1/* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a 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, sublicense, 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 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keith@tungstengraphics.com> 30 */ 31 32 33 34#include "main/mtypes.h" 35#include "main/macros.h" 36#include "main/fbobject.h" 37#include "brw_context.h" 38#include "brw_state.h" 39#include "brw_defines.h" 40#include "brw_sf.h" 41 42static void upload_sf_vp(struct brw_context *brw) 43{ 44 struct intel_context *intel = &brw->intel; 45 struct gl_context *ctx = &intel->ctx; 46 const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF; 47 struct brw_sf_viewport *sfv; 48 GLfloat y_scale, y_bias; 49 const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer); 50 const GLfloat *v = ctx->Viewport._WindowMap.m; 51 52 sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE, 53 sizeof(*sfv), 32, &brw->sf.vp_offset); 54 memset(sfv, 0, sizeof(*sfv)); 55 56 if (render_to_fbo) { 57 y_scale = 1.0; 58 y_bias = 0; 59 } 60 else { 61 y_scale = -1.0; 62 y_bias = ctx->DrawBuffer->Height; 63 } 64 65 /* _NEW_VIEWPORT */ 66 67 sfv->viewport.m00 = v[MAT_SX]; 68 sfv->viewport.m11 = v[MAT_SY] * y_scale; 69 sfv->viewport.m22 = v[MAT_SZ] * depth_scale; 70 sfv->viewport.m30 = v[MAT_TX]; 71 sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias; 72 sfv->viewport.m32 = v[MAT_TZ] * depth_scale; 73 74 /* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT 75 * for DrawBuffer->_[XY]{min,max} 76 */ 77 78 /* The scissor only needs to handle the intersection of drawable 79 * and scissor rect, since there are no longer cliprects for shared 80 * buffers with DRI2. 81 * 82 * Note that the hardware's coordinates are inclusive, while Mesa's min is 83 * inclusive but max is exclusive. 84 */ 85 86 if (ctx->DrawBuffer->_Xmin == ctx->DrawBuffer->_Xmax || 87 ctx->DrawBuffer->_Ymin == ctx->DrawBuffer->_Ymax) { 88 /* If the scissor was out of bounds and got clamped to 0 89 * width/height at the bounds, the subtraction of 1 from 90 * maximums could produce a negative number and thus not clip 91 * anything. Instead, just provide a min > max scissor inside 92 * the bounds, which produces the expected no rendering. 93 */ 94 sfv->scissor.xmin = 1; 95 sfv->scissor.xmax = 0; 96 sfv->scissor.ymin = 1; 97 sfv->scissor.ymax = 0; 98 } else if (render_to_fbo) { 99 /* texmemory: Y=0=bottom */ 100 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin; 101 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1; 102 sfv->scissor.ymin = ctx->DrawBuffer->_Ymin; 103 sfv->scissor.ymax = ctx->DrawBuffer->_Ymax - 1; 104 } 105 else { 106 /* memory: Y=0=top */ 107 sfv->scissor.xmin = ctx->DrawBuffer->_Xmin; 108 sfv->scissor.xmax = ctx->DrawBuffer->_Xmax - 1; 109 sfv->scissor.ymin = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax; 110 sfv->scissor.ymax = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin - 1; 111 } 112 113 brw->state.dirty.cache |= CACHE_NEW_SF_VP; 114} 115 116const struct brw_tracked_state brw_sf_vp = { 117 .dirty = { 118 .mesa = (_NEW_VIEWPORT | 119 _NEW_SCISSOR | 120 _NEW_BUFFERS), 121 .brw = BRW_NEW_BATCH, 122 .cache = 0 123 }, 124 .emit = upload_sf_vp 125}; 126 127/** 128 * Compute the offset within the URB (expressed in 256-bit register 129 * increments) that should be used to read the VUE in th efragment shader. 