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/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
* Copyright 2009 Marek Olšák <maraeo@gmail.com>
*
* 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
* on 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
* THE AUTHOR(S) AND/OR THEIR 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 "draw/draw_context.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "r300_context.h"
#include "r300_fs.h"
#include "r300_screen.h"
#include "r300_shader_semantics.h"
#include "r300_state_derived.h"
#include "r300_state_inlines.h"
#include "r300_vs.h"
/* r300_state_derived: Various bits of state which are dependent upon
* currently bound CSO data. */
static void r300_rs_col(struct r300_rs_block* rs, int id, int ptr,
boolean swizzle_0001)
{
rs->ip[id] |= R300_RS_COL_PTR(ptr);
if (swizzle_0001) {
rs->ip[id] |= R300_RS_COL_FMT(R300_RS_COL_FMT_0001);
} else {
rs->ip[id] |= R300_RS_COL_FMT(R300_RS_COL_FMT_RGBA);
}
rs->inst[id] |= R300_RS_INST_COL_ID(id);
}
static void r300_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset)
{
rs->inst[id] |= R300_RS_INST_COL_CN_WRITE |
R300_RS_INST_COL_ADDR(fp_offset);
}
static void r300_rs_tex(struct r300_rs_block* rs, int id, int ptr,
boolean swizzle_X001)
{
if (swizzle_X001) {
rs->ip[id] |= R300_RS_TEX_PTR(ptr*4) |
R300_RS_SEL_S(R300_RS_SEL_C0) |
R300_RS_SEL_T(R300_RS_SEL_K0) |
R300_RS_SEL_R(R300_RS_SEL_K0) |
R300_RS_SEL_Q(R300_RS_SEL_K1);
} else {
rs->ip[id] |= R300_RS_TEX_PTR(ptr*4) |
R300_RS_SEL_S(R300_RS_SEL_C0) |
R300_RS_SEL_T(R300_RS_SEL_C1) |
R300_RS_SEL_R(R300_RS_SEL_C2) |
R300_RS_SEL_Q(R300_RS_SEL_C3);
}
rs->inst[id] |= R300_RS_INST_TEX_ID(id);
}
static void r300_rs_tex_write(struct r300_rs_block* rs, int id, int fp_offset)
{
rs->inst[id] |= R300_RS_INST_TEX_CN_WRITE |
R300_RS_INST_TEX_ADDR(fp_offset);
}
static void r500_rs_col(struct r300_rs_block* rs, int id, int ptr,
boolean swizzle_0001)
{
rs->ip[id] |= R500_RS_COL_PTR(ptr);
if (swizzle_0001) {
rs->ip[id] |= R500_RS_COL_FMT(R300_RS_COL_FMT_0001);
} else {
rs->ip[id] |= R500_RS_COL_FMT(R300_RS_COL_FMT_RGBA);
}
rs->inst[id] |= R500_RS_INST_COL_ID(id);
}
static void r500_rs_col_write(struct r300_rs_block* rs, int id, int fp_offset)
{
rs->inst[id] |= R500_RS_INST_COL_CN_WRITE |
R500_RS_INST_COL_ADDR(fp_offset);
}
static void r500_rs_tex(struct r300_rs_block* rs, int id, int ptr,
boolean swizzle_X001)
{
int rs_tex_comp = ptr*4;
if (swizzle_X001) {
rs->ip[id] |= R500_RS_SEL_S(rs_tex_comp) |
R500_RS_SEL_T(R500_RS_IP_PTR_K0) |
R500_RS_SEL_R(R500_RS_IP_PTR_K0) |
R500_RS_SEL_Q(R500_RS_IP_PTR_K1);
} else {
rs->ip[id] |= R500_RS_SEL_S(rs_tex_comp) |
R500_RS_SEL_T(rs_tex_comp + 1) |
R500_RS_SEL_R(rs_tex_comp + 2) |
R500_RS_SEL_Q(rs_tex_comp + 3);
}
rs->inst[id] |= R500_RS_INST_TEX_ID(id);
}
static void r500_rs_tex_write(struct r300_rs_block* rs, int id, int fp_offset)
{
rs->inst[id] |= R500_RS_INST_TEX_CN_WRITE |
R500_RS_INST_TEX_ADDR(fp_offset);
}
/* Set up the RS block.
