 intel_batchbuffer_data(intel, state, size)
227
228 static GLuint
229 get_dirty(struct i915_hw_state *state)
230 {
231 GLuint dirty;
232
233 /* Workaround the multitex hang - if one texture unit state is
234 * modified, emit all texture units.
235 */
236 dirty = state->active & ~state->emitted;
237 if (dirty & I915_UPLOAD_TEX_ALL)
238 state->emitted &= ~I915_UPLOAD_TEX_ALL;
239 dirty = state->active & ~state->emitted;
240 return dirty;
241 }
242
243
244 static GLuint
245 get_state_size(struct i915_hw_state *state)
246 {
247 GLuint dirty = get_dirty(state);
248 GLuint i;
249 GLuint sz = 0;
250
251 if (dirty & I915_UPLOAD_INVARIENT)
252 sz += 30 * 4;
253
254 if (dirty & I915_UPLOAD_RASTER_RULES)
255 sz += sizeof(state->RasterRules);
256
257 if (dirty & I915_UPLOAD_CTX)
258 sz += sizeof(state->Ctx);
259
260 if (dirty & I915_UPLOAD_BLEND)
261 sz += sizeof(state->Blend);
262
263 if (dirty & I915_UPLOAD_BUFFERS)
264 sz += sizeof(state->Buffer);
265
266 if (dirty & I915_UPLOAD_STIPPLE)
267 sz += sizeof(state->Stipple);
268
269 if (dirty & I915_UPLOAD_TEX_ALL) {
270 int nr = 0;
271 for (i = 0; i < I915_TEX_UNITS; i++)
272 if (dirty & I915_UPLOAD_TEX(i))
273 nr++;
274
275 sz += (2 + nr * 3) * sizeof(GLuint) * 2;
276 }
277
278 if (dirty & I915_UPLOAD_CONSTANTS)
279 sz += state->ConstantSize * sizeof(GLuint);
280
281 if (dirty & I915_UPLOAD_PROGRAM)
282 sz += state->ProgramSize * sizeof(GLuint);
283
284 return sz;
285 }
286
287 /* Push the state into the sarea and/or texture memory.
288 */
289 static void
290 i915_emit_state(struct intel_context *intel)
291 {
292 struct i915_context *i915 = i915_context(&intel->ctx);
293 struct i915_hw_state *state = &i915->state;
294 int i, count, aper_count;
295 GLuint dirty;
296 drm_intel_bo *aper_array[3 + I915_TEX_UNITS];
297 GET_CURRENT_CONTEXT(ctx);
298 BATCH_LOCALS;
299
300 /* We don't hold the lock at this point, so want to make sure that
301 * there won't be a buffer wrap between the state emits and the primitive
302 * emit header.
303 *
304 * It might be better to talk about explicit places where
305 * scheduling is allowed, rather than assume that it is whenever a
306 * batchbuffer fills up.
307 */
308 intel_batchbuffer_require_space(intel,
309 get_state_size(state) +
310 INTEL_PRIM_EMIT_SIZE);
311 count = 0;
312 again:
313 if (intel->batch.bo == NULL) {
314 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state");
315 assert(0);
316 }
317 aper_count = 0;
318 dirty = get_dirty(state);
319
320 aper_array[aper_count++] = intel->batch.bo;
321 if (dirty & I915_UPLOAD_BUFFERS) {
322 if (state->draw_region)
323 aper_array[aper_count++] = state->draw_region->bo;
324 if (state->depth_region)
325 aper_array[aper_count++] = state->depth_region->bo;
326 }
327
328 if (dirty & I915_UPLOAD_TEX_ALL) {
329 for (i = 0; i < I915_TEX_UNITS; i++) {
330 if (dirty & I915_UPLOAD_TEX(i)) {
331 if (state->tex_buffer[i]) {
332 aper_array[aper_count++] = state->tex_buffer[i];
333 }
334 }
335 }
336 }
337
338 if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) {
339 if (count == 0) {
340 count++;
341 intel_batchbuffer_flush(intel);
342 goto again;
343 } else {
344 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state");
345 assert(0);
346 }
347 }
348
349 /* work out list of buffers to emit */
350
351 /* Do this here as we may have flushed the batchbuffer above,
352 * causing more state to be dirty!
