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-rw-r--r--src/gallium/drivers/cell/ppu/cell_state_emit.c340
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diff --git a/src/gallium/drivers/cell/ppu/cell_state_emit.c b/src/gallium/drivers/cell/ppu/cell_state_emit.c
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+++ b/src/gallium/drivers/cell/ppu/cell_state_emit.c
@@ -0,0 +1,340 @@
+/**************************************************************************
+ *
+ * Copyright 2007 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 "pipe/p_inlines.h"
+#include "util/u_memory.h"
+#include "cell_context.h"
+#include "cell_gen_fragment.h"
+#include "cell_state.h"
+#include "cell_state_emit.h"
+#include "cell_batch.h"
+#include "cell_texture.h"
+#include "draw/draw_context.h"
+#include "draw/draw_private.h"
+
+
+/**
+ * Find/create a cell_command_fragment_ops object corresponding to the
+ * current blend/stencil/z/colormask/etc. state.
+ */
+static struct cell_command_fragment_ops *
+lookup_fragment_ops(struct cell_context *cell)
+{
+ struct cell_fragment_ops_key key;
+ struct cell_command_fragment_ops *ops;
+
+ /*
+ * Build key
+ */
+ memset(&key, 0, sizeof(key));
+ key.blend = *cell->blend;
+ key.blend_color = cell->blend_color;
+ key.dsa = *cell->depth_stencil;
+
+ if (cell->framebuffer.cbufs[0])
+ key.color_format = cell->framebuffer.cbufs[0]->format;
+ else
+ key.color_format = PIPE_FORMAT_NONE;
+
+ if (cell->framebuffer.zsbuf)
+ key.zs_format = cell->framebuffer.zsbuf->format;
+ else
+ key.zs_format = PIPE_FORMAT_NONE;
+
+ /*
+ * Look up key in cache.
+ */
+ ops = (struct cell_command_fragment_ops *)
+ util_keymap_lookup(cell->fragment_ops_cache, &key);
+
+ /*
+ * If not found, create/save new fragment ops command.
+ */
+ if (!ops) {
+ struct spe_function spe_code_front, spe_code_back;
+ unsigned int facing_dependent, total_code_size;
+
+ if (0)
+ debug_printf("**** Create New Fragment Ops\n");
+
+ /* Prepare the buffer that will hold the generated code. The
+ * "0" passed in for the size means that the SPE code will
+ * use a default size.
+ */
+ spe_init_func(&spe_code_front, 0);
+ spe_init_func(&spe_code_back, 0);
+
+ /* Generate new code. Always generate new code for both front-facing
+ * and back-facing fragments, even if it's the same code in both
+ * cases.
+ */
+ cell_gen_fragment_function(cell, CELL_FACING_FRONT, &spe_code_front);
+ cell_gen_fragment_function(cell, CELL_FACING_BACK, &spe_code_back);
+
+ /* Make sure the code is a multiple of 8 bytes long; this is
+ * required to ensure that the dual pipe instruction alignment
+ * is correct. It's also important for the SPU unpacking,
+ * which assumes 8-byte boundaries.
+ */
+ unsigned int front_code_size = spe_code_size(&spe_code_front);
+ while (front_code_size % 8 != 0) {
+ spe_lnop(&spe_code_front);
+ front_code_size = spe_code_size(&spe_code_front);
+ }
+ unsigned int back_code_size = spe_code_size(&spe_code_back);
+ while (back_code_size % 8 != 0) {
+ spe_lnop(&spe_code_back);
+ back_code_size = spe_code_size(&spe_code_back);
+ }
+
+ /* Determine whether the code we generated is facing-dependent, by
+ * determining whether the generated code is different for the front-
+ * and back-facing fragments.
+ */
+ if (front_code_size == back_code_size && memcmp(spe_code_front.store, spe_code_back.store, front_code_size) == 0) {
+ /* Code is identical; only need one copy. */
+ facing_dependent = 0;
+ total_code_size = front_code_size;
+ }
+ else {
+ /* Code is different for front-facing and back-facing fragments.
+ * Need to send both copies.
+ */
+ facing_dependent = 1;
+ total_code_size = front_code_size + back_code_size;
+ }
+
+ /* alloc new fragment ops command. Note that this structure
+ * has variant length based on the total code size required.
+ */
+ ops = CALLOC_VARIANT_LENGTH_STRUCT(cell_command_fragment_ops, total_code_size);
+ /* populate the new cell_command_fragment_ops object */
+ ops->opcode[0] = CELL_CMD_STATE_FRAGMENT_OPS;
+ ops->total_code_size = total_code_size;
+ ops->front_code_index = 0;
+ memcpy(ops->code, spe_code_front.store, front_code_size);
+ if (facing_dependent) {
+ /* We have separate front- and back-facing code. Append the
+ * back-facing code to the buffer. Be careful because the code
+ * size is in bytes, but the buffer is of unsigned elements.
