1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
|
/**************************************************************************
*
* 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._Current)
i915ValidateFragmentProgram( i915 );
else {
assert(!ctx->_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_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) |
(1));
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;
}
|