353 */
354 dirty = get_dirty(state);
355 state->emitted |= dirty;
356 assert(get_dirty(state) == 0);
357
358 if (INTEL_DEBUG & DEBUG_STATE)
359 fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty);
360
361 if (dirty & I915_UPLOAD_INVARIENT) {
362 if (INTEL_DEBUG & DEBUG_STATE)
363 fprintf(stderr, "I915_UPLOAD_INVARIENT:\n");
364 i915_emit_invarient_state(intel);
365 }
366
367 if (dirty & I915_UPLOAD_RASTER_RULES) {
368 if (INTEL_DEBUG & DEBUG_STATE)
369 fprintf(stderr, "I915_UPLOAD_RASTER_RULES:\n");
370 emit(intel, state->RasterRules, sizeof(state->RasterRules));
371 }
372
373 if (dirty & I915_UPLOAD_CTX) {
374 if (INTEL_DEBUG & DEBUG_STATE)
375 fprintf(stderr, "I915_UPLOAD_CTX:\n");
376
377 emit(intel, state->Ctx, sizeof(state->Ctx));
378 }
379
380 if (dirty & I915_UPLOAD_BLEND) {
381 if (INTEL_DEBUG & DEBUG_STATE)
382 fprintf(stderr, "I915_UPLOAD_BLEND:\n");
383
384 emit(intel, state->Blend, sizeof(state->Blend));
385 }
386
387 if (dirty & I915_UPLOAD_BUFFERS) {
388 GLuint count;
389
390 if (INTEL_DEBUG & DEBUG_STATE)
391 fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
392
393 count = 17;
394 if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
395 count++;
396
397 BEGIN_BATCH(count);
398 OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);
399 OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);
400 if (state->draw_region) {
401 OUT_RELOC(state->draw_region->bo,
402 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
403 } else {
404 OUT_BATCH(0);
405 }
406
407 OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
408 OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
409 if (state->depth_region) {
410 OUT_RELOC(state->depth_region->bo,
411 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
412 } else {
413 OUT_BATCH(0);
414 }
415
416 OUT_BATCH(state->Buffer[I915_DESTREG_DV0]);
417 OUT_BATCH(state->Buffer[I915_DESTREG_DV1]);
418 OUT_BATCH(state->Buffer[I915_DESTREG_SENABLE]);
419 OUT_BATCH(state->Buffer[I915_DESTREG_SR0]);
420 OUT_BATCH(state->Buffer[I915_DESTREG_SR1]);
421 OUT_BATCH(state->Buffer[I915_DESTREG_SR2]);
422
423 if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
424 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT0]);
425 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT1]);
426 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT2]);
427 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT3]);
428 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT4]);
429 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT5]);
430
431 ADVANCE_BATCH();
432 }
433
434 if (dirty & I915_UPLOAD_STIPPLE) {
435 if (INTEL_DEBUG & DEBUG_STATE)
436 fprintf(stderr, "I915_UPLOAD_STIPPLE:\n");
437 emit(intel, state->Stipple, sizeof(state->Stipple));
438 }
439
440 /* Combine all the dirty texture state into a single command to
441 * avoid lockups on I915 hardware.
