static void gen2_emit_target(struct intel_batchbuffer *batch,
			     struct igt_buf *dst)
{
	uint32_t tiling;

	tiling = 0;
	if (dst->tiling != I915_TILING_NONE)
		tiling = BUF_3D_TILED_SURFACE;
	if (dst->tiling == I915_TILING_Y)
		tiling |= BUF_3D_TILE_WALK_Y;

	OUT_BATCH(_3DSTATE_BUF_INFO_CMD);
	OUT_BATCH(BUF_3D_ID_COLOR_BACK | tiling | BUF_3D_PITCH(dst->stride));
	OUT_RELOC(dst->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);

	OUT_BATCH(_3DSTATE_DST_BUF_VARS_CMD);
	OUT_BATCH(COLR_BUF_ARGB8888 |
		  DSTORG_HORT_BIAS(0x8) |
		  DSTORG_VERT_BIAS(0x8));

	OUT_BATCH(_3DSTATE_DRAW_RECT_CMD);
	OUT_BATCH(0);
	OUT_BATCH(0);		/* ymin, xmin */
	OUT_BATCH(DRAW_YMAX(igt_buf_height(dst) - 1) |
		  DRAW_XMAX(igt_buf_width(dst) - 1));
	OUT_BATCH(0);		/* yorig, xorig */
}
Example #2
0
/* Select between front and back draw buffers.
 */
static void set_draw_region( i830ContextPtr i830,
			      const intelRegion *region )
{
   i830->meta.Buffer[I830_DESTREG_CBUFADDR1] =
      (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
   i830->meta.Buffer[I830_DESTREG_CBUFADDR2] = region->offset;
   i830->meta.emitted &= ~I830_UPLOAD_BUFFERS;
}
Example #3
0
/* Select between front and back draw buffers.
 */
static void set_draw_region( i915ContextPtr i915, const intelRegion *region )
{
#if 0
   printf("Rotate into region: offset 0x%x  pitch %d\n",
          region->offset, region->pitch);
#endif
   i915->meta.Buffer[I915_DESTREG_CBUFADDR1] =
      (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE);
   i915->meta.Buffer[I915_DESTREG_CBUFADDR2] = region->offset;
   i915->meta.emitted &= ~I915_UPLOAD_BUFFERS;
}
Example #4
0
static void update_framebuffer(struct i915_context *i915)
{
    struct pipe_surface *cbuf_surface = i915->framebuffer.cbufs[0];
    struct pipe_surface *depth_surface = i915->framebuffer.zsbuf;
    unsigned x, y;
    int layer;
    uint32_t draw_offset, draw_size;

    if (cbuf_surface) {
        struct i915_texture *tex = i915_texture(cbuf_surface->texture);
        assert(tex);

        i915->current.cbuf_bo = tex->buffer;
        i915->current.cbuf_flags = BUF_3D_ID_COLOR_BACK |
                                   BUF_3D_PITCH(tex->stride) |  /* pitch in bytes */
                                   buf_3d_tiling_bits(tex->tiling);

        layer = cbuf_surface->u.tex.first_layer;

        x = tex->image_offset[cbuf_surface->u.tex.level][layer].nblocksx;
        y = tex->image_offset[cbuf_surface->u.tex.level][layer].nblocksy;
    } else {
        i915->current.cbuf_bo = NULL;
        x = y = 0;
    }
    i915->static_dirty |= I915_DST_BUF_COLOR;

    /* What happens if no zbuf??
     */
    if (depth_surface) {
        struct i915_texture *tex = i915_texture(depth_surface->texture);
        unsigned offset = i915_texture_offset(tex, depth_surface->u.tex.level,
                                              depth_surface->u.tex.first_layer);
        assert(tex);
        if (offset != 0)
            debug_printf("Depth offset is %d\n",offset);

        i915->current.depth_bo = tex->buffer;
        i915->current.depth_flags = BUF_3D_ID_DEPTH |
                                    BUF_3D_PITCH(tex->stride) |  /* pitch in bytes */
                                    buf_3d_tiling_bits(tex->tiling);
    } else
        i915->current.depth_bo = NULL;
    i915->static_dirty |= I915_DST_BUF_DEPTH;

    /* drawing rect calculations */
    draw_offset = x | (y << 16);
    draw_size = (i915->framebuffer.width - 1 + x) |
                ((i915->framebuffer.height - 1 + y) << 16);
    if (i915->current.draw_offset != draw_offset) {
        i915->current.draw_offset = draw_offset;
        i915_set_flush_dirty(i915, I915_PIPELINE_FLUSH);
        i915->static_dirty |= I915_DST_RECT;
    }
    if (i915->current.draw_size != draw_size) {
        i915->current.draw_size = draw_size;
        i915->static_dirty |= I915_DST_RECT;
    }

    /* we also send a new program to make sure the fixup for RGBA surfaces happens */
    i915->hardware_dirty |= I915_HW_STATIC | I915_HW_PROGRAM;

    /* flush the cache in case we sample from the old renderbuffers */
    i915_set_flush_dirty(i915, I915_FLUSH_CACHE);
}
Example #5
0
/* Push the state into the sarea and/or texture memory.
 */
void
i915_emit_hardware_state(struct i915_context *i915 )
{
   /* XXX: there must be an easier way */
   const unsigned dwords = ( 14 + 
                             7 + 
                             I915_MAX_DYNAMIC + 
                             8 + 
                             2 + I915_TEX_UNITS*3 + 
                             2 + I915_TEX_UNITS*3 +
                             2 + I915_MAX_CONSTANT*4 + 
#if 0
                             i915->current.program_len + 
#else
                             i915->fs->program_len + 
#endif
                             6 
                           ) * 3/2; /* plus 50% margin */
   const unsigned relocs = ( I915_TEX_UNITS +
	                     3
                           ) * 3/2; /* plus 50% margin */

#if 0
   debug_printf("i915_emit_hardware_state: %d dwords, %d relocs\n", dwords, relocs);
#endif
   
   if(!BEGIN_BATCH(dwords, relocs)) {
      FLUSH_BATCH(NULL);
      assert(BEGIN_BATCH(dwords, relocs));
   }

   /* 14 dwords, 0 relocs */
   if (i915->hardware_dirty & I915_HW_INVARIENT)
   {
      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);

      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_RASTER_RULES_CMD |
		ENABLE_POINT_RASTER_RULE |
		OGL_POINT_RASTER_RULE |
		ENABLE_LINE_STRIP_PROVOKE_VRTX |
		ENABLE_TRI_FAN_PROVOKE_VRTX |
		LINE_STRIP_PROVOKE_VRTX(1) |
		TRI_FAN_PROVOKE_VRTX(2) | 
		ENABLE_TEXKILL_3D_4D | 
		TEXKILL_4D);

      /* Need to initialize this to zero.
       */
      OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | (0));
      OUT_BATCH(0);

      OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);

      /* disable indirect state for now
       */
      OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0);
      OUT_BATCH(0);
   }
   
   /* 7 dwords, 1 relocs */
   if (i915->hardware_dirty & I915_HW_IMMEDIATE)
   {
      OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | 
		I1_LOAD_S(0) |
		I1_LOAD_S(1) |
		I1_LOAD_S(2) |
		I1_LOAD_S(4) |
		I1_LOAD_S(5) |
		I1_LOAD_S(6) | 
		(5));
      
      if(i915->vbo)
         OUT_RELOC(i915->vbo,
                   I915_BUFFER_ACCESS_READ,
                   i915->current.immediate[I915_IMMEDIATE_S0]);
      else
	 /* FIXME: we should not do this */
	 OUT_BATCH(0);
      OUT_BATCH(i915->current.immediate[I915_IMMEDIATE_S1]);
      OUT_BATCH(i915->current.immediate[I915_IMMEDIATE_S2]);
      OUT_BATCH(i915->current.immediate[I915_IMMEDIATE_S4]);
      OUT_BATCH(i915->current.immediate[I915_IMMEDIATE_S5]);
      OUT_BATCH(i915->current.immediate[I915_IMMEDIATE_S6]);
   } 
   
