Example #1
0
/**
 * Creates the state cache entry for the given CC unit key.
 */
static void upload_cc_unit(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;
   struct brw_cc_unit_state *cc;

   cc = brw_state_batch(brw, AUB_TRACE_CC_STATE,
			sizeof(*cc), 64, &brw->cc.state_offset);
   memset(cc, 0, sizeof(*cc));

   /* _NEW_STENCIL | _NEW_BUFFERS */
   if (ctx->Stencil._Enabled) {
      const unsigned back = ctx->Stencil._BackFace;

      cc->cc0.stencil_enable = 1;
      cc->cc0.stencil_func =
	 intel_translate_compare_func(ctx->Stencil.Function[0]);
      cc->cc0.stencil_fail_op =
	 intel_translate_stencil_op(ctx->Stencil.FailFunc[0]);
      cc->cc0.stencil_pass_depth_fail_op =
	 intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
      cc->cc0.stencil_pass_depth_pass_op =
	 intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
      cc->cc1.stencil_ref = _mesa_get_stencil_ref(ctx, 0);
      cc->cc1.stencil_write_mask = ctx->Stencil.WriteMask[0];
      cc->cc1.stencil_test_mask = ctx->Stencil.ValueMask[0];

      if (ctx->Stencil._TestTwoSide) {
	 cc->cc0.bf_stencil_enable = 1;
	 cc->cc0.bf_stencil_func =
	    intel_translate_compare_func(ctx->Stencil.Function[back]);
	 cc->cc0.bf_stencil_fail_op =
	    intel_translate_stencil_op(ctx->Stencil.FailFunc[back]);
	 cc->cc0.bf_stencil_pass_depth_fail_op =
	    intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
	 cc->cc0.bf_stencil_pass_depth_pass_op =
	    intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
	 cc->cc1.bf_stencil_ref = _mesa_get_stencil_ref(ctx, back);
	 cc->cc2.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
	 cc->cc2.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
      }

      /* Not really sure about this:
       */
      if (ctx->Stencil.WriteMask[0] ||
	  (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[back]))
	 cc->cc0.stencil_write_enable = 1;
   }

   /* _NEW_COLOR */
   if (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY) {
      cc->cc2.logicop_enable = 1;
      cc->cc5.logicop_func = intel_translate_logic_op(ctx->Color.LogicOp);
   } else if (ctx->Color.BlendEnabled) {
      GLenum eqRGB = ctx->Color.Blend[0].EquationRGB;
      GLenum eqA = ctx->Color.Blend[0].EquationA;
      GLenum srcRGB = ctx->Color.Blend[0].SrcRGB;
      GLenum dstRGB = ctx->Color.Blend[0].DstRGB;
      GLenum srcA = ctx->Color.Blend[0].SrcA;
      GLenum dstA = ctx->Color.Blend[0].DstA;

      /* If the renderbuffer is XRGB, we have to frob the blend function to
       * force the destination alpha to 1.0.  This means replacing GL_DST_ALPHA
       * with GL_ONE and GL_ONE_MINUS_DST_ALPHA with GL_ZERO.
       */
      if (ctx->DrawBuffer->Visual.alphaBits == 0) {
	 srcRGB = brw_fix_xRGB_alpha(srcRGB);
	 srcA   = brw_fix_xRGB_alpha(srcA);
	 dstRGB = brw_fix_xRGB_alpha(dstRGB);
	 dstA   = brw_fix_xRGB_alpha(dstA);
      }

      if (eqRGB == GL_MIN || eqRGB == GL_MAX) {
	 srcRGB = dstRGB = GL_ONE;
      }

      if (eqA == GL_MIN || eqA == GL_MAX) {
	 srcA = dstA = GL_ONE;
      }

      cc->cc6.dest_blend_factor = brw_translate_blend_factor(dstRGB);
      cc->cc6.src_blend_factor = brw_translate_blend_factor(srcRGB);
      cc->cc6.blend_function = brw_translate_blend_equation(eqRGB);

      cc->cc5.ia_dest_blend_factor = brw_translate_blend_factor(dstA);
      cc->cc5.ia_src_blend_factor = brw_translate_blend_factor(srcA);
      cc->cc5.ia_blend_function = brw_translate_blend_equation(eqA);

      cc->cc3.blend_enable = 1;
      cc->cc3.ia_blend_enable = (srcA != srcRGB ||
				dstA != dstRGB ||
				eqA != eqRGB);
   }