442 */
443 if (dirty & I915_UPLOAD_TEX_ALL) {
444 int nr = 0;
445 GLuint unwind;
446
447 for (i = 0; i < I915_TEX_UNITS; i++)
448 if (dirty & I915_UPLOAD_TEX(i))
449 nr++;
450
451 BEGIN_BATCH(2 + nr * 3);
452 OUT_BATCH(_3DSTATE_MAP_STATE | (3 * nr));
453 OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
454 for (i = 0; i < I915_TEX_UNITS; i++)
455 if (dirty & I915_UPLOAD_TEX(i)) {
456 OUT_RELOC(state->tex_buffer[i],
457 I915_GEM_DOMAIN_SAMPLER, 0,
458 state->tex_offset[i]);
459
460 OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]);
461 OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]);
462 }
463 ADVANCE_BATCH();
464
465 unwind = intel->batch.used;
466 BEGIN_BATCH(2 + nr * 3);
467 OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3 * nr));
468 OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
469 for (i = 0; i < I915_TEX_UNITS; i++)
470 if (dirty & I915_UPLOAD_TEX(i)) {
471 OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]);
472 OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]);
473 OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]);
474 }
475 ADVANCE_BATCH();
476 if (i915->last_sampler &&
477 memcmp(intel->batch.map + i915->last_sampler,
478 intel->batch.map + unwind,
479 (2 + nr*3)*sizeof(int)) == 0)
480 intel->batch.used = unwind;
481 else
482 i915->last_sampler = unwind;
483 }
484
485 if (dirty & I915_UPLOAD_CONSTANTS) {
486 if (INTEL_DEBUG & DEBUG_STATE)
487 fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n");
488 emit(intel, state->Constant, state->ConstantSize * sizeof(GLuint));
489 }
490
491 if (dirty & I915_UPLOAD_PROGRAM) {
492 if (state->ProgramSize) {
493 if (INTEL_DEBUG & DEBUG_STATE)
494 fprintf(stderr, "I915_UPLOAD_PROGRAM:\n");
495
496 assert((state->Program[0] & 0x1ff) + 2 == state->ProgramSize);
497
498 emit(intel, state->Program, state->ProgramSize * sizeof(GLuint));
499 if (INTEL_DEBUG & DEBUG_STATE)
500 i915_disassemble_program(state->Program, state->ProgramSize);
501 }
502 }
503
504 assert(get_dirty(state) == 0);
505 }
506
507 static void
508 i915_destroy_context(struct intel_context *intel)
509 {
510 GLuint i;
511 struct i915_context *i915 = i915_context(&intel->ctx);
512
513 intel_region_release(&i915->state.draw_region);
514 intel_region_release(&i915->state.depth_region);
515
516 for (i = 0; i < I915_TEX_UNITS; i++) {
517 if (i915->state.tex_buffer[i] != NULL) {
518 drm_intel_bo_unreference(i915->state.tex_buffer[i]);
519 i915->state.tex_buffer[i] = NULL;
520 }
521 }
522
523 _tnl_free_vertices(&intel->ctx);
524 }
525
526 void
527 i915_set_buf_info_for_region(uint32_t *state, struct intel_region *region,
528 uint32_t buffer_id)
529 {
530 state[0] = _3DSTATE_BUF_INFO_CMD;
531 state[1] = buffer_id;
532
533 if (region != NULL) {
534 state[1] |= BUF_3D_PITCH(region->pitch);
535
536 if (region->tiling != I915_TILING_NONE) {
537 state[1] |= BUF_3D_TILED_SURFACE;
538 if (region->tiling == I915_TILING_Y)
539 state[1] |= BUF_3D_TILE_WALK_Y;
540 }
541 } else {
542 /* Fill in a default pitch, since 0 is invalid. We'll be
543 * setting the buffer offset to 0 and not referencing the
544 * buffer, so the pitch could really be any valid value.
