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/**************************************************************************
*
* 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 "glheader.h"
#include "enums.h"
#include "mtypes.h"
#include "macros.h"
#include "utils.h"
#include "intel_screen.h"
#include "intel_batchbuffer.h"
#include "intel_regions.h"
#include "i830_context.h"
#include "i830_reg.h"
/* A large amount of state doesn't need to be uploaded.
*/
#define ACTIVE (I830_UPLOAD_INVARIENT | \
I830_UPLOAD_CTX | \
I830_UPLOAD_BUFFERS | \
I830_UPLOAD_STIPPLE | \
I830_UPLOAD_TEXBLEND(0) | \
I830_UPLOAD_TEX(0))
#define SET_STATE( i830, STATE ) \
do { \
i830->current->emitted &= ~ACTIVE; \
i830->current = &i830->STATE; \
i830->current->emitted &= ~ACTIVE; \
} while (0)
static void
set_no_stencil_write(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
/* ctx->Driver.Enable( ctx, GL_STENCIL_TEST, GL_FALSE )
*/
i830->meta.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_STENCIL_TEST;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] &= ~ENABLE_STENCIL_WRITE;
i830->meta.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_STENCIL_TEST;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] |= DISABLE_STENCIL_WRITE;
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
static void
set_no_depth_write(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
/* ctx->Driver.Enable( ctx, GL_DEPTH_TEST, GL_FALSE )
*/
i830->meta.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_DIS_DEPTH_TEST_MASK;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] &= ~ENABLE_DIS_DEPTH_WRITE_MASK;
i830->meta.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_DEPTH_TEST;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] |= DISABLE_DEPTH_WRITE;
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
/* Set depth unit to replace.
*/
static void
set_depth_replace(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
/* ctx->Driver.Enable( ctx, GL_DEPTH_TEST, GL_FALSE )
* ctx->Driver.DepthMask( ctx, GL_TRUE )
*/
i830->meta.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_DIS_DEPTH_TEST_MASK;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] &= ~ENABLE_DIS_DEPTH_WRITE_MASK;
i830->meta.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_DEPTH_TEST;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] |= ENABLE_DEPTH_WRITE;
/* ctx->Driver.DepthFunc( ctx, GL_ALWAYS )
*/
i830->meta.Ctx[I830_CTXREG_STATE3] &= ~DEPTH_TEST_FUNC_MASK;
i830->meta.Ctx[I830_CTXREG_STATE3] |= (ENABLE_DEPTH_TEST_FUNC |
DEPTH_TEST_FUNC
(COMPAREFUNC_ALWAYS));
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
/* Set stencil unit to replace always with the reference value.
*/
static void
set_stencil_replace(struct intel_context *intel,
GLuint s_mask, GLuint s_clear)
{
struct i830_context *i830 = i830_context(&intel->ctx);
/* ctx->Driver.Enable( ctx, GL_STENCIL_TEST, GL_TRUE )
*/
i830->meta.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_STENCIL_TEST;
i830->meta.Ctx[I830_CTXREG_ENABLES_2] |= ENABLE_STENCIL_WRITE;
/* ctx->Driver.StencilMask( ctx, s_mask )
*/
i830->meta.Ctx[I830_CTXREG_STATE4] &= ~MODE4_ENABLE_STENCIL_WRITE_MASK;
i830->meta.Ctx[I830_CTXREG_STATE4] |= (ENABLE_STENCIL_WRITE_MASK |
STENCIL_WRITE_MASK((s_mask &
0xff)));
/* ctx->Driver.StencilOp( ctx, GL_REPLACE, GL_REPLACE, GL_REPLACE )
