1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * 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, sub license, 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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
36 #include "tnl/t_context.h"
37 #include "tnl/t_vertex.h"
39 #include "intel_batchbuffer.h"
42 #include "i915_context.h"
44 static void i915_render_start( intelContextPtr intel )
46 GLcontext *ctx = &intel->ctx;
47 i915ContextPtr i915 = I915_CONTEXT(intel);
49 if (ctx->FragmentProgram._Active)
50 i915ValidateFragmentProgram( i915 );
52 i915ValidateTextureProgram( i915 );
56 static void i915_reduced_primitive_state( intelContextPtr intel,
59 i915ContextPtr i915 = I915_CONTEXT(intel);
60 GLuint st1 = i915->state.Stipple[I915_STPREG_ST1];
66 if (intel->ctx.Polygon.StippleFlag &&
76 i915->intel.reduced_primitive = rprim;
78 if (st1 != i915->state.Stipple[I915_STPREG_ST1]) {
79 I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE);
80 i915->state.Stipple[I915_STPREG_ST1] = st1;
85 /* Pull apart the vertex format registers and figure out how large a
86 * vertex is supposed to be.
88 static GLboolean i915_check_vertex_size( intelContextPtr intel,
91 i915ContextPtr i915 = I915_CONTEXT(intel);
92 int lis2 = i915->current->Ctx[I915_CTXREG_LIS2];
93 int lis4 = i915->current->Ctx[I915_CTXREG_LIS4];
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;
102 fprintf(stderr, "no xyzw specified\n");
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++;
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;
122 fprintf(stderr, "bad texcoord fmt %d\n", i);
125 lis2 >>= S2_TEXCOORD_FMT1_SHIFT;
129 fprintf(stderr, "vertex size mismatch %d/%d\n", sz, expected);
131 return sz == expected;
135 static void i915_emit_invarient_state( intelContextPtr intel )
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);
147 OUT_BATCH(_3DSTATE_DFLT_DIFFUSE_CMD);
150 OUT_BATCH(_3DSTATE_DFLT_SPEC_CMD);
153 OUT_BATCH(_3DSTATE_DFLT_Z_CMD);
156 /* Don't support texture crossbar yet */
157 OUT_BATCH(_3DSTATE_COORD_SET_BINDINGS |
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 |
177 /* Need to initialize this to zero.
179 OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
185 OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD |
186 DISABLE_SCISSOR_RECT);
188 OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
192 OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);
194 OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0); /* disable indirect state */
198 /* Don't support twosided stencil yet */
199 OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS |
200 BFO_ENABLE_STENCIL_TWO_SIDE |
207 #define emit( intel, state, size ) \
210 BEGIN_BATCH( (size) / sizeof(GLuint)); \
211 for (k = 0 ; k < (size) / sizeof(GLuint) ; k++) \
212 OUT_BATCH((state)[k]); \
216 static GLuint get_dirty( struct i915_hw_state *state )
220 /* Workaround the multitex hang - if one texture unit state is
221 * modified, emit all texture units.
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;
232 static GLuint get_state_size( struct i915_hw_state *state )
234 GLuint dirty = get_dirty(state);
238 if (dirty & I915_UPLOAD_INVARIENT)
239 sz += 20 * sizeof(int);
241 if (dirty & I915_UPLOAD_CTX)
242 sz += sizeof(state->Ctx);
244 if (dirty & I915_UPLOAD_BUFFERS)
245 sz += sizeof(state->Buffer);
247 if (dirty & I915_UPLOAD_STIPPLE)
248 sz += sizeof(state->Stipple);
250 if (dirty & I915_UPLOAD_FOG)
251 sz += sizeof(state->Fog);
253 if (dirty & I915_UPLOAD_TEX_ALL) {
255 for (i = 0; i < I915_TEX_UNITS; i++)
256 if (dirty & I915_UPLOAD_TEX(i))
259 sz += (2+nr*3) * sizeof(GLuint) * 2;
262 if (dirty & I915_UPLOAD_CONSTANTS)
263 sz += state->ConstantSize * sizeof(GLuint);
265 if (dirty & I915_UPLOAD_PROGRAM)
266 sz += state->ProgramSize * sizeof(GLuint);
272 /* Push the state into the sarea and/or texture memory.
