Example #1
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 #2
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 #3
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);
	}
}