static void upload_clip_state(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; /* BRW_NEW_META_IN_PROGRESS */ uint32_t dw1 = brw->meta_in_progress ? 0 : GEN6_CLIP_STATISTICS_ENABLE; uint32_t dw2 = 0; /* _NEW_BUFFERS */ struct gl_framebuffer *fb = ctx->DrawBuffer; /* BRW_NEW_FS_PROG_DATA */ if (brw->wm.prog_data->barycentric_interp_modes & BRW_WM_NONPERSPECTIVE_BARYCENTRIC_BITS) { dw2 |= GEN6_CLIP_NON_PERSPECTIVE_BARYCENTRIC_ENABLE; } dw1 |= brw->vs.prog_data->base.cull_distance_mask; if (brw->gen >= 7) dw1 |= GEN7_CLIP_EARLY_CULL; if (brw->gen == 7) { /* _NEW_POLYGON */ if (ctx->Polygon._FrontBit == _mesa_is_user_fbo(fb)) dw1 |= GEN7_CLIP_WINDING_CCW; if (ctx->Polygon.CullFlag) { switch (ctx->Polygon.CullFaceMode) { case GL_FRONT: dw1 |= GEN7_CLIP_CULLMODE_FRONT; break; case GL_BACK: dw1 |= GEN7_CLIP_CULLMODE_BACK; break; case GL_FRONT_AND_BACK: dw1 |= GEN7_CLIP_CULLMODE_BOTH; break; default: unreachable("Should not get here: invalid CullFlag"); } } else { dw1 |= GEN7_CLIP_CULLMODE_NONE; } } if (brw->gen < 8 && !ctx->Transform.DepthClamp) dw2 |= GEN6_CLIP_Z_TEST; /* _NEW_LIGHT */ if (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION) { dw2 |= (0 << GEN6_CLIP_TRI_PROVOKE_SHIFT) | (1 << GEN6_CLIP_TRIFAN_PROVOKE_SHIFT) | (0 << GEN6_CLIP_LINE_PROVOKE_SHIFT); } else { dw2 |= (2 << GEN6_CLIP_TRI_PROVOKE_SHIFT) | (2 << GEN6_CLIP_TRIFAN_PROVOKE_SHIFT) | (1 << GEN6_CLIP_LINE_PROVOKE_SHIFT); } /* _NEW_TRANSFORM */ dw2 |= (ctx->Transform.ClipPlanesEnabled << GEN6_USER_CLIP_CLIP_DISTANCES_SHIFT); if (ctx->Transform.ClipDepthMode == GL_ZERO_TO_ONE) dw2 |= GEN6_CLIP_API_D3D; else dw2 |= GEN6_CLIP_API_OGL; dw2 |= GEN6_CLIP_GB_TEST; /* We need to disable guardband clipping if the guardband (which we always * program to the maximum screen-space bounding box of 8K x 8K) will be * smaller than the viewport. * * Closely examining the clip determination formulas in the documentation * reveals that objects will be discarded entirely if they're outside the * (small) guardband, even if they're within the (large) viewport: * * TR = TR_GB || TR_VPXY || TR_VPZ || TR_UC || TR_NEGW * TA = !TR && TA_GB && TA_VPZ && TA_NEGW * MC = !(TA || TR) * * (TA is "Trivial Accept", TR is "Trivial Reject", MC is "Must Clip".) * * Disabling guardband clipping removes the TR_GB condition, which means * they'll be considered MC ("Must Clip") unless they're rejected for * some other reason. * * Note that there is no TA_VPXY condition. If there were, objects entirely * inside a 16384x16384 viewport would be trivially accepted, breaking the * "objects must have a screenspace bounding box not exceeding 8K in the X * or Y direction" restriction. Instead, they're clipped. */ for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) { if (ctx->ViewportArray[i].Width > 8192 || ctx->ViewportArray[i].Height > 8192) { dw2 &= ~GEN6_CLIP_GB_TEST; break; } } /* If the viewport dimensions are smaller than the drawable dimensions, * we have to disable guardband clipping prior to Gen8. We always program * the guardband to a fixed size, which is almost always larger than the * viewport. Any geometry which intersects the viewport but lies within * the guardband would bypass the 3D clipping stage, so it wouldn't be * clipped to the viewport. Rendering would happen beyond the viewport, * but still inside the drawable. * * Gen8+ introduces a viewport extents test which restricts rendering to * the viewport, so we can ignore this restriction. */ if (brw->gen < 8) { const float fb_width = (float)_mesa_geometric_width(fb); const float fb_height = (float)_mesa_geometric_height(fb); for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) { if (ctx->ViewportArray[i].X != 0 || ctx->ViewportArray[i].Y != 0 || ctx->ViewportArray[i].Width != fb_width || ctx->ViewportArray[i].Height != fb_height) { dw2 &= ~GEN6_CLIP_GB_TEST; break; } } } /* BRW_NEW_RASTERIZER_DISCARD */ if (ctx->RasterDiscard) { dw2 |= GEN6_CLIP_MODE_REJECT_ALL; if (brw->gen == 6) { perf_debug("Rasterizer discard is currently implemented via the " "clipper; having the GS not write primitives would " "likely be faster.