1/************************************************************************** 2 * 3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * Copyright 2011 Intel Corporation 5 * All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the 9 * "Software"), to deal in the Software without restriction, including 10 * without limitation the rights to use, copy, modify, merge, publish, 11 * distribute, sub license, and/or sell copies of the Software, and to 12 * permit persons to whom the Software is furnished to do so, subject to 13 * the following conditions: 14 * 15 * The above copyright notice and this permission notice (including the 16 * next paragraph) shall be included in all copies or substantial portions 17 * of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 26 * 27 * Authors: 28 * Chad Versace <chad@chad-versace.us> 29 * 30 **************************************************************************/ 31 32#include <stdbool.h> 33#include <stdint.h> 34#include "main/glheader.h" 35#include "main/macros.h" 36#include "main/mtypes.h" 37#include "main/colormac.h" 38#include "main/renderbuffer.h" 39 40#include "intel_buffers.h" 41#include "intel_fbo.h" 42#include "intel_mipmap_tree.h" 43#include "intel_screen.h" 44#include "intel_span.h" 45#include "intel_regions.h" 46#include "intel_tex.h" 47 48#include "swrast/swrast.h" 49#include "swrast/s_renderbuffer.h" 50 51/** 52 * \brief Get pointer offset into stencil buffer. 53 * 54 * The stencil buffer is W tiled. Since the GTT is incapable of W fencing, we 55 * must decode the tile's layout in software. 56 * 57 * See 58 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.2.1 W-Major Tile 59 * Format. 60 * - PRM, 2011 Sandy Bridge, Volume 1, Part 2, Section 4.5.3 Tiling Algorithm 61 * 62 * Even though the returned offset is always positive, the return type is 63 * signed due to 64 * commit e8b1c6d6f55f5be3bef25084fdd8b6127517e137 65 * mesa: Fix return type of _mesa_get_format_bytes() (#37351) 66 */ 67intptr_t 68intel_offset_S8(uint32_t stride, uint32_t x, uint32_t y, bool swizzled) 69{ 70 uint32_t tile_size = 4096; 71 uint32_t tile_width = 64; 72 uint32_t tile_height = 64; 73 uint32_t row_size = 64 * stride; 74 75 uint32_t tile_x = x / tile_width; 76 uint32_t tile_y = y / tile_height; 77 78 /* The byte's address relative to the tile's base addres. */ 79 uint32_t byte_x = x % tile_width; 80 uint32_t byte_y = y % tile_height; 81 82 uintptr_t u = tile_y * row_size 83 + tile_x * tile_size 84 + 512 * (byte_x / 8) 85 + 64 * (byte_y / 8) 86 + 32 * ((byte_y / 4) % 2) 87 + 16 * ((byte_x / 4) % 2) 88 + 8 * ((byte_y / 2) % 2) 89 + 4 * ((byte_x / 2) % 2) 90 + 2 * (byte_y % 2) 91 + 1 * (byte_x % 2); 92 93 if (swizzled) { 94 /* adjust for bit6 swizzling */ 95 if (((byte_x / 8) % 2) == 1) { 96 if (((byte_y / 8) % 2) == 0) { 97 u += 64; 98 } else { 99 u -= 64; 100 } 101 } 102 } 103 104 return u; 105} 106 107/** 108 * Map the regions needed by intelSpanRenderStart(). 109 */ 110static void 111intel_span_map_buffers(struct intel_context *intel) 112{ 113 struct gl_context *ctx = &intel->ctx; 114 struct intel_texture_object *tex_obj; 115 116 for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { 117 if (!ctx->Texture.Unit[i]._ReallyEnabled) 118 continue; 119 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); 120 intel_finalize_mipmap_tree(intel, i); 121 intel_tex_map_images(intel, tex_obj, 122 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); 123 } 124 125 _swrast_map_renderbuffers(ctx); 126} 127 128/** 129 * Prepare for software rendering. Map current read/draw framebuffers' 130 * renderbuffes and all currently bound texture objects. 131 * 132 * Old note: Moved locking out to get reasonable span performance. 133 */ 134void 135intelSpanRenderStart(struct gl_context * ctx) 136{ 137 struct intel_context *intel = intel_context(ctx); 138 139 intel_flush(ctx); 140 intel_prepare_render(intel); 141 intel_flush(ctx); 142 intel_span_map_buffers(intel); 143} 144 145/** 146 * Called when done software rendering. Unmap the buffers we mapped in 147 * the above function. 148 */ 149void 150intelSpanRenderFinish(struct gl_context * ctx) 151{ 152 struct intel_context *intel = intel_context(ctx); 153 GLuint i; 154 155 _swrast_flush(ctx); 156 157 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { 158 if (ctx->Texture.Unit[i]._ReallyEnabled) { 159 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; 160 intel_tex_unmap_images(intel, intel_texture_object(texObj)); 161 } 162 } 163 164 _swrast_unmap_renderbuffers(ctx); 165} 166 167 168void 169intelInitSpanFuncs(struct gl_context * ctx) 170{ 171 struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx); 172 if (swdd) { 173 swdd->SpanRenderStart = intelSpanRenderStart; 174 swdd->SpanRenderFinish = intelSpanRenderFinish; 175 } 176} 177 178void 179intel_map_vertex_shader_textures(struct gl_context *ctx) 180{ 181 struct intel_context *intel = intel_context(ctx); 182 int i; 183 184 if (ctx->VertexProgram._Current == NULL) 185 return; 186 187 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { 188 if (ctx->Texture.Unit[i]._ReallyEnabled && 189 ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) { 190 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; 191 192 intel_tex_map_images(intel, intel_texture_object(texObj), 193 GL_MAP_READ_BIT | GL_MAP_WRITE_BIT); 194 } 195 } 196} 197 198void 199intel_unmap_vertex_shader_textures(struct gl_context *ctx) 200{ 201 struct intel_context *intel = intel_context(ctx); 202 int i; 203 204 if (ctx->VertexProgram._Current == NULL) 205 return; 206 207 for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { 208 if (ctx->Texture.Unit[i]._ReallyEnabled && 209 ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) { 210 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current; 211 212 intel_tex_unmap_images(intel, intel_texture_object(texObj)); 213 } 214 } 215} 216