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Fix writemasks on texture arb fp instructions.
[android-x86/external-mesa.git] / src / mesa / drivers / dri / i915 / i915_vtbl.c
1 /**************************************************************************
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3  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4  * All Rights Reserved.
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27
28
29
30 #include "glheader.h"
31 #include "mtypes.h"
32 #include "imports.h"
33 #include "macros.h"
34 #include "colormac.h"
35
36 #include "tnl/t_context.h"
37 #include "tnl/t_vertex.h"
38
39 #include "intel_batchbuffer.h"
40
41 #include "i915_reg.h"
42 #include "i915_context.h"
43
44 static void i915_render_start( intelContextPtr intel )
45 {
46    GLcontext *ctx = &intel->ctx;
47    i915ContextPtr i915 = I915_CONTEXT(intel);
48
49    if (ctx->FragmentProgram._Active) 
50       i915ValidateFragmentProgram( i915 );
51    else 
52       i915ValidateTextureProgram( i915 );
53 }
54
55
56 static void i915_reduced_primitive_state( intelContextPtr intel,
57                                           GLenum rprim )
58 {
59     i915ContextPtr i915 = I915_CONTEXT(intel);
60     GLuint st1 = i915->state.Stipple[I915_STPREG_ST1];
61
62     st1 &= ~ST1_ENABLE;
63
64     switch (rprim) {
65     case GL_TRIANGLES:
66        if (intel->ctx.Polygon.StippleFlag &&
67            intel->hw_stipple)
68           st1 |= ST1_ENABLE;
69        break;
70     case GL_LINES:
71     case GL_POINTS:
72     default:
73        break;
74     }
75
76     i915->intel.reduced_primitive = rprim;
77
78     if (st1 != i915->state.Stipple[I915_STPREG_ST1]) {
79        I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE);
80        i915->state.Stipple[I915_STPREG_ST1] = st1;
81     }
82 }
83
84
85 /* Pull apart the vertex format registers and figure out how large a
86  * vertex is supposed to be. 
87  */
88 static GLboolean i915_check_vertex_size( intelContextPtr intel,
89                                          GLuint expected )
90 {
91    i915ContextPtr i915 = I915_CONTEXT(intel);
92    int lis2 = i915->current->Ctx[I915_CTXREG_LIS2];
93    int lis4 = i915->current->Ctx[I915_CTXREG_LIS4];
94    int i, sz = 0;
95
96    switch (lis4 & S4_VFMT_XYZW_MASK) {
97    case S4_VFMT_XY: sz = 2; break;
98    case S4_VFMT_XYZ: sz = 3; break;
99    case S4_VFMT_XYW: sz = 3; break;
100    case S4_VFMT_XYZW: sz = 4; break;
101    default: 
102       fprintf(stderr, "no xyzw specified\n");
103       return 0;
104    }
105
106    if (lis4 & S4_VFMT_SPEC_FOG) sz++;
107    if (lis4 & S4_VFMT_COLOR) sz++;
108    if (lis4 & S4_VFMT_DEPTH_OFFSET) sz++;
109    if (lis4 & S4_VFMT_POINT_WIDTH) sz++;
110    if (lis4 & S4_VFMT_FOG_PARAM) sz++;
111         
112    for (i = 0 ; i < 8 ; i++) { 
113       switch (lis2 & S2_TEXCOORD_FMT0_MASK) {
114       case TEXCOORDFMT_2D: sz += 2; break;
115       case TEXCOORDFMT_3D: sz += 3; break;
116       case TEXCOORDFMT_4D: sz += 4; break;
117       case TEXCOORDFMT_1D: sz += 1; break;
118       case TEXCOORDFMT_2D_16: sz += 1; break;
119       case TEXCOORDFMT_4D_16: sz += 2; break;
120       case TEXCOORDFMT_NOT_PRESENT: break;
121       default:
122          fprintf(stderr, "bad texcoord fmt %d\n", i);
123          return GL_FALSE;
124       }
125       lis2 >>= S2_TEXCOORD_FMT1_SHIFT;
126    }
127         
128    if (sz != expected) 
129       fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
130    
131    return sz == expected;
132 }
133
134
135 static void i915_emit_invarient_state( intelContextPtr intel )
136 {
137    BATCH_LOCALS;
138
139    BEGIN_BATCH( 20 );
140
141    OUT_BATCH(_3DSTATE_AA_CMD |
142              AA_LINE_ECAAR_WIDTH_ENABLE |
143              AA_LINE_ECAAR_WIDTH_1_0 |
144              AA_LINE_REGION_WIDTH_ENABLE |
145              AA_LINE_REGION_WIDTH_1_0);