\n"); } } uint32_t enable; if (brw->primitive == _3DPRIM_RECTLIST) enable = 0; else enable = GEN6_CLIP_ENABLE; if (!is_drawing_points(brw) && !is_drawing_lines(brw)) dw2 |= GEN6_CLIP_XY_TEST; /* BRW_NEW_VUE_MAP_GEOM_OUT */ const int max_vp_index = (brw->vue_map_geom_out.slots_valid & VARYING_BIT_VIEWPORT) != 0 ? ctx->Const.MaxViewports : 1; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2)); OUT_BATCH(dw1); OUT_BATCH(enable | GEN6_CLIP_MODE_NORMAL | dw2); OUT_BATCH(U_FIXED(0.125, 3) << GEN6_CLIP_MIN_POINT_WIDTH_SHIFT | U_FIXED(255.875, 3) << GEN6_CLIP_MAX_POINT_WIDTH_SHIFT | (_mesa_geometric_layers(fb) > 0 ? 0 : GEN6_CLIP_FORCE_ZERO_RTAINDEX) | ((max_vp_index - 1) & GEN6_CLIP_MAX_VP_INDEX_MASK)); ADVANCE_BATCH(); }
/** * Update framebuffer state (color, depth, stencil, etc. buffers) */ void st_update_framebuffer_state( struct st_context *st ) { struct pipe_framebuffer_state framebuffer; struct gl_framebuffer *fb = st->ctx->DrawBuffer; struct st_renderbuffer *strb; GLuint i; st_flush_bitmap_cache(st); st_invalidate_readpix_cache(st); st->state.fb_orientation = st_fb_orientation(fb); /** * Quantize the derived default number of samples: * * A query to the driver of supported MSAA values the * hardware supports is done as to legalize the number * of application requested samples, NumSamples. * See commit eb9cf3c for more information. */ fb->DefaultGeometry._NumSamples = framebuffer_quantize_num_samples(st, fb->DefaultGeometry.NumSamples); framebuffer.width = _mesa_geometric_width(fb); framebuffer.height = _mesa_geometric_height(fb); framebuffer.samples = _mesa_geometric_samples(fb); framebuffer.layers = _mesa_geometric_layers(fb); /* Examine Mesa's ctx->DrawBuffer->_ColorDrawBuffers state * to determine which surfaces to draw to */ framebuffer.nr_cbufs = fb->_NumColorDrawBuffers; for (i = 0; i < fb->_NumColorDrawBuffers; i++) { framebuffer.cbufs[i] = NULL; strb = st_renderbuffer(fb->_ColorDrawBuffers[i]); if (strb) { if (strb->is_rtt || (strb->texture && _mesa_get_format_color_encoding(strb->Base.Format) == GL_SRGB)) { /* rendering to a GL texture, may have to update surface */ st_update_renderbuffer_surface(st, strb); } if (strb->surface) { framebuffer.cbufs[i] = strb->surface; update_framebuffer_size(&framebuffer, strb->surface); } strb->defined = GL_TRUE; /* we'll be drawing something */ } } for (i = framebuffer.nr_cbufs; i < PIPE_MAX_COLOR_BUFS; i++) { framebuffer.cbufs[i] = NULL; } /* Remove trailing GL_NONE draw buffers. */ while (framebuffer.nr_cbufs && !framebuffer.cbufs[framebuffer.nr_cbufs-1]) { framebuffer.nr_cbufs--; } /* * Depth/Stencil renderbuffer/surface. */ strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer); if (!strb) strb = st_renderbuffer(fb->Attachment[BUFFER_STENCIL].Renderbuffer); if (strb) { if (strb->is_rtt) { /* rendering to a GL texture, may have to update surface */ st_update_renderbuffer_surface(st, strb); } framebuffer.zsbuf = strb->surface; update_framebuffer_size(&framebuffer, strb->surface); } else framebuffer.zsbuf = NULL; #ifdef DEBUG /* Make sure the resource binding flags were set properly */ for (i = 0; i < framebuffer.nr_cbufs; i++) { assert(!framebuffer.cbufs[i] || framebuffer.cbufs[i]->texture->bind & PIPE_BIND_RENDER_TARGET); } if (framebuffer.zsbuf) { assert(framebuffer.zsbuf->texture->bind & PIPE_BIND_DEPTH_STENCIL); } #endif if (framebuffer.width == USHRT_MAX) framebuffer.width = 0; if (framebuffer.height == USHRT_MAX) framebuffer.height = 0; cso_set_framebuffer(st->cso_context, &framebuffer); st->state.fb_width = framebuffer.width; st->state.fb_height = framebuffer.height; st->state.fb_num_samples = util_framebuffer_get_num_samples(&framebuffer); st->state.fb_num_layers = util_framebuffer_get_num_layers(&framebuffer); st->state.fb_num_cb = framebuffer.nr_cbufs; }