274 static void i915_emit_state( intelContextPtr intel )
276 i915ContextPtr i915 = I915_CONTEXT(intel);
277 struct i915_hw_state *state = i915->current;
279 GLuint dirty = get_dirty(state);
280 GLuint counter = intel->batch.counter;
283 if (intel->batch.space < get_state_size(state)) {
284 intelFlushBatch(intel, GL_TRUE);
285 dirty = get_dirty(state);
286 counter = intel->batch.counter;
290 fprintf(stderr, "%s dirty: %x\n", __FUNCTION__, dirty);
292 if (dirty & I915_UPLOAD_INVARIENT) {
293 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_INVARIENT:\n");
294 i915_emit_invarient_state( intel );
297 if (dirty & I915_UPLOAD_CTX) {
298 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CTX:\n");
299 emit( i915, state->Ctx, sizeof(state->Ctx) );
302 if (dirty & I915_UPLOAD_BUFFERS) {
303 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_BUFFERS:\n");
304 emit( i915, state->Buffer, sizeof(state->Buffer) );
307 if (dirty & I915_UPLOAD_STIPPLE) {
308 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_STIPPLE:\n");
309 emit( i915, state->Stipple, sizeof(state->Stipple) );
312 if (dirty & I915_UPLOAD_FOG) {
313 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_FOG:\n");
314 emit( i915, state->Fog, sizeof(state->Fog) );
317 /* Combine all the dirty texture state into a single command to
318 * avoid lockups on I915 hardware.
320 if (dirty & I915_UPLOAD_TEX_ALL) {
323 for (i = 0; i < I915_TEX_UNITS; i++)
324 if (dirty & I915_UPLOAD_TEX(i))
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]);
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]);
350 if (dirty & I915_UPLOAD_CONSTANTS) {
351 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_CONSTANTS:\n");
352 emit( i915, state->Constant, state->ConstantSize * sizeof(GLuint) );
355 if (dirty & I915_UPLOAD_PROGRAM) {
356 if (VERBOSE) fprintf(stderr, "I915_UPLOAD_PROGRAM:\n");
358 assert((state->Program[0] & 0x1ff)+2 == state->ProgramSize);
360 emit( i915, state->Program, state->ProgramSize * sizeof(GLuint) );
362 i915_disassemble_program( state->Program, state->ProgramSize );
365 state->emitted |= dirty;
366 intel->batch.last_emit_state = counter;
367 assert(counter == intel->batch.counter);
370 static void i915_destroy_context( intelContextPtr intel )
372 _tnl_free_vertices(&intel->ctx);
377 * Set the color buffer drawing region.
380 i915_set_color_region( intelContextPtr intel, const intelRegion *region)
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;
391 * specify the z-buffer/stencil region
394 i915_set_z_region( intelContextPtr intel, const intelRegion *region)
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;
405 * Set both the color and Z/stencil drawing regions.
406 * Similar to two previous functions, but don't use I915_STATECHANGE()
409 i915_update_color_z_regions(intelContextPtr intel,
410 const intelRegion *colorRegion,
411 const intelRegion *depthRegion)
413 i915ContextPtr i915 = I915_CONTEXT(intel);
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;
419 i915->state.Buffer[I915_DESTREG_DBUFADDR1] =
421 BUF_3D_PITCH(depthRegion->pitch) | /* pitch in bytes */
423 i915->state.Buffer[I915_DESTREG_DBUFADDR2] = depthRegion->offset;
427 static void i915_lost_hardware( intelContextPtr intel )
429 I915_CONTEXT(intel)->state.emitted = 0;
432 static void i915_emit_flush( intelContextPtr intel )
437 OUT_BATCH( MI_FLUSH | FLUSH_MAP_CACHE | FLUSH_RENDER_CACHE );
443 void i915InitVtbl( i915ContextPtr i915 )
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;