   /* I915_MAX_DYNAMIC dwords, 0 relocs */
   if (i915->hardware_dirty & I915_HW_DYNAMIC) 
   {
      int i;
      for (i = 0; i < I915_MAX_DYNAMIC; i++) {
	 OUT_BATCH(i915->current.dynamic[i]);
      }
   }
   
   /* 8 dwords, 2 relocs */
   if (i915->hardware_dirty & I915_HW_STATIC)
   {
      struct pipe_surface *cbuf_surface = i915->framebuffer.cbufs[0];
      struct pipe_surface *depth_surface = i915->framebuffer.zsbuf;

      if (cbuf_surface) {
	 unsigned cpitch = cbuf_surface->stride;
	 unsigned ctile = BUF_3D_USE_FENCE;
	 if (cbuf_surface->texture &&
	       ((struct i915_texture*)(cbuf_surface->texture))->tiled) {
	    ctile = BUF_3D_TILED_SURFACE;
	 }

	 OUT_BATCH(_3DSTATE_BUF_INFO_CMD);

	 OUT_BATCH(BUF_3D_ID_COLOR_BACK | 
		   BUF_3D_PITCH(cpitch) |  /* pitch in bytes */
		   ctile);

	 OUT_RELOC(cbuf_surface->buffer,
		   I915_BUFFER_ACCESS_WRITE,
		   cbuf_surface->offset);
      }

      /* What happens if no zbuf??
       */
      if (depth_surface) {
	 unsigned zpitch = depth_surface->stride;
	 unsigned ztile = BUF_3D_USE_FENCE;
	 if (depth_surface->texture &&
	       ((struct i915_texture*)(depth_surface->texture))->tiled) {
	    ztile = BUF_3D_TILED_SURFACE;
	 }

	 OUT_BATCH(_3DSTATE_BUF_INFO_CMD);

	 OUT_BATCH(BUF_3D_ID_DEPTH |
		   BUF_3D_PITCH(zpitch) |  /* pitch in bytes */
		   ztile);

	 OUT_RELOC(depth_surface->buffer,
		   I915_BUFFER_ACCESS_WRITE,
		   depth_surface->offset);
      }
   
      {
	 unsigned cformat, zformat = 0;
      
	 if (cbuf_surface)
            cformat = cbuf_surface->format;
         else
            cformat = PIPE_FORMAT_A8R8G8B8_UNORM; /* arbitrary */
         cformat = translate_format(cformat);

	 if (depth_surface) 
	    zformat = translate_depth_format( i915->framebuffer.zsbuf->format );

	 OUT_BATCH(_3DSTATE_DST_BUF_VARS_CMD);
	 OUT_BATCH(DSTORG_HORT_BIAS(0x8) | /* .5 */
		   DSTORG_VERT_BIAS(0x8) | /* .5 */
		   LOD_PRECLAMP_OGL |
		   TEX_DEFAULT_COLOR_OGL |
		   cformat |
		   zformat );
      }
   }

#if 01
      /* texture images */
      /* 2 + I915_TEX_UNITS*3 dwords, I915_TEX_UNITS relocs */
      if (i915->hardware_dirty & (I915_HW_MAP | I915_HW_SAMPLER))
      {
         const uint nr = i915->current.sampler_enable_nr;
         if (nr) {
            const uint enabled = i915->current.sampler_enable_flags;
            uint unit;
            uint count = 0;
            OUT_BATCH(_3DSTATE_MAP_STATE | (3 * nr));
            OUT_BATCH(enabled);
            for (unit = 0; unit < I915_TEX_UNITS; unit++) {
               if (enabled & (1 << unit)) {
                  struct pipe_buffer *buf =
                     i915->texture[unit]->buffer;
                  uint offset = 0;
                  assert(buf);

                  count++;

                  OUT_RELOC(buf,
                            I915_BUFFER_ACCESS_READ,
                            offset);
                  OUT_BATCH(i915->current.texbuffer[unit][0]); /* MS3 */
                  OUT_BATCH(i915->current.texbuffer[unit][1]); /* MS4 */
               }
            }
            assert(count == nr);
         }
      }
#endif

#if 01
   /* samplers */
   /* 2 + I915_TEX_UNITS*3 dwords, 0 relocs */
   if (i915->hardware_dirty & I915_HW_SAMPLER) 
   {
      if (i915->current.sampler_enable_nr) {
	 int i;
	 
	 OUT_BATCH( _3DSTATE_SAMPLER_STATE | 
		    (3 * i915->current.sampler_enable_nr) );

	 OUT_BATCH( i915->current.sampler_enable_flags );

	 for (i = 0; i < I915_TEX_UNITS; i++) {
	    if (i915->current.sampler_enable_flags & (1<<i)) {
	       OUT_BATCH( i915->current.sampler[i][0] );
	       OUT_BATCH( i915->current.sampler[i][1] );
	       OUT_BATCH( i915->current.sampler[i][2] );
	    }
	 }
      }
   }
#endif

   /* constants */
   /* 2 + I915_MAX_CONSTANT*4 dwords, 0 relocs */
   if (i915->hardware_dirty & I915_HW_PROGRAM)
   {
      /* Collate the user-defined constants with the fragment shader's
       * immediates according to the constant_flags[] array.
       */
      const uint nr = i915->fs->num_constants;
      if (nr) {
         uint i;

         OUT_BATCH( _3DSTATE_PIXEL_SHADER_CONSTANTS | (nr * 4) );
         OUT_BATCH( (1 << (nr - 1)) | ((1 << (nr - 1)) - 1) );

         for (i = 0; i < nr; i++) {
            const uint *c;
            if (i915->fs->constant_flags[i] == I915_CONSTFLAG_USER) {
               /* grab user-defined constant */
               c = (uint *) i915->current.constants[PIPE_SHADER_FRAGMENT][i];
            }
            else {
               /* emit program constant */
               c = (uint *) i915->fs->constants[i];
            }
#if 0 /* debug */
            {
               float *f = (float *) c;
               printf("Const %2d: %f %f %f %f %s\n", i, f[0], f[1], f[2], f[3],
                      (i915->fs->constant_flags[i] == I915_CONSTFLAG_USER
                       ? "user" : "immediate"));
            }
#endif
            OUT_BATCH(*c++);
            OUT_BATCH(*c++);
            OUT_BATCH(*c++);
            OUT_BATCH(*c++);
         }
      }
   }

   /* Fragment program */
   /* i915->current.program_len dwords, 0 relocs */
   if (i915->hardware_dirty & I915_HW_PROGRAM)
   {
      uint i;
      /* we should always have, at least, a pass-through program */
      assert(i915->fs->program_len > 0);
      for (i = 0; i < i915->fs->program_len; i++) {
         OUT_BATCH(i915->fs->program[i]);
      }
   }

   /* drawing surface size */
   /* 6 dwords, 0 relocs */
   {
      uint w, h;
      boolean k = framebuffer_size(&i915->framebuffer, &w, &h);
      (void)k;
      assert(k);

