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Regard whitespace Rev 4357 → Rev 4358

/contrib/sdk/sources/Mesa/src/mesa/drivers/dri/i915/i915_vtbl.c
0,0 → 1,877
/**************************************************************************
*
* 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 "main/glheader.h"
#include "main/mtypes.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/colormac.h"
#include "main/renderbuffer.h"
#include "main/framebuffer.h"
 
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_vertex.h"
#include "swrast_setup/swrast_setup.h"
 
#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_tris.h"
#include "intel_fbo.h"
#include "intel_buffers.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)
{
intel_prepare_render(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 bool
i915_check_vertex_size(struct intel_context *intel, GLuint expected)
{
struct i915_context *i915 = i915_context(&intel->ctx);
int lis2 = i915->state.Ctx[I915_CTXREG_LIS2];
int lis4 = i915->state.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 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(17);
 
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));
 
/* Need to initialize this to zero.
*/
OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | (0));
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);
 
ADVANCE_BATCH();
}
 
 
#define emit(intel, state, size ) \
intel_batchbuffer_data(intel, state, size)
 
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_INVARIENT)
sz += 30 * 4;
 
if (dirty & I915_UPLOAD_RASTER_RULES)
sz += sizeof(state->RasterRules);
 
if (dirty & I915_UPLOAD_CTX)
sz += sizeof(state->Ctx);
 
if (dirty & I915_UPLOAD_BLEND)
sz += sizeof(state->Blend);
 
if (dirty & I915_UPLOAD_BUFFERS)
sz += sizeof(state->Buffer);
 
if (dirty & I915_UPLOAD_STIPPLE)
sz += sizeof(state->Stipple);
 
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->state;
int i, count, aper_count;
GLuint dirty;
drm_intel_bo *aper_array[3 + I915_TEX_UNITS];
GET_CURRENT_CONTEXT(ctx);
BATCH_LOCALS;
 
/* We don't hold the lock at this point, so want to make sure that
* there won't be a buffer wrap between the state emits and the primitive
* emit header.
*
* 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,
get_state_size(state) +
INTEL_PRIM_EMIT_SIZE);
count = 0;
again:
if (intel->batch.bo == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state");
assert(0);
}
aper_count = 0;
dirty = get_dirty(state);
 
aper_array[aper_count++] = intel->batch.bo;
if (dirty & I915_UPLOAD_BUFFERS) {
if (state->draw_region)
aper_array[aper_count++] = state->draw_region->bo;
if (state->depth_region)
aper_array[aper_count++] = state->depth_region->bo;
}
 
if (dirty & I915_UPLOAD_TEX_ALL) {
for (i = 0; i < I915_TEX_UNITS; i++) {
if (dirty & I915_UPLOAD_TEX(i)) {
if (state->tex_buffer[i]) {
aper_array[aper_count++] = state->tex_buffer[i];
}
}
}
}
 
if (dri_bufmgr_check_aperture_space(aper_array, aper_count)) {
if (count == 0) {
count++;
intel_batchbuffer_flush(intel);
goto again;
} else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "i915 emit state");
assert(0);
}
}
 
/* work out list of buffers to emit */
/* Do this here as we may have flushed the batchbuffer above,
* causing more state to be dirty!
*/
dirty = get_dirty(state);
state->emitted |= dirty;
assert(get_dirty(state) == 0);
 
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_RASTER_RULES) {
if (INTEL_DEBUG & DEBUG_STATE)
fprintf(stderr, "I915_UPLOAD_RASTER_RULES:\n");
emit(intel, state->RasterRules, sizeof(state->RasterRules));
}
 
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_BLEND) {
if (INTEL_DEBUG & DEBUG_STATE)
fprintf(stderr, "I915_UPLOAD_BLEND:\n");
 
emit(intel, state->Blend, sizeof(state->Blend));
}
 
if (dirty & I915_UPLOAD_BUFFERS) {
GLuint count;
 
if (INTEL_DEBUG & DEBUG_STATE)
fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
 
count = 17;
if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
count++;
 
BEGIN_BATCH(count);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_CBUFADDR1]);
if (state->draw_region) {
OUT_RELOC(state->draw_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
} else {
OUT_BATCH(0);
}
 
OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR0]);
OUT_BATCH(state->Buffer[I915_DESTREG_DBUFADDR1]);
if (state->depth_region) {
OUT_RELOC(state->depth_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
} else {
OUT_BATCH(0);
}
 
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]);
 
if (state->Buffer[I915_DESTREG_DRAWRECT0] != MI_NOOP)
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT0]);
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT1]);
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT2]);
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT3]);
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT4]);
OUT_BATCH(state->Buffer[I915_DESTREG_DRAWRECT5]);
 
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));
}
 
/* 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;
GLuint unwind;
 
for (i = 0; i < I915_TEX_UNITS; i++)
if (dirty & I915_UPLOAD_TEX(i))
nr++;
 
BEGIN_BATCH(2 + nr * 3);
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)) {
OUT_RELOC(state->tex_buffer[i],
I915_GEM_DOMAIN_SAMPLER, 0,
state->tex_offset[i]);
 
OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]);
OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]);
}
ADVANCE_BATCH();
 
unwind = intel->batch.used;
BEGIN_BATCH(2 + nr * 3);
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 (i915->last_sampler &&
memcmp(intel->batch.map + i915->last_sampler,
intel->batch.map + unwind,
(2 + nr*3)*sizeof(int)) == 0)
intel->batch.used = unwind;
else
i915->last_sampler = unwind;
}
 
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 (state->ProgramSize) {
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);
}
}
 
assert(get_dirty(state) == 0);
}
 
static void
i915_destroy_context(struct intel_context *intel)
{
GLuint i;
struct i915_context *i915 = i915_context(&intel->ctx);
 
intel_region_release(&i915->state.draw_region);
intel_region_release(&i915->state.depth_region);
 
for (i = 0; i < I915_TEX_UNITS; i++) {
if (i915->state.tex_buffer[i] != NULL) {
drm_intel_bo_unreference(i915->state.tex_buffer[i]);
i915->state.tex_buffer[i] = NULL;
}
}
 
_tnl_free_vertices(&intel->ctx);
}
 
void
i915_set_buf_info_for_region(uint32_t *state, struct intel_region *region,
uint32_t buffer_id)
{
state[0] = _3DSTATE_BUF_INFO_CMD;
state[1] = buffer_id;
 
if (region != NULL) {
state[1] |= BUF_3D_PITCH(region->pitch);
 
if (region->tiling != I915_TILING_NONE) {
state[1] |= BUF_3D_TILED_SURFACE;
if (region->tiling == I915_TILING_Y)
state[1] |= BUF_3D_TILE_WALK_Y;
}
} else {
/* Fill in a default pitch, since 0 is invalid. We'll be
* setting the buffer offset to 0 and not referencing the
* buffer, so the pitch could really be any valid value.
*/
state[1] |= BUF_3D_PITCH(4096);
}
}
 
static uint32_t i915_render_target_format_for_mesa_format[MESA_FORMAT_COUNT] =
{
[MESA_FORMAT_ARGB8888] = DV_PF_8888,
[MESA_FORMAT_XRGB8888] = DV_PF_8888,
[MESA_FORMAT_RGB565] = DV_PF_565 | DITHER_FULL_ALWAYS,
[MESA_FORMAT_ARGB1555] = DV_PF_1555 | DITHER_FULL_ALWAYS,
[MESA_FORMAT_ARGB4444] = DV_PF_4444 | DITHER_FULL_ALWAYS,
};
 
static bool
i915_render_target_supported(struct intel_context *intel,
struct gl_renderbuffer *rb)
{
gl_format format = rb->Format;
 
if (format == MESA_FORMAT_S8_Z24 ||
format == MESA_FORMAT_X8_Z24 ||
format == MESA_FORMAT_Z16) {
return true;
}
 
return i915_render_target_format_for_mesa_format[format] != 0;
}
 
static void
i915_set_draw_region(struct intel_context *intel,
struct intel_region *color_regions[],
struct intel_region *depth_region,
GLuint num_regions)
{
struct i915_context *i915 = i915_context(&intel->ctx);
struct gl_context *ctx = &intel->ctx;
struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
struct gl_renderbuffer *drb;
struct intel_renderbuffer *idrb = NULL;
GLuint value;
struct i915_hw_state *state = &i915->state;
uint32_t draw_x, draw_y, draw_offset;
 
if (state->draw_region != color_regions[0]) {
intel_region_reference(&state->draw_region, color_regions[0]);
}
if (state->depth_region != depth_region) {
intel_region_reference(&state->depth_region, depth_region);
}
 