146
147    OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
148    OUT_BATCH(0);
149
150    OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
151    OUT_BATCH(0);
152
153    OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
154    OUT_BATCH(0);
155
156    /* Don't support texture crossbar yet */
157    OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS |
158              CSB_TCB(0, 0) |
159              CSB_TCB(1, 1) |
160              CSB_TCB(2, 2) |
161              CSB_TCB(3, 3) |
162              CSB_TCB(4, 4) |
163              CSB_TCB(5, 5) |
164              CSB_TCB(6, 6) |
165              CSB_TCB(7, 7));
166
167    OUT_BATCH(_3DSTATE_RASTER_RULES_CMD |
168              ENABLE_POINT_RASTER_RULE |
169              OGL_POINT_RASTER_RULE |
170              ENABLE_LINE_STRIP_PROVOKE_VRTX |
171              ENABLE_TRI_FAN_PROVOKE_VRTX |
172              LINE_STRIP_PROVOKE_VRTX(1) |
173              TRI_FAN_PROVOKE_VRTX(2) | 
174              ENABLE_TEXKILL_3D_4D |
175              TEXKILL_4D);
176
177    /* Need to initialize this to zero.
178     */
179    OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | 
180              I1_LOAD_S(3) |
181              (1));
182    OUT_BATCH(0);
183  
184    /* XXX: Use this */
185    OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | 
186              DISABLE_SCISSOR_RECT);
187
188    OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
189    OUT_BATCH(0);
190    OUT_BATCH(0);
191
192    OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);
193
194    OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */
195    OUT_BATCH(0);
196
197
198    /* Don't support twosided stencil yet */
199    OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS |
200              BFO_ENABLE_STENCIL_TWO_SIDE |
201              0 );
202    
203    ADVANCE_BATCH();
204 }
205
206
207 #define emit( intel, state, size )                      \
208 do {                                                    \
209    int k;                                               \
210    BEGIN_BATCH( (size) / sizeof(GLuint));               \
211    for (k = 0 ; k < (size) / sizeof(GLuint) ; k++)      \
212       OUT_BATCH((state)[k]);                            \
213    ADVANCE_BATCH();                                     \
214 } while (0);
215
216 static GLuint get_dirty( struct i915_hw_state *state )
217 {
218    GLuint dirty;
219
220    /* Workaround the multitex hang - if one texture unit state is
221     * modified, emit all texture units.
222     */
223    dirty = state->active & ~state->emitted;
224    if (dirty & I915_UPLOAD_TEX_ALL)
225       state->emitted &= ~I915_UPLOAD_TEX_ALL;
226    dirty = state->active & ~state->emitted;
227
228    return dirty;
229 }
230
231
232 static GLuint get_state_size( struct i915_hw_state *state )
233 {
234    GLuint dirty = get_dirty(state);
235    GLuint i;
236    GLuint sz = 0;
237
238    if (dirty & I915_UPLOAD_INVARIENT)
239       sz += 20 * sizeof(int);
240
241    if (dirty & I915_UPLOAD_CTX)
242       sz += sizeof(state->Ctx);
243
244    if (dirty & I915_UPLOAD_BUFFERS) 
245       sz += sizeof(state->Buffer);
246
247    if (dirty & I915_UPLOAD_STIPPLE)
248       sz += sizeof(state->Stipple);
249
250    if (dirty & I915_UPLOAD_FOG) 
251       sz += sizeof(state->Fog);
252
253    if (dirty & I915_UPLOAD_TEX_ALL) {
254       int nr = 0;
255       for (i = 0; i < I915_TEX_UNITS; i++) 
256          if (dirty & I915_UPLOAD_TEX(i)) 
257             nr++;
258
259       sz += (2+nr*3) * sizeof(GLuint) * 2;
260    }
261
262    if (dirty & I915_UPLOAD_CONSTANTS) 
263       sz += state->ConstantSize * sizeof(GLuint);
264
265    if (dirty & I915_UPLOAD_PROGRAM) 
266       sz += state->ProgramSize * sizeof(GLuint);
267
268    return sz;
269 }
270
271
272 /* Push the state into the sarea and/or texture memory.