      OUT_BATCH(_3DSTATE_DRAW_RECT_CMD);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(((w - 1) & 0xffff) | ((h - 1) << 16));
      OUT_BATCH(0);
      OUT_BATCH(0);
   }


   i915->hardware_dirty = 0;
}
Example #6
0
static void i915_emit_composite_setup(ScrnInfoPtr scrn)
{
	intel_screen_private *intel = intel_get_screen_private(scrn);
	int op = intel->i915_render_state.op;
	PicturePtr mask_picture = intel->render_mask_picture;
	PicturePtr dest_picture = intel->render_dest_picture;
	PixmapPtr mask = intel->render_mask;
	PixmapPtr dest = intel->render_dest;
	Bool is_solid_src, is_solid_mask;
	int tex_count, t;

	intel->needs_render_state_emit = FALSE;

	IntelEmitInvarientState(scrn);
	intel->last_3d = LAST_3D_RENDER;

	is_solid_src = intel->render_source_is_solid;
	is_solid_mask = intel->render_mask_is_solid;

	tex_count = 0;
	tex_count += ! is_solid_src;
	tex_count += mask && ! is_solid_mask;

	assert(intel->in_batch_atomic);

	if (tex_count != 0) {
	    OUT_BATCH(_3DSTATE_MAP_STATE | (3 * tex_count));
	    OUT_BATCH((1 << tex_count) - 1);
	    for (t = 0; t < tex_count; t++) {
		OUT_RELOC_PIXMAP(intel->texture[t], I915_GEM_DOMAIN_SAMPLER, 0, 0);
		OUT_BATCH(intel->mapstate[3*t + 1]);
		OUT_BATCH(intel->mapstate[3*t + 2]);
	    }

	    OUT_BATCH(_3DSTATE_SAMPLER_STATE | (3 * tex_count));
	    OUT_BATCH((1 << tex_count) - 1);
	    for (t = 0; t < tex_count; t++) {
		OUT_BATCH(intel->samplerstate[3*t + 0]);
		OUT_BATCH(intel->samplerstate[3*t + 1]);
		OUT_BATCH(intel->samplerstate[3*t + 2]);
	    }
	}

	if (is_solid_src) {
	    OUT_BATCH (_3DSTATE_DFLT_DIFFUSE_CMD);
	    OUT_BATCH (intel->render_source_solid);
	}
	if (mask && is_solid_mask) {
	    OUT_BATCH (_3DSTATE_DFLT_SPEC_CMD);
	    OUT_BATCH (intel->render_mask_solid);
	}

	/* BUF_INFO is an implicit flush, so avoid if the target has not changed.
	 * XXX However for reasons unfathomed, correct rendering in KDE requires
	 * at least a MI_FLUSH | INHIBIT_RENDER_CACHE_FLUSH here.
	 */
	if (1 || dest != intel->render_current_dest) {
		uint32_t tiling_bits;

		intel_batch_do_flush(scrn);

		if (intel_pixmap_tiled(dest)) {
			tiling_bits = BUF_3D_TILED_SURFACE;
			if (intel_get_pixmap_private(dest)->tiling
			    == I915_TILING_Y)
				tiling_bits |= BUF_3D_TILE_WALK_Y;
		} else
			tiling_bits = 0;

		OUT_BATCH(_3DSTATE_BUF_INFO_CMD);
		OUT_BATCH(BUF_3D_ID_COLOR_BACK | tiling_bits |
			  BUF_3D_PITCH(intel_pixmap_pitch(dest)));
		OUT_RELOC_PIXMAP(dest, I915_GEM_DOMAIN_RENDER,
				 I915_GEM_DOMAIN_RENDER, 0);

		OUT_BATCH(_3DSTATE_DST_BUF_VARS_CMD);
		OUT_BATCH(intel->i915_render_state.dst_format);

		/* draw rect is unconditional */
		OUT_BATCH(_3DSTATE_DRAW_RECT_CMD);
		OUT_BATCH(0x00000000);
		OUT_BATCH(0x00000000);	/* ymin, xmin */
		OUT_BATCH(DRAW_YMAX(dest->drawable.height - 1) |
			  DRAW_XMAX(dest->drawable.width - 1));
		/* yorig, xorig (relate to color buffer?) */
		OUT_BATCH(0x00000000);

		intel->render_current_dest = dest;
	}

	{
		uint32_t ss2;

		ss2 = ~0;
		t = 0;
		if (! is_solid_src) {
		    ss2 &= ~S2_TEXCOORD_FMT(t, TEXCOORDFMT_NOT_PRESENT);
		    ss2 |= S2_TEXCOORD_FMT(t,
					   intel_transform_is_affine(intel->transform[t]) ?
					   TEXCOORDFMT_2D : TEXCOORDFMT_4D);
		    t++;
		}
		if (mask && ! is_solid_mask) {
		    ss2 &= ~S2_TEXCOORD_FMT(t, TEXCOORDFMT_NOT_PRESENT);
		    ss2 |= S2_TEXCOORD_FMT(t,
					   intel_transform_is_affine(intel->transform[t]) ?
					   TEXCOORDFMT_2D : TEXCOORDFMT_4D);
		    t++;
		}

		if (intel->needs_render_ca_pass) {
			OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(2) | 0);
			OUT_BATCH(ss2);
		} else {
			OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(2) | I1_LOAD_S(6) | 1);
			OUT_BATCH(ss2);
			OUT_BATCH(i915_get_blend_cntl(op, mask_picture, dest_picture->format));
		}
	}

	if (! intel->needs_render_ca_pass)
		i915_composite_emit_shader(intel, op);
}
Example #7
0
void
I915DisplayVideoTextured(ScrnInfoPtr scrn,
			 intel_adaptor_private *adaptor_priv, int id,
			 RegionPtr dstRegion,
			 short width, short height, int video_pitch,
			 int video_pitch2,
			 short src_w, short src_h, short drw_w, short drw_h,
			 PixmapPtr pixmap)
{
	intel_screen_private *intel = intel_get_screen_private(scrn);
	uint32_t format, ms3, s5, tiling;
	BoxPtr pbox = REGION_RECTS(dstRegion);
	int nbox_total = REGION_NUM_RECTS(dstRegion);
	int nbox_this_time;
	int dxo, dyo, pix_xoff, pix_yoff;
	PixmapPtr target;

#if 0
	ErrorF("I915DisplayVideo: %dx%d (pitch %d)\n", width, height,
	       video_pitch);
#endif

	dxo = dstRegion->extents.x1;
	dyo = dstRegion->extents.y1;

	if (pixmap->drawable.width > 2048 || pixmap->drawable.height > 2048 ||
	    !intel_uxa_check_pitch_3d(pixmap)) {
		ScreenPtr screen = pixmap->drawable.pScreen;

		target = screen->CreatePixmap(screen,
					      dstRegion->extents.x2 - dxo,
					      dstRegion->extents.y2 - dyo,
					      pixmap->drawable.depth,
					      CREATE_PIXMAP_USAGE_SCRATCH);
		if (target == NULL)
			return;

		if (intel_uxa_get_pixmap_bo(target) == NULL) {
			screen->DestroyPixmap(target);
			return;
		}

		pix_xoff = -dxo;
		pix_yoff = -dyo;
	} else {
		target = pixmap;

		/* Set up the offset for translating from the given region
		 * (in screen coordinates) to the backing pixmap.
		 */
#ifdef COMPOSITE
		pix_xoff = -target->screen_x + target->drawable.x;
		pix_yoff = -target->screen_y + target->drawable.y;
#else
		pix_xoff = 0;
		pix_yoff = 0;
#endif
	}