/*
* Set stride/cpp values
*/
i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_CBUFADDR0],
color_regions[0], BUF_3D_ID_COLOR_BACK);
 
i915_set_buf_info_for_region(&state->Buffer[I915_DESTREG_DBUFADDR0],
depth_region, BUF_3D_ID_DEPTH);
 
/*
* 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 (irb != NULL) {
value |= i915_render_target_format_for_mesa_format[intel_rb_format(irb)];
} else {
value |= DV_PF_8888;
}
 
/* This isn't quite safe, thus being hidden behind an option. When changing
* the value of this bit, the pipeline needs to be MI_FLUSHed. And it
* can only be set when a depth buffer is already defined.
*/
if (intel->is_945 && intel->use_early_z &&
depth_region->tiling != I915_TILING_NONE)
value |= CLASSIC_EARLY_DEPTH;
 
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;
 
drb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
if (!drb)
drb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
 
if (drb)
idrb = intel_renderbuffer(drb);
 
/* We set up the drawing rectangle to be offset into the color
* region's location in the miptree. If it doesn't match with
* depth's offsets, we can't render to it.
*
* (Well, not actually true -- the hw grew a bit to let depth's
* offset get forced to 0,0. We may want to use that if people are
* hitting that case. Also, some configurations may be supportable
* by tweaking the start offset of the buffers around, which we
* can't do in general due to tiling)
*/
FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
idrb && irb && (idrb->draw_x != irb->draw_x ||
idrb->draw_y != irb->draw_y));
 
if (irb) {
draw_x = irb->draw_x;
draw_y = irb->draw_y;
} else if (idrb) {
draw_x = idrb->draw_x;
draw_y = idrb->draw_y;
} else {
draw_x = 0;
draw_y = 0;
}
 
draw_offset = (draw_y << 16) | draw_x;
 
FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
(ctx->DrawBuffer->Width + draw_x > 2048) ||
(ctx->DrawBuffer->Height + draw_y > 2048));
/* When changing drawing rectangle offset, an MI_FLUSH is first required. */
if (draw_offset != i915->last_draw_offset) {
state->Buffer[I915_DESTREG_DRAWRECT0] = MI_FLUSH | INHIBIT_FLUSH_RENDER_CACHE;
i915->last_draw_offset = draw_offset;
} else
state->Buffer[I915_DESTREG_DRAWRECT0] = MI_NOOP;
 
state->Buffer[I915_DESTREG_DRAWRECT1] = _3DSTATE_DRAWRECT_INFO;
state->Buffer[I915_DESTREG_DRAWRECT2] = 0;
state->Buffer[I915_DESTREG_DRAWRECT3] = draw_offset;
state->Buffer[I915_DESTREG_DRAWRECT4] =
((ctx->DrawBuffer->Width + draw_x - 1) & 0xffff) |
((ctx->DrawBuffer->Height + draw_y - 1) << 16);
state->Buffer[I915_DESTREG_DRAWRECT5] = draw_offset;
 
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
}
 
static void
i915_update_color_write_enable(struct i915_context *i915, bool enable)
{
uint32_t dw = i915->state.Ctx[I915_CTXREG_LIS6];
if (enable)
dw |= S6_COLOR_WRITE_ENABLE;
else
dw &= ~S6_COLOR_WRITE_ENABLE;
if (dw != i915->state.Ctx[I915_CTXREG_LIS6]) {
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
i915->state.Ctx[I915_CTXREG_LIS6] = dw;
}
}
 
/**
* Update the hardware state for drawing into a window or framebuffer object.
*
* Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
* places within the driver.
*
* Basically, this needs to be called any time the current framebuffer
* changes, the renderbuffers change, or we need to draw into different
* color buffers.
*/
static void
i915_update_draw_buffer(struct intel_context *intel)
{
struct i915_context *i915 = (struct i915_context *)intel;
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_region *colorRegion = NULL, *depthRegion = NULL;
struct intel_renderbuffer *irbDepth = NULL, *irbStencil = NULL;
 
if (!fb) {
/* this can happen during the initial context initialization */
return;
}
 
irbDepth = intel_get_renderbuffer(fb, BUFFER_DEPTH);
irbStencil = intel_get_renderbuffer(fb, BUFFER_STENCIL);
 