273  */
274 static void i915_emit_state( intelContextPtr intel )
275 {
276    i915ContextPtr i915 = I915_CONTEXT(intel);
277    struct i915_hw_state *state = i915->current;
278    int i;
279    GLuint dirty = get_dirty(state);
280    GLuint counter = intel->batch.counter;
281    BATCH_LOCALS;
282
283    if (intel->batch.space < get_state_size(state)) {
284       intelFlushBatch(intel, GL_TRUE);
285       dirty = get_dirty(state);
286       counter = intel->batch.counter;
287    }
288
289    if (VERBOSE) 
290       fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty);
291
292    if (dirty & I915_UPLOAD_INVARIENT) {
293       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_INVARIENT:\n"); 
294       i915_emit_invarient_state( intel );
295    }
296
297    if (dirty & I915_UPLOAD_CTX) {
298       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CTX:\n"); 
299       emit( i915, state->Ctx, sizeof(state->Ctx) );
300    }
301
302    if (dirty & I915_UPLOAD_BUFFERS) {
303       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_BUFFERS:\n"); 
304       emit( i915, state->Buffer, sizeof(state->Buffer) );
305    }
306
307    if (dirty & I915_UPLOAD_STIPPLE) {
308       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_STIPPLE:\n"); 
309       emit( i915, state->Stipple, sizeof(state->Stipple) );
310    }
311
312    if (dirty & I915_UPLOAD_FOG) {
313       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_FOG:\n"); 
314       emit( i915, state->Fog, sizeof(state->Fog) );
315    }
316
317    /* Combine all the dirty texture state into a single command to
318     * avoid lockups on I915 hardware. 
319     */
320    if (dirty & I915_UPLOAD_TEX_ALL) {
321       int nr = 0;
322
323       for (i = 0; i < I915_TEX_UNITS; i++) 
324          if (dirty & I915_UPLOAD_TEX(i)) 
325             nr++;
326
327       BEGIN_BATCH(2+nr*3);
328       OUT_BATCH(_3DSTATE_MAP_STATE | (3*nr));
329       OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
330       for (i = 0 ; i < I915_TEX_UNITS ; i++)
331          if (dirty & I915_UPLOAD_TEX(i)) {
332             OUT_BATCH(state->Tex[i][I915_TEXREG_MS2]);
333             OUT_BATCH(state->Tex[i][I915_TEXREG_MS3]);
334             OUT_BATCH(state->Tex[i][I915_TEXREG_MS4]);
335          }
336       ADVANCE_BATCH();
337
338       BEGIN_BATCH(2+nr*3);
339       OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3*nr));
340       OUT_BATCH((dirty & I915_UPLOAD_TEX_ALL) >> I915_UPLOAD_TEX_0_SHIFT);
341       for (i = 0 ; i < I915_TEX_UNITS ; i++)
342          if (dirty & I915_UPLOAD_TEX(i)) {
343             OUT_BATCH(state->Tex[i][I915_TEXREG_SS2]);
344             OUT_BATCH(state->Tex[i][I915_TEXREG_SS3]);
345             OUT_BATCH(state->Tex[i][I915_TEXREG_SS4]);
346          }
347       ADVANCE_BATCH();
348    }
349
350    if (dirty & I915_UPLOAD_CONSTANTS) {
351       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n"); 
352       emit( i915, state->Constant, state->ConstantSize * sizeof(GLuint) );
353    }
354
355    if (dirty & I915_UPLOAD_PROGRAM) {
356       if (VERBOSE) fprintf(stderr, "I915_UPLOAD_PROGRAM:\n"); 
357
358       assert((state->Program[0] & 0x1ff)+2 == state->ProgramSize);
359       
360       emit( i915, state->Program, state->ProgramSize * sizeof(GLuint) );
361       if (VERBOSE)
362          i915_disassemble_program( state->Program, state->ProgramSize );
363    }
364
365    state->emitted |= dirty;
366    intel->batch.last_emit_state = counter;
367    assert(counter == intel->batch.counter);
368 }
369
370 static void i915_destroy_context( intelContextPtr intel )
371 {
372    _tnl_free_vertices(&intel->ctx);
373 }
374
375
376 /**
377  * Set the color buffer drawing region.