#define BYTES_FOR_BOXES(n)	((200 + (n) * 20) * 4)
#define BOXES_IN_BYTES(s)	((((s)/4) - 200) / 20)
#define BATCH_BYTES(p)		((p)->batch_bo->size - 16)

	while (nbox_total) {
		nbox_this_time = nbox_total;
		if (BYTES_FOR_BOXES(nbox_this_time) > BATCH_BYTES(intel))
			nbox_this_time = BOXES_IN_BYTES(BATCH_BYTES(intel));
		nbox_total -= nbox_this_time;

		intel_batch_start_atomic(scrn, 200 + 20 * nbox_this_time);

		IntelEmitInvarientState(scrn);
		intel->last_3d = LAST_3D_VIDEO;

		/* draw rect -- just clipping */
		OUT_BATCH(_3DSTATE_DRAW_RECT_CMD);
		OUT_BATCH(DRAW_DITHER_OFS_X(pixmap->drawable.x & 3) |
			  DRAW_DITHER_OFS_Y(pixmap->drawable.y & 3));
		OUT_BATCH(0x00000000);	/* ymin, xmin */
		/* ymax, xmax */
		OUT_BATCH((target->drawable.width - 1) |
			  (target->drawable.height - 1) << 16);
		OUT_BATCH(0x00000000);	/* yorigin, xorigin */

		OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(2) |
			  I1_LOAD_S(5) | I1_LOAD_S(6) | 2);
		OUT_BATCH(S2_TEXCOORD_FMT(0, TEXCOORDFMT_2D) |
			  S2_TEXCOORD_FMT(1, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(2, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(3, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(4, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(5, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(6, TEXCOORDFMT_NOT_PRESENT) |
			  S2_TEXCOORD_FMT(7, TEXCOORDFMT_NOT_PRESENT));
		s5 = 0x0;
		if (intel->cpp == 2)
			s5 |= S5_COLOR_DITHER_ENABLE;
		OUT_BATCH(s5);	/* S5 - enable bits */
		OUT_BATCH((2 << S6_DEPTH_TEST_FUNC_SHIFT) |
			  (2 << S6_CBUF_SRC_BLEND_FACT_SHIFT) |
			  (1 << S6_CBUF_DST_BLEND_FACT_SHIFT) |
			  S6_COLOR_WRITE_ENABLE | (2 << S6_TRISTRIP_PV_SHIFT));

		OUT_BATCH(_3DSTATE_CONST_BLEND_COLOR_CMD);
		OUT_BATCH(0x00000000);

		OUT_BATCH(_3DSTATE_DST_BUF_VARS_CMD);
		if (intel->cpp == 2)
			format = COLR_BUF_RGB565;
		else
			format =
			    COLR_BUF_ARGB8888 | DEPTH_FRMT_24_FIXED_8_OTHER;

		OUT_BATCH(LOD_PRECLAMP_OGL |
			  DSTORG_HORT_BIAS(0x8) |
			  DSTORG_VERT_BIAS(0x8) | format);

		/* front buffer, pitch, offset */
		if (intel_uxa_pixmap_tiled(target)) {
			tiling = BUF_3D_TILED_SURFACE;
			if (intel_uxa_get_pixmap_private(target)->tiling == I915_TILING_Y)
				tiling |= BUF_3D_TILE_WALK_Y;
		} else
			tiling = 0;
		OUT_BATCH(_3DSTATE_BUF_INFO_CMD);
		OUT_BATCH(BUF_3D_ID_COLOR_BACK | tiling |
			  BUF_3D_PITCH(intel_pixmap_pitch(target)));
		OUT_RELOC_PIXMAP(target, I915_GEM_DOMAIN_RENDER,
				 I915_GEM_DOMAIN_RENDER, 0);

		if (!is_planar_fourcc(id)) {
			FS_LOCALS();

			OUT_BATCH(_3DSTATE_PIXEL_SHADER_CONSTANTS | 4);
			OUT_BATCH(0x0000001);	/* constant 0 */
			/* constant 0: brightness/contrast */
			OUT_BATCH_F(adaptor_priv->brightness / 128.0);
			OUT_BATCH_F(adaptor_priv->contrast / 255.0);
			OUT_BATCH_F(0.0);
			OUT_BATCH_F(0.0);

			OUT_BATCH(_3DSTATE_SAMPLER_STATE | 3);
			OUT_BATCH(0x00000001);
			OUT_BATCH(SS2_COLORSPACE_CONVERSION |
				  (FILTER_LINEAR << SS2_MAG_FILTER_SHIFT) |
				  (FILTER_LINEAR << SS2_MIN_FILTER_SHIFT));
			OUT_BATCH((TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCX_ADDR_MODE_SHIFT) |
				  (TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCY_ADDR_MODE_SHIFT) |
				  (0 << SS3_TEXTUREMAP_INDEX_SHIFT) |
				  SS3_NORMALIZED_COORDS);
			OUT_BATCH(0x00000000);

			OUT_BATCH(_3DSTATE_MAP_STATE | 3);
			OUT_BATCH(0x00000001);	/* texture map #1 */
			if (adaptor_priv->buf)
				OUT_RELOC(adaptor_priv->buf,
					  I915_GEM_DOMAIN_SAMPLER, 0,
					  adaptor_priv->YBufOffset);
			else
				OUT_BATCH(adaptor_priv->YBufOffset);

			ms3 = MAPSURF_422;
			switch (id) {
			case FOURCC_YUY2:
				ms3 |= MT_422_YCRCB_NORMAL;
				break;
			case FOURCC_UYVY:
				ms3 |= MT_422_YCRCB_SWAPY;
				break;
			}
			ms3 |= (height - 1) << MS3_HEIGHT_SHIFT;
			ms3 |= (width - 1) << MS3_WIDTH_SHIFT;
			OUT_BATCH(ms3);
			OUT_BATCH(((video_pitch / 4) - 1) << MS4_PITCH_SHIFT);

			FS_BEGIN();
			i915_fs_dcl(FS_S0);
			i915_fs_dcl(FS_T0);
			i915_fs_texld(FS_OC, FS_S0, FS_T0);
			if (adaptor_priv->brightness != 0) {
				i915_fs_add(FS_OC,
					    i915_fs_operand_reg(FS_OC),
					    i915_fs_operand(FS_C0, X, X, X,
							    ZERO));
			}
			FS_END();
		} else {
			FS_LOCALS();

			/* For the planar formats, we set up three samplers --
			 * one for each plane, in a Y8 format.  Because I
			 * couldn't get the special PLANAR_TO_PACKED
			 * shader setup to work, I did the manual pixel shader:
			 *
			 * y' = y - .0625
			 * u' = u - .5
			 * v' = v - .5;
			 *
			 * r = 1.1643 * y' + 0.0     * u' + 1.5958  * v'
			 * g = 1.1643 * y' - 0.39173 * u' - 0.81290 * v'
			 * b = 1.1643 * y' + 2.017   * u' + 0.0     * v'
			 *
			 * register assignment:
			 * r0 = (y',u',v',0)
			 * r1 = (y,y,y,y)
			 * r2 = (u,u,u,u)
			 * r3 = (v,v,v,v)
			 * OC = (r,g,b,1)
			 */
			OUT_BATCH(_3DSTATE_PIXEL_SHADER_CONSTANTS | (22 - 2));
			OUT_BATCH(0x000001f);	/* constants 0-4 */
			/* constant 0: normalization offsets */
			OUT_BATCH_F(-0.0625);
			OUT_BATCH_F(-0.5);
			OUT_BATCH_F(-0.5);
			OUT_BATCH_F(0.0);
			/* constant 1: r coefficients */
			OUT_BATCH_F(1.1643);
			OUT_BATCH_F(0.0);
			OUT_BATCH_F(1.5958);
			OUT_BATCH_F(0.0);
			/* constant 2: g coefficients */
			OUT_BATCH_F(1.1643);
			OUT_BATCH_F(-0.39173);
			OUT_BATCH_F(-0.81290);
			OUT_BATCH_F(0.0);
			/* constant 3: b coefficients */
			OUT_BATCH_F(1.1643);
			OUT_BATCH_F(2.017);
			OUT_BATCH_F(0.0);
			OUT_BATCH_F(0.0);
			/* constant 4: brightness/contrast */
			OUT_BATCH_F(adaptor_priv->brightness / 128.0);
			OUT_BATCH_F(adaptor_priv->contrast / 255.0);
			OUT_BATCH_F(0.0);
			OUT_BATCH_F(0.0);

