/************************************************************************** * * Copyright 2003 VMware, Inc. * 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 VMWARE 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/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(15); 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)); OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD); OUT_BATCH(0); OUT_BATCH(0); /* XXX: Use this */ OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT); 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", __func__, 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_SR0]); OUT_BATCH(state->Buffer[I915_DESTREG_SR1]); OUT_BATCH(state->Buffer[I915_DESTREG_SR2]); OUT_BATCH(state->Buffer[I915_DESTREG_SENABLE]); 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_B8G8R8A8_UNORM] = DV_PF_8888, [MESA_FORMAT_B8G8R8X8_UNORM] = DV_PF_8888, [MESA_FORMAT_B5G6R5_UNORM] = DV_PF_565 | DITHER_FULL_ALWAYS, [MESA_FORMAT_B5G5R5A1_UNORM] = DV_PF_1555 | DITHER_FULL_ALWAYS, [MESA_FORMAT_B4G4R4A4_UNORM] = DV_PF_4444 | DITHER_FULL_ALWAYS, }; static bool i915_render_target_supported(struct intel_context *intel, struct gl_renderbuffer *rb) { mesa_format format = rb->Format; if (format == MESA_FORMAT_Z24_UNORM_S8_UINT || format == MESA_FORMAT_Z24_UNORM_X8_UINT || format == MESA_FORMAT_Z_UNORM16) { 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, ctx->ReadBuffer, ctx->DrawBuffer); /* this updates the DrawBuffer's Width/Height if it's a FBO */ _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); } 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_Z24_UNORM_S8_UINT); 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_Z24_UNORM_S8_UINT) { 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; /* Set state we know depends on drawable parameters: */ intelCalcViewport(ctx); ctx->Driver.Scissor(ctx); /* 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; }