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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 "mtypes.h"
#include "imports.h"
#include "macros.h"
#include "colormac.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
#include "intel_batchbuffer.h"
#include "i915_reg.h"
#include "i915_context.h"
static void i915_render_start( intelContextPtr intel )
{
GLcontext *ctx = &intel->ctx;
i915ContextPtr i915 = I915_CONTEXT(intel);
if (ctx->FragmentProgram._Active)
i915ValidateFragmentProgram( i915 );
else {
assert(!ctx->FragmentProgram._MaintainTexEnvProgram);
i915ValidateTextureProgram( i915 );
}
}
static void i915_reduced_primitive_state( intelContextPtr intel,
GLenum rprim )
{
i915ContextPtr i915 = I915_CONTEXT(intel);
GLuint st1 = i915->state.Stipple[I915_STPREG_ST1];
st1 &= ~ST1_ENABLE;
switch (rprim) {
case GL_QUADS: /* from RASTERIZE(GL_QUADS) in t_dd_tritemp.h */
case GL_TRIANGLES:
if (intel->ctx.Polygon.StippleFlag &&
intel->hw_stipple)
st1 |= ST1_ENABLE;
break;
case GL_LINES:
case GL_POINTS:
default:
break;
}
i915->intel.reduced_primitive = rprim;
if (st1 != i915->state.Stipple[I915_STPREG_ST1]) {
I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE);
i915->state.Stipple[I915_STPREG_ST1] = st1;
}
}
/* Pull apart the vertex format registers and figure out how large a
* vertex is supposed to be.
*/
static GLboolean i915_check_vertex_size( intelContextPtr intel,
GLuint expected )
{
i915ContextPtr i915 = I915_CONTEXT(intel);
int lis2 = i915->current->Ctx[I915_CTXREG_LIS2];
int lis4 = i915->current->Ctx[I915_CTXREG_LIS4];
int i, sz = 0;
switch (lis4 & S4_VFMT_XYZW_MASK) {
case S4_VFMT_XY: sz = 2; break;
case S4_VFMT_XYZ: sz = 3; break;
case S4_VFMT_XYW: sz = 3; break;
case S4_VFMT_XYZW: sz = 4; break;
default:
fprintf(stderr, "no xyzw specified\n");
return 0;
}
if (lis4 & S4_VFMT_SPEC_FOG) sz++;
if (lis4 & S4_VFMT_COLOR) sz++;
if (lis4 & S4_VFMT_DEPTH_OFFSET) sz++;
if (lis4 & S4_VFMT_POINT_WIDTH) sz++;
if (lis4 & S4_VFMT_FOG_PARAM) sz++;
for (i = 0 ; i < 8 ; i++) {
switch (lis2 & S2_TEXCOORD_FMT0_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;
case TEXCOORDFMT_2D_16: sz += 1; break;
case TEXCOORDFMT_4D_16: sz += 2; break;
case TEXCOORDFMT_NOT_PRESENT: break;
default:
fprintf(stderr, "bad texcoord fmt %d\n", i);
return GL_FALSE;
}
lis2 >>= S2_TEXCOORD_FMT1_SHIFT;
}
if (sz != expected)
fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
return sz == expected;
}
static void i915_emit_invarient_state( intelContextPtr intel )
{
BATCH_LOCALS;
BEGIN_BATCH( 20 );
OUT_BATCH(_3DSTATE_AA_CMD |
AA_LINE_ECAAR_WIDTH_ENABLE |
AA_LINE_ECAAR_WIDTH_1_0 |
AA_LINE_REGION_WIDTH_ENABLE |
AA_LINE_REGION_WIDTH_1_0);
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);
/* Don't support texture crossbar yet */
OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS |
CSB_TCB(0, 0) |
CSB_TCB(1, 1) |
CSB_TCB(2, 2) |
CSB_TCB(3, 3) |
CSB_TCB(4, 4) |
CSB_TCB(5, 5) |
CSB_TCB(6, 6) |
CSB_TCB(7, 7));
OUT_BATCH(_3DSTATE_RASTER_RULES_CMD |
ENABLE_POINT_RASTER_RULE |
OGL_POINT_RASTER_RULE |
ENABLE_LINE_STRIP_PROVOKE_VRTX |
ENABLE_TRI_FAN_PROVOKE_VRTX |
LINE_STRIP_PROVOKE_VRTX(1) |
TRI_FAN_PROVOKE_VRTX(2) |
ENABLE_TEXKILL_3D_4D |
TEXKILL_4D);
/* Need to initialize this to zero.