			OUT_BATCH(_3DSTATE_SAMPLER_STATE | 9);
			OUT_BATCH(0x00000007);
			/* sampler 0 */
			OUT_BATCH((FILTER_LINEAR << SS2_MAG_FILTER_SHIFT) |
				  (FILTER_LINEAR << SS2_MIN_FILTER_SHIFT));
			OUT_BATCH((TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCX_ADDR_MODE_SHIFT) |
				  (TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCY_ADDR_MODE_SHIFT) |
				  (0 << SS3_TEXTUREMAP_INDEX_SHIFT) |
				  SS3_NORMALIZED_COORDS);
			OUT_BATCH(0x00000000);
			/* sampler 1 */
			OUT_BATCH((FILTER_LINEAR << SS2_MAG_FILTER_SHIFT) |
				  (FILTER_LINEAR << SS2_MIN_FILTER_SHIFT));
			OUT_BATCH((TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCX_ADDR_MODE_SHIFT) |
				  (TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCY_ADDR_MODE_SHIFT) |
				  (1 << SS3_TEXTUREMAP_INDEX_SHIFT) |
				  SS3_NORMALIZED_COORDS);
			OUT_BATCH(0x00000000);
			/* sampler 2 */
			OUT_BATCH((FILTER_LINEAR << SS2_MAG_FILTER_SHIFT) |
				  (FILTER_LINEAR << SS2_MIN_FILTER_SHIFT));
			OUT_BATCH((TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCX_ADDR_MODE_SHIFT) |
				  (TEXCOORDMODE_CLAMP_EDGE <<
				   SS3_TCY_ADDR_MODE_SHIFT) |
				  (2 << SS3_TEXTUREMAP_INDEX_SHIFT) |
				  SS3_NORMALIZED_COORDS);
			OUT_BATCH(0x00000000);

			OUT_BATCH(_3DSTATE_MAP_STATE | 9);
			OUT_BATCH(0x00000007);

			if (adaptor_priv->buf)
				OUT_RELOC(adaptor_priv->buf,
					  I915_GEM_DOMAIN_SAMPLER, 0,
					  adaptor_priv->YBufOffset);
			else
				OUT_BATCH(adaptor_priv->YBufOffset);

			ms3 = MAPSURF_8BIT | MT_8BIT_I8;
			ms3 |= (height - 1) << MS3_HEIGHT_SHIFT;
			ms3 |= (width - 1) << MS3_WIDTH_SHIFT;
			OUT_BATCH(ms3);
			/* check to see if Y has special pitch than normal
			 * double u/v pitch, e.g i915 XvMC hw requires at
			 * least 1K alignment, so Y pitch might
			 * be same as U/V's.*/
			if (video_pitch2)
				OUT_BATCH(((video_pitch2 / 4) -
					   1) << MS4_PITCH_SHIFT);
			else
				OUT_BATCH(((video_pitch * 2 / 4) -
					   1) << MS4_PITCH_SHIFT);

			if (adaptor_priv->buf)
				OUT_RELOC(adaptor_priv->buf,
					  I915_GEM_DOMAIN_SAMPLER, 0,
					  adaptor_priv->UBufOffset);
			else
				OUT_BATCH(adaptor_priv->UBufOffset);

			ms3 = MAPSURF_8BIT | MT_8BIT_I8;
			ms3 |= (height / 2 - 1) << MS3_HEIGHT_SHIFT;
			ms3 |= (width / 2 - 1) << MS3_WIDTH_SHIFT;
			OUT_BATCH(ms3);
			OUT_BATCH(((video_pitch / 4) - 1) << MS4_PITCH_SHIFT);

			if (adaptor_priv->buf)
				OUT_RELOC(adaptor_priv->buf,
					  I915_GEM_DOMAIN_SAMPLER, 0,
					  adaptor_priv->VBufOffset);
			else
				OUT_BATCH(adaptor_priv->VBufOffset);

			ms3 = MAPSURF_8BIT | MT_8BIT_I8;
			ms3 |= (height / 2 - 1) << MS3_HEIGHT_SHIFT;
			ms3 |= (width / 2 - 1) << MS3_WIDTH_SHIFT;
			OUT_BATCH(ms3);
			OUT_BATCH(((video_pitch / 4) - 1) << MS4_PITCH_SHIFT);

			FS_BEGIN();
			/* Declare samplers */
			i915_fs_dcl(FS_S0);	/* Y */
			i915_fs_dcl(FS_S1);	/* U */
			i915_fs_dcl(FS_S2);	/* V */
			i915_fs_dcl(FS_T0);	/* normalized coords */

			/* Load samplers to temporaries. */
			i915_fs_texld(FS_R1, FS_S0, FS_T0);
			i915_fs_texld(FS_R2, FS_S1, FS_T0);
			i915_fs_texld(FS_R3, FS_S2, FS_T0);

			/* Move the sampled YUV data in R[123] to the first
			 * 3 channels of R0.
			 */
			i915_fs_mov_masked(FS_R0, MASK_X,
					   i915_fs_operand_reg(FS_R1));
			i915_fs_mov_masked(FS_R0, MASK_Y,
					   i915_fs_operand_reg(FS_R2));
			i915_fs_mov_masked(FS_R0, MASK_Z,
					   i915_fs_operand_reg(FS_R3));

			/* Normalize the YUV data */
			i915_fs_add(FS_R0, i915_fs_operand_reg(FS_R0),
				    i915_fs_operand_reg(FS_C0));
			/* dot-product the YUV data in R0 by the vectors of
			 * coefficients for calculating R, G, and B, storing
			 * the results in the R, G, or B channels of the output
			 * color.  The OC results are implicitly clamped
			 * at the end of the program.
			 */
			i915_fs_dp3(FS_OC, MASK_X,
				    i915_fs_operand_reg(FS_R0),
				    i915_fs_operand_reg(FS_C1));
			i915_fs_dp3(FS_OC, MASK_Y,
				    i915_fs_operand_reg(FS_R0),
				    i915_fs_operand_reg(FS_C2));
			i915_fs_dp3(FS_OC, MASK_Z,
				    i915_fs_operand_reg(FS_R0),
				    i915_fs_operand_reg(FS_C3));
			/* Set alpha of the output to 1.0, by wiring W to 1
			 * and not actually using the source.
			 */
			i915_fs_mov_masked(FS_OC, MASK_W,
					   i915_fs_operand_one());

			if (adaptor_priv->brightness != 0) {
				i915_fs_add(FS_OC,
					    i915_fs_operand_reg(FS_OC),
					    i915_fs_operand(FS_C4, X, X, X,
							    ZERO));
			}
			FS_END();
		}