   /* _NEW_BUFFERS */
   if (ctx->Color.AlphaEnabled && ctx->DrawBuffer->_NumColorDrawBuffers <= 1) {
      cc->cc3.alpha_test = 1;
      cc->cc3.alpha_test_func =
	 intel_translate_compare_func(ctx->Color.AlphaFunc);
      cc->cc3.alpha_test_format = BRW_ALPHATEST_FORMAT_UNORM8;

      UNCLAMPED_FLOAT_TO_UBYTE(cc->cc7.alpha_ref.ub[0], ctx->Color.AlphaRef);
   }

   if (ctx->Color.DitherFlag) {
      cc->cc5.dither_enable = 1;
      cc->cc6.y_dither_offset = 0;
      cc->cc6.x_dither_offset = 0;
   }

   /* _NEW_DEPTH */
   if (ctx->Depth.Test) {
      cc->cc2.depth_test = 1;
      cc->cc2.depth_test_function =
	 intel_translate_compare_func(ctx->Depth.Func);
      cc->cc2.depth_write_enable = ctx->Depth.Mask;
   }

   if (brw->stats_wm || unlikely(INTEL_DEBUG & DEBUG_STATS))
      cc->cc5.statistics_enable = 1;

   /* CACHE_NEW_CC_VP */
   cc->cc4.cc_viewport_state_offset = (brw->batch.bo->offset +
				       brw->cc.vp_offset) >> 5; /* reloc */

   brw->state.dirty.cache |= CACHE_NEW_CC_UNIT;

   /* Emit CC viewport relocation */
   drm_intel_bo_emit_reloc(brw->batch.bo,
			   (brw->cc.state_offset +
			    offsetof(struct brw_cc_unit_state, cc4)),
			   brw->batch.bo, brw->cc.vp_offset,
			   I915_GEM_DOMAIN_INSTRUCTION, 0);
}
Example #2
0
static void
gen6_upload_blend_state(struct brw_context *brw)
{
   bool is_buffer_zero_integer_format = false;
   struct gl_context *ctx = &brw->ctx;
   struct gen6_blend_state *blend;
   int b;
   int nr_draw_buffers = ctx->DrawBuffer->_NumColorDrawBuffers;
   int size;

   /* We need at least one BLEND_STATE written, because we might do
    * thread dispatch even if _NumColorDrawBuffers is 0 (for example
    * for computed depth or alpha test), which will do an FB write
    * with render target 0, which will reference BLEND_STATE[0] for
    * alpha test enable.
    */
   if (nr_draw_buffers == 0)
      nr_draw_buffers = 1;

   size = sizeof(*blend) * nr_draw_buffers;
   blend = brw_state_batch(brw, AUB_TRACE_BLEND_STATE,
			   size, 64, &brw->cc.blend_state_offset);

   memset(blend, 0, size);

   for (b = 0; b < nr_draw_buffers; b++) {
      /* _NEW_BUFFERS */
      struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[b];
      GLenum rb_type;
      bool integer;

      if (rb)
	 rb_type = _mesa_get_format_datatype(rb->Format);
      else
	 rb_type = GL_UNSIGNED_NORMALIZED;

