brw_sf.c revision 4a1fb81902a7863d5dfe304e5e4ca2c631159be1
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#include "main/glheader.h"
34#include "main/macros.h"
35#include "main/enums.h"
36
37#include "intel_batchbuffer.h"
38
39#include "brw_defines.h"
40#include "brw_context.h"
41#include "brw_eu.h"
42#include "brw_util.h"
43#include "brw_sf.h"
44#include "brw_state.h"
45
46#include "glsl/ralloc.h"
47
48static void compile_sf_prog( struct brw_context *brw,
49			     struct brw_sf_prog_key *key )
50{
51   struct intel_context *intel = &brw->intel;
52   struct brw_sf_compile c;
53   const GLuint *program;
54   void *mem_ctx;
55   GLuint program_size;
56   GLuint i, idx;
57
58   memset(&c, 0, sizeof(c));
59
60   mem_ctx = ralloc_context(NULL);
61   /* Begin the compilation:
62    */
63   brw_init_compile(brw, &c.func, mem_ctx);
64
65   c.key = *key;
66   c.nr_attrs = brw_count_bits(c.key.attrs);
67   c.nr_attr_regs = (c.nr_attrs+1)/2;
68   c.nr_setup_attrs = brw_count_bits(c.key.attrs);
69   c.nr_setup_regs = (c.nr_setup_attrs+1)/2;
70   brw_compute_vue_map(&c.vue_map, intel, c.key.nr_userclip,
71                       c.key.do_twoside_color, c.key.attrs);
72   c.urb_entry_read_offset = brw_sf_compute_urb_entry_read_offset(intel);
73
74   c.prog_data.urb_read_length = c.nr_attr_regs;
75   c.prog_data.urb_entry_size = c.nr_setup_regs * 2;
76
77   /* Construct map from attribute number to position in the vertex.
78    */
79   for (i = idx = 0; i < VERT_RESULT_MAX; i++) {
80      if (c.key.attrs & BITFIELD64_BIT(i)) {
81	 c.attr_to_idx[i] = idx;
82	 c.idx_to_attr[idx] = i;
83	 idx++;
84      }
85   }
86
87   /* Which primitive?  Or all three?
88    */
89   switch (key->primitive) {
90   case SF_TRIANGLES:
91      c.nr_verts = 3;
92      brw_emit_tri_setup( &c, GL_TRUE );
93      break;
94   case SF_LINES:
95      c.nr_verts = 2;
96      brw_emit_line_setup( &c, GL_TRUE );
97      break;
98   case SF_POINTS:
99      c.nr_verts = 1;
100      if (key->do_point_sprite)
101	  brw_emit_point_sprite_setup( &c, GL_TRUE );
102      else
103	  brw_emit_point_setup( &c, GL_TRUE );
104      break;
105   case SF_UNFILLED_TRIS:
106      c.nr_verts = 3;
107      brw_emit_anyprim_setup( &c );
108      break;
109   default:
110      assert(0);
111      return;
112   }
113
114   /* get the program
115    */
116   program = brw_get_program(&c.func, &program_size);
117
118   if (unlikely(INTEL_DEBUG & DEBUG_SF)) {
119      printf("sf:\n");
120      for (i = 0; i < program_size / sizeof(struct brw_instruction); i++)
121	 brw_disasm(stdout, &((struct brw_instruction *)program)[i],
122		    intel->gen);
123      printf("\n");
124   }
125
126   brw_upload_cache(&brw->cache, BRW_SF_PROG,
127		    &c.key, sizeof(c.key),
128		    program, program_size,
129		    &c.prog_data, sizeof(c.prog_data),
130		    &brw->sf.prog_offset, &brw->sf.prog_data);
131   ralloc_free(mem_ctx);
132}
133
134/* Calculate interpolants for triangle and line rasterization.
135 */
136static void upload_sf_prog(struct brw_context *brw)
137{
138   struct gl_context *ctx = &brw->intel.ctx;
139   struct brw_sf_prog_key key;
140
141   memset(&key, 0, sizeof(key));
142
143   /* Populate the key, noting state dependencies:
144    */
145   /* CACHE_NEW_VS_PROG */
146   key.attrs = brw->vs.prog_data->outputs_written;
147
148   /* BRW_NEW_REDUCED_PRIMITIVE */
149   switch (brw->intel.reduced_primitive) {
150   case GL_TRIANGLES:
151      /* NOTE: We just use the edgeflag attribute as an indicator that
152       * unfilled triangles are active.  We don't actually do the
153       * edgeflag testing here, it is already done in the clip
154       * program.
155       */
156      if (key.attrs & BITFIELD64_BIT(VERT_RESULT_EDGE))
157	 key.primitive = SF_UNFILLED_TRIS;
158      else
159	 key.primitive = SF_TRIANGLES;
160      break;
161   case GL_LINES:
162      key.primitive = SF_LINES;
163      break;
164   case GL_POINTS:
165      key.primitive = SF_POINTS;
166      break;
167   }
168
169   /* _NEW_TRANSFORM */
170   key.nr_userclip = brw_count_bits(ctx->Transform.ClipPlanesEnabled);
171
172   /* _NEW_POINT */
173   key.do_point_sprite = ctx->Point.PointSprite;
174   if (key.do_point_sprite) {
175      int i;
176
177      for (i = 0; i < 8; i++) {
178	 if (ctx->Point.CoordReplace[i])
179	    key.point_sprite_coord_replace |= (1 << i);
180      }
181   }
182   key.sprite_origin_lower_left = (ctx->Point.SpriteOrigin == GL_LOWER_LEFT);
183   /* _NEW_LIGHT */
184   key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT);
185   key.do_twoside_color = (ctx->Light.Enabled && ctx->Light.Model.TwoSide);
186
187   /* _NEW_POLYGON */
188   if (key.do_twoside_color) {
189      /* If we're rendering to a FBO, we have to invert the polygon
190       * face orientation, just as we invert the viewport in
191       * sf_unit_create_from_key().  ctx->DrawBuffer->Name will be
192       * nonzero if we're rendering to such an FBO.
193       */
194      key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) ^ (ctx->DrawBuffer->Name != 0);
195   }
196
197   if (!brw_search_cache(&brw->cache, BRW_SF_PROG,
198			 &key, sizeof(key),
199			 &brw->sf.prog_offset, &brw->sf.prog_data)) {
200      compile_sf_prog( brw, &key );
201   }
202}
203
204
205const struct brw_tracked_state brw_sf_prog = {
206   .dirty = {
207      .mesa  = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT | _NEW_TRANSFORM),
208      .brw   = (BRW_NEW_REDUCED_PRIMITIVE),
209      .cache = CACHE_NEW_VS_PROG
210   },
211   .prepare = upload_sf_prog
212};
213
214