		OUT_BATCH(PRIM3D_RECTLIST | (12 * nbox_this_time - 1));
		while (nbox_this_time--) {
			int box_x1 = pbox->x1;
			int box_y1 = pbox->y1;
			int box_x2 = pbox->x2;
			int box_y2 = pbox->y2;
			float src_scale_x, src_scale_y;

			pbox++;

			src_scale_x = ((float)src_w / width) / drw_w;
			src_scale_y = ((float)src_h / height) / drw_h;

			/* vertex data - rect list consists of bottom right,
			 * bottom left, and top left vertices.
			 */

			/* bottom right */
			OUT_BATCH_F(box_x2 + pix_xoff);
			OUT_BATCH_F(box_y2 + pix_yoff);
			OUT_BATCH_F((box_x2 - dxo) * src_scale_x);
			OUT_BATCH_F((box_y2 - dyo) * src_scale_y);

			/* bottom left */
			OUT_BATCH_F(box_x1 + pix_xoff);
			OUT_BATCH_F(box_y2 + pix_yoff);
			OUT_BATCH_F((box_x1 - dxo) * src_scale_x);
			OUT_BATCH_F((box_y2 - dyo) * src_scale_y);

			/* top left */
			OUT_BATCH_F(box_x1 + pix_xoff);
			OUT_BATCH_F(box_y1 + pix_yoff);
			OUT_BATCH_F((box_x1 - dxo) * src_scale_x);
			OUT_BATCH_F((box_y1 - dyo) * src_scale_y);
		}

		intel_batch_end_atomic(scrn);
	}

	if (target != pixmap) {
		GCPtr gc;

		gc = GetScratchGC(pixmap->drawable.depth,
				  pixmap->drawable.pScreen);
		if (gc) {
			gc->subWindowMode = ClipByChildren;

			if (REGION_NUM_RECTS(dstRegion) > 1) {
				RegionPtr tmp;

				tmp = REGION_CREATE(pixmap->drawable.pScreen, NULL, 0);
				if (tmp) {
					REGION_COPY(pixmap->drawable.pScreen, tmp, dstRegion);
					gc->funcs->ChangeClip(gc, CT_REGION, tmp, 0);
				}
			}

			ValidateGC(&pixmap->drawable, gc);
			gc->ops->CopyArea(&target->drawable, &pixmap->drawable, gc,
					  0, 0,
					  target->drawable.width,
					  target->drawable.height,
					  -pix_xoff, -pix_yoff);
			FreeScratchGC(gc);
		}

		target->drawable.pScreen->DestroyPixmap(target);
	}

	intel_uxa_debug_flush(scrn);
}
Example #8
0
static void i830_emit_composite_state(ScrnInfoPtr scrn)
{
	intel_screen_private *intel = intel_get_screen_private(scrn);
	uint32_t vf2, tiling_bits;
	uint32_t texcoordfmt = 0;

	intel->needs_render_state_emit = FALSE;

	IntelEmitInvarientState(scrn);
	intel->last_3d = LAST_3D_RENDER;

	assert(intel->in_batch_atomic);

	if (intel_pixmap_tiled(intel->render_dest)) {
		tiling_bits = BUF_3D_TILED_SURFACE;
		if (intel_get_pixmap_private(intel->render_dest)->tiling
				== I915_TILING_Y)
			tiling_bits |= BUF_3D_TILE_WALK_Y;
	} else
		tiling_bits = 0;

	OUT_BATCH(_3DSTATE_BUF_INFO_CMD);
	OUT_BATCH(BUF_3D_ID_COLOR_BACK | tiling_bits |
		  BUF_3D_PITCH(intel_pixmap_pitch(intel->render_dest)));
	OUT_RELOC_PIXMAP(intel->render_dest,
			 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);

	OUT_BATCH(_3DSTATE_DST_BUF_VARS_CMD);
	OUT_BATCH(intel->render_dest_format);

	OUT_BATCH(_3DSTATE_DRAW_RECT_CMD);
	OUT_BATCH(0);
	OUT_BATCH(0);		/* ymin, xmin */
	OUT_BATCH(DRAW_YMAX(intel->render_dest->drawable.height - 1) |
		  DRAW_XMAX(intel->render_dest->drawable.width - 1));
	OUT_BATCH(0);		/* yorig, xorig */

	OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
		  I1_LOAD_S(2) | I1_LOAD_S(3) | I1_LOAD_S(8) | 2);
	if (intel->render_mask)
		vf2 = 2 << 12;	/* 2 texture coord sets */
	else
		vf2 = 1 << 12;
	OUT_BATCH(vf2);		/* number of coordinate sets */
	OUT_BATCH(S3_CULLMODE_NONE | S3_VERTEXHAS_XY);
	OUT_BATCH(S8_ENABLE_COLOR_BLEND | S8_BLENDFUNC_ADD | intel->
		  s8_blendctl | S8_ENABLE_COLOR_BUFFER_WRITE);

	OUT_BATCH(_3DSTATE_INDPT_ALPHA_BLEND_CMD | DISABLE_INDPT_ALPHA_BLEND);

	OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
		  LOAD_TEXTURE_BLEND_STAGE(0) | 1);
	OUT_BATCH(intel->cblend);
	OUT_BATCH(intel->ablend);

	OUT_BATCH(_3DSTATE_ENABLES_1_CMD | DISABLE_LOGIC_OP |
		  DISABLE_STENCIL_TEST | DISABLE_DEPTH_BIAS |
		  DISABLE_SPEC_ADD | DISABLE_FOG | DISABLE_ALPHA_TEST |
		  ENABLE_COLOR_BLEND | DISABLE_DEPTH_TEST);
	/* We have to explicitly say we don't want write disabled */
	OUT_BATCH(_3DSTATE_ENABLES_2_CMD | ENABLE_COLOR_MASK |
		  DISABLE_STENCIL_WRITE | ENABLE_TEX_CACHE |
		  DISABLE_DITHER | ENABLE_COLOR_WRITE | DISABLE_DEPTH_WRITE);

	if (intel_transform_is_affine(intel->render_source_picture->transform))
		texcoordfmt |= (TEXCOORDFMT_2D << 0);
	else
		texcoordfmt |= (TEXCOORDFMT_3D << 0);
	if (intel->render_mask) {
		if (intel_transform_is_affine
		    (intel->render_mask_picture->transform))
			texcoordfmt |= (TEXCOORDFMT_2D << 2);
		else
			texcoordfmt |= (TEXCOORDFMT_3D << 2);
	}
	OUT_BATCH(_3DSTATE_VERTEX_FORMAT_2_CMD | texcoordfmt);

	i830_texture_setup(intel->render_source_picture, intel->render_source, 0);
	if (intel->render_mask) {
		i830_texture_setup(intel->render_mask_picture,
				   intel->render_mask, 1);
	}
}
static void
i915_init_packets(struct i915_context *i915)
{
   intelScreenPrivate *screen = i915->intel.intelScreen;

   /* Zero all state */
   memset(&i915->state, 0, sizeof(i915->state));