      /* Used for implementing the following bit of GL_EXT_texture_integer:
       *     "Per-fragment operations that require floating-point color
       *      components, including multisample alpha operations, alpha test,
       *      blending, and dithering, have no effect when the corresponding
       *      colors are written to an integer color buffer."
      */
      integer = (rb_type == GL_INT || rb_type == GL_UNSIGNED_INT);

      if(b == 0 && integer)
         is_buffer_zero_integer_format = true;

      /* _NEW_COLOR */
      if (ctx->Color.ColorLogicOpEnabled) {
	 /* Floating point RTs should have no effect from LogicOp,
	  * except for disabling of blending, but other types should.
	  *
	  * However, from the Sandy Bridge PRM, Vol 2 Par 1, Section 8.1.11,
	  * "Logic Ops",
	  *
	  *     "Logic Ops are only supported on *_UNORM surfaces (excluding
	  *      _SRGB variants), otherwise Logic Ops must be DISABLED."
	  */
         WARN_ONCE(ctx->Color.LogicOp != GL_COPY &&
                   rb_type != GL_UNSIGNED_NORMALIZED &&
                   rb_type != GL_FLOAT, "Ignoring %s logic op on %s "
                   "renderbuffer\n",
                   _mesa_enum_to_string(ctx->Color.LogicOp),
                   _mesa_enum_to_string(rb_type));
	 if (rb_type == GL_UNSIGNED_NORMALIZED) {
	    blend[b].blend1.logic_op_enable = 1;
	    blend[b].blend1.logic_op_func =
	       intel_translate_logic_op(ctx->Color.LogicOp);
	 }
      } else if (ctx->Color.BlendEnabled & (1 << b) && !integer) {
	 GLenum eqRGB = ctx->Color.Blend[b].EquationRGB;
	 GLenum eqA = ctx->Color.Blend[b].EquationA;
	 GLenum srcRGB = ctx->Color.Blend[b].SrcRGB;
	 GLenum dstRGB = ctx->Color.Blend[b].DstRGB;
	 GLenum srcA = ctx->Color.Blend[b].SrcA;
	 GLenum dstA = ctx->Color.Blend[b].DstA;

	 if (eqRGB == GL_MIN || eqRGB == GL_MAX) {
	    srcRGB = dstRGB = GL_ONE;
	 }

	 if (eqA == GL_MIN || eqA == GL_MAX) {
	    srcA = dstA = GL_ONE;
	 }

         /* Due to hardware limitations, the destination may have information
          * in an alpha channel even when the format specifies no alpha
          * channel. In order to avoid getting any incorrect blending due to
          * that alpha channel, coerce the blend factors to values that will
          * not read the alpha channel, but will instead use the correct
          * implicit value for alpha.
          */
         if (rb && !_mesa_base_format_has_channel(rb->_BaseFormat, GL_TEXTURE_ALPHA_TYPE))
         {
            srcRGB = brw_fix_xRGB_alpha(srcRGB);
            srcA = brw_fix_xRGB_alpha(srcA);
            dstRGB = brw_fix_xRGB_alpha(dstRGB);
            dstA = brw_fix_xRGB_alpha(dstA);
         }

	 blend[b].blend0.dest_blend_factor = brw_translate_blend_factor(dstRGB);
	 blend[b].blend0.source_blend_factor = brw_translate_blend_factor(srcRGB);
	 blend[b].blend0.blend_func = brw_translate_blend_equation(eqRGB);

	 blend[b].blend0.ia_dest_blend_factor = brw_translate_blend_factor(dstA);
	 blend[b].blend0.ia_source_blend_factor = brw_translate_blend_factor(srcA);
	 blend[b].blend0.ia_blend_func = brw_translate_blend_equation(eqA);

	 blend[b].blend0.blend_enable = 1;
	 blend[b].blend0.ia_blend_enable = (srcA != srcRGB ||
					 dstA != dstRGB ||
					 eqA != eqRGB);
      }