*/
i830->meta.Ctx[I830_CTXREG_STENCILTST] &= ~(STENCIL_OPS_MASK);
i830->meta.Ctx[I830_CTXREG_STENCILTST] |=
(ENABLE_STENCIL_PARMS |
STENCIL_FAIL_OP(STENCILOP_REPLACE) |
STENCIL_PASS_DEPTH_FAIL_OP(STENCILOP_REPLACE) |
STENCIL_PASS_DEPTH_PASS_OP(STENCILOP_REPLACE));
/* ctx->Driver.StencilFunc( ctx, GL_ALWAYS, s_clear, ~0 )
*/
i830->meta.Ctx[I830_CTXREG_STATE4] &= ~MODE4_ENABLE_STENCIL_TEST_MASK;
i830->meta.Ctx[I830_CTXREG_STATE4] |= (ENABLE_STENCIL_TEST_MASK |
STENCIL_TEST_MASK(0xff));
i830->meta.Ctx[I830_CTXREG_STENCILTST] &= ~(STENCIL_REF_VALUE_MASK |
ENABLE_STENCIL_TEST_FUNC_MASK);
i830->meta.Ctx[I830_CTXREG_STENCILTST] |=
(ENABLE_STENCIL_REF_VALUE |
ENABLE_STENCIL_TEST_FUNC |
STENCIL_REF_VALUE((s_clear & 0xff)) |
STENCIL_TEST_FUNC(COMPAREFUNC_ALWAYS));
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
static void
set_color_mask(struct intel_context *intel, GLboolean state)
{
struct i830_context *i830 = i830_context(&intel->ctx);
const GLuint mask = ((1 << WRITEMASK_RED_SHIFT) |
(1 << WRITEMASK_GREEN_SHIFT) |
(1 << WRITEMASK_BLUE_SHIFT) |
(1 << WRITEMASK_ALPHA_SHIFT));
i830->meta.Ctx[I830_CTXREG_ENABLES_2] &= ~mask;
if (state) {
i830->meta.Ctx[I830_CTXREG_ENABLES_2] |=
(i830->state.Ctx[I830_CTXREG_ENABLES_2] & mask);
}
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
/* Installs a one-stage passthrough texture blend pipeline. Is there
* more that can be done to turn off texturing?
*/
static void
set_no_texture(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
static const struct gl_tex_env_combine_state comb = {
GL_NONE, GL_NONE,
{GL_TEXTURE, 0, 0,}, {GL_TEXTURE, 0, 0,},
{GL_SRC_COLOR, 0, 0}, {GL_SRC_ALPHA, 0, 0},
0, 0, 0, 0
};
i830->meta.TexBlendWordsUsed[0] =
i830SetTexEnvCombine(i830, &comb, 0, TEXBLENDARG_TEXEL0,
i830->meta.TexBlend[0], NULL);
i830->meta.TexBlend[0][0] |= TEXOP_LAST_STAGE;
i830->meta.emitted &= ~I830_UPLOAD_TEXBLEND(0);
}
/* Set up a single element blend stage for 'replace' texturing with no
* funny ops.
*/
static void
set_texture_blend_replace(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
static const struct gl_tex_env_combine_state comb = {
GL_REPLACE, GL_REPLACE,
{GL_TEXTURE, GL_TEXTURE, GL_TEXTURE,}, {GL_TEXTURE, GL_TEXTURE,
GL_TEXTURE,},
{GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_COLOR}, {GL_SRC_ALPHA, GL_SRC_ALPHA,
GL_SRC_ALPHA},
0, 0, 1, 1
};
i830->meta.TexBlendWordsUsed[0] =
i830SetTexEnvCombine(i830, &comb, 0, TEXBLENDARG_TEXEL0,
i830->meta.TexBlend[0], NULL);
i830->meta.TexBlend[0][0] |= TEXOP_LAST_STAGE;
i830->meta.emitted &= ~I830_UPLOAD_TEXBLEND(0);
/* fprintf(stderr, "%s: TexBlendWordsUsed[0]: %d\n", */
/* __FUNCTION__, i830->meta.TexBlendWordsUsed[0]); */
}
/* Set up an arbitary piece of memory as a rectangular texture
* (including the front or back buffer).
*/
static GLboolean
set_tex_rect_source(struct intel_context *intel,
dri_bo *buffer,
GLuint offset,
GLuint pitch, GLuint height, GLenum format, GLenum type)
{
struct i830_context *i830 = i830_context(&intel->ctx);
GLuint *setup = i830->meta.Tex[0];
GLint numLevels = 1;
GLuint textureFormat;
GLuint cpp;
/* A full implementation of this would do the upload through
* glTexImage2d, and get all the conversion operations at that
* point. We are restricted, but still at least have access to the
* fragment program swizzle.
