/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * Copyright 2011 Intel Corporation * 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. * * Authors: * Chad Versace * **************************************************************************/ #include #include #include "main/glheader.h" #include "main/macros.h" #include "main/mtypes.h" #include "main/colormac.h" #include "main/renderbuffer.h" #include "intel_buffers.h" #include "intel_fbo.h" #include "intel_mipmap_tree.h" #include "intel_screen.h" #include "intel_span.h" #include "intel_regions.h" #include "intel_tex.h" #include "swrast/swrast.h" #include "swrast/s_renderbuffer.h" /** * \brief Get pointer offset into stencil buffer. * * The stencil buffer is W tiled. Since the GTT is incapable of W fencing, we * must decode the tile's layout in software. * * See * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.2.1 W-Major Tile * Format. * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.3 Tiling Algorithm * * Even though the returned offset is always positive, the return type is * signed due to * commit e8b1c6d6f55f5be3bef25084fdd8b6127517e137 * mesa: Fix return type of _mesa_get_format_bytes() (#37351) */ intptr_t intel_offset_S8(uint32_t stride, uint32_t x, uint32_t y) { uint32_t tile_size = 4096; uint32_t tile_width = 64; uint32_t tile_height = 64; uint32_t row_size = 64 * stride; uint32_t tile_x = x / tile_width; uint32_t tile_y = y / tile_height; /* The byte's address relative to the tile's base addres. */ uint32_t byte_x = x % tile_width; uint32_t byte_y = y % tile_height; uintptr_t u = tile_y * row_size + tile_x * tile_size + 512 * (byte_x / 8) + 64 * (byte_y / 8) + 32 * ((byte_y / 4) % 2) + 16 * ((byte_x / 4) % 2) + 8 * ((byte_y / 2) % 2) + 4 * ((byte_x / 2) % 2) + 2 * (byte_y % 2) + 1 * (byte_x % 2); /* * Errata for Gen5: * * An additional offset is needed which is not documented in the PRM. * * if ((byte_x / 8) % 2 == 1) { * if ((byte_y / 8) % 2) == 0) { * u += 64; * } else { * u -= 64; * } * } * * The offset is expressed more tersely as * u += ((int) x & 0x8) * (8 - (((int) y & 0x8) << 1)); */ return u; } /** * Resolve all buffers that will be mapped by intelSpanRenderStart(). * * Resolve the depth buffer of each enabled texture and of the read and draw * buffers. * * (Note: In the future this will also perform MSAA resolves.) */ static void intel_span_resolve_buffers(struct intel_context *intel) { struct gl_context *ctx = &intel->ctx; struct intel_renderbuffer *draw_irb; struct intel_renderbuffer *read_irb; struct intel_texture_object *tex_obj; /* Resolve depth buffer of each enabled texture. */ for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); intel_finalize_mipmap_tree(intel, i); if (!tex_obj || !tex_obj->mt) continue; intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt); } /* Resolve each attached depth buffer. */ draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); read_irb = intel_get_renderbuffer(ctx->ReadBuffer, BUFFER_DEPTH); if (draw_irb) intel_renderbuffer_resolve_depth(intel, draw_irb); if (read_irb != draw_irb && read_irb) intel_renderbuffer_resolve_depth(intel, read_irb); } /** * Map the regions needed by intelSpanRenderStart(). */ static void intel_span_map_buffers(struct intel_context *intel) { struct gl_context *ctx = &intel->ctx; struct intel_texture_object *tex_obj; for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); intel_finalize_mipmap_tree(intel, i); intel_tex_map_images(intel, tex_obj, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); } _swrast_map_renderbuffers(ctx); } /** * Prepare for software rendering. Map current read/draw framebuffers' * renderbuffes and all currently bound texture objects. * * Old note: Moved locking out to get reasonable span performance. */ void intelSpanRenderStart(struct gl_context * ctx) { struct intel_context *intel = intel_context(ctx); intel_flush(ctx); intel_prepare_render(intel); intel_span_resolve_buffers(intel); intel_flush(ctx); intel_span_map_buffers(intel); } /** * Called when done software rendering. Unmap the buffers we mapped in * the above function. */ void intelSpanRenderFinish(struct gl_context * ctx) { struct intel_context *intel = intel_context(ctx); GLuint i; _swrast_flush(ctx); for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_unmap_images(intel, intel_texture_object(texObj)); } } _swrast_unmap_renderbuffers(ctx); } void intelInitSpanFuncs(struct gl_context * ctx) { struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx); swdd->SpanRenderStart = intelSpanRenderStart; swdd->SpanRenderFinish = intelSpanRenderFinish; } void intel_map_vertex_shader_textures(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); int i; if (ctx->VertexProgram._Current == NULL) return; for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled && ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_map_images(intel, intel_texture_object(texObj), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); } } } void intel_unmap_vertex_shader_textures(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); int i; if (ctx->VertexProgram._Current == NULL) return; for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled && ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) { struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; intel_tex_unmap_images(intel, intel_texture_object(texObj)); } } }