1/************************************************************************** 2 * 3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28 29 30#include "main/glheader.h" 31#include "main/mtypes.h" 32#include "main/imports.h" 33#include "main/macros.h" 34#include "main/colormac.h" 35#include "main/renderbuffer.h" 36#include "main/framebuffer.h" 37 38#include "tnl/tnl.h" 39#include "tnl/t_context.h" 40#include "tnl/t_vertex.h" 41#include "swrast_setup/swrast_setup.h" 42 43#include "intel_batchbuffer.h" 44#include "intel_mipmap_tree.h" 45#include "intel_regions.h" 46#include "intel_tris.h" 47#include "intel_fbo.h" 48#include "intel_buffers.h" 49 50#include "i915_reg.h" 51#include "i915_context.h" 52 53static void 54i915_render_prevalidate(struct intel_context *intel) 55{ 56 struct i915_context *i915 = i915_context(&intel->ctx); 57 58 i915ValidateFragmentProgram(i915); 59} 60 61static void 62i915_render_start(struct intel_context *intel) 63{ 64 intel_prepare_render(intel); 65} 66 67 68static void 69i915_reduced_primitive_state(struct intel_context *intel, GLenum rprim) 70{ 71 struct i915_context *i915 = i915_context(&intel->ctx); 72 GLuint st1 = i915->state.Stipple[I915_STPREG_ST1]; 73 74 st1 &= ~ST1_ENABLE; 75 76 switch (rprim) { 77 case GL_QUADS: /* from RASTERIZE(GL_QUADS) in t_dd_tritemp.h */ 78 case GL_TRIANGLES: 79 if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple) 80 st1 |= ST1_ENABLE; 81 break; 82 case GL_LINES: 83 case GL_POINTS: 84 default: 85 break; 86 } 87 88 i915->intel.reduced_primitive = rprim; 89 90 if (st1 != i915->state.Stipple[I915_STPREG_ST1]) { 91 INTEL_FIREVERTICES(intel); 92 93 I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE); 94 i915->state.Stipple[I915_STPREG_ST1] = st1; 95 } 96} 97 98 99/* Pull apart the vertex format registers and figure out how large a 100 * vertex is supposed to be. 101 */ 102static bool 103i915_check_vertex_size(struct intel_context *intel, GLuint expected) 104{ 105 struct i915_context *i915 = i915_context(&intel->ctx); 106 int lis2 = i915->state.Ctx[I915_CTXREG_LIS2]; 107 int lis4 = i915->state.Ctx[I915_CTXREG_LIS4]; 108 int i, sz = 0; 109 110 switch (lis4 & S4_VFMT_XYZW_MASK) { 111 case S4_VFMT_XY: 112 sz = 2; 113 break; 114 case S4_VFMT_XYZ: 115 sz = 3; 116 break; 117 case S4_VFMT_XYW: 118 sz = 3; 119 break; 120 case S4_VFMT_XYZW: 121 sz = 4; 122 break; 123 default: 124 fprintf(stderr, "no xyzw specified\n"); 125 return 0; 126 } 127 128 if (lis4 & S4_VFMT_SPEC_FOG) 129 sz++; 130 if (lis4 & S4_VFMT_COLOR) 131 sz++; 132 if (lis4 & S4_VFMT_DEPTH_OFFSET) 133 sz++; 134 if (lis4 & S4_VFMT_POINT_WIDTH) 135 sz++; 136 if (lis4 & S4_VFMT_FOG_PARAM) 137 sz++; 138 139 for (i = 0; i < 8; i++) { 140 switch (lis2 & S2_TEXCOORD_FMT0_MASK) { 141 case TEXCOORDFMT_2D: 142 sz += 2; 143 break; 144 case TEXCOORDFMT_3D: 145 sz += 3; 146 break; 147 case TEXCOORDFMT_4D: 148 sz += 4; 149 break; 150 case TEXCOORDFMT_1D: 151 sz += 1; 152 break; 153 case TEXCOORDFMT_2D_16: 154 sz += 1; 155 break; 156 case TEXCOORDFMT_4D_16: 157 sz += 2; 158 break; 159 case TEXCOORDFMT_NOT_PRESENT: 160 break; 161 default: 162 fprintf(stderr, "bad texcoord fmt %d\n", i); 163 return false; 164 } 165 lis2 >>= S2_TEXCOORD_FMT1_SHIFT; 166 } 167 168 if (sz != expected) 169 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected); 170 171 return sz == expected; 172} 173 174 175static void 176i915_emit_invarient_state(struct intel_context *intel) 177{ 178 BATCH_LOCALS; 179 180 BEGIN_BATCH(17); 181 182 OUT_BATCH(_3DSTATE_AA_CMD | 183 AA_LINE_ECAAR_WIDTH_ENABLE | 184 AA_LINE_ECAAR_WIDTH_1_0 | 185 AA_LINE_REGION_WIDTH_ENABLE | AA_LINE_REGION_WIDTH_1_0); 186 187 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD); 188 OUT_BATCH(0); 189 190 