/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "glheader.h" #include "mtypes.h" #include "imports.h" #include "macros.h" #include "colormac.h" #include "tnl/t_context.h" #include "tnl/t_vertex.h" #include "intel_batchbuffer.h" #include "intel_tex.h" #include "intel_regions.h" #include "i915_reg.h" #include "i915_context.h" static void i915_render_prevalidate(struct intel_context *intel) { struct i915_context *i915 = i915_context(&intel->ctx); i915ValidateFragmentProgram(i915); } static void i915_render_start(struct intel_context *intel) { } static void i915_reduced_primitive_state(struct intel_context *intel, GLenum rprim) { struct i915_context *i915 = i915_context(&intel->ctx); GLuint st1 = i915->state.Stipple[I915_STPREG_ST1]; st1 &= ~ST1_ENABLE; switch (rprim) { case GL_QUADS: /* from RASTERIZE(GL_QUADS) in t_dd_tritemp.h */ case GL_TRIANGLES: if (intel->ctx.Polygon.StippleFlag && intel->hw_stipple) st1 |= ST1_ENABLE; break; case GL_LINES: case GL_POINTS: default: break; } i915->intel.reduced_primitive = rprim; if (st1 != i915->state.Stipple[I915_STPREG_ST1]) { INTEL_FIREVERTICES(intel); I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE); i915->state.Stipple[I915_STPREG_ST1] = st1; } } /* Pull apart the vertex format registers and figure out how large a * vertex is supposed to be. */ static GLboolean i915_check_vertex_size(struct intel_context *intel, GLuint expected) { struct i915_context *i915 = i915_context(&intel->ctx); int lis2 = i915->current->Ctx[I915_CTXREG_LIS2]; int lis4 = i915->current->Ctx[I915_CTXREG_LIS4]; int i, sz = 0; switch (lis4 & S4_VFMT_XYZW_MASK) { case S4_VFMT_XY: sz = 2; break; case S4_VFMT_XYZ: sz = 3; break; case S4_VFMT_XYW: sz = 3; break; case S4_VFMT_XYZW: sz = 4; break; default: fprintf(stderr, "no xyzw specified\n"); return 0; } if (lis4 & S4_VFMT_SPEC_FOG) sz++; if (lis4 & S4_VFMT_COLOR) sz++; if (lis4 & S4_VFMT_DEPTH_OFFSET) sz++; if (lis4 & S4_VFMT_POINT_WIDTH) sz++; if (lis4 & S4_VFMT_FOG_PARAM) sz++; for (i = 0; i < 8; i++) { switch (lis2 & S2_TEXCOORD_FMT0_MASK) { case TEXCOORDFMT_2D: sz += 2; break; case TEXCOORDFMT_3D: sz += 3; break; case TEXCOORDFMT_4D: sz += 4; break; case TEXCOORDFMT_1D: sz += 1; break; case TEXCOORDFMT_2D_16: sz += 1; break; case TEXCOORDFMT_4D_16: sz += 2; break; case TEXCOORDFMT_NOT_PRESENT: break; default: fprintf(stderr, "bad texcoord fmt %d\n", i); return GL_FALSE; } lis2 >>= S2_TEXCOORD_FMT1_SHIFT; } if (sz != expected) fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected); return sz == expected; } static void i915_emit_invarient_state(struct intel_context *intel) { BATCH_LOCALS; BEGIN_BATCH(200, 0); OUT_BATCH(_3DSTATE_AA_CMD | AA_LINE_ECAAR_WIDTH_ENABLE | AA_LINE_ECAAR_WIDTH_1_0 | AA_LINE_REGION_WIDTH_ENABLE | AA_LINE_REGION_WIDTH_1_0); OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD); OUT_BATCH(0); OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD); OUT_BATCH(0); OUT_BATCH(_3DSTATE_DFLT_Z_CMD); OUT_BATCH(0); /* Don't support texture crossbar yet */ OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS | CSB_TCB(0, 0) | CSB_TCB(1, 1) | CSB_TCB(2, 2) | CSB_TCB(3, 3) | CSB_TCB(4, 4) | CSB_TCB(5, 5) | CSB_TCB(6, 6) | CSB_TCB(7, 7)); OUT_BATCH(_3DSTATE_RASTER_RULES_CMD | ENABLE_POINT_RASTER_RULE | OGL_POINT_RASTER_RULE | ENABLE_LINE_STRIP_PROVOKE_VRTX | ENABLE_TRI_FAN_PROVOKE_VRTX | LINE_STRIP_PROVOKE_VRTX(1) | TRI_FAN_PROVOKE_VRTX(2) | ENABLE_TEXKILL_3D_4D | TEXKILL_4D); /* Need to initialize this to zero. */ OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | (1)); OUT_BATCH(0); /* XXX: Use this */ OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT); OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE); OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */ OUT_BATCH(0); /* Don't support twosided stencil yet */ OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS | BFO_ENABLE_STENCIL_TWO_SIDE | 0); ADVANCE_BATCH(); } #define emit(intel, state, size ) \ intel_batchbuffer_data(intel->batch, state, size, 0 ) static GLuint get_dirty(struct i915_hw_state *state) { GLuint dirty; /* Workaround the multitex hang - if one texture unit state is * modified, emit all texture units. */ dirty = state->active & ~state->emitted; if (dirty & I915_UPLOAD_TEX_ALL) state->emitted &= ~I915_UPLOAD_TEX_ALL; dirty = state->active & ~state->emitted; return dirty; } static GLuint get_state_size(struct i915_hw_state *state) { GLuint dirty = get_dirty(state); GLuint i; GLuint sz = 0; if (dirty & I915_UPLOAD_CTX) sz += sizeof(state->Ctx); if (dirty & I915_UPLOAD_BUFFERS) sz += sizeof(state->Buffer); if (dirty & I915_UPLOAD_STIPPLE) sz += sizeof(state->Stipple); if (dirty & I915_UPLOAD_FOG) sz += sizeof(state->Fog); if (dirty & I915_UPLOAD_TEX_ALL) { int nr = 0; for (i = 0; i < I915_TEX_UNITS; i++) if (dirty & I915_UPLOAD_TEX(i)) nr++; sz += (2 + nr * 3) * sizeof(GLuint) * 2; } if (dirty & I915_UPLOAD_CONSTANTS) sz += state->ConstantSize * sizeof(GLuint); if (dirty & I915_UPLOAD_PROGRAM) sz += state->ProgramSize * sizeof(GLuint); return sz; } /* Push the state into the sarea and/or texture memory. */ static void i915_emit_state(struct intel_context *intel) { struct i915_context *i915 = i915_context(&intel->ctx); struct i915_hw_state *state = i915->current; int i; GLuint dirty; BATCH_LOCALS; /* We don't hold the lock at this point, so want to make sure that * there won't be a buffer wrap. * * It might be better to talk about explicit places where * scheduling is allowed, rather than assume that it is whenever a * batchbuffer fills up. */ intel_batchbuffer_require_space(intel->batch, get_state_size(state), 0); /* Do this here as we may have flushed the batchbuffer above, * causing more state to be dirty! */ dirty = get_dirty(state); if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty); if (dirty & I915_UPLOAD_INVARIENT) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_INVARIENT:\n"); i915_emit_invarient_state(intel); } if (dirty & I915_UPLOAD_CTX) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_CTX:\n"); emit(intel, state->Ctx, sizeof(state->Ctx)); } if (dirty & I915_UPLOAD_BUFFERS) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_BUFFERS:\n"); BEGIN_BATCH(I915_DEST_SETUP_SIZE + 2, 0); OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]); OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]); OUT_RELOC(state->draw_region->buffer, DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_WRITE, DRM_BO_MASK_MEM | DRM_BO_FLAG_WRITE, state->draw_region->draw_offset); if (state->depth_region) { OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]); OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]); OUT_RELOC(state->depth_region->buffer, DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_WRITE, DRM_BO_MASK_MEM | DRM_BO_FLAG_WRITE, state->depth_region->draw_offset); } OUT_BATCH(state->Buffer[I915_DESTREG_DV0]); OUT_BATCH(state->Buffer[I915_DESTREG_DV1]); OUT_BATCH(state->Buffer[I915_DESTREG_SENABLE]); OUT_BATCH(state->Buffer[I915_DESTREG_SR0]); OUT_BATCH(state->Buffer[I915_DESTREG_SR1]); OUT_BATCH(state->Buffer[I915_DESTREG_SR2]); ADVANCE_BATCH(); } if (dirty & I915_UPLOAD_STIPPLE) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_STIPPLE:\n"); emit(intel, state->Stipple, sizeof(state->Stipple)); } if (dirty & I915_UPLOAD_FOG) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_FOG:\n"); emit(intel, state->Fog, sizeof(state->Fog)); } /* Combine all the dirty texture state into a single command to * avoid lockups on I915 hardware. */ if (dirty & I915_UPLOAD_TEX_ALL) { int nr = 0; for (i = 0; i < I915_TEX_UNITS; i++) if (dirty & I915_UPLOAD_TEX(i)) nr++; BEGIN_BATCH(2 + nr * 3, 0); OUT_BATCH(_3DSTATE_MAP_STATE | (3 * nr)); OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT); for (i = 0; i < I915_TEX_UNITS; i++) if (dirty & I915_UPLOAD_TEX(i)) { if (state->tex_buffer[i]) { OUT_RELOC(state->tex_buffer[i], DRM_BO_FLAG_MEM_TT | DRM_BO_FLAG_READ, DRM_BO_MASK_MEM | DRM_BO_FLAG_READ, state->tex_offset[i]); } else if (state == &i915->meta) { assert(i == 0); OUT_BATCH(0); } else { OUT_BATCH(state->tex_offset[i]); } OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]); OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]); } ADVANCE_BATCH(); BEGIN_BATCH(2 + nr * 3, 0); OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3 * nr)); OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT); for (i = 