545 */
546 state[1] |= BUF_3D_PITCH(4096);
547 }
548 }
549
550 static uint32_t i915_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] =
551 {
552 [MESA_FORMAT_ARGB8888] = DV_PF_8888,
553 [MESA_FORMAT_XRGB8888] = DV_PF_8888,
554 [MESA_FORMAT_RGB565] = DV_PF_565 | DITHER_FULL_ALWAYS,
555 [MESA_FORMAT_ARGB1555] = DV_PF_1555 | DITHER_FULL_ALWAYS,
556 [MESA_FORMAT_ARGB4444] = DV_PF_4444 | DITHER_FULL_ALWAYS,
557 };
558
559 static bool
560 i915_render_target_supported(struct intel_context *intel,
561 struct gl_renderbuffer *rb)
562 {
563 gl_format format = rb->Format;
564
565 if (format == MESA_FORMAT_S8_Z24 ||
566 format == MESA_FORMAT_X8_Z24 ||
567 format == MESA_FORMAT_Z16) {
568 return true;
569 }
570
571 return i915_render_target_format_for_mesa_format[format] != 0;
572 }
573
574 static void
575 i915_set_draw_region(struct intel_context *intel,
576 struct intel_region *color_regions[],
577 struct intel_region *depth_region,
578 GLuint num_regions)
579 {
580 struct i915_context *i915 = i915_context(&intel->ctx);
581 struct gl_context *ctx = &intel->ctx;
582 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
583 struct intel_renderbuffer *irb = intel_renderbuffer(rb);
584 struct gl_renderbuffer *drb;
585 struct intel_renderbuffer *idrb = NULL;
586 GLuint value;
587 struct i915_hw_state *state = &i915->state;
588 uint32_t draw_x, draw_y, draw_offset;
589
590 if (state->draw_region != color_regions[0]) {
591 intel_region_reference(&state->draw_region, color_regions[0]);
592 }
593 if (state->depth_region != depth_region) {
594 intel_region_reference(&state->depth_region, depth_region);
595 }
596
597 /*
598 * Set stride/cpp values
599 */
600 i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_CBUFADDR0],
601 color_regions[0], BUF_3D_ID_COLOR_BACK);
602
603 i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_DBUFADDR0],
604 depth_region, BUF_3D_ID_DEPTH);
605
606 /*
607 * Compute/set I915_DESTREG_DV1 value
608 */
609 value = (DSTORG_HORT_BIAS(0x8) | /* .5 */
610 DSTORG_VERT_BIAS(0x8) | /* .5 */
611 LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL);
612 if (irb != NULL) {
613 value |= i915_render_target_format_for_mesa_format[intel_rb_format(irb)];
614 } else {
615 value |= DV_PF_8888;
616 }
617
618 /* This isn't quite safe, thus being hidden behind an option. When changing
619 * the value of this bit, the pipeline needs to be MI_FLUSHed. And it
620 * can only be set when a depth buffer is already defined.
621 */
622 if (intel->is_945 && intel->use_early_z &&
623 depth_region->tiling != I915_TILING_NONE)
624 value |= CLASSIC_EARLY_DEPTH;
625
626 if (depth_region && depth_region->cpp == 4) {
627 value |= DEPTH_FRMT_24_FIXED_8_OTHER;
628 }
629 else {
630 value |= DEPTH_FRMT_16_FIXED;
631 }
632 state->Buffer[I915_DESTREG_DV1] = value;
633
634 drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
635 if (!drb)
636 drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
637
638 if (drb)
639 idrb = intel_renderbuffer(drb);
640
641 /* We set up the drawing rectangle to be offset into the color
642 * region's location in the miptree. If it doesn't match with
643 * depth's offsets, we can't render to it.