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD); 191 OUT_BATCH(0); 192 193 OUT_BATCH(_3DSTATE_DFLT_Z_CMD); 194 OUT_BATCH(0); 195 196 /* Don't support texture crossbar yet */ 197 OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS | 198 CSB_TCB(0, 0) | 199 CSB_TCB(1, 1) | 200 CSB_TCB(2, 2) | 201 CSB_TCB(3, 3) | 202 CSB_TCB(4, 4) | CSB_TCB(5, 5) | CSB_TCB(6, 6) | CSB_TCB(7, 7)); 203 204 /* Need to initialize this to zero. 205 */ 206 OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | (0)); 207 OUT_BATCH(0); 208 209 /* XXX: Use this */ 210 OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT); 211 212 OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD); 213 OUT_BATCH(0); 214 OUT_BATCH(0); 215 216 OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE); 217 218 OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */ 219 OUT_BATCH(0); 220 221 ADVANCE_BATCH(); 222} 223 224 225#define emit(intel, state, size ) \ 226 intel_batchbuffer_data(intel, state, size, false) 227 228static GLuint 229get_dirty(struct i915_hw_state *state) 230{ 231 GLuint dirty; 232 233 /* Workaround the multitex hang - if one texture unit state is 234 * modified, emit all texture units. 235 */ 236 dirty = state->active & ~state->emitted; 237 if (dirty & I915_UPLOAD_TEX_ALL) 238 state->emitted &= ~I915_UPLOAD_TEX_ALL; 239 dirty = state->active & ~state->emitted; 240 return dirty; 241} 242 243 244static GLuint 245get_state_size(struct i915_hw_state *state) 246{ 247 GLuint dirty = get_dirty(state); 248 GLuint i; 249 GLuint sz = 0; 250 251 if (dirty & I915_UPLOAD_INVARIENT) 252 sz += 30 * 4; 253 254 if (dirty & I915_UPLOAD_RASTER_RULES) 255 sz += sizeof(state->RasterRules); 256 257 if (dirty & I915_UPLOAD_CTX) 258 sz += sizeof(state->Ctx); 259 260 if (dirty & I915_UPLOAD_BLEND) 261 sz += sizeof(state->Blend); 262 263 if (dirty & I915_UPLOAD_BUFFERS) 264 sz += sizeof(state->Buffer); 265 266 if (dirty & I915_UPLOAD_STIPPLE) 267 sz += sizeof(state->Stipple); 268 269 if (dirty & I915_UPLOAD_TEX_ALL) { 270 int nr = 0; 271 for (i = 0; i < I915_TEX_UNITS; i++) 272 if (dirty & I915_UPLOAD_TEX(i)) 273 nr++; 274 275 sz += (2 + nr * 3) * sizeof(GLuint) * 2; 276 } 277 278 if (dirty & I915_UPLOAD_CONSTANTS) 279 sz += state->ConstantSize * sizeof(GLuint); 280 281 if (dirty & I915_UPLOAD_PROGRAM) 282 sz += state->ProgramSize * sizeof(GLuint); 283 284 return sz; 285} 286 287/* Push the state into the sarea and/or texture memory. 288 */ 289static void 290i915_emit_state(struct intel_context *intel) 291{ 292 struct i915_context *i915 = i915_context(&intel->ctx); 293 struct i915_hw_state *state = &i915->state; 294 int i, count, aper_count; 295 GLuint dirty; 296 drm_intel_bo *aper_array[3 + I915_TEX_UNITS]; 297 GET_CURRENT_CONTEXT(ctx); 298 BATCH_LOCALS; 299 300 /* We don't hold the lock at this point, so want to make sure that 301 * there won't be a buffer wrap between the state emits and the primitive 302 * emit header. 303 * 304 * It might be better to talk about explicit places where 305 * scheduling is allowed, rather than assume that it is whenever a 306 * batchbuffer fills up. 307 */ 308 intel_batchbuffer_require_space(intel, 309 get_state_size(state) + INTEL_PRIM_EMIT_SIZE, 310 false); 311 count = 0; 312 again: 313 if (intel->batch.bo == NULL) { 314 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state"); 315 assert(0); 316 } 317 aper_count = 0; 318 dirty = get_dirty(state); 319 320 aper_array[aper_count++] = intel->batch.bo; 321 if (dirty & I915_UPLOAD_BUFFERS) { 322 if (state->draw_region) 323 aper_array[aper_count++] = state->draw_region->bo; 324 if (state->depth_region) 325 aper_array[aper_count++] = state->depth_region->bo; 326 } 327 328 if (dirty & I915_UPLOAD_TEX_ALL) { 329 for (i = 0; i < I915_TEX_UNITS; i++) { 330 if (dirty & I915_UPLOAD_TEX(i)) { 331 if (state->tex_buffer[i]) { 332 aper_array[aper_count++] = state->tex_buffer[i]; 333 } 334 } 335 } 336 } 337 338 if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) { 339 if (count == 0) { 340 count++; 341 intel_batchbuffer_flush(intel); 342 goto again; 343 } else { 344 _mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state"); 345 assert(0); 346 } 347 } 348 349 /* work out list of buffers to emit */ 350 351 /* Do this here as we may have flushed the batchbuffer above, 352 * causing more state to be dirty! 353 */ 354 dirty = get_dirty(state); 355 state->emitted |= dirty; 356 assert(get_dirty(state) == 0); 357 358 if (INTEL_DEBUG & DEBUG_STATE) 359 fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty); 360 361 if (dirty & I915_UPLOAD_INVARIENT) { 362 if (INTEL_DEBUG & DEBUG_STATE) 363 fprintf(stderr, "I915_UPLOAD_INVARIENT:\n"); 364 i915_emit_invarient_state(intel); 365 } 366 367 if (dirty & I915_UPLOAD_RASTER_RULES) { 368 if (INTEL_DEBUG & DEBUG_STATE) 369 fprintf(stderr, "I915_UPLOAD_RASTER_RULES:\n"); 370 emit(intel, state->RasterRules, sizeof(state->RasterRules)); 371 } 372 373 if (dirty & I915_UPLOAD_CTX) { 374 if (INTEL_DEBUG & DEBUG_STATE) 375 fprintf(stderr, "I915_UPLOAD_CTX:\n"); 376 377 emit(intel, state->Ctx, sizeof(state->Ctx)); 378 } 379 380 if (dirty & I915_UPLOAD_BLEND) { 381 if (INTEL_DEBUG & DEBUG_STATE) 382 fprintf(stderr, "I915_UPLOAD_BLEND:\n"); 383 384 emit(intel, state->Blend, sizeof(state->Blend)); 385 } 386 387 if (dirty & I915_UPLOAD_BUFFERS) { 388 GLuint count; 389 390 if (INTEL_DEBUG & DEBUG_STATE) 391 fprintf(stderr, "I915_UPLOAD_BUFFERS:\n"); 392 393 count = 17; 394 if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP) 395 count++; 396 397 BEGIN_BATCH(count); 398 OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]); 399 OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]); 400 if (state->draw_region) { 401 OUT_RELOC(state->draw_region->bo, 402 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); 403 } else { 404 OUT_BATCH(0); 405 } 406 407 OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]); 408 OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]); 409 if (state->depth_region) { 410 OUT_RELOC(state->depth_region->bo, 411 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); 412 } else { 413 OUT_BATCH(0); 414 } 415 416 OUT_BATCH(state->Buffer[I915_DESTREG_DV0]); 417 OUT_BATCH(state->Buffer[I915_DESTREG_DV1]); 418 OUT_BATCH(state->Buffer[I915_DESTREG_SENABLE]); 419 OUT_BATCH(state->Buffer[I915_DESTREG_SR0]); 420 OUT_BATCH(state->Buffer[I915_DESTREG_SR1]); 421 OUT_BATCH(state->Buffer[I915_DESTREG_SR2]); 422 423 if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP) 424 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT0]); 425 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT1]); 426 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT2]); 427 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT3]); 428 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT4]); 429 OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT5]); 430 431 ADVANCE_BATCH(); 432 } 433 434 if (dirty & I915_UPLOAD_STIPPLE) { 435 if (INTEL_DEBUG & DEBUG_STATE) 436 fprintf(stderr, "I915_UPLOAD_STIPPLE:\n"); 437 emit(intel, state->Stipple, sizeof(state->Stipple)); 438 } 439 440 /* Combine all the dirty texture state into a single command to 441 * avoid lockups on I915 hardware. 