/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "i830_context.h" #include "i830_reg.h" #include "intel_batchbuffer.h" #include "intel_regions.h" #include "intel_tris.h" #include "intel_fbo.h" #include "intel_buffers.h" #include "tnl/tnl.h" #include "tnl/t_context.h" #include "tnl/t_vertex.h" #include "swrast_setup/swrast_setup.h" #include "main/renderbuffer.h" #include "main/framebuffer.h" #define FILE_DEBUG_FLAG DEBUG_STATE static bool i830_check_vertex_size(struct intel_context *intel, GLuint expected); #define SZ_TO_HW(sz) ((sz-2)&0x3) #define EMIT_SZ(sz) (EMIT_1F + (sz) - 1) #define EMIT_ATTR( ATTR, STYLE, V0 ) \ do { \ intel->vertex_attrs[intel->vertex_attr_count].attrib = (ATTR); \ intel->vertex_attrs[intel->vertex_attr_count].format = (STYLE); \ intel->vertex_attr_count++; \ v0 |= V0; \ } while (0) #define EMIT_PAD( N ) \ do { \ intel->vertex_attrs[intel->vertex_attr_count].attrib = 0; \ intel->vertex_attrs[intel->vertex_attr_count].format = EMIT_PAD; \ intel->vertex_attrs[intel->vertex_attr_count].offset = (N); \ intel->vertex_attr_count++; \ } while (0) #define VRTX_TEX_SET_FMT(n, x) ((x)<<((n)*2)) #define TEXBIND_SET(n, x) ((x)<<((n)*4)) static void i830_render_prevalidate(struct intel_context *intel) { } static void i830_render_start(struct intel_context *intel) { struct gl_context *ctx = &intel->ctx; struct i830_context *i830 = i830_context(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; DECLARE_RENDERINPUTS(index_bitset); GLuint v0 = _3DSTATE_VFT0_CMD; GLuint v2 = _3DSTATE_VFT1_CMD; GLuint mcsb1 = 0; RENDERINPUTS_COPY(index_bitset, tnl->render_inputs_bitset); /* Important: */ VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr; intel->vertex_attr_count = 0; /* EMIT_ATTR's must be in order as they tell t_vertex.c how to * build up a hardware vertex. */ if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) { EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW); intel->coloroffset = 4; } else { EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, VFT0_XYZ); intel->coloroffset = 3; } if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_POINTSIZE)) { EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH); } EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE); intel->specoffset = 0; if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1) || RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG)) { if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1)) { intel->specoffset = intel->coloroffset + 1; EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC); } else EMIT_PAD(3); if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG)) EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC); else EMIT_PAD(1); } if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) { int i, count = 0; for (i = 0; i < I830_TEX_UNITS; i++) { if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_TEX(i))) { GLuint sz = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]->size; GLuint emit; GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] & ~TEXCOORDTYPE_MASK); switch (sz) { case 1: case 2: emit = EMIT_2F; sz = 2; mcs |= TEXCOORDTYPE_CARTESIAN; break; case 3: emit = EMIT_3F; sz = 3; mcs |= TEXCOORDTYPE_VECTOR; break; case 4: emit = EMIT_3F_XYW; sz = 3; mcs |= TEXCOORDTYPE_HOMOGENEOUS; break; default: continue; }; EMIT_ATTR(_TNL_ATTRIB_TEX0 + i, emit, 0); v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz)); mcsb1 |= (count + 8) << (i * 4); if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) { I830_STATECHANGE(i830, I830_UPLOAD_TEX(i)); i830->state.Tex[i][I830_TEXREG_MCS] = mcs; } count++; } } v0 |= VFT0_TEX_COUNT(count); } /* Only need to change the vertex emit code if there has been a * statechange to a new hardware vertex format: */ if (v0 != i830->state.Ctx[I830_CTXREG_VF] || v2 != i830->state.Ctx[I830_CTXREG_VF2] || mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] || !RENDERINPUTS_EQUAL(index_bitset, i830->last_index_bitset)) { int