+ */
+ ops->back_code_index = front_code_size / sizeof(spe_code_front.store[0]);
+ memcpy(ops->code + ops->back_code_index, spe_code_back.store, back_code_size);
+ }
+ else {
+ /* Use the same code for front- and back-facing fragments */
+ ops->back_code_index = ops->front_code_index;
+ }
+
+ /* Set the fields for the fallback case. Note that these fields
+ * (and the whole fallback case) will eventually go away.
+ */
+ ops->dsa = *cell->depth_stencil;
+ ops->blend = *cell->blend;
+ ops->blend_color = cell->blend_color;
+
+ /* insert cell_command_fragment_ops object into keymap/cache */
+ util_keymap_insert(cell->fragment_ops_cache, &key, ops, NULL);
+
+ /* release rtasm buffer */
+ spe_release_func(&spe_code_front);
+ spe_release_func(&spe_code_back);
+ }
+ else {
+ if (0)
+ debug_printf("**** Re-use Fragment Ops\n");
+ }
+
+ return ops;
+}
+
+
+
+static void
+emit_state_cmd(struct cell_context *cell, uint cmd,
+ const void *state, uint state_size)
+{
+ uint32_t *dst = (uint32_t *)
+ cell_batch_alloc16(cell, ROUNDUP16(sizeof(opcode_t) + state_size));
+ *dst = cmd;
+ memcpy(dst + 4, state, state_size);
+}
+
+
+/**
+ * For state marked as 'dirty', construct a state-update command block
+ * and insert it into the current batch buffer.
+ */
+void
+cell_emit_state(struct cell_context *cell)
+{
+ if (cell->dirty & CELL_NEW_FRAMEBUFFER) {
+ struct pipe_surface *cbuf = cell->framebuffer.cbufs[0];
+ struct pipe_surface *zbuf = cell->framebuffer.zsbuf;
+ STATIC_ASSERT(sizeof(struct cell_command_framebuffer) % 16 == 0);
+ struct cell_command_framebuffer *fb
+ = cell_batch_alloc16(cell, sizeof(*fb));
+ fb->opcode[0] = CELL_CMD_STATE_FRAMEBUFFER;
+ fb->color_start = cell->cbuf_map[0];
+ fb->color_format = cbuf->format;
+ fb->depth_start = cell->zsbuf_map;
+ fb->depth_format = zbuf ? zbuf->format : PIPE_FORMAT_NONE;
+ fb->width = cell->framebuffer.width;
+ fb->height = cell->framebuffer.height;
+#if 0
+ printf("EMIT color format %s\n", pf_name(fb->color_format));
+ printf("EMIT depth format %s\n", pf_name(fb->depth_format));
+#endif
+ }
+
+ if (cell->dirty & (CELL_NEW_RASTERIZER)) {
+ STATIC_ASSERT(sizeof(struct cell_command_rasterizer) % 16 == 0);
+ struct cell_command_rasterizer *rast =
+ cell_batch_alloc16(cell, sizeof(*rast));
+ rast->opcode[0] = CELL_CMD_STATE_RASTERIZER;
+ rast->rasterizer = *cell->rasterizer;
+ }
+
+ if (cell->dirty & (CELL_NEW_FS)) {
+ /* Send new fragment program to SPUs */
+ STATIC_ASSERT(sizeof(struct cell_command_fragment_program) % 16 == 0);
+ struct cell_command_fragment_program *fp
+ = cell_batch_alloc16(cell, sizeof(*fp));
+ fp->opcode[0] = CELL_CMD_STATE_FRAGMENT_PROGRAM;
+ fp->num_inst = cell->fs->code.num_inst;
+ memcpy(&fp->code, cell->fs->code.store,
+ SPU_MAX_FRAGMENT_PROGRAM_INSTS * SPE_INST_SIZE);
+ if (0) {
+ int i;
+ printf("PPU Emit CELL_CMD_STATE_FRAGMENT_PROGRAM:\n");
+ for (i = 0; i < fp->num_inst; i++) {
+ printf(" %3d: 0x%08x\n", i, fp->code[i]);
+ }
+ }
+ }
+
+ if (cell->dirty & (CELL_NEW_FS_CONSTANTS)) {
+ const uint shader = PIPE_SHADER_FRAGMENT;
+ const uint num_const = cell->constants[shader].size / sizeof(float);
+ uint i, j;