442 */ 443 if (dirty & I915_UPLOAD_TEX_ALL) { 444 int nr = 0; 445 GLuint unwind; 446 447 for (i = 0; i < I915_TEX_UNITS; i++) 448 if (dirty & I915_UPLOAD_TEX(i)) 449 nr++; 450 451 BEGIN_BATCH(2 + nr * 3); 452 OUT_BATCH(_3DSTATE_MAP_STATE | (3 * nr)); 453 OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT); 454 for (i = 0; i < I915_TEX_UNITS; i++) 455 if (dirty & I915_UPLOAD_TEX(i)) { 456 OUT_RELOC(state->tex_buffer[i], 457 I915_GEM_DOMAIN_SAMPLER, 0, 458 state->tex_offset[i]); 459 460 OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]); 461 OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]); 462 } 463 ADVANCE_BATCH(); 464 465 unwind = intel->batch.used; 466 BEGIN_BATCH(2 + nr * 3); 467 OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3 * nr)); 468 OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT); 469 for (i = 0; i < I915_TEX_UNITS; i++) 470 if (dirty & I915_UPLOAD_TEX(i)) { 471 OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]); 472 OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]); 473 OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]); 474 } 475 ADVANCE_BATCH(); 476 if (i915->last_sampler && 477 memcmp(intel->batch.map + i915->last_sampler, 478 intel->batch.map + unwind, 479 (2 + nr*3)*sizeof(int)) == 0) 480 intel->batch.used = unwind; 481 else 482 i915->last_sampler = unwind; 483 } 484 485 if (dirty & I915_UPLOAD_CONSTANTS) { 486 if (INTEL_DEBUG & DEBUG_STATE) 487 fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n"); 488 emit(intel, state->Constant, state->ConstantSize * sizeof(GLuint)); 489 } 490 491 if (dirty & I915_UPLOAD_PROGRAM) { 492 if (state->ProgramSize) { 493 if (INTEL_DEBUG & DEBUG_STATE) 494 fprintf(stderr, "I915_UPLOAD_PROGRAM:\n"); 495 496 assert((state->Program[0] & 0x1ff) + 2 == state->ProgramSize); 497 498 emit(intel, state->Program, state->ProgramSize * sizeof(GLuint)); 499 if (INTEL_DEBUG & DEBUG_STATE) 500 i915_disassemble_program(state->Program, state->ProgramSize); 501 } 502 } 503 504 assert(get_dirty(state) == 0); 505} 506 507static void 508i915_destroy_context(struct intel_context *intel) 509{ 510 GLuint i; 511 struct i915_context *i915 = i915_context(&intel->ctx); 512 513 intel_region_release(&i915->state.draw_region); 514 intel_region_release(&i915->state.depth_region); 515 516 for (i = 0; i < I915_TEX_UNITS; i++) { 517 if (i915->state.tex_buffer[i] != NULL) { 518 drm_intel_bo_unreference(i915->state.tex_buffer[i]); 519 i915->state.tex_buffer[i] = NULL; 520 } 521 } 522 523 _tnl_free_vertices(&intel->ctx); 524} 525 526void 527i915_set_buf_info_for_region(uint32_t *state, struct intel_region *region, 528 uint32_t buffer_id) 529{ 530 state[0] = _3DSTATE_BUF_INFO_CMD; 531 state[1] = buffer_id; 532 533 if (region != NULL) { 534 state[1] |= BUF_3D_PITCH(region->pitch * region->cpp); 535 536 if (region->tiling != I915_TILING_NONE) { 537 state[1] |= BUF_3D_TILED_SURFACE; 538 if (region->tiling == I915_TILING_Y) 539 state[1] |= BUF_3D_TILE_WALK_Y; 540 } 541 } else { 542 /* Fill in a default pitch, since 0 is invalid. We'll be 543 * setting the buffer offset to 0 and not referencing the 544 * buffer, so the pitch could really be any valid value. 545 */ 546 state[1] |= BUF_3D_PITCH(4096); 547 } 548} 549 550static uint32_t i915_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] = 551{ 552 [MESA_FORMAT_ARGB8888] = DV_PF_8888, 553 [MESA_FORMAT_XRGB8888] = DV_PF_8888, 554 [MESA_FORMAT_RGB565] = DV_PF_565 | DITHER_FULL_ALWAYS, 555 [MESA_FORMAT_ARGB1555] = DV_PF_1555 | DITHER_FULL_ALWAYS, 556 [MESA_FORMAT_ARGB4444] = DV_PF_4444 | DITHER_FULL_ALWAYS, 557}; 558 559static bool 560i915_render_target_supported(struct intel_context *intel, 561 struct gl_renderbuffer *rb) 562{ 563 gl_format format = rb->Format; 564 565 if (format == MESA_FORMAT_S8_Z24 || 566 format == MESA_FORMAT_X8_Z24 || 567 format == MESA_FORMAT_Z16) { 568 return true; 569 } 570 571 return i915_render_target_format_for_mesa_format[format] != 0; 572} 573 574static void 575i915_set_draw_region(struct