644 *
645 * (Well, not actually true -- the hw grew a bit to let depth's
646 * offset get forced to 0,0. We may want to use that if people are
647 * hitting that case. Also, some configurations may be supportable
648 * by tweaking the start offset of the buffers around, which we
649 * can't do in general due to tiling)
650 */
651 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
652 idrb && irb && (idrb->draw_x != irb->draw_x ||
653 idrb->draw_y != irb->draw_y));
654
655 if (irb) {
656 draw_x = irb->draw_x;
657 draw_y = irb->draw_y;
658 } else if (idrb) {
659 draw_x = idrb->draw_x;
660 draw_y = idrb->draw_y;
661 } else {
662 draw_x = 0;
663 draw_y = 0;
664 }
665
666 draw_offset = (draw_y << 16) | draw_x;
667
668 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
669 (ctx->DrawBuffer->Width + draw_x > 2048) ||
670 (ctx->DrawBuffer->Height + draw_y > 2048));
671 /* When changing drawing rectangle offset, an MI_FLUSH is first required. */
672 if (draw_offset != i915->last_draw_offset) {
673 state->Buffer[I915_DESTREG_DRAWRECT0] = MI_FLUSH | INHIBIT_FLUSH_RENDER_CACHE;
674 i915->last_draw_offset = draw_offset;
675 } else
676 state->Buffer[I915_DESTREG_DRAWRECT0] = MI_NOOP;
677
678 state->Buffer[I915_DESTREG_DRAWRECT1] = _3DSTATE_DRAWRECT_INFO;
679 state->Buffer[I915_DESTREG_DRAWRECT2] = 0;
680 state->Buffer[I915_DESTREG_DRAWRECT3] = draw_offset;
681 state->Buffer[I915_DESTREG_DRAWRECT4] =
682 ((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) |
683 ((ctx->DrawBuffer->Height + draw_y - 1) << 16);
684 state->Buffer[I915_DESTREG_DRAWRECT5] = draw_offset;
685
686 I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
687 }
688
689 static void
690 i915_update_color_write_enable(struct i915_context *i915, bool enable)
691 {
692 uint32_t dw = i915->state.Ctx[I915_CTXREG_LIS6];
693 if (enable)
694 dw |= S6_COLOR_WRITE_ENABLE;
695 else
696 dw &= ~S6_COLOR_WRITE_ENABLE;
697 if (dw != i915->state.Ctx[I915_CTXREG_LIS6]) {
698 I915_STATECHANGE(i915, I915_UPLOAD_CTX);
699 i915->state.Ctx[I915_CTXREG_LIS6] = dw;
700 }
701 }
702
703 /**
704 * Update the hardware state for drawing into a window or framebuffer object.
705 *
706 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
707 * places within the driver.
708 *
709 * Basically, this needs to be called any time the current framebuffer
710 * changes, the renderbuffers change, or we need to draw into different
711 * color buffers.
712 */
713 static void
714 i915_update_draw_buffer(struct intel_context *intel)
715 {
716 struct i915_context *i915 = (struct i915_context *)intel;
717 struct gl_context *ctx = &intel->ctx;
718 struct gl_framebuffer *fb = ctx->DrawBuffer;
719 struct intel_region *colorRegion = NULL, *depthRegion = NULL;
720 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
721
722 if (!fb) {
723 /* this can happen during the initial context initialization */
724 return;
725 }
726
727 irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
728 irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
729
730 /* Do this here, not core Mesa, since this function is called from
731 * many places within the driver.
732 */
733 if (ctx->NewState & _NEW_BUFFERS) {
734 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
735 _mesa_update_framebuffer(ctx);
736 /* this updates the DrawBuffer's Width/Height if it's a FBO */
737 _mesa_update_draw_buffer_bounds(ctx);
738 }
739
740 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
741 /* this may occur when we're called by glBindFrameBuffer() during
742 * the process of someone setting up renderbuffers, etc.
743 */
744 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
745 return;
746 }
747
748 /* How many color buffers are we drawing into?
749 *
750 * If there is more than one drawbuffer (GL_FRONT_AND_BACK), or the
751 * drawbuffers are too big, we have to fallback to software.