/* Do this here, not core Mesa, since this function is called from
* many places within the driver.
*/
if (ctx->NewState & _NEW_BUFFERS) {
/* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
_mesa_update_framebuffer(ctx);
/* this updates the DrawBuffer's Width/Height if it's a FBO */
_mesa_update_draw_buffer_bounds(ctx);
}
 
if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
/* this may occur when we're called by glBindFrameBuffer() during
* the process of someone setting up renderbuffers, etc.
*/
/*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
return;
}
 
/* How many color buffers are we drawing into?
*
* If there is more than one drawbuffer (GL_FRONT_AND_BACK), or the
* drawbuffers are too big, we have to fallback to software.
*/
if ((fb->Width > ctx->Const.MaxRenderbufferSize)
|| (fb->Height > ctx->Const.MaxRenderbufferSize)) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
} else if (fb->_NumColorDrawBuffers > 1) {
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
} else {
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);
colorRegion = (irb && irb->mt) ? irb->mt->region : NULL;
FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
}
 
/* Check for depth fallback. */
if (irbDepth && irbDepth->mt) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
depthRegion = irbDepth->mt->region;
} else if (irbDepth && !irbDepth->mt) {
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
depthRegion = NULL;
} else { /* !irbDepth */
/* No fallback is needed because there is no depth buffer. */
FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
depthRegion = NULL;
}
 
/* Check for stencil fallback. */
if (irbStencil && irbStencil->mt) {
assert(intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24);
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
} else if (irbStencil && !irbStencil->mt) {
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, true);
} else { /* !irbStencil */
/* No fallback is needed because there is no stencil buffer. */
FALLBACK(intel, INTEL_FALLBACK_STENCIL_BUFFER, false);
}
 
/* If we have a (packed) stencil buffer attached but no depth buffer,
* we still need to set up the shared depth/stencil state so we can use it.
*/
if (depthRegion == NULL && irbStencil && irbStencil->mt
&& intel_rb_format(irbStencil) == MESA_FORMAT_S8_Z24) {
depthRegion = irbStencil->mt->region;
}
 
/*
* Update depth and stencil test state
*/
ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
 
i915_update_color_write_enable(i915, colorRegion != NULL);
 
intel->vtbl.set_draw_region(intel, &colorRegion, depthRegion,
fb->_NumColorDrawBuffers);
intel->NewGLState |= _NEW_BUFFERS;
 
/* update viewport since it depends on window size */
intelCalcViewport(ctx);
 
/* Set state we know depends on drawable parameters:
*/
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
 
/* Update culling direction which changes depending on the
* orientation of the buffer:
*/
ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
}
 
static void
i915_new_batch(struct intel_context *intel)
{
struct i915_context *i915 = i915_context(&intel->ctx);
 
/* Mark all state as needing to be emitted when starting a new batchbuffer.
* Using hardware contexts would be an alternative, but they have some
* difficulties associated with them (physical address requirements).
*/
i915->state.emitted = 0;
i915->last_draw_offset = 0;
i915->last_sampler = 0;
 
i915->current_vb_bo = NULL;
i915->current_vertex_size = 0;
}
 
static void
i915_assert_not_dirty( struct intel_context *intel )
{
struct i915_context *i915 = i915_context(&intel->ctx);
GLuint dirty = get_dirty(&i915->state);
assert(!dirty);
(void) dirty;
}
 
static void
i915_invalidate_state(struct intel_context *intel, GLuint new_state)
{
struct gl_context *ctx = &intel->ctx;
 
_swsetup_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);
_tnl_invalidate_vertex_state(ctx, new_state);
}
 
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.new_batch = i915_new_batch;
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_draw_buffer = i915_update_draw_buffer;
i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
i915->intel.vtbl.assert_not_dirty = i915_assert_not_dirty;
i915->intel.vtbl.finish_batch = intel_finish_vb;
i915->intel.vtbl.invalidate_state = i915_invalidate_state;
i915->intel.vtbl.render_target_supported = i915_render_target_supported;
}