intel_context *intel, 576 struct intel_region *color_regions[], 577 struct intel_region *depth_region, 578 GLuint num_regions) 579{ 580 struct i915_context *i915 = i915_context(&intel->ctx); 581 struct gl_context *ctx = &intel->ctx; 582 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; 583 struct intel_renderbuffer *irb = intel_renderbuffer(rb); 584 struct gl_renderbuffer *drb; 585 struct intel_renderbuffer *idrb = NULL; 586 GLuint value; 587 struct i915_hw_state *state = &i915->state; 588 uint32_t draw_x, draw_y, draw_offset; 589 590 if (state->draw_region != color_regions[0]) { 591 intel_region_reference(&state->draw_region, color_regions[0]); 592 } 593 if (state->depth_region != depth_region) { 594 intel_region_reference(&state->depth_region, depth_region); 595 } 596 597 /* 598 * Set stride/cpp values 599 */ 600 i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_CBUFADDR0], 601 color_regions[0], BUF_3D_ID_COLOR_BACK); 602 603 i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_DBUFADDR0], 604 depth_region, BUF_3D_ID_DEPTH); 605 606 /* 607 * Compute/set I915_DESTREG_DV1 value 608 */ 609 value = (DSTORG_HORT_BIAS(0x8) | /* .5 */ 610 DSTORG_VERT_BIAS(0x8) | /* .5 */ 611 LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL); 612 if (irb != NULL) { 613 value |= i915_render_target_format_for_mesa_format[intel_rb_format(irb)]; 614 } else { 615 value |= DV_PF_8888; 616 } 617 618 /* This isn't quite safe, thus being hidden behind an option. When changing 619 * the value of this bit, the pipeline needs to be MI_FLUSHed. And it 620 * can only be set when a depth buffer is already defined. 621 */ 622 if (intel->is_945 && intel->use_early_z && 623 depth_region->tiling != I915_TILING_NONE) 624 value |= CLASSIC_EARLY_DEPTH; 625 626 if (depth_region && depth_region->cpp == 4) { 627 value |= DEPTH_FRMT_24_FIXED_8_OTHER; 628 } 629 else { 630 value |= DEPTH_FRMT_16_FIXED; 631 } 632 state->Buffer[I915_DESTREG_DV1] = value; 633 634 drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 635 if (!drb) 636 drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; 637 638 if (drb) 639 idrb = intel_renderbuffer(drb); 640 641 /* We set up the drawing rectangle to be offset into the color 642 * region's location in the miptree. If it doesn't match with 643 * depth's offsets, we can't render to it. 644 * 645 * (Well, not actually true -- the hw grew a bit to let depth's 646 * offset get forced to 0,0. We may want to use that if people are 647 * hitting that case. Also, some configurations may be supportable 648 * by tweaking the start offset of the buffers around, which we 649 * can't do in general due to tiling) 650 */ 651 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET, 652 idrb && irb && (idrb->draw_x != irb->draw_x || 653 idrb->draw_y != irb->draw_y)); 654 655 if (irb) { 656 draw_x = irb->draw_x; 657 draw_y = irb->draw_y; 658 } else if (idrb) { 659 draw_x = idrb->draw_x; 660 draw_y = idrb->draw_y; 661 } else { 662 draw_x = 0; 663 draw_y = 0; 664 } 665 666 draw_offset = (draw_y << 16) | draw_x; 667 668 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET, 669 (ctx->DrawBuffer->Width + draw_x > 2048) || 670 (ctx->DrawBuffer->Height + draw_y > 2048)); 671 /* When changing drawing rectangle offset, an MI_FLUSH is first required. */ 672 if (draw_offset != i915->last_draw_offset) { 673 state->Buffer[I915_DESTREG_DRAWRECT0] = MI_FLUSH | INHIBIT_FLUSH_RENDER_CACHE; 674 i915->last_draw_offset = draw_offset; 675 } else 676 state->Buffer[I915_DESTREG_DRAWRECT0] = MI_NOOP; 677 678 state->Buffer[I915_DESTREG_DRAWRECT1] = _3DSTATE_DRAWRECT_INFO; 679 state->Buffer[I915_DESTREG_DRAWRECT2] = 0; 680 state->Buffer[I915_DESTREG_DRAWRECT3] = draw_offset; 681 state->Buffer[I915_DESTREG_DRAWRECT4] = 