130 */ 131int 132brw_sf_compute_urb_entry_read_offset(struct intel_context *intel) 133{ 134 if (intel->gen == 5) 135 return 3; 136 else 137 return 1; 138} 139 140static void upload_sf_unit( struct brw_context *brw ) 141{ 142 struct intel_context *intel = &brw->intel; 143 struct gl_context *ctx = &intel->ctx; 144 struct brw_sf_unit_state *sf; 145 drm_intel_bo *bo = intel->batch.bo; 146 int chipset_max_threads; 147 bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer); 148 149 sf = brw_state_batch(brw, AUB_TRACE_SF_STATE, 150 sizeof(*sf), 64, &brw->sf.state_offset); 151 152 memset(sf, 0, sizeof(*sf)); 153 154 /* BRW_NEW_PROGRAM_CACHE | CACHE_NEW_SF_PROG */ 155 sf->thread0.grf_reg_count = ALIGN(brw->sf.prog_data->total_grf, 16) / 16 - 1; 156 sf->thread0.kernel_start_pointer = 157 brw_program_reloc(brw, 158 brw->sf.state_offset + 159 offsetof(struct brw_sf_unit_state, thread0), 160 brw->sf.prog_offset + 161 (sf->thread0.grf_reg_count << 1)) >> 6; 162 163 sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754; 164 165 sf->thread3.dispatch_grf_start_reg = 3; 166 167 sf->thread3.urb_entry_read_offset = 168 brw_sf_compute_urb_entry_read_offset(intel); 169 170 /* CACHE_NEW_SF_PROG */ 171 sf->thread3.urb_entry_read_length = brw->sf.prog_data->urb_read_length; 172 173 /* BRW_NEW_URB_FENCE */ 174 sf->thread4.nr_urb_entries = brw->urb.nr_sf_entries; 175 sf->thread4.urb_entry_allocation_size = brw->urb.sfsize - 1; 176 177 /* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or 178 * 48 (Ironlake) threads. 179 */ 180 if (intel->gen == 5) 181 chipset_max_threads = 48; 182 else 183 chipset_max_threads = 24; 184 185 /* BRW_NEW_URB_FENCE */ 186 sf->thread4.max_threads = MIN2(chipset_max_threads, 187 brw->urb.nr_sf_entries) - 1; 188 189 if (unlikely(INTEL_DEBUG & DEBUG_STATS)) 190 sf->thread4.stats_enable = 1; 191 192 /* CACHE_NEW_SF_VP */ 193 sf->sf5.sf_viewport_state_offset = (intel->batch.bo->offset + 194 brw->sf.vp_offset) >> 5; /* reloc */ 195 196 sf->sf5.viewport_transform = 1; 197 198 /* _NEW_SCISSOR */ 199 if (ctx->Scissor.Enabled) 200 sf->sf6.scissor = 1; 201 202 /* _NEW_POLYGON */ 203 if (ctx->Polygon.FrontFace == GL_CCW) 204 sf->sf5.front_winding = BRW_FRONTWINDING_CCW; 205 else 206 sf->sf5.front_winding = BRW_FRONTWINDING_CW; 207 208 /* _NEW_BUFFERS 209 * The viewport is inverted for rendering to a FBO, and that inverts 210 * polygon front/back orientation. 211 */ 212 sf->sf5.front_winding ^= render_to_fbo; 213 214 /* _NEW_POLYGON */ 215 switch (ctx->Polygon.CullFlag ? ctx->Polygon.CullFaceMode : GL_NONE) { 216 case GL_FRONT: 217 sf->sf6.cull_mode = BRW_CULLMODE_FRONT; 218 break; 219 case GL_BACK: 220 sf->sf6.cull_mode = BRW_CULLMODE_BACK; 221 break; 222 case GL_FRONT_AND_BACK: 223 sf->sf6.cull_mode = BRW_CULLMODE_BOTH; 224 break; 225 case GL_NONE: 226 sf->sf6.cull_mode = BRW_CULLMODE_NONE; 227 break; 228 default: 229 assert(0); 230 break; 231 } 232 233 /* _NEW_LINE */ 234 /* XXX use ctx->Const.Min/MaxLineWidth here */ 235 sf->sf6.line_width = CLAMP(ctx->Line.Width, 1.0, 5.0) * (1<<1); 