+ float *buf = cell_batch_alloc16(cell, ROUNDUP16(32 + num_const * sizeof(float)));
+ uint32_t *ibuf = (uint32_t *) buf;
+ const float *constants = pipe_buffer_map(cell->pipe.screen,
+ cell->constants[shader].buffer,
+ PIPE_BUFFER_USAGE_CPU_READ);
+ ibuf[0] = CELL_CMD_STATE_FS_CONSTANTS;
+ ibuf[4] = num_const;
+ j = 8;
+ for (i = 0; i < num_const; i++) {
+ buf[j++] = constants[i];
+ }
+ pipe_buffer_unmap(cell->pipe.screen, cell->constants[shader].buffer);
+ }
+
+ if (cell->dirty & (CELL_NEW_FRAMEBUFFER |
+ CELL_NEW_DEPTH_STENCIL |
+ CELL_NEW_BLEND)) {
+ struct cell_command_fragment_ops *fops, *fops_cmd;
+ /* Note that cell_command_fragment_ops is a variant-sized record */
+ fops = lookup_fragment_ops(cell);
+ fops_cmd = cell_batch_alloc16(cell, ROUNDUP16(sizeof(*fops_cmd) + fops->total_code_size));
+ memcpy(fops_cmd, fops, sizeof(*fops) + fops->total_code_size);
+ }
+
+ if (cell->dirty & CELL_NEW_SAMPLER) {
+ uint i;
+ for (i = 0; i < CELL_MAX_SAMPLERS; i++) {
+ if (cell->dirty_samplers & (1 << i)) {
+ if (cell->sampler[i]) {
+ STATIC_ASSERT(sizeof(struct cell_command_sampler) % 16 == 0);
+ struct cell_command_sampler *sampler
+ = cell_batch_alloc16(cell, sizeof(*sampler));
+ sampler->opcode[0] = CELL_CMD_STATE_SAMPLER;
+ sampler->unit = i;
+ sampler->state = *cell->sampler[i];
+ }
+ }
+ }
+ cell->dirty_samplers = 0x0;
+ }
+
+ if (cell->dirty & CELL_NEW_TEXTURE) {
+ uint i;
+ for (i = 0;i < CELL_MAX_SAMPLERS; i++) {
+ if (cell->dirty_textures & (1 << i)) {
+ STATIC_ASSERT(sizeof(struct cell_command_texture) % 16 == 0);
+ struct cell_command_texture *texture
+ = (struct cell_command_texture *)cell_batch_alloc16(cell, sizeof(*texture));
+ texture->opcode[0] = CELL_CMD_STATE_TEXTURE;
+ texture->unit = i;
+ if (cell->texture[i]) {
+ uint level;
+ for (level = 0; level < CELL_MAX_TEXTURE_LEVELS; level++) {
+ texture->start[level] = cell->texture[i]->tiled_mapped[level];
+ texture->width[level] = cell->texture[i]->base.width[level];
+ texture->height[level] = cell->texture[i]->base.height[level];
+ texture->depth[level] = cell->texture[i]->base.depth[level];
+ }
+ texture->target = cell->texture[i]->base.target;
+ }
+ else {
+ uint level;
+ for (level = 0; level < CELL_MAX_TEXTURE_LEVELS; level++) {
+ texture->start[level] = NULL;
+ texture->width[level] = 0;
+ texture->height[level] = 0;
+ texture->depth[level] = 0;
+ }
+ texture->target = 0;
+ }
+ }
+ }
+ cell->dirty_textures = 0x0;
+ }
+
+ if (cell->dirty & CELL_NEW_VERTEX_INFO) {
+ emit_state_cmd(cell, CELL_CMD_STATE_VERTEX_INFO,
+ &cell->vertex_info, sizeof(struct vertex_info));
+ }
+
+#if 0
+ if (cell->dirty & CELL_NEW_VS) {
+ const struct draw_context *const draw = cell->draw;
+ struct cell_shader_info info;
+
+ info.num_outputs = draw_num_vs_outputs(draw);
+ info.declarations = (uintptr_t) draw->vs.machine.Declarations;
+ info.num_declarations = draw->vs.machine.NumDeclarations;
+ info.instructions = (uintptr_t) draw->vs.machine.Instructions;
+ info.num_instructions = draw->vs.machine.NumInstructions;
+ info.immediates = (uintptr_t) draw->vs.machine.Imms;
+ info.num_immediates = draw->vs.machine.ImmLimit / 4;
+
+ emit_state_cmd(cell, CELL_CMD_STATE_BIND_VS, &info, sizeof(info));
+ }
+#endif
+}