682 ((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) | 683 ((ctx->DrawBuffer->Height + draw_y - 1) << 16); 684 state->Buffer[I915_DESTREG_DRAWRECT5] = draw_offset; 685 686 I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS); 687} 688 689static void 690i915_update_color_write_enable(struct i915_context *i915, bool enable) 691{ 692 uint32_t dw = i915->state.Ctx[I915_CTXREG_LIS6]; 693 if (enable) 694 dw |= S6_COLOR_WRITE_ENABLE; 695 else 696 dw &= ~S6_COLOR_WRITE_ENABLE; 697 if (dw != i915->state.Ctx[I915_CTXREG_LIS6]) { 698 I915_STATECHANGE(i915, I915_UPLOAD_CTX); 699 i915->state.Ctx[I915_CTXREG_LIS6] = dw; 700 } 701} 702 703/** 704 * Update the hardware state for drawing into a window or framebuffer object. 705 * 706 * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other 707 * places within the driver. 708 * 709 * Basically, this needs to be called any time the current framebuffer 710 * changes, the renderbuffers change, or we need to draw into different 711 * color buffers. 712 */ 713static void 714i915_update_draw_buffer(struct intel_context *intel) 715{ 716 struct i915_context *i915 = (struct i915_context *)intel; 717 struct gl_context *ctx = &intel->ctx; 718 struct gl_framebuffer *fb = ctx->DrawBuffer; 719 struct intel_region *colorRegion = NULL, *depthRegion = NULL; 720 struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL; 721 722 if (!fb) { 723 /* this can happen during the initial context initialization */ 724 return; 725 } 726 727 irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH); 728 irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL); 729 730 /* Do this here, not core Mesa, since this function is called from 731 * many places within the driver. 732 */ 733 if (ctx->NewState & _NEW_BUFFERS) { 734 /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */ 735 _mesa_update_framebuffer(ctx); 736 /* this updates the DrawBuffer's Width/Height if it's a FBO */ 737 _mesa_update_draw_buffer_bounds(ctx); 738 } 739 740 if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { 741 /* this may occur when we're called by glBindFrameBuffer() during 742 * the process of someone setting up renderbuffers, etc. 743 */ 744 /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/ 745 return; 746 } 747 748 /* How many color buffers are we drawing into? 749 * 750 * If there is more than one drawbuffer (GL_FRONT_AND_BACK), or the 751 * drawbuffers are too big, we have to fallback to software. 752 */ 753 if ((fb->Width > ctx->Const.MaxRenderbufferSize) 754 || (fb->Height > ctx->Const.MaxRenderbufferSize)) { 755 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true); 756 } else if (fb->_NumColorDrawBuffers > 1) { 757 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true); 758 } else { 759 struct intel_renderbuffer *irb; 760 irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]); 761 colorRegion = (irb && irb->mt) ? irb->mt->region : NULL; 762 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false); 763 } 764 765 /* Check for depth fallback. */ 766 if (irbDepth && irbDepth->mt) { 767 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false); 768 depthRegion = irbDepth->mt->region; 769 } else if (irbDepth && !irbDepth->mt) { 770 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true); 771 depthRegion = NULL; 772 } else { /* !irbDepth */ 773 /* No fallback is needed because there is no depth buffer. */ 774 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false); 775 depthRegion = NULL; 776 } 777 778 /* Check for stencil fallback. */ 779 if (irbStencil && irbStencil->mt) { 780 assert(intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24); 781 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false); 