0; i < I915_TEX_UNITS; i++) if (dirty & I915_UPLOAD_TEX(i)) { OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]); OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]); OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]); } ADVANCE_BATCH(); } if (dirty & I915_UPLOAD_CONSTANTS) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n"); emit(intel, state->Constant, state->ConstantSize * sizeof(GLuint)); } if (dirty & I915_UPLOAD_PROGRAM) { if (INTEL_DEBUG & DEBUG_STATE) fprintf(stderr, "I915_UPLOAD_PROGRAM:\n"); assert((state->Program[0] & 0x1ff) + 2 == state->ProgramSize); emit(intel, state->Program, state->ProgramSize * sizeof(GLuint)); if (INTEL_DEBUG & DEBUG_STATE) i915_disassemble_program(state->Program, state->ProgramSize); } state->emitted |= dirty; } static void i915_destroy_context(struct intel_context *intel) { _tnl_free_vertices(&intel->ctx); } /** * Set the drawing regions for the color and depth/stencil buffers. * This involves setting the pitch, cpp and buffer ID/location. * Also set pixel format for color and Z rendering * Used for setting both regular and meta state. */ void i915_state_draw_region(struct intel_context *intel, struct i915_hw_state *state, struct intel_region *color_region, struct intel_region *depth_region) { struct i915_context *i915 = i915_context(&intel->ctx); GLuint value; ASSERT(state == &i915->state || state == &i915->meta); if (state->draw_region != color_region) { intel_region_release(&state->draw_region); intel_region_reference(&state->draw_region, color_region); } if (state->depth_region != depth_region) { intel_region_release(&state->depth_region); intel_region_reference(&state->depth_region, depth_region); } /* * Set stride/cpp values */ if (color_region) { // fprintf(stderr, "color pitch %d\n", color_region->pitch); state->Buffer[I915_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD; state->Buffer[I915_DESTREG_CBUFADDR1] = (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(color_region->pitch * color_region->cpp) | BUF_3D_USE_FENCE); } if (depth_region) { // fprintf(stderr, "depth pitch %d\n", depth_region->pitch); state->Buffer[I915_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD; state->Buffer[I915_DESTREG_DBUFADDR1] = (BUF_3D_ID_DEPTH | BUF_3D_PITCH(depth_region->pitch * depth_region->cpp) | BUF_3D_USE_FENCE); } /* * Compute/set I915_DESTREG_DV1 value */ value = (DSTORG_HORT_BIAS(0x8) | /* .5 */ DSTORG_VERT_BIAS(0x8) | /* .5 */ LOD_PRECLAMP_OGL | TEX_DEFAULT_COLOR_OGL); if (color_region && color_region->cpp == 4) { value |= DV_PF_8888; } else { value |= (DITHER_FULL_ALWAYS | DV_PF_565); } if (depth_region && depth_region->cpp == 4) { value |= DEPTH_FRMT_24_FIXED_8_OTHER; } else { value |= DEPTH_FRMT_16_FIXED; } state->Buffer[I915_DESTREG_DV1] = value; I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS); } static void i915_set_draw_region(struct intel_context *intel, struct intel_region *color_region, struct intel_region *depth_region) { struct i915_context *i915 = i915_context(&intel->ctx); i915_state_draw_region(intel, &i915->state, color_region, depth_region); } static void i915_lost_hardware(struct intel_context *intel) { struct i915_context *i915 = i915_context(&intel->ctx); i915->state.emitted = 0; } static GLuint i915_flush_cmd(void) { return MI_FLUSH | FLUSH_MAP_CACHE; } static void i915_assert_not_dirty( struct intel_context *intel ) { struct i915_context *i915 = i915_context(&intel->ctx); struct i915_hw_state *state = i915->current; GLuint dirty = get_dirty(state); assert(!dirty); } void i915InitVtbl(struct i915_context *i915) { i915->intel.vtbl.check_vertex_size = i915_check_vertex_size; i915->intel.vtbl.destroy = i915_destroy_context; i915->intel.vtbl.emit_state = i915_emit_state; i915->intel.vtbl.lost_hardware = i915_lost_hardware; i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state; i915->intel.vtbl.render_start = i915_render_start; i915->intel.vtbl.render_prevalidate = i915_render_prevalidate; i915->intel.vtbl.set_draw_region = i915_set_draw_region; i915->intel.vtbl.update_texture_state = i915UpdateTextureState; i915->intel.vtbl.flush_cmd = i915_flush_cmd; i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty; }