*/
OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
I1_LOAD_S(3) |
(0));
OUT_BATCH(0);
/* XXX: Use this */
OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD |
DISABLE_SCISSOR_RECT);
OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);
OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */
OUT_BATCH(0);
/* Don't support twosided stencil yet */
OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS |
BFO_ENABLE_STENCIL_TWO_SIDE |
0 );
ADVANCE_BATCH();
}
#define emit( intel, state, size ) \
do { \
int k; \
BEGIN_BATCH( (size) / sizeof(GLuint)); \
for (k = 0 ; k < (size) / sizeof(GLuint) ; k++) \
OUT_BATCH((state)[k]); \
ADVANCE_BATCH(); \
} while (0);
static GLuint get_dirty( struct i915_hw_state *state )
{
GLuint dirty;
/* Workaround the multitex hang - if one texture unit state is
* modified, emit all texture units.
*/
dirty = state->active & ~state->emitted;
if (dirty & I915_UPLOAD_TEX_ALL)
state->emitted &= ~I915_UPLOAD_TEX_ALL;
dirty = state->active & ~state->emitted;
return dirty;
}
static GLuint get_state_size( struct i915_hw_state *state )
{
GLuint dirty = get_dirty(state);
GLuint i;
GLuint sz = 0;
if (dirty & I915_UPLOAD_INVARIENT)
sz += 20 * sizeof(int);
if (dirty & I915_UPLOAD_CTX)
sz += sizeof(state->Ctx);
if (dirty & I915_UPLOAD_BUFFERS)
sz += sizeof(state->Buffer);
if (dirty & I915_UPLOAD_STIPPLE)
sz += sizeof(state->Stipple);
if (dirty & I915_UPLOAD_FOG)
sz += sizeof(state->Fog);
if (dirty & I915_UPLOAD_TEX_ALL) {
int nr = 0;
for (i = 0; i < I915_TEX_UNITS; i++)
if (dirty & I915_UPLOAD_TEX(i))
nr++;
sz += (2+nr*3) * sizeof(GLuint) * 2;
}
if (dirty & I915_UPLOAD_CONSTANTS)
sz += state->ConstantSize * sizeof(GLuint);
if (dirty & I915_UPLOAD_PROGRAM)
sz += state->ProgramSize * sizeof(GLuint);
return sz;
}
/* Push the state into the sarea and/or texture memory.
*/
static void i915_emit_state( intelContextPtr intel )
{
i915ContextPtr i915 = I915_CONTEXT(intel);
struct i915_hw_state *state = i915->current;
int i;
GLuint dirty = get_dirty(state);
GLuint counter = intel->batch.counter;
BATCH_LOCALS;
if (intel->batch.space < get_state_size(state)) {
intelFlushBatch(intel, GL_TRUE);
dirty = get_dirty(state);
counter = intel->batch.counter;
}
if (VERBOSE)
fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty);
if (dirty & I915_UPLOAD_INVARIENT) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_INVARIENT:\n");
i915_emit_invarient_state( intel );
}
if (dirty & I915_UPLOAD_CTX) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CTX:\n");
emit( i915, state->Ctx, sizeof(state->Ctx) );
}
if (dirty & I915_UPLOAD_BUFFERS) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
emit( i915, state->Buffer, sizeof(state->Buffer) );
}
if (dirty & I915_UPLOAD_STIPPLE) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_STIPPLE:\n");
emit( i915, state->Stipple, sizeof(state->Stipple) );
}
if (dirty & I915_UPLOAD_FOG) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_FOG:\n");
emit( i915, state->Fog, sizeof(state->Fog) );
}
/* Combine all the dirty texture state into a single command to
* avoid lockups on I915 hardware.