782 } else if (irbStencil && !irbStencil->mt) { 783 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true); 784 } else { /* !irbStencil */ 785 /* No fallback is needed because there is no stencil buffer. */ 786 FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false); 787 } 788 789 /* If we have a (packed) stencil buffer attached but no depth buffer, 790 * we still need to set up the shared depth/stencil state so we can use it. 791 */ 792 if (depthRegion == NULL && irbStencil && irbStencil->mt 793 && intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24) { 794 depthRegion = irbStencil->mt->region; 795 } 796 797 /* 798 * Update depth and stencil test state 799 */ 800 ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test); 801 ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled); 802 803 i915_update_color_write_enable(i915, colorRegion != NULL); 804 805 intel->vtbl.set_draw_region(intel, &colorRegion, depthRegion, 806 fb->_NumColorDrawBuffers); 807 intel->NewGLState |= _NEW_BUFFERS; 808 809 /* update viewport since it depends on window size */ 810 intelCalcViewport(ctx); 811 812 /* Set state we know depends on drawable parameters: 813 */ 814 ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, 815 ctx->Scissor.Width, ctx->Scissor.Height); 816 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far); 817 818 /* Update culling direction which changes depending on the 819 * orientation of the buffer: 820 */ 821 ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); 822} 823 824static void 825i915_new_batch(struct intel_context *intel) 826{ 827 struct i915_context *i915 = i915_context(&intel->ctx); 828 829 /* Mark all state as needing to be emitted when starting a new batchbuffer. 830 * Using hardware contexts would be an alternative, but they have some 831 * difficulties associated with them (physical address requirements). 832 */ 833 i915->state.emitted = 0; 834 i915->last_draw_offset = 0; 835 i915->last_sampler = 0; 836 837 i915->current_vb_bo = NULL; 838 i915->current_vertex_size = 0; 839} 840 841static void 842i915_assert_not_dirty( struct intel_context *intel ) 843{ 844 struct i915_context *i915 = i915_context(&intel->ctx); 845 GLuint dirty = get_dirty(&i915->state); 846 assert(!dirty); 847 (void) dirty; 848} 849 850/** Return false; i915 does not support HiZ. */ 851static bool 852i915_is_hiz_depth_format(struct intel_context *intel, 853 gl_format format) 854{ 855 return false; 856} 857 858static void 859i915_invalidate_state(struct intel_context *intel, GLuint new_state) 860{ 861 struct gl_context *ctx = &intel->ctx; 862 863 _swsetup_InvalidateState(ctx, new_state); 864 _tnl_InvalidateState(ctx, new_state); 865 _tnl_invalidate_vertex_state(ctx, new_state); 866} 867 868void 869i915InitVtbl(struct i915_context *i915) 870{ 871 i915->intel.vtbl.check_vertex_size = i915_check_vertex_size; 872 i915->intel.vtbl.destroy = i915_destroy_context; 873 i915->intel.vtbl.emit_state = i915_emit_state; 874 i915->intel.vtbl.new_batch = i915_new_batch; 875 i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state; 876 i915->intel.vtbl.render_start = i915_render_start; 877 i915->intel.vtbl.render_prevalidate = i915_render_prevalidate; 878 i915->intel.vtbl.set_draw_region = i915_set_draw_region; 879 i915->intel.vtbl.update_draw_buffer = i915_update_draw_buffer; 880 i915->intel.vtbl.update_texture_state = i915UpdateTextureState; 881 i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty; 882 i915->intel.vtbl.finish_batch = intel_finish_vb; 883 i915->intel.vtbl.invalidate_state = i915_invalidate_state; 884 i915->intel.vtbl.render_target_supported = i915_render_target_supported; 885 i915->intel.vtbl.is_hiz_depth_format = i915_is_hiz_depth_format; 886} 887