intel_span.c revision 707f242c4be9bd6ea9140b9a7a7673ae5e4e191d
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/**
109 * Resolve all buffers that will be mapped by intelSpanRenderStart().
110 *
111 * Resolve the depth buffer of each enabled texture and of the read and draw
112 * buffers.
113 *
114 * (Note: In the future this will also perform MSAA resolves.)
115 */
116static void
117intel_span_resolve_buffers(struct intel_context *intel)
118{
119   struct gl_context *ctx = &intel->ctx;
120   struct intel_texture_object *tex_obj;
121
122   /* Resolve depth buffer of each enabled texture. */
123   for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
124      if (!ctx->Texture.Unit[i]._ReallyEnabled)
125	 continue;
126      tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
127      intel_finalize_mipmap_tree(intel, i);
128      if (!tex_obj || !tex_obj->mt)
129	 continue;
130      intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
131   }
132}
133
134/**
135 * Map the regions needed by intelSpanRenderStart().
136 */
137static void
138intel_span_map_buffers(struct intel_context *intel)
139{
140   struct gl_context *ctx = &intel->ctx;
141   struct intel_texture_object *tex_obj;
142
143   for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
144      if (!ctx->Texture.Unit[i]._ReallyEnabled)
145	 continue;
146      tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
147      intel_finalize_mipmap_tree(intel, i);
148      intel_tex_map_images(intel, tex_obj,
149			   GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
150   }
151
152   _swrast_map_renderbuffers(ctx);
153}
154
155/**
156 * Prepare for software rendering.  Map current read/draw framebuffers'
157 * renderbuffes and all currently bound texture objects.
158 *
159 * Old note: Moved locking out to get reasonable span performance.
160 */
161void
162intelSpanRenderStart(struct gl_context * ctx)
163{
164   struct intel_context *intel = intel_context(ctx);
165
166   intel_flush(ctx);
167   intel_prepare_render(intel);
168   intel_span_resolve_buffers(intel);
169   intel_flush(ctx);
170   intel_span_map_buffers(intel);
171}
172
173/**
174 * Called when done software rendering.  Unmap the buffers we mapped in
175 * the above function.
176 */
177void
178intelSpanRenderFinish(struct gl_context * ctx)
179{
180   struct intel_context *intel = intel_context(ctx);
181   GLuint i;
182
183   _swrast_flush(ctx);
184
185   for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
186      if (ctx->Texture.Unit[i]._ReallyEnabled) {
187         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
188         intel_tex_unmap_images(intel, intel_texture_object(texObj));
189      }
190   }
191
192   _swrast_unmap_renderbuffers(ctx);
193}
194
195
196void
197intelInitSpanFuncs(struct gl_context * ctx)
198{
199   struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
200   swdd->SpanRenderStart = intelSpanRenderStart;
201   swdd->SpanRenderFinish = intelSpanRenderFinish;
202}
203
204void
205intel_map_vertex_shader_textures(struct gl_context *ctx)
206{
207   struct intel_context *intel = intel_context(ctx);
208   int i;
209
210   if (ctx->VertexProgram._Current == NULL)
211      return;
212
213   for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
214      if (ctx->Texture.Unit[i]._ReallyEnabled &&
215	  ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
216         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
217
218         intel_tex_map_images(intel, intel_texture_object(texObj),
219                              GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
220      }
221   }
222}
223
224void
225intel_unmap_vertex_shader_textures(struct gl_context *ctx)
226{
227   struct intel_context *intel = intel_context(ctx);
228   int i;
229
230   if (ctx->VertexProgram._Current == NULL)
231      return;
232
233   for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
234      if (ctx->Texture.Unit[i]._ReallyEnabled &&
235	  ctx->VertexProgram._Current->Base.TexturesUsed[i] != 0) {
236         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
237
238         intel_tex_unmap_images(intel, intel_texture_object(texObj));
239      }
240   }
241}
242