   {
      I915_STATECHANGE(i915, I915_UPLOAD_CTX);
      /* Probably don't want to upload all this stuff every time one 
       * piece changes.
       */
      i915->state.Ctx[I915_CTXREG_LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_1 |
                                         I1_LOAD_S(2) |
                                         I1_LOAD_S(4) |
                                         I1_LOAD_S(5) | I1_LOAD_S(6) | (3));
      i915->state.Ctx[I915_CTXREG_LIS2] = 0;
      i915->state.Ctx[I915_CTXREG_LIS4] = 0;
      i915->state.Ctx[I915_CTXREG_LIS5] = 0;

      if (screen->cpp == 2)     /* XXX FBO fix */
         i915->state.Ctx[I915_CTXREG_LIS5] |= S5_COLOR_DITHER_ENABLE;


      i915->state.Ctx[I915_CTXREG_LIS6] = (S6_COLOR_WRITE_ENABLE |
                                           (2 << S6_TRISTRIP_PV_SHIFT));

      i915->state.Ctx[I915_CTXREG_STATE4] = (_3DSTATE_MODES_4_CMD |
                                             ENABLE_LOGIC_OP_FUNC |
                                             LOGIC_OP_FUNC(LOGICOP_COPY) |
                                             ENABLE_STENCIL_TEST_MASK |
                                             STENCIL_TEST_MASK(0xff) |
                                             ENABLE_STENCIL_WRITE_MASK |
                                             STENCIL_WRITE_MASK(0xff));

      i915->state.Ctx[I915_CTXREG_IAB] =
         (_3DSTATE_INDEPENDENT_ALPHA_BLEND_CMD | IAB_MODIFY_ENABLE |
          IAB_MODIFY_FUNC | IAB_MODIFY_SRC_FACTOR | IAB_MODIFY_DST_FACTOR);

      i915->state.Ctx[I915_CTXREG_BLENDCOLOR0] =
         _3DSTATE_CONST_BLEND_COLOR_CMD;
      i915->state.Ctx[I915_CTXREG_BLENDCOLOR1] = 0;

   }

   {
      I915_STATECHANGE(i915, I915_UPLOAD_STIPPLE);
      i915->state.Stipple[I915_STPREG_ST0] = _3DSTATE_STIPPLE;
   }


   {
      I915_STATECHANGE(i915, I915_UPLOAD_FOG);
      i915->state.Fog[I915_FOGREG_MODE0] = _3DSTATE_FOG_MODE_CMD;
      i915->state.Fog[I915_FOGREG_MODE1] = (FMC1_FOGFUNC_MODIFY_ENABLE |
                                            FMC1_FOGFUNC_VERTEX |
                                            FMC1_FOGINDEX_MODIFY_ENABLE |
                                            FMC1_FOGINDEX_W |
                                            FMC1_C1_C2_MODIFY_ENABLE |
                                            FMC1_DENSITY_MODIFY_ENABLE);
      i915->state.Fog[I915_FOGREG_COLOR] = _3DSTATE_FOG_COLOR_CMD;
   }


   {
      I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
      /* color buffer offset/stride */
      i915->state.Buffer[I915_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
      /* XXX FBO: remove this?  Also get set in i915_set_draw_region() */
      i915->state.Buffer[I915_DESTREG_CBUFADDR1] = (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(screen->front.pitch) |  /* pitch in bytes */
                                                    BUF_3D_USE_FENCE);

      i915->state.Buffer[I915_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
      /* XXX FBO: remove this?  Also get set in i915_set_draw_region() */
      i915->state.Buffer[I915_DESTREG_DBUFADDR1] = (BUF_3D_ID_DEPTH | BUF_3D_PITCH(screen->depth.pitch) |       /* pitch in bytes */
                                                    BUF_3D_USE_FENCE);

      i915->state.Buffer[I915_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;

      /* XXX FBO: remove this?  Also get set in i915_set_draw_region() */
#if 0                           /* seems we don't need this */
      switch (screen->fbFormat) {
      case DV_PF_565:
         i915->state.Buffer[I915_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) |        /* .5 */
                                                 DSTORG_VERT_BIAS(0x8) |        /* .5 */
                                                 LOD_PRECLAMP_OGL |
                                                 TEX_DEFAULT_COLOR_OGL |
                                                 DITHER_FULL_ALWAYS |
                                                 screen->fbFormat |
                                                 DEPTH_FRMT_16_FIXED);
         break;
      case DV_PF_8888:
         i915->state.Buffer[I915_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) |        /* .5 */
                                                 DSTORG_VERT_BIAS(0x8) |        /* .5 */
                                                 LOD_PRECLAMP_OGL |
                                                 TEX_DEFAULT_COLOR_OGL |
                                                 screen->fbFormat |
                                                 DEPTH_FRMT_24_FIXED_8_OTHER);
         break;
      }
#endif


      /* scissor */
      i915->state.Buffer[I915_DESTREG_SENABLE] =
         (_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
      i915->state.Buffer[I915_DESTREG_SR0] = _3DSTATE_SCISSOR_RECT_0_CMD;
      i915->state.Buffer[I915_DESTREG_SR1] = 0;
      i915->state.Buffer[I915_DESTREG_SR2] = 0;
   }


#if 0
   {
      I915_STATECHANGE(i915, I915_UPLOAD_DEFAULTS);
      i915->state.Default[I915_DEFREG_C0] = _3DSTATE_DEFAULT_DIFFUSE;
      i915->state.Default[I915_DEFREG_C1] = 0;
      i915->state.Default[I915_DEFREG_S0] = _3DSTATE_DEFAULT_SPECULAR;
      i915->state.Default[I915_DEFREG_S1] = 0;
      i915->state.Default[I915_DEFREG_Z0] = _3DSTATE_DEFAULT_Z;
      i915->state.Default[I915_DEFREG_Z1] = 0;
   }
#endif


   /* These will be emitted every at the head of every buffer, unless
    * we get hardware contexts working.
    */
   i915->state.active = (I915_UPLOAD_PROGRAM |
                         I915_UPLOAD_STIPPLE |
                         I915_UPLOAD_CTX |
                         I915_UPLOAD_BUFFERS | I915_UPLOAD_INVARIENT);
}
Example #10
0
static void i830_init_packets( i830ContextPtr i830 )
{
   intelScreenPrivate *screen = i830->intel.intelScreen;

   /* Zero all state */
   memset(&i830->state, 0, sizeof(i830->state));

   /* Set default blend state */
   i830->state.TexBlend[0][0] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
				  TEXPIPE_COLOR |
				  ENABLE_TEXOUTPUT_WRT_SEL |
				  TEXOP_OUTPUT_CURRENT |
				  DISABLE_TEX_CNTRL_STAGE |
				  TEXOP_SCALE_1X |
				  TEXOP_MODIFY_PARMS |
				  TEXOP_LAST_STAGE |
				  TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][1] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
				  TEXPIPE_ALPHA |
				  ENABLE_TEXOUTPUT_WRT_SEL |
				  TEXOP_OUTPUT_CURRENT |
				  TEXOP_SCALE_1X |
				  TEXOP_MODIFY_PARMS |
				  TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][2] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
				  TEXPIPE_COLOR |
				  TEXBLEND_ARG1 |
				  TEXBLENDARG_MODIFY_PARMS |
				  TEXBLENDARG_DIFFUSE);
   i830->state.TexBlend[0][3] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
				  TEXPIPE_ALPHA |
				  TEXBLEND_ARG1 |
				  TEXBLENDARG_MODIFY_PARMS |
				  TEXBLENDARG_DIFFUSE);

   i830->state.TexBlendWordsUsed[0] = 4;


   i830->state.Ctx[I830_CTXREG_VF] =  0;
   i830->state.Ctx[I830_CTXREG_VF2] = 0;

   i830->state.Ctx[I830_CTXREG_AA] = (_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 | 
				      AA_LINE_DISABLE);

