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/* |
Copyright (C) Intel Corp. 2006. All Rights Reserved. |
Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to |
develop this 3D driver. |
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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, sublicense, 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 NONINFRINGEMENT. |
IN NO EVENT SHALL THE COPYRIGHT OWNER(S) 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. |
|
**********************************************************************/ |
/* |
* Authors: |
* Keith Whitwell <keith@tungstengraphics.com> |
*/ |
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#include "main/glheader.h" |
#include "main/macros.h" |
#include "main/mtypes.h" |
#include "main/enums.h" |
#include "main/fbobject.h" |
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#include "intel_batchbuffer.h" |
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#include "brw_defines.h" |
#include "brw_context.h" |
#include "brw_eu.h" |
#include "brw_util.h" |
#include "brw_sf.h" |
#include "brw_state.h" |
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#include "glsl/ralloc.h" |
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static void compile_sf_prog( struct brw_context *brw, |
struct brw_sf_prog_key *key ) |
{ |
struct brw_sf_compile c; |
const GLuint *program; |
void *mem_ctx; |
GLuint program_size; |
GLuint i; |
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memset(&c, 0, sizeof(c)); |
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mem_ctx = ralloc_context(NULL); |
/* Begin the compilation: |
*/ |
brw_init_compile(brw, &c.func, mem_ctx); |
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c.key = *key; |
c.vue_map = brw->vue_map_geom_out; |
if (c.key.do_point_coord) { |
/* |
* gl_PointCoord is a FS instead of VS builtin variable, thus it's |
* not included in c.vue_map generated in VS stage. Here we add |
* it manually to let SF shader generate the needed interpolation |
* coefficient for FS shader. |
*/ |
c.vue_map.varying_to_slot[BRW_VARYING_SLOT_PNTC] = c.vue_map.num_slots; |
c.vue_map.slot_to_varying[c.vue_map.num_slots++] = BRW_VARYING_SLOT_PNTC; |
} |
c.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET; |
c.nr_attr_regs = (c.vue_map.num_slots + 1)/2 - c.urb_entry_read_offset; |
c.nr_setup_regs = c.nr_attr_regs; |
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c.prog_data.urb_read_length = c.nr_attr_regs; |
c.prog_data.urb_entry_size = c.nr_setup_regs * 2; |
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/* Which primitive? Or all three? |
*/ |
switch (key->primitive) { |
case SF_TRIANGLES: |
c.nr_verts = 3; |
brw_emit_tri_setup( &c, true ); |
break; |
case SF_LINES: |
c.nr_verts = 2; |
brw_emit_line_setup( &c, true ); |
break; |
case SF_POINTS: |
c.nr_verts = 1; |
if (key->do_point_sprite) |
brw_emit_point_sprite_setup( &c, true ); |
else |
brw_emit_point_setup( &c, true ); |
break; |
case SF_UNFILLED_TRIS: |
c.nr_verts = 3; |
brw_emit_anyprim_setup( &c ); |
break; |
default: |
assert(0); |
return; |
} |
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/* get the program |
*/ |
program = brw_get_program(&c.func, &program_size); |
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if (unlikely(INTEL_DEBUG & DEBUG_SF)) { |
printf("sf:\n"); |
for (i = 0; i < program_size / sizeof(struct brw_instruction); i++) |
brw_disasm(stdout, &((struct brw_instruction *)program)[i], |
brw->gen); |
printf("\n"); |
} |
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brw_upload_cache(&brw->cache, BRW_SF_PROG, |
&c.key, sizeof(c.key), |
program, program_size, |
&c.prog_data, sizeof(c.prog_data), |
&brw->sf.prog_offset, &brw->sf.prog_data); |
ralloc_free(mem_ctx); |
} |
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/* Calculate interpolants for triangle and line rasterization. |
*/ |
static void |
brw_upload_sf_prog(struct brw_context *brw) |
{ |
struct gl_context *ctx = &brw->ctx; |
struct brw_sf_prog_key key; |
/* _NEW_BUFFERS */ |
bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer); |
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memset(&key, 0, sizeof(key)); |
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/* Populate the key, noting state dependencies: |
*/ |
/* BRW_NEW_VUE_MAP_GEOM_OUT */ |
key.attrs = brw->vue_map_geom_out.slots_valid; |
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/* BRW_NEW_REDUCED_PRIMITIVE */ |
switch (brw->reduced_primitive) { |
case GL_TRIANGLES: |
/* NOTE: We just use the edgeflag attribute as an indicator that |
* unfilled triangles are active. We don't actually do the |
* edgeflag testing here, it is already done in the clip |
* program. |
*/ |
if (key.attrs & BITFIELD64_BIT(VARYING_SLOT_EDGE)) |
key.primitive = SF_UNFILLED_TRIS; |
else |
key.primitive = SF_TRIANGLES; |
break; |
case GL_LINES: |
key.primitive = SF_LINES; |
break; |
case GL_POINTS: |
key.primitive = SF_POINTS; |
break; |
} |
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/* _NEW_TRANSFORM */ |
key.userclip_active = (ctx->Transform.ClipPlanesEnabled != 0); |
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/* _NEW_POINT */ |
key.do_point_sprite = ctx->Point.PointSprite; |
if (key.do_point_sprite) { |
int i; |
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for (i = 0; i < 8; i++) { |
if (ctx->Point.CoordReplace[i]) |
key.point_sprite_coord_replace |= (1 << i); |
} |
} |
if (brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(VARYING_SLOT_PNTC)) |
key.do_point_coord = 1; |
/* |
* Window coordinates in a FBO are inverted, which means point |
* sprite origin must be inverted, too. |
*/ |
if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) |
key.sprite_origin_lower_left = true; |
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/* _NEW_LIGHT | _NEW_PROGRAM */ |
key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT); |
key.do_twoside_color = ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) || |
ctx->VertexProgram._TwoSideEnabled); |
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/* _NEW_POLYGON */ |
if (key.do_twoside_color) { |
/* If we're rendering to a FBO, we have to invert the polygon |
* face orientation, just as we invert the viewport in |
* sf_unit_create_from_key(). |
*/ |
key.frontface_ccw = (ctx->Polygon.FrontFace == GL_CCW) != render_to_fbo; |
} |
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if (!brw_search_cache(&brw->cache, BRW_SF_PROG, |
&key, sizeof(key), |
&brw->sf.prog_offset, &brw->sf.prog_data)) { |
compile_sf_prog( brw, &key ); |
} |
} |
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const struct brw_tracked_state brw_sf_prog = { |
.dirty = { |
.mesa = (_NEW_HINT | _NEW_LIGHT | _NEW_POLYGON | _NEW_POINT | |
_NEW_TRANSFORM | _NEW_BUFFERS | _NEW_PROGRAM), |
.brw = (BRW_NEW_REDUCED_PRIMITIVE | BRW_NEW_VUE_MAP_GEOM_OUT) |
}, |
.emit = brw_upload_sf_prog |
}; |
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