236 237 sf->sf6.line_endcap_aa_region_width = 1; 238 if (ctx->Line.SmoothFlag) 239 sf->sf6.aa_enable = 1; 240 else if (sf->sf6.line_width <= 0x2) 241 sf->sf6.line_width = 0; 242 243 /* _NEW_BUFFERS */ 244 if (!render_to_fbo) { 245 /* Rendering to an OpenGL window */ 246 sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT; 247 } 248 else { 249 /* If rendering to an FBO, the pixel coordinate system is 250 * inverted with respect to the normal OpenGL coordinate 251 * system, so BRW_RASTRULE_LOWER_RIGHT is correct. 252 * But this value is listed as "Reserved, but not seen as useful" 253 * in Intel documentation (page 212, "Point Rasterization Rule", 254 * section 7.4 "SF Pipeline State Summary", of document 255 * "Intel® 965 Express Chipset Family and Intel® G35 Express 256 * Chipset Graphics Controller Programmer's Reference Manual, 257 * Volume 2: 3D/Media", Revision 1.0b as of January 2008, 258 * available at 259 * http://intellinuxgraphics.org/documentation.html 260 * at the time of this writing). 261 * 262 * It does work on at least some devices, if not all; 263 * if devices that don't support it can be identified, 264 * the likely failure case is that points are rasterized 265 * incorrectly, which is no worse than occurs without 266 * the value, so we're using it here. 267 */ 268 sf->sf6.point_rast_rule = BRW_RASTRULE_LOWER_RIGHT; 269 } 270 /* XXX clamp max depends on AA vs. non-AA */ 271 272 /* _NEW_POINT */ 273 sf->sf7.sprite_point = ctx->Point.PointSprite; 274 sf->sf7.point_size = CLAMP(rint(CLAMP(ctx->Point.Size, 275 ctx->Point.MinSize, 276 ctx->Point.MaxSize)), 1, 255) * (1<<3); 277 /* _NEW_PROGRAM | _NEW_POINT */ 278 sf->sf7.use_point_size_state = !(ctx->VertexProgram.PointSizeEnabled || 279 ctx->Point._Attenuated); 280 sf->sf7.aa_line_distance_mode = 0; 281 282 /* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons: 283 * _NEW_LIGHT 284 */ 285 if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) { 286 sf->sf7.trifan_pv = 2; 287 sf->sf7.linestrip_pv = 1; 288 sf->sf7.tristrip_pv = 2; 289 } else { 290 sf->sf7.trifan_pv = 1; 291 sf->sf7.linestrip_pv = 0; 292 sf->sf7.tristrip_pv = 0; 293 } 294 sf->sf7.line_last_pixel_enable = 0; 295 296 /* Set bias for OpenGL rasterization rules: 297 */ 298 sf->sf6.dest_org_vbias = 0x8; 299 sf->sf6.dest_org_hbias = 0x8; 300 301 /* STATE_PREFETCH command description describes this state as being 302 * something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain. 303 */ 304 305 /* Emit SF viewport relocation */ 306 drm_intel_bo_emit_reloc(bo, (brw->sf.state_offset + 307 offsetof(struct brw_sf_unit_state, sf5)), 308 intel->batch.bo, (brw->sf.vp_offset | 309 sf->sf5.front_winding | 310 (sf->sf5.viewport_transform << 1)), 311 I915_GEM_DOMAIN_INSTRUCTION, 0); 312 313 brw->state.dirty.cache |= CACHE_NEW_SF_UNIT; 314} 315 316const struct brw_tracked_state brw_sf_unit = { 317 .dirty = { 318 .mesa = (_NEW_POLYGON | 319 _NEW_PROGRAM | 320 _NEW_LIGHT | 321 _NEW_LINE | 322 _NEW_POINT | 323 _NEW_SCISSOR | 324 _NEW_BUFFERS), 325 .brw = (BRW_NEW_BATCH | 326 BRW_NEW_PROGRAM_CACHE | 327 BRW_NEW_URB_FENCE), 328 .cache = (CACHE_NEW_SF_VP | 329 CACHE_NEW_SF_PROG) 330 }, 331 .emit = upload_sf_unit, 332}; 333