k; I830_STATECHANGE(i830, I830_UPLOAD_CTX); /* Must do this *after* statechange, so as not to affect * buffered vertices reliant on the old state: */ intel->vertex_size = _tnl_install_attrs(ctx, intel->vertex_attrs, intel->vertex_attr_count, intel->ViewportMatrix.m, 0); intel->vertex_size >>= 2; i830->state.Ctx[I830_CTXREG_VF] = v0; i830->state.Ctx[I830_CTXREG_VF2] = v2; i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1; RENDERINPUTS_COPY(i830->last_index_bitset, index_bitset); k = i830_check_vertex_size(intel, intel->vertex_size); assert(k); } } static void i830_reduced_primitive_state(struct intel_context *intel, GLenum rprim) { struct i830_context *i830 = i830_context(&intel->ctx); GLuint st1 = i830->state.Stipple[I830_STPREG_ST1]; st1 &= ~ST1_ENABLE; switch (rprim) { case GL_TRIANGLES: if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple) st1 |= ST1_ENABLE; break; case GL_LINES: case GL_POINTS: default: break; } i830->intel.reduced_primitive = rprim; if (st1 != i830->state.Stipple[I830_STPREG_ST1]) { INTEL_FIREVERTICES(intel); I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE); i830->state.Stipple[I830_STPREG_ST1] = st1; } } /* Pull apart the vertex format registers and figure out how large a * vertex is supposed to be. */ static bool i830_check_vertex_size(struct intel_context *intel, GLuint expected) { struct i830_context *i830 = i830_context(&intel->ctx); int vft0 = i830->state.Ctx[I830_CTXREG_VF]; int vft1 = i830->state.Ctx[I830_CTXREG_VF2]; int nrtex = (vft0 & VFT0_TEX_COUNT_MASK) >> VFT0_TEX_COUNT_SHIFT; int i, sz = 0; switch (vft0 & VFT0_XYZW_MASK) { case VFT0_XY: sz = 2; break; case VFT0_XYZ: sz = 3; break; case VFT0_XYW: sz = 3; break; case VFT0_XYZW: sz = 4; break; default: fprintf(stderr, "no xyzw specified\n"); return 0; } if (vft0 & VFT0_SPEC) sz++; if (vft0 & VFT0_DIFFUSE) sz++; if (vft0 & VFT0_DEPTH_OFFSET) sz++; if (vft0 & VFT0_POINT_WIDTH) sz++; for (i = 0; i < nrtex; i++) { switch (vft1 & VFT1_TEX0_MASK) { case TEXCOORDFMT_2D: sz += 2; break; case TEXCOORDFMT_3D: sz += 3; break; case TEXCOORDFMT_4D: sz += 4; break; case TEXCOORDFMT_1D: sz += 1; break; } vft1 >>= VFT1_TEX1_SHIFT; } if (sz != expected) fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected); return sz == expected; } static void i830_emit_invarient_state(struct intel_context *intel) { BATCH_LOCALS; BEGIN_BATCH(29); OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD); OUT_BATCH(0); OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD); OUT_BATCH(0); OUT_BATCH(_3DSTATE_DFLT_Z_CMD); OUT_BATCH(0); OUT_BATCH(_3DSTATE_FOG_MODE_CMD); OUT_BATCH(FOGFUNC_ENABLE | FOG_LINEAR_CONST | FOGSRC_INDEX_Z | ENABLE_FOG_DENSITY); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD | MAP_UNIT(0) | DISABLE_TEX_STREAM_BUMP | ENABLE_TEX_STREAM_COORD_SET | TEX_STREAM_COORD_SET(0) | ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(0)); OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD | MAP_UNIT(1) | DISABLE_TEX_STREAM_BUMP | ENABLE_TEX_STREAM_COORD_SET | TEX_STREAM_COORD_SET(1) | ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(1)); OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD | MAP_UNIT(2) | DISABLE_TEX_STREAM_BUMP | ENABLE_TEX_STREAM_COORD_SET | TEX_STREAM_COORD_SET(2) | ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(2)); OUT_BATCH(_3DSTATE_MAP_TEX_STREAM_CMD | MAP_UNIT(3) | DISABLE_TEX_STREAM_BUMP | ENABLE_TEX_STREAM_COORD_SET | TEX_STREAM_COORD_SET(3) | ENABLE_TEX_STREAM_MAP_IDX | TEX_STREAM_MAP_IDX(3)); OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM); OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(0)); OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM); OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(1)); OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM); OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(2)); OUT_BATCH(_3DSTATE_MAP_COORD_TRANSFORM); OUT_BATCH(DISABLE_TEX_TRANSFORM | TEXTURE_SET(3)); OUT_BATCH(_3DSTATE_VERTEX_TRANSFORM); OUT_BATCH(DISABLE_VIEWPORT_TRANSFORM | DISABLE_PERSPECTIVE_DIVIDE); OUT_BATCH(_3DSTATE_W_STATE_CMD); OUT_BATCH(MAGIC_W_STATE_DWORD1); OUT_BATCH(0x3f800000 /* 1.0 in IEEE float */ ); OUT_BATCH(_3DSTATE_COLOR_FACTOR_CMD); OUT_BATCH(0x80808080); /* .5 required in alpha for GL_DOT3_RGBA_EXT */ ADVANCE_BATCH(); } #define emit( intel, state, size ) \ intel_batchbuffer_data(intel, state, size, false) static GLuint get_dirty(struct i830_hw_state *state) { return state->active & ~state->emitted; } static GLuint get_state_size(struct i830_hw_state *state) { GLuint dirty = get_dirty(state); GLuint sz = 0; GLuint i; if (dirty & I830_UPLOAD_INVARIENT) sz += 40 * sizeof(int); if (dirty & I830_UPLOAD_RASTER_RULES) sz += sizeof(state->RasterRules); if (dirty & I830_UPLOAD_CTX) sz += sizeof(state->Ctx); if (dirty & I830_UPLOAD_BUFFERS) sz += sizeof(state->Buffer); if (dirty & I830_UPLOAD_STIPPLE) sz += sizeof(state->Stipple); for (i = 0; i < I830_TEX_UNITS; i++) { if ((dirty & I830_UPLOAD_TEX(i))) sz += sizeof(state->Tex[i]); if (dirty & I830_UPLOAD_TEXBLEND(i)) sz += state->TexBlendWordsUsed[i] * 4; } return sz; } /* Push the state into the sarea and/or texture memory. */ static void i830_emit_state(struct intel_context *intel) { struct i830_context *i830 = i830_context(&intel->ctx); struct i830_hw_state *state = &i830->state; int i, count; GLuint dirty; drm_intel_bo *aper_array[3 + I830_TEX_UNITS]; int aper_count; GET_CURRENT_CONTEXT(ctx); BATCH_LOCALS; /* We don't hold the lock at this point, so want to make sure that * there won't be a buffer wrap between the state emits and the primitive * emit header. * * It might be better to talk about explicit places where * scheduling is allowed, rather than assume that it is whenever a * batchbuffer fills up. */ intel_batchbuffer_require_space(intel, get_state_size(state) + INTEL_PRIM_EMIT_SIZE, false); count = 0; again: aper_count = 0; dirty = get_dirty(state); aper_array[aper_count++] = intel->batch.bo; if (dirty & I830_UPLOAD_BUFFERS) { aper_array[aper_count++] = state->draw_region->bo; if (state->depth_region) aper_array[aper_count++] = state->depth_region->bo; } for (i = 0; i < I830_TEX_UNITS; i++) if (dirty & I830_UPLOAD_TEX(i)) { if (state->tex_buffer[i]) { aper_array[aper_count++] = state->tex_buffer[i]; } } if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) { if (count == 0) { count++; intel_batchbuffer_flush(intel); goto again; } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "i830 emit state"); assert(0); } } /* Do this here as we may have flushed the batchbuffer above, * causing more state to be dirty! */ dirty = get_dirty(state); state->emitted |= dirty; assert(get_dirty(state) == 0); if (dirty & I830_UPLOAD_INVARIENT) { DBG("I830_UPLOAD_INVARIENT:\n"); i830_emit_invarient_state(intel); } if (dirty & I830_UPLOAD_RASTER_RULES) { DBG("I830_UPLOAD_RASTER_RULES:\n"); emit(intel, state->RasterRules, sizeof(state->RasterRules)); } if (dirty & I830_UPLOAD_CTX) { DBG("I830_UPLOAD_CTX:\n"); emit(intel, state->Ctx, sizeof(state->Ctx)); } if (dirty & I830_UPLOAD_BUFFERS) { GLuint count = 15; DBG("I830_UPLOAD_BUFFERS:\n"); if (state->depth_region) count += 3; BEGIN_BATCH(count); OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR0]); OUT_BATCH(state->Buffer[I830_DESTREG_CBUFADDR1]); OUT_RELOC(state->draw_region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); if (state->depth_region) { OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR0]); OUT_BATCH(state->Buffer[I830_DESTREG_DBUFADDR1]); OUT_RELOC(state->depth_region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); } OUT_BATCH(state->Buffer[I830_DESTREG_DV0]); OUT_BATCH(state->Buffer[I830_DESTREG_DV1]); OUT_BATCH(state->Buffer[I830_DESTREG_SENABLE]); OUT_BATCH(state->Buffer[I830_DESTREG_SR0]); OUT_BATCH(state->Buffer[I830_DESTREG_SR1]); OUT_BATCH(state->Buffer[I830_DESTREG_SR2]); assert(state->Buffer[I830_DESTREG_DRAWRECT0] != MI_NOOP); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT0]); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT1]); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT2]); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT3]); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT4]); OUT_BATCH(state->Buffer[I830_DESTREG_DRAWRECT5]); ADVANCE_BATCH(); } if (dirty & I830_UPLOAD_STIPPLE) { DBG("I830_UPLOAD_STIPPLE:\n"); emit(intel, state->Stipple, sizeof(state->Stipple)); } for (i = 0; i < I830_TEX_UNITS; i++) { if ((dirty & I830_UPLOAD_TEX(i))) { DBG("I830_UPLOAD_TEX(%d):\n", i); BEGIN_BATCH(I830_TEX_SETUP_SIZE + 1); OUT_BATCH(state->Tex[i][I830_TEXREG_TM0LI]); OUT_RELOC(state->tex_buffer[i], I915_GEM_DOMAIN_SAMPLER, 0, state->tex_offset[i]); OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S1]); OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S2]); OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S3]); OUT_BATCH(state->Tex[i][I830_TEXREG_TM0S4]); OUT_BATCH(state->Tex[i][I830_TEXREG_MCS]); OUT_BATCH(state->Tex[i][I830_TEXREG_CUBE]); ADVANCE_BATCH(); } if (dirty & I830_UPLOAD_TEXBLEND(i)) { DBG("I830_UPLOAD_TEXBLEND(%d): %d words\n", i, state->TexBlendWordsUsed[i]); emit(intel, state->TexBlend[i], state->TexBlendWordsUsed[i] * 4); } } assert(get_dirty(state) == 0); } static void i830_destroy_context(struct intel_context *intel) { GLuint i; struct i830_context *i830 = i830_context(&intel->ctx); intel_region_release(&i830->state.draw_region); intel_region_release(&i830->state.depth_region); for (i = 0; i < I830_TEX_UNITS; i++) { if (i830->state.tex_buffer[i] != NULL) { drm_intel_bo_unreference(i830->state.tex_buffer[i]); i830->state.tex_buffer[i] = NULL; } } _tnl_free_vertices(&intel->ctx); } static uint32_t i830_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] = { [MESA_FORMAT_ARGB8888] = DV_PF_8888, [MESA_FORMAT_XRGB8888] = DV_PF_8888, [MESA_FORMAT_RGB565] = DV_PF_565, [MESA_FORMAT_ARGB1555] = DV_PF_1555, [MESA_FORMAT_ARGB4444] = DV_PF_4444, }; static bool i830_render_target_supported(gl_format format) { if (format == MESA_FORMAT_S8_Z24 || format == MESA_FORMAT_X8_Z24 || format == MESA_FORMAT_Z16) { return true; } return i830_render_target_format_for_mesa_format[format] != 0; } static void i830_set_draw_region(struct intel_context *intel, struct intel_region *color_regions[], struct intel_region *depth_region, GLuint num_regions) { struct i830_context *i830 = i830_context(&intel->ctx); struct gl_context *ctx = &intel->ctx; struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; struct intel_renderbuffer *irb = intel_renderbuffer(rb); struct gl_renderbuffer *drb; struct intel_renderbuffer *idrb = NULL; GLuint value; struct i830_hw_state *state = &i830->state; uint32_t draw_x, draw_y; if (state->draw_region != color_regions[0]) { intel_region_reference(&state->draw_region, color_regions[0]); } if (state->depth_region != depth_region) { intel_region_reference(&state->depth_region, depth_region); } /* * Set stride/cpp values */ i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_CBUFADDR0], color_regions[0], BUF_3D_ID_COLOR_BACK); i915_set_buf_info_for_region(&state->Buffer[I830_DESTREG_DBUFADDR0], depth_region, BUF_3D_ID_DEPTH); /* * Compute/set I830_DESTREG_DV1 value */ value = (DSTORG_HORT_BIAS(0x8) | /* .5 */ DSTORG_VERT_BIAS(0x8) | DEPTH_IS_Z); /* .5 */ if (irb != NULL) { value |= i830_render_target_format_for_mesa_format[irb->Base.Format]; } if (depth_region && depth_region->cpp == 4) { value |= DEPTH_FRMT_24_FIXED_8_OTHER; } else { value |= DEPTH_FRMT_16_FIXED; } state->Buffer[I830_DESTREG_DV1] = value; drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; if (!drb) drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; if (drb) idrb = intel_renderbuffer(drb); /* We set up the drawing rectangle to be offset into the color * region's location in the miptree. If it doesn't match with * depth's offsets, we can't render to it. * * (Well, not actually true -- the hw grew a bit to let depth's * offset get forced to 0,0. We may want to use that if people are * hitting that case. Also, some configurations may be supportable * by tweaking the start offset of the buffers around, which we * can't do in general due to tiling) */ FALLBACK(intel, I830_FALLBACK_DRAW_OFFSET, idrb && irb && (idrb->draw_x != irb->draw_x || idrb->draw_y != irb->draw_y)); if (irb) { draw_x = irb->draw_x; draw_y = irb->draw_y; } else if (idrb) { draw_x = idrb->draw_x; draw_y = idrb->draw_y; } else { draw_x = 0; draw_y = 0; } state->Buffer[I830_DESTREG_DRAWRECT0] = _3DSTATE_DRAWRECT_INFO; state->Buffer[I830_DESTREG_DRAWRECT1] = 0; state->Buffer[I830_DESTREG_DRAWRECT2] = (draw_y << 16) | draw_x; state->Buffer[I830_DESTREG_DRAWRECT3] = ((ctx->DrawBuffer->Width + draw_x) & 0xffff) | ((ctx->DrawBuffer->Height + draw_y) << 16); state->Buffer[I830_DESTREG_DRAWRECT4] = (draw_y << 16) | draw_x; state->Buffer[I830_DESTREG_DRAWRECT5] = MI_NOOP; I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS); } /** * Update the hardware state for drawing into a window or framebuffer object. * * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other * places within the driver. * * Basically, this needs to be called any time the current framebuffer * changes, the renderbuffers change, or we need to draw into different * color buffers. */ static void i830_update_draw_buffer(struct intel_context *intel) { struct gl_context *ctx = &intel->ctx; struct gl_framebuffer *fb = ctx->DrawBuffer; struct intel_region *colorRegions[MAX_DRAW_BUFFERS], *depthRegion = NULL; struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL; if (!fb) { /* this can happen during the initial context initialization */ return; } irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH); irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL); /* Do this here, not core Mesa, since this function is called from * many places within the driver. */ if (ctx->NewState & _NEW_BUFFERS) { /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */ _mesa_update_framebuffer(ctx); /* this updates the DrawBuffer's Width/Height if it's a FBO */ _mesa_update_draw_buffer_bounds(ctx); } if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { /* this may occur when we're called by glBindFrameBuffer() during * the process of someone setting up renderbuffers, etc. */ /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/ return; } /* How many color buffers are we drawing into? * * If there are zero buffers or the buffer is too big, don't configure any * regions for hardware drawing. We'll fallback to software below. Not * having regions set makes some of the software fallback paths faster. */ if ((fb->Width > ctx->Const.MaxRenderbufferSize) || (fb->Height > ctx->Const.MaxRenderbufferSize) || (fb->_NumColorDrawBuffers == 0)) { /* writing to 0 */ colorRegions[0] = NULL; } else if (fb->_NumColorDrawBuffers > 1) { int i; struct intel_renderbuffer *irb; for (i = 0; i < fb->_NumColorDrawBuffers; i++) { irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]); colorRegions[i] = irb ? irb->region : NULL; } } else { /* Get the intel_renderbuffer for the single colorbuffer we're drawing * into. */ if (fb->Name == 0) { /* drawing to window system buffer */ if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) colorRegions[0] = intel_get_rb_region(fb, BUFFER_FRONT_LEFT); else colorRegions[0] = intel_get_rb_region(fb, BUFFER_BACK_LEFT); } else { /* drawing to user-created FBO */ struct intel_renderbuffer *irb; irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]); colorRegions[0] = (irb && irb->region) ? irb->region : NULL; } } if (!colorRegions[0]) { FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true); } else { FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false); } /* Check for depth fallback. */ if (irbDepth && irbDepth->region) { FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false); depthRegion = irbDepth->region; } else if (irbDepth && !irbDepth->region) { FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true); depthRegion = NULL; } else { /* !irbDepth */ /* No fallback is needed because there is no depth buffer. */ FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false); depthRegion = NULL; } /* Check for stencil fallback. */ if (irbStencil && irbStencil->region) { assert(irbStencil->Base.Format == MESA_FORMAT_S8_Z24); FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false); } else if (irbStencil && !irbStencil->region) { FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true); } else { /* !irbStencil */ /* No fallback is needed because there is no stencil buffer. */ FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false); } /* If we have a (packed) stencil buffer attached but no depth buffer, * we still need to set up the shared depth/stencil state so we can use it. */ if (depthRegion == NULL && irbStencil && irbStencil->region && irbStencil->Base.Format == MESA_FORMAT_S8_Z24) { depthRegion = irbStencil->region; } /* * Update depth and stencil test state */ ctx->Driver.Enable(ctx, GL_DEPTH_TEST, (ctx->Depth.Test && fb->Visual.depthBits > 0)); ctx->Driver.Enable(ctx, GL_STENCIL_TEST, (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0)); intel->vtbl.set_draw_region(intel, colorRegions, depthRegion, fb->_NumColorDrawBuffers); intel->NewGLState |= _NEW_BUFFERS; /* update viewport since it depends on window size */ intelCalcViewport(ctx); /* Set state we know depends on drawable parameters: */ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, ctx->Scissor.Width, ctx->Scissor.Height); ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far); /* Update culling direction which changes depending on the * orientation of the buffer: */ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); } /* This isn't really handled at the moment. */ static void i830_new_batch(struct intel_context *intel) { struct i830_context *i830 = i830_context(&intel->ctx); i830->state.emitted = 0; } static void i830_assert_not_dirty( struct intel_context *intel ) { struct i830_context *i830 = i830_context(&intel->ctx); assert(!get_dirty(&i830->state)); (void) i830; } static void i830_invalidate_state(struct intel_context *intel, GLuint new_state) { struct gl_context *ctx = &intel->ctx; _swsetup_InvalidateState(ctx, new_state); _tnl_InvalidateState(ctx, new_state); _tnl_invalidate_vertex_state(ctx, new_state); if (new_state & _NEW_LIGHT) i830_update_provoking_vertex(&intel->ctx); } static bool i830_is_hiz_depth_format(struct intel_context *intel, gl_format format) { return false; } void i830InitVtbl(struct i830_context *i830) { i830->intel.vtbl.check_vertex_size = i830_check_vertex_size; i830->intel.vtbl.destroy = i830_destroy_context; i830->intel.vtbl.emit_state = i830_emit_state; i830->intel.vtbl.new_batch = i830_new_batch; i830->intel.vtbl.reduced_primitive_state = i830_reduced_primitive_state; i830->intel.vtbl.set_draw_region = i830_set_draw_region; i830->intel.vtbl.update_draw_buffer = i830_update_draw_buffer; i830->intel.vtbl.update_texture_state = i830UpdateTextureState; i830->intel.vtbl.render_start = i830_render_start; i830->intel.vtbl.render_prevalidate = i830_render_prevalidate; i830->intel.vtbl.assert_not_dirty = i830_assert_not_dirty; i830->intel.vtbl.finish_batch = intel_finish_vb; i830->intel.vtbl.invalidate_state = i830_invalidate_state; i830->intel.vtbl.render_target_supported = i830_render_target_supported; i830->intel.vtbl.is_hiz_depth_format = i830_is_hiz_depth_format; }