378  */
379 static void
380 i915_set_color_region( intelContextPtr intel, const intelRegion *region)
381 {
382    i915ContextPtr i915 = I915_CONTEXT(intel);
383    I915_STATECHANGE( i915, I915_UPLOAD_BUFFERS );
384    i915->state.Buffer[I915_DESTREG_CBUFADDR1] =
385       (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
386    i915->state.Buffer[I915_DESTREG_CBUFADDR2] = region->offset;
387 }
388
389
390 /**
391  * specify the z-buffer/stencil region
392  */
393 static void
394 i915_set_z_region( intelContextPtr intel, const intelRegion *region)
395 {
396    i915ContextPtr i915 = I915_CONTEXT(intel);
397    I915_STATECHANGE( i915, I915_UPLOAD_BUFFERS );
398    i915->state.Buffer[I915_DESTREG_DBUFADDR1] =
399       (BUF_3D_ID_DEPTH | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
400    i915->state.Buffer[I915_DESTREG_DBUFADDR2] = region->offset;
401 }
402
403
404 /**
405  * Set both the color and Z/stencil drawing regions.
406  * Similar to two previous functions, but don't use I915_STATECHANGE()
407  */
408 static void
409 i915_update_color_z_regions(intelContextPtr intel,
410                             const intelRegion *colorRegion,
411                             const intelRegion *depthRegion)
412 {
413    i915ContextPtr i915 = I915_CONTEXT(intel);
414
415    i915->state.Buffer[I915_DESTREG_CBUFADDR1] =
416       (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(colorRegion->pitch) | BUF_3D_USE_FENCE);
417    i915->state.Buffer[I915_DESTREG_CBUFADDR2] = colorRegion->offset;
418
419    i915->state.Buffer[I915_DESTREG_DBUFADDR1] =
420       (BUF_3D_ID_DEPTH |
421        BUF_3D_PITCH(depthRegion->pitch) |  /* pitch in bytes */
422        BUF_3D_USE_FENCE);
423    i915->state.Buffer[I915_DESTREG_DBUFADDR2] = depthRegion->offset;
424 }
425
426
427 static void i915_lost_hardware( intelContextPtr intel )
428 {
429    I915_CONTEXT(intel)->state.emitted = 0;
430 }
431
432 static void i915_emit_flush( intelContextPtr intel )
433 {
434    BATCH_LOCALS;
435
436    BEGIN_BATCH(2);
437    OUT_BATCH( MI_FLUSH | FLUSH_MAP_CACHE | FLUSH_RENDER_CACHE ); 
438    OUT_BATCH( 0 );
439    ADVANCE_BATCH();
440 }
441
442
443 void i915InitVtbl( i915ContextPtr i915 )
444 {
445    i915->intel.vtbl.alloc_tex_obj = i915AllocTexObj;
446    i915->intel.vtbl.check_vertex_size = i915_check_vertex_size;
447    i915->intel.vtbl.clear_with_tris = i915ClearWithTris;
448    i915->intel.vtbl.rotate_window = i915RotateWindow;
449    i915->intel.vtbl.destroy = i915_destroy_context;
450    i915->intel.vtbl.emit_state = i915_emit_state;
451    i915->intel.vtbl.lost_hardware = i915_lost_hardware;
452    i915->intel.vtbl.reduced_primitive_state = i915_reduced_primitive_state;
453    i915->intel.vtbl.render_start = i915_render_start;
454    i915->intel.vtbl.set_color_region = i915_set_color_region;
455    i915->intel.vtbl.set_z_region = i915_set_z_region;
456    i915->intel.vtbl.update_color_z_regions = i915_update_color_z_regions;
457    i915->intel.vtbl.update_texture_state = i915UpdateTextureState;
458    i915->intel.vtbl.emit_flush = i915_emit_flush;
459 }
460