*/
switch (format) {
case GL_BGRA:
switch (type) {
case GL_UNSIGNED_INT_8_8_8_8_REV:
case GL_UNSIGNED_BYTE:
textureFormat = (MAPSURF_32BIT | MT_32BIT_ARGB8888);
cpp = 4;
break;
default:
return GL_FALSE;
}
break;
case GL_RGBA:
switch (type) {
case GL_UNSIGNED_INT_8_8_8_8_REV:
case GL_UNSIGNED_BYTE:
textureFormat = (MAPSURF_32BIT | MT_32BIT_ABGR8888);
cpp = 4;
break;
default:
return GL_FALSE;
}
break;
case GL_BGR:
switch (type) {
case GL_UNSIGNED_SHORT_5_6_5_REV:
textureFormat = (MAPSURF_16BIT | MT_16BIT_RGB565);
cpp = 2;
break;
default:
return GL_FALSE;
}
break;
case GL_RGB:
switch (type) {
case GL_UNSIGNED_SHORT_5_6_5:
textureFormat = (MAPSURF_16BIT | MT_16BIT_RGB565);
cpp = 2;
break;
default:
return GL_FALSE;
}
break;
default:
return GL_FALSE;
}
i830->meta.tex_buffer[0] = buffer;
i830->meta.tex_offset[0] = offset;
setup[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
(LOAD_TEXTURE_MAP0 << 0) | 4);
setup[I830_TEXREG_TM0S1] = (((height - 1) << TM0S1_HEIGHT_SHIFT) |
((pitch - 1) << TM0S1_WIDTH_SHIFT) |
textureFormat);
setup[I830_TEXREG_TM0S2] =
(((((pitch * cpp) / 4) -
1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK);
setup[I830_TEXREG_TM0S3] =
((((numLevels -
1) *
4) << TM0S3_MIN_MIP_SHIFT) | (FILTER_NEAREST <<
TM0S3_MIN_FILTER_SHIFT) |
(MIPFILTER_NONE << TM0S3_MIP_FILTER_SHIFT) | (FILTER_NEAREST <<
TM0S3_MAG_FILTER_SHIFT));
setup[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(0));
setup[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |
MAP_UNIT(0) |
ENABLE_TEXCOORD_PARAMS |
TEXCOORDS_ARE_IN_TEXELUNITS |
TEXCOORDTYPE_CARTESIAN |
ENABLE_ADDR_V_CNTL |
TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_WRAP) |
ENABLE_ADDR_U_CNTL |
TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_WRAP));
i830->meta.emitted &= ~I830_UPLOAD_TEX(0);
return GL_TRUE;
}
static void
set_vertex_format(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
i830->meta.Ctx[I830_CTXREG_VF] = (_3DSTATE_VFT0_CMD |
VFT0_TEX_COUNT(1) |
VFT0_DIFFUSE | VFT0_XYZ);
i830->meta.Ctx[I830_CTXREG_VF2] = (_3DSTATE_VFT1_CMD |
VFT1_TEX0_FMT(TEXCOORDFMT_2D) |
VFT1_TEX1_FMT(TEXCOORDFMT_2D) |
VFT1_TEX2_FMT(TEXCOORDFMT_2D) |
VFT1_TEX3_FMT(TEXCOORDFMT_2D));
i830->meta.emitted &= ~I830_UPLOAD_CTX;
}
static void
meta_import_pixel_state(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
i830->meta.Ctx[I830_CTXREG_STATE1] = i830->state.Ctx[I830_CTXREG_STATE1];
i830->meta.Ctx[I830_CTXREG_STATE2] = i830->state.Ctx[I830_CTXREG_STATE2];
i830->meta.Ctx[I830_CTXREG_STATE3] = i830->state.Ctx[I830_CTXREG_STATE3];
i830->meta.Ctx[I830_CTXREG_STATE4] = i830->state.Ctx[I830_CTXREG_STATE4];
i830->meta.Ctx[I830_CTXREG_STATE5] = i830->state.Ctx[I830_CTXREG_STATE5];
i830->meta.Ctx[I830_CTXREG_IALPHAB] = i830->state.Ctx[I830_CTXREG_IALPHAB];
i830->meta.Ctx[I830_CTXREG_STENCILTST] =
i830->state.Ctx[I830_CTXREG_STENCILTST];
i830->meta.Ctx[I830_CTXREG_ENABLES_1] =