752 */
753 if ((fb->Width > ctx->Const.MaxRenderbufferSize)
754 || (fb->Height > ctx->Const.MaxRenderbufferSize)) {
755 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
756 } else if (fb->_NumColorDrawBuffers > 1) {
757 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
758 } else {
759 struct intel_renderbuffer *irb;
760 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
761 colorRegion = (irb && irb->mt) ? irb->mt->region : NULL;
762 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
763 }
764
765 /* Check for depth fallback. */
766 if (irbDepth && irbDepth->mt) {
767 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
768 depthRegion = irbDepth->mt->region;
769 } else if (irbDepth && !irbDepth->mt) {
770 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
771 depthRegion = NULL;
772 } else { /* !irbDepth */
773 /* No fallback is needed because there is no depth buffer. */
774 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
775 depthRegion = NULL;
776 }
777
778 /* Check for stencil fallback. */
779 if (irbStencil && irbStencil->mt) {
780 assert(intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24);
781 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
782 } else if (irbStencil && !irbStencil->mt) {
783 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
784 } else { /* !irbStencil */
785 /* No fallback is needed because there is no stencil buffer. */
786 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
787 }
788
789 /* If we have a (packed) stencil buffer attached but no depth buffer,
790 * we still need to set up the shared depth/stencil state so we can use it.
791 */
792 if (depthRegion == NULL && irbStencil && irbStencil->mt
793 && intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24) {
794 depthRegion = irbStencil->mt->region;
795 }
796
797 /*
798 * Update depth and stencil test state
799 */
800 ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
801 ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
802
803 i915_update_color_write_enable(i915, colorRegion != NULL);
804
805 intel->vtbl.set_draw_region(intel, &colorRegion, depthRegion,
806 fb->_NumColorDrawBuffers);
807 intel->NewGLState |= _NEW_BUFFERS;
808
809 /* update viewport since it depends on window size */
810 intelCalcViewport(ctx);
811
812 /* Set state we know depends on drawable parameters:
813 */
814 ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
815 ctx->Scissor.Width, ctx->Scissor.Height);
816 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
817
818 /* Update culling direction which changes depending on the
819 * orientation of the buffer:
820 */
821 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
822 }
823
824 static void
825 i915_new_batch(struct intel_context *intel)
826 {
827 struct i915_context *i915 = i915_context(&intel->ctx);
828
829 /* Mark all state as needing to be emitted when starting a new batchbuffer.
830 * Using hardware contexts would be an alternative, but they have some
831 * difficulties associated with them (physical address requirements).
832 */
833 i915->state.emitted = 0;
834 i915->last_draw_offset = 0;
835 i915->last_sampler = 0;
836
837 i915->current_vb_bo = NULL;
838 i915->current_vertex_size = 0;
839 }
840
841 static void
842 i915_assert_not_dirty( struct intel_context *intel )
843 {
844 struct i915_context *i915 = i915_context(&intel->ctx);
845 GLuint dirty = get_dirty(&i915->state);
846 assert(!dirty);
847 (void) dirty;
848 }
849
850 static void
851 i915_invalidate_state(struct intel_context *intel, GLuint new_state)
852 {
853 struct gl_context *ctx = &intel->ctx;
854
855 _swsetup_InvalidateState(ctx, new_state);
856 _tnl_InvalidateState(ctx, new_state);
857 _tnl_invalidate_vertex_state(ctx, new_state);
858 }
859
860 void
861 i915InitVtbl(struct i915_context *i915)
862 {
863 i915->intel.vtbl.check_vertex_size = i915_check_vertex_size;
864 i915->intel.vtbl.destroy = i915_destroy_context;
865 i915->intel.vtbl.emit_state = i915_emit_state;
866 i915->intel.vtbl.new_batch = i915_new_batch;
867 i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state;
868 i915->intel.vtbl.render_start = i915_render_start;
869 i915->intel.vtbl.render_prevalidate = i915_render_prevalidate;
870 i915->intel.vtbl.set_draw_region = i915_set_draw_region;
871 i915->intel.vtbl.update_draw_buffer = i915_update_draw_buffer;
872 i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
873 i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
874 i915->intel.vtbl.finish_batch = intel_finish_vb;
875 i915->intel.vtbl.invalidate_state = i915_invalidate_state;
876 i915->intel.vtbl.render_target_supported = i915_render_target_supported;
877 }