*/
if (dirty & I915_UPLOAD_TEX_ALL) {
int nr = 0;
for (i = 0; i < I915_TEX_UNITS; i++)
if (dirty & I915_UPLOAD_TEX(i))
nr++;
BEGIN_BATCH(2+nr*3);
OUT_BATCH(_3DSTATE_MAP_STATE | (3*nr));
OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
for (i = 0 ; i < I915_TEX_UNITS ; i++)
if (dirty & I915_UPLOAD_TEX(i)) {
OUT_BATCH(state->Tex[i][I915_TEXREG_MS2]);
OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]);
OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]);
}
ADVANCE_BATCH();
BEGIN_BATCH(2+nr*3);
OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3*nr));
OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
for (i = 0 ; i < I915_TEX_UNITS ; i++)
if (dirty & I915_UPLOAD_TEX(i)) {
OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]);
OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]);
OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]);
}
ADVANCE_BATCH();
}
if (dirty & I915_UPLOAD_CONSTANTS) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n");
emit( i915, state->Constant, state->ConstantSize * sizeof(GLuint) );
}
if (dirty & I915_UPLOAD_PROGRAM) {
if (VERBOSE) fprintf(stderr, "I915_UPLOAD_PROGRAM:\n");
assert((state->Program[0] & 0x1ff)+2 == state->ProgramSize);
emit( i915, state->Program, state->ProgramSize * sizeof(GLuint) );
if (VERBOSE)
i915_disassemble_program( state->Program, state->ProgramSize );
}
state->emitted |= dirty;
intel->batch.last_emit_state = counter;
assert(counter == intel->batch.counter);
}
static void i915_destroy_context( intelContextPtr intel )
{
_tnl_free_vertices(&intel->ctx);
}
/**
* Set the color buffer drawing region.
*/
static void
i915_set_color_region( intelContextPtr intel, const intelRegion *region)
{
i915ContextPtr i915 = I915_CONTEXT(intel);
I915_STATECHANGE( i915, I915_UPLOAD_BUFFERS );
i915->state.Buffer[I915_DESTREG_CBUFADDR1] =
(BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
i915->state.Buffer[I915_DESTREG_CBUFADDR2] = region->offset;
}
/**
* specify the z-buffer/stencil region
*/
static void
i915_set_z_region( intelContextPtr intel, const intelRegion *region)
{
i915ContextPtr i915 = I915_CONTEXT(intel);
I915_STATECHANGE( i915, I915_UPLOAD_BUFFERS );
i915->state.Buffer[I915_DESTREG_DBUFADDR1] =
(BUF_3D_ID_DEPTH | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
i915->state.Buffer[I915_DESTREG_DBUFADDR2] = region->offset;
}
/**
* Set both the color and Z/stencil drawing regions.
* Similar to two previous functions, but don't use I915_STATECHANGE()
*/
static void
i915_update_color_z_regions(intelContextPtr intel,
const intelRegion *colorRegion,
const intelRegion *depthRegion)
{
i915ContextPtr i915 = I915_CONTEXT(intel);
i915->state.Buffer[I915_DESTREG_CBUFADDR1] =
(BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(colorRegion->pitch) | BUF_3D_USE_FENCE);
i915->state.Buffer[I915_DESTREG_CBUFADDR2] = colorRegion->offset;
i915->state.Buffer[I915_DESTREG_DBUFADDR1] =
(BUF_3D_ID_DEPTH |
BUF_3D_PITCH(depthRegion->pitch) | /* pitch in bytes */
BUF_3D_USE_FENCE);
i915->state.Buffer[I915_DESTREG_DBUFADDR2] = depthRegion->offset;
}
static void i915_lost_hardware( intelContextPtr intel )
{
I915_CONTEXT(intel)->state.emitted = 0;
}
static void i915_emit_flush( intelContextPtr intel )
{
BATCH_LOCALS;
BEGIN_BATCH(2);
OUT_BATCH( MI_FLUSH | FLUSH_MAP_CACHE | FLUSH_RENDER_CACHE );
OUT_BATCH( 0 );
ADVANCE_BATCH();
}
void i915InitVtbl( i915ContextPtr i915 )
{
i915->intel.vtbl.alloc_tex_obj = i915AllocTexObj;
i915->intel.vtbl.check_vertex_size = i915_check_vertex_size;
i915->intel.vtbl.clear_with_tris = i915ClearWithTris;
i915->intel.vtbl.rotate_window = i915RotateWindow;
i915->intel.vtbl.destroy = i915_destroy_context;
i915->intel.vtbl.emit_state = i915_emit_state;
i915->intel.vtbl.lost_hardware = i915_lost_hardware;
i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state;
i915->intel.vtbl.render_start = i915_render_start;
i915->intel.vtbl.set_color_region = i915_set_color_region;
i915->intel.vtbl.set_z_region = i915_set_z_region;
i915->intel.vtbl.update_color_z_regions = i915_update_color_z_regions;
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.emit_flush = i915_emit_flush;
}
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