i830->state.Ctx[I830_CTXREG_ENABLES_1];
i830->meta.Ctx[I830_CTXREG_ENABLES_2] =
i830->state.Ctx[I830_CTXREG_ENABLES_2];
i830->meta.Ctx[I830_CTXREG_AA] = i830->state.Ctx[I830_CTXREG_AA];
i830->meta.Ctx[I830_CTXREG_FOGCOLOR] =
i830->state.Ctx[I830_CTXREG_FOGCOLOR];
i830->meta.Ctx[I830_CTXREG_BLENDCOLOR0] =
i830->state.Ctx[I830_CTXREG_BLENDCOLOR0];
i830->meta.Ctx[I830_CTXREG_BLENDCOLOR1] =
i830->state.Ctx[I830_CTXREG_BLENDCOLOR1];
i830->meta.Ctx[I830_CTXREG_MCSB0] = i830->state.Ctx[I830_CTXREG_MCSB0];
i830->meta.Ctx[I830_CTXREG_MCSB1] = i830->state.Ctx[I830_CTXREG_MCSB1];
i830->meta.Ctx[I830_CTXREG_STATE3] &= ~CULLMODE_MASK;
i830->meta.Stipple[I830_STPREG_ST1] &= ~ST1_ENABLE;
i830->meta.emitted &= ~I830_UPLOAD_CTX;
i830->meta.Buffer[I830_DESTREG_SENABLE] =
i830->state.Buffer[I830_DESTREG_SENABLE];
i830->meta.Buffer[I830_DESTREG_SR1] = i830->state.Buffer[I830_DESTREG_SR1];
i830->meta.Buffer[I830_DESTREG_SR2] = i830->state.Buffer[I830_DESTREG_SR2];
i830->meta.emitted &= ~I830_UPLOAD_BUFFERS;
}
/* Select between front and back draw buffers.
*/
static void
meta_draw_region(struct intel_context *intel,
struct intel_region *color_region,
struct intel_region *depth_region)
{
struct i830_context *i830 = i830_context(&intel->ctx);
i830_state_draw_region(intel, &i830->meta, color_region, depth_region);
}
/* Operations where the 3D engine is decoupled temporarily from the
* current GL state and used for other purposes than simply rendering
* incoming triangles.
*/
static void
install_meta_state(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
memcpy(&i830->meta, &i830->initial, sizeof(i830->meta));
i830->meta.active = ACTIVE;
i830->meta.emitted = 0;
SET_STATE(i830, meta);
set_vertex_format(intel);
set_no_texture(intel);
}
static void
leave_meta_state(struct intel_context *intel)
{
struct i830_context *i830 = i830_context(&intel->ctx);
intel_region_release(&i830->meta.draw_region);
intel_region_release(&i830->meta.depth_region);
/* intel_region_release(intel, &i830->meta.tex_region[0]); */
SET_STATE(i830, state);
}
void
i830InitMetaFuncs(struct i830_context *i830)
{
i830->intel.vtbl.install_meta_state = install_meta_state;
i830->intel.vtbl.leave_meta_state = leave_meta_state;
i830->intel.vtbl.meta_no_depth_write = set_no_depth_write;
i830->intel.vtbl.meta_no_stencil_write = set_no_stencil_write;
i830->intel.vtbl.meta_stencil_replace = set_stencil_replace;
i830->intel.vtbl.meta_depth_replace = set_depth_replace;
i830->intel.vtbl.meta_color_mask = set_color_mask;
i830->intel.vtbl.meta_no_texture = set_no_texture;
i830->intel.vtbl.meta_texture_blend_replace = set_texture_blend_replace;
i830->intel.vtbl.meta_tex_rect_source = set_tex_rect_source;
i830->intel.vtbl.meta_draw_region = meta_draw_region;
i830->intel.vtbl.meta_import_pixel_state = meta_import_pixel_state;
}
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