*
* This is the part of the chipset that actually does the rasterization
* of vertices into fragments. This is also the part of the chipset that
* locks up if any part of it is even slightly wrong. */
static void r300_update_rs_block(struct r300_context* r300,
struct r300_shader_semantics* vs_outputs,
struct r300_shader_semantics* fs_inputs)
{
struct r300_rs_block rs = { { 0 } };
int i, col_count = 0, tex_count = 0, fp_offset = 0, count;
void (*rX00_rs_col)(struct r300_rs_block*, int, int, boolean);
void (*rX00_rs_col_write)(struct r300_rs_block*, int, int);
void (*rX00_rs_tex)(struct r300_rs_block*, int, int, boolean);
void (*rX00_rs_tex_write)(struct r300_rs_block*, int, int);
boolean any_bcolor_used = vs_outputs->bcolor[0] != ATTR_UNUSED ||
vs_outputs->bcolor[1] != ATTR_UNUSED;
if (r300_screen(r300->context.screen)->caps->is_r500) {
rX00_rs_col = r500_rs_col;
rX00_rs_col_write = r500_rs_col_write;
rX00_rs_tex = r500_rs_tex;
rX00_rs_tex_write = r500_rs_tex_write;
} else {
rX00_rs_col = r300_rs_col;
rX00_rs_col_write = r300_rs_col_write;
rX00_rs_tex = r300_rs_tex;
rX00_rs_tex_write = r300_rs_tex_write;
}
/* Rasterize colors. */
for (i = 0; i < ATTR_COLOR_COUNT; i++) {
if (vs_outputs->color[i] != ATTR_UNUSED || any_bcolor_used ||
vs_outputs->color[1] != ATTR_UNUSED) {
/* Always rasterize if it's written by the VS,
* otherwise it locks up. */
rX00_rs_col(&rs, col_count, i, FALSE);
/* Write it to the FS input register if it's used by the FS. */
if (fs_inputs->color[i] != ATTR_UNUSED) {
rX00_rs_col_write(&rs, col_count, fp_offset);
fp_offset++;
}
col_count++;
} else {
/* Skip the FS input register, leave it uninitialized. */
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->color[i] != ATTR_UNUSED) {
fp_offset++;
}
}
}
/* Rasterize texture coordinates. */
for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
if (vs_outputs->generic[i] != ATTR_UNUSED ||
r300->sprite_coord_index == i) {
/* Always rasterize if it's written by the VS,
* otherwise it locks up. */
rX00_rs_tex(&rs, tex_count, tex_count, FALSE);
/* Write it to the FS input register if it's used by the FS. */
if (fs_inputs->generic[i] != ATTR_UNUSED) {
rX00_rs_tex_write(&rs, tex_count, fp_offset);
if (r300->sprite_coord_index == i)
debug_printf("r300: SpriteCoord (generic index %i) is being written to reg %i\n", i, fp_offset);
fp_offset++;
}
tex_count++;
} else {
/* Skip the FS input register, leave it uninitialized. */
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->generic[i] != ATTR_UNUSED) {
fp_offset++;
}
}
}
/* Rasterize fog coordinates. */
if (vs_outputs->fog != ATTR_UNUSED) {
/* Always rasterize if it's written by the VS,
* otherwise it locks up. */
rX00_rs_tex(&rs, tex_count, tex_count, TRUE);
/* Write it to the FS input register if it's used by the FS. */
if (fs_inputs->fog != ATTR_UNUSED) {
rX00_rs_tex_write(&rs, tex_count, fp_offset);
fp_offset++;
}
tex_count++;
} else {
/* Skip the FS input register, leave it uninitialized. */
/* If we try to set it to (0,0,0,1), it will lock up. */
if (fs_inputs->fog != ATTR_UNUSED) {
fp_offset++;
}
}
/* Rasterize WPOS. */
/* If the FS doesn't need it, it's not written by the VS. */
if (fs_inputs->wpos != ATTR_UNUSED) {
rX00_rs_tex(&rs, tex_count, tex_count, FALSE);
rX00_rs_tex_write(&rs, tex_count, fp_offset);
fp_offset++;
tex_count++;
}
/* Rasterize at least one color, or bad things happen. */
if (col_count == 0 && tex_count == 0) {
rX00_rs_col(&rs, 0, 0, TRUE);
col_count++;
}
rs.count = (tex_count*4) | (col_count << R300_IC_COUNT_SHIFT) |
R300_HIRES_EN;
count = MAX3(col_count, tex_count, 1);
rs.inst_count = count - 1;
/* Now, after all that, see if we actually need to update the state. */
if (memcmp(r300->rs_block_state.state, &rs, sizeof(struct r300_rs_block))) {
memcpy(r300->rs_block_state.state, &rs, sizeof(struct r300_rs_block));
r300->rs_block_state.size = 5 + count*2;
}
}
/* Update the shader-dependant states. */
static void r300_update_derived_shader_state(struct r300_context* r300)
{
struct r300_vertex_shader* vs = r300->vs_state.state;
r300_update_rs_block(r300, &vs->outputs, &r300->fs->inputs);
}
static boolean r300_dsa_writes_depth_stencil(struct r300_dsa_state* dsa)
{
/* We are interested only in the cases when a new depth or stencil value
* can be written and changed. */
/* We might optionally check for [Z func: never] and inspect the stencil
* state in a similar fashion, but it's not terribly important. */
return (dsa->z_buffer_control & R300_Z_WRITE_ENABLE) ||
(dsa->stencil_ref_mask & R300_STENCILWRITEMASK_MASK) ||
((dsa->z_buffer_control & R500_STENCIL_REFMASK_FRONT_BACK) &&
(dsa->stencil_ref_bf & R300_STENCILWRITEMASK_MASK));
}
static boolean r300_dsa_alpha_test_enabled(struct r300_dsa_state* dsa)
{
/* We are interested only in the cases when alpha testing can kill
* a fragment. */
uint32_t af = dsa->alpha_function;
return (af & R300_FG_ALPHA_FUNC_ENABLE) &&
(af & R300_FG_ALPHA_FUNC_ALWAYS) != R300_FG_ALPHA_FUNC_ALWAYS;
}
static void r300_update_ztop(struct r300_context* r300)
{
struct r300_ztop_state* ztop_state =
(struct r300_ztop_state*)r300->ztop_state.state;
/* This is important enough that I felt it warranted a comment.