   i830->state.Ctx[I830_CTXREG_ENABLES_1] = (_3DSTATE_ENABLES_1_CMD |
					     DISABLE_LOGIC_OP |
					     DISABLE_STENCIL_TEST |
					     DISABLE_DEPTH_BIAS |
					     DISABLE_SPEC_ADD |
					     DISABLE_FOG |
					     DISABLE_ALPHA_TEST |
					     DISABLE_COLOR_BLEND |
					     DISABLE_DEPTH_TEST);

   if (i830->intel.hw_stencil) {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
						ENABLE_STENCIL_WRITE |
						ENABLE_TEX_CACHE |
						ENABLE_DITHER |
						ENABLE_COLOR_MASK |
						/* set no color comps disabled */
						ENABLE_COLOR_WRITE |
						ENABLE_DEPTH_WRITE);
   } else {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
						DISABLE_STENCIL_WRITE |
						ENABLE_TEX_CACHE |
						ENABLE_DITHER |
						ENABLE_COLOR_MASK |
						/* set no color comps disabled */
						ENABLE_COLOR_WRITE |
						ENABLE_DEPTH_WRITE);
   }

   i830->state.Ctx[I830_CTXREG_STATE1] = (_3DSTATE_MODES_1_CMD |
					  ENABLE_COLR_BLND_FUNC |
					  BLENDFUNC_ADD |
					  ENABLE_SRC_BLND_FACTOR |
					  SRC_BLND_FACT(BLENDFACT_ONE) | 
					  ENABLE_DST_BLND_FACTOR |
					  DST_BLND_FACT(BLENDFACT_ZERO) );

   i830->state.Ctx[I830_CTXREG_STATE2] = (_3DSTATE_MODES_2_CMD |
					  ENABLE_GLOBAL_DEPTH_BIAS | 
					  GLOBAL_DEPTH_BIAS(0) |
					  ENABLE_ALPHA_TEST_FUNC | 
					  ALPHA_TEST_FUNC(COMPAREFUNC_ALWAYS) |
					  ALPHA_REF_VALUE(0) );

   i830->state.Ctx[I830_CTXREG_STATE3] = (_3DSTATE_MODES_3_CMD |
					  ENABLE_DEPTH_TEST_FUNC |
					  DEPTH_TEST_FUNC(COMPAREFUNC_LESS) |
					  ENABLE_ALPHA_SHADE_MODE |
					  ALPHA_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_FOG_SHADE_MODE |
					  FOG_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_SPEC_SHADE_MODE |
					  SPEC_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_COLOR_SHADE_MODE |
					  COLOR_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_CULL_MODE |
					  CULLMODE_NONE);

   i830->state.Ctx[I830_CTXREG_STATE4] = (_3DSTATE_MODES_4_CMD |
					  ENABLE_LOGIC_OP_FUNC |
					  LOGIC_OP_FUNC(LOGICOP_COPY) |
					  ENABLE_STENCIL_TEST_MASK |
					  STENCIL_TEST_MASK(0xff) |
					  ENABLE_STENCIL_WRITE_MASK |
					  STENCIL_WRITE_MASK(0xff));

   i830->state.Ctx[I830_CTXREG_STENCILTST] = (_3DSTATE_STENCIL_TEST_CMD |
					      ENABLE_STENCIL_PARMS |
					      STENCIL_FAIL_OP(STENCILOP_KEEP) |
					      STENCIL_PASS_DEPTH_FAIL_OP(STENCILOP_KEEP) |
					      STENCIL_PASS_DEPTH_PASS_OP(STENCILOP_KEEP) |
					      ENABLE_STENCIL_TEST_FUNC |
					      STENCIL_TEST_FUNC(COMPAREFUNC_ALWAYS) |
					      ENABLE_STENCIL_REF_VALUE |
					      STENCIL_REF_VALUE(0) );

   i830->state.Ctx[I830_CTXREG_STATE5] = (_3DSTATE_MODES_5_CMD |
					  FLUSH_TEXTURE_CACHE |
					  ENABLE_SPRITE_POINT_TEX |
					  SPRITE_POINT_TEX_OFF |
					  ENABLE_FIXED_LINE_WIDTH |
					  FIXED_LINE_WIDTH(0x2) | /* 1.0 */
					  ENABLE_FIXED_POINT_WIDTH |
					  FIXED_POINT_WIDTH(1) );

   i830->state.Ctx[I830_CTXREG_IALPHAB] = (_3DSTATE_INDPT_ALPHA_BLEND_CMD |
					   DISABLE_INDPT_ALPHA_BLEND |
					   ENABLE_ALPHA_BLENDFUNC |
					   ABLENDFUNC_ADD);

   i830->state.Ctx[I830_CTXREG_FOGCOLOR] = (_3DSTATE_FOG_COLOR_CMD |
					    FOG_COLOR_RED(0) |
					    FOG_COLOR_GREEN(0) |
					    FOG_COLOR_BLUE(0));

   i830->state.Ctx[I830_CTXREG_BLENDCOLOR0] = _3DSTATE_CONST_BLEND_COLOR_CMD;
   i830->state.Ctx[I830_CTXREG_BLENDCOLOR1] = 0;

   i830->state.Ctx[I830_CTXREG_MCSB0] = _3DSTATE_MAP_COORD_SETBIND_CMD;
   i830->state.Ctx[I830_CTXREG_MCSB1] = (TEXBIND_SET3(TEXCOORDSRC_VTXSET_3) |
					 TEXBIND_SET2(TEXCOORDSRC_VTXSET_2) |
					 TEXBIND_SET1(TEXCOORDSRC_VTXSET_1) |
					 TEXBIND_SET0(TEXCOORDSRC_VTXSET_0));
					 

   i830->state.Stipple[I830_STPREG_ST0] = _3DSTATE_STIPPLE;

   i830->state.Buffer[I830_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
   i830->state.Buffer[I830_DESTREG_CBUFADDR1] = 
      (BUF_3D_ID_COLOR_BACK | 
       BUF_3D_PITCH(screen->front.pitch) |  /* pitch in bytes */
       BUF_3D_USE_FENCE);


   i830->state.Buffer[I830_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
   i830->state.Buffer[I830_DESTREG_DBUFADDR1] = 
      (BUF_3D_ID_DEPTH |
       BUF_3D_PITCH(screen->depth.pitch) |  /* pitch in bytes */
       BUF_3D_USE_FENCE);
   i830->state.Buffer[I830_DESTREG_DBUFADDR2] = screen->depth.offset;


   i830->state.Buffer[I830_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;

   switch (screen->fbFormat) {
   case DV_PF_555:
   case DV_PF_565:
      i830->state.Buffer[I830_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
					      DSTORG_VERT_BIAS(0x8) | /* .5 */
					      screen->fbFormat |
					      DEPTH_IS_Z |
					      DEPTH_FRMT_16_FIXED);
      break;
   case DV_PF_8888:
      i830->state.Buffer[I830_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
					      DSTORG_VERT_BIAS(0x8) | /* .5 */
					      screen->fbFormat |
					      DEPTH_IS_Z |
					      DEPTH_FRMT_24_FIXED_8_OTHER);
      break;
   }

   i830->state.Buffer[I830_DESTREG_SENABLE] = (_3DSTATE_SCISSOR_ENABLE_CMD |
					       DISABLE_SCISSOR_RECT);
   i830->state.Buffer[I830_DESTREG_SR0] = _3DSTATE_SCISSOR_RECT_0_CMD;
   i830->state.Buffer[I830_DESTREG_SR1] = 0;
   i830->state.Buffer[I830_DESTREG_SR2] = 0;
}