      /* See section 8.1.6 "Pre-Blend Color Clamping" of the
       * SandyBridge PRM Volume 2 Part 1 for HW requirements.
       *
       * We do our ARB_color_buffer_float CLAMP_FRAGMENT_COLOR
       * clamping in the fragment shader.  For its clamping of
       * blending, the spec says:
       *
       *     "RESOLVED: For fixed-point color buffers, the inputs and
       *      the result of the blending equation are clamped.  For
       *      floating-point color buffers, no clamping occurs."
       *
       * So, generally, we want clamping to the render target's range.
       * And, good news, the hardware tables for both pre- and
       * post-blend color clamping are either ignored, or any are
       * allowed, or clamping is required but RT range clamping is a
       * valid option.
       */
      blend[b].blend1.pre_blend_clamp_enable = 1;
      blend[b].blend1.post_blend_clamp_enable = 1;
      blend[b].blend1.clamp_range = BRW_RENDERTARGET_CLAMPRANGE_FORMAT;

      /* _NEW_COLOR */
      if (ctx->Color.AlphaEnabled && !integer) {
	 blend[b].blend1.alpha_test_enable = 1;
	 blend[b].blend1.alpha_test_func =
	    intel_translate_compare_func(ctx->Color.AlphaFunc);

      }

      /* _NEW_COLOR */
      if (ctx->Color.DitherFlag && !integer) {
	 blend[b].blend1.dither_enable = 1;
	 blend[b].blend1.y_dither_offset = 0;
	 blend[b].blend1.x_dither_offset = 0;
      }

      blend[b].blend1.write_disable_r = !ctx->Color.ColorMask[b][0];
      blend[b].blend1.write_disable_g = !ctx->Color.ColorMask[b][1];
      blend[b].blend1.write_disable_b = !ctx->Color.ColorMask[b][2];
      blend[b].blend1.write_disable_a = !ctx->Color.ColorMask[b][3];

      /* OpenGL specification 3.3 (page 196), section 4.1.3 says:
       * "If drawbuffer zero is not NONE and the buffer it references has an
       * integer format, the SAMPLE_ALPHA_TO_COVERAGE and SAMPLE_ALPHA_TO_ONE
       * operations are skipped."
       */
      if(!is_buffer_zero_integer_format) {
         /* _NEW_MULTISAMPLE */
         blend[b].blend1.alpha_to_coverage =
            _mesa_is_multisample_enabled(ctx) && ctx->Multisample.SampleAlphaToCoverage;

	/* From SandyBridge PRM, volume 2 Part 1, section 8.2.3, BLEND_STATE:
	 * DWord 1, Bit 30 (AlphaToOne Enable):
	 * "If Dual Source Blending is enabled, this bit must be disabled"
	 */
         WARN_ONCE(ctx->Color.Blend[b]._UsesDualSrc &&
                   _mesa_is_multisample_enabled(ctx) &&
                   ctx->Multisample.SampleAlphaToOne,
                   "HW workaround: disabling alpha to one with dual src "
                   "blending\n");
	 if (ctx->Color.Blend[b]._UsesDualSrc)
            blend[b].blend1.alpha_to_one = false;
	 else
	    blend[b].blend1.alpha_to_one =
	       _mesa_is_multisample_enabled(ctx) && ctx->Multisample.SampleAlphaToOne;

         blend[b].blend1.alpha_to_coverage_dither = (brw->gen >= 7);
      }
      else {
         blend[b].blend1.alpha_to_coverage = false;
         blend[b].blend1.alpha_to_one = false;
      }
   }

   /* Point the GPU at the new indirect state. */
   if (brw->gen == 6) {
      BEGIN_BATCH(4);
      OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
      OUT_BATCH(brw->cc.blend_state_offset | 1);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   } else {
      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_BLEND_STATE_POINTERS << 16 | (2 - 2));
      OUT_BATCH(brw->cc.blend_state_offset | 1);
      ADVANCE_BATCH();
   }
}