*
* According to the docs, these are the conditions where ZTOP must be
* disabled:
* 1) Alpha testing enabled
* 2) Texture kill instructions in fragment shader
* 3) Chroma key culling enabled
* 4) W-buffering enabled
*
* The docs claim that for the first three cases, if no ZS writes happen,
* then ZTOP can be used.
*
* (3) will never apply since we do not support chroma-keyed operations.
* (4) will need to be re-examined (and this comment updated) if/when
* Hyper-Z becomes supported.
*
* Additionally, the following conditions require disabled ZTOP:
* 5) Depth writes in fragment shader
* 6) Outstanding occlusion queries
*
* This register causes stalls all the way from SC to CB when changed,
* but it is buffered on-chip so it does not hurt to write it if it has
* not changed.
*
* ~C.
*/
/* ZS writes */
if (r300_dsa_writes_depth_stencil(r300->dsa_state.state) &&
(r300_dsa_alpha_test_enabled(r300->dsa_state.state) ||/* (1) */
r300->fs->info.uses_kill)) { /* (2) */
ztop_state->z_buffer_top = R300_ZTOP_DISABLE;
} else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */
ztop_state->z_buffer_top = R300_ZTOP_DISABLE;
} else if (r300->query_current) { /* (6) */
ztop_state->z_buffer_top = R300_ZTOP_DISABLE;
} else {
ztop_state->z_buffer_top = R300_ZTOP_ENABLE;
}
r300->ztop_state.dirty = TRUE;
}
static void r300_merge_textures_and_samplers(struct r300_context* r300)
{
struct r300_textures_state *state =
(struct r300_textures_state*)r300->textures_state.state;
struct r300_texture_sampler_state *texstate;
struct r300_sampler_state *sampler;
struct pipe_sampler_view *view;
struct r300_texture *tex;
unsigned min_level, max_level, i, size;
unsigned count = MIN2(state->texture_count, state->sampler_count);
state->tx_enable = 0;
state->count = 0;
size = 2;
for (i = 0; i < count; i++) {
if (state->fragment_sampler_views[i] && state->sampler_states[i]) {
state->tx_enable |= 1 << i;
view = state->fragment_sampler_views[i];
tex = (struct r300_texture *)view->texture;
sampler = state->sampler_states[i];
assert(view->format == tex->tex.format);
texstate = &state->regs[i];
memcpy(texstate->format, &tex->state, sizeof(uint32_t)*3);
texstate->filter[0] = sampler->filter0;
texstate->filter[1] = sampler->filter1;
texstate->border_color = sampler->border_color;
texstate->tile_config = R300_TXO_MACRO_TILE(tex->macrotile) |
R300_TXO_MICRO_TILE(tex->microtile);
/* to emulate 1D textures through 2D ones correctly */
if (tex->tex.target == PIPE_TEXTURE_1D) {
texstate->filter[0] &= ~R300_TX_WRAP_T_MASK;
texstate->filter[0] |= R300_TX_WRAP_T(R300_TX_CLAMP_TO_EDGE);
}
if (tex->is_npot) {
/* NPOT textures don't support mip filter, unfortunately.
* This prevents incorrect rendering. */
texstate->filter[0] &= ~R300_TX_MIN_FILTER_MIP_MASK;
} else {
/* determine min/max levels */
/* the MAX_MIP level is the largest (finest) one */
max_level = MIN3(sampler->max_lod + view->first_level,
tex->tex.last_level, view->last_level);
min_level = MIN2(sampler->min_lod + view->first_level,
max_level);
texstate->format[0] |= R300_TX_NUM_LEVELS(max_level);
texstate->filter[0] |= R300_TX_MAX_MIP_LEVEL(min_level);
}
texstate->filter[0] |= i << 28;
size += 16;
state->count = i+1;
}
}
r300->textures_state.size = size;
}
void r300_update_derived_state(struct r300_context* r300)
{
if (r300->rs_block_state.dirty) {
r300_update_derived_shader_state(r300);
}
if (r300->textures_state.dirty) {
r300_merge_textures_and_samplers(r300);
}
r300_update_ztop(r300);
}
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