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