コード例 #1
0
ファイル: i915_vtbl.c プロジェクト: beligit/psx4m
static void
i915_emit_invarient_state(struct intel_context *intel)
{
   BATCH_LOCALS;

   BEGIN_BATCH(200, 0);

   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_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) | (1));
   OUT_BATCH(0);

   /* XXX: Use this */
   OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);

   OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
   OUT_BATCH(0);
   OUT_BATCH(0);

   OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);

   OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0);       /* disable indirect state */
   OUT_BATCH(0);


   /* Don't support twosided stencil yet */
   OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS | BFO_ENABLE_STENCIL_TWO_SIDE | 0);

   ADVANCE_BATCH();
}
static void
i915_emit_invarient_state(struct intel_context *intel)
{
   BATCH_LOCALS;

   BEGIN_BATCH(17);

   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));

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

   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();
}
コード例 #3
0
ファイル: i915_state_emit.c プロジェクト: astrofimov/vgallium
/* 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;
}
コード例 #4
0
ファイル: intelgma_copybox.c プロジェクト: Kalamatee/mesa
BOOL copybox3d( GMABitMap_t *bm_dst, GMABitMap_t *bm_src,
               ULONG dst_x,ULONG dst_y,ULONG dst_width, ULONG dst_height,
               ULONG src_x,ULONG src_y,ULONG src_width, ULONG src_height )
{
    uint32_t dst_format;
    uint32_t src_format;

    if( !copybox3d_supported() ) 
    {
        return FALSE;
    }

    // buffers in gfx memory ?
    if( ! (bm_src->fbgfx && bm_src->fbgfx) )
    {
        return FALSE;
    }

    // Max texture size, src and dst must be differend (at least if overlaps)
    if( bm_src->pitch/4 > 2048 || bm_src->height > 2048 || bm_dst == bm_src )
    {
        return FALSE;
    }
    
    // src pitch must be long aligmented.
    if( bm_src->pitch & 0x3 )
    {
        bug("[IntelGMA] copybox3d: ERROR bm_src->pitch=%d/n",bm_src->pitch);
        return FALSE;
    }

    if(bm_src->bpp == 4)
    {
        src_format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
    }
    else if(bm_src->bpp == 2)
    {
        src_format = MAPSURF_16BIT | MT_16BIT_RGB565;
    }
    else
    {
        bug("[IntelGMA] copybox3d: ERROR src_bpp=%d/n",bm_src->bpp);
        return FALSE;
    }

    if(bm_dst->bpp == 4)
    {
        dst_format = COLOR_BUF_ARGB8888;
    }
    else if(bm_dst->bpp == 2)
    {
        dst_format = COLOR_BUF_RGB565;
    }
    else
    {
        bug("[IntelGMA] copybox3d: ERROR dst_bpp=%d/n",bm_dst->bpp);
        return FALSE;
    }

    D(bug("[IntelGMA:HW] %s()\n", __func__));

    LOCK_HW
    START_RING(72);

    /* invariant state */
    OUT_RING( _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_RING( _3DSTATE_INDEPENDENT_ALPHA_BLEND_CMD |
        IAB_MODIFY_ENABLE |
        IAB_MODIFY_FUNC | (BLENDFUNC_ADD << IAB_FUNC_SHIFT) |
        IAB_MODIFY_SRC_FACTOR | (BLENDFACT_ONE <<
                     IAB_SRC_FACTOR_SHIFT) |
        IAB_MODIFY_DST_FACTOR | (BLENDFACT_ZERO <<
                     IAB_DST_FACTOR_SHIFT) );

    OUT_RING( _3DSTATE_DFLT_DIFFUSE_CMD );
    OUT_RING( 0 );

    OUT_RING( _3DSTATE_DFLT_SPEC_CMD );
    OUT_RING( 0 );

    OUT_RING( _3DSTATE_DFLT_Z_CMD );
    OUT_RING( 0 );

    OUT_RING( _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_RING( _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 );

    OUT_RING( _3DSTATE_MODES_4_CMD |
        ENABLE_LOGIC_OP_FUNC | LOGIC_OP_FUNC(LOGICOP_COPY) |
        ENABLE_STENCIL_WRITE_MASK | STENCIL_WRITE_MASK(0xff) |
        ENABLE_STENCIL_TEST_MASK | STENCIL_TEST_MASK(0xff) );

    OUT_RING( _3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | I1_LOAD_S(4) | I1_LOAD_S(5) | 2 );

    OUT_RING( 0x00000000 );    /* Disable texture coordinate wrap-shortest */

    OUT_RING( (1 << S4_POINT_WIDTH_SHIFT) |
        S4_LINE_WIDTH_ONE |
        S4_CULLMODE_NONE |
        S4_VFMT_XY );
    OUT_RING( 0x00000000 );    /* Stencil. */
    OUT_RING( _3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT );
    OUT_RING( _3DSTATE_SCISSOR_RECT_0_CMD );
    OUT_RING( 0 );
    OUT_RING( 0 );
    OUT_RING( _3DSTATE_DEPTH_SUBRECT_DISABLE );
    OUT_RING( _3DSTATE_LOAD_INDIRECT | 0 );    /* disable indirect state */
    OUT_RING( 0 );
    OUT_RING( _3DSTATE_STIPPLE );
    OUT_RING( 0x00000000 );
    OUT_RING( _3DSTATE_BACKFACE_STENCIL_OPS | BFO_ENABLE_STENCIL_TWO_SIDE | 0 );

    /* samler state */
#define TEX_COUNT 1
    OUT_RING( _3DSTATE_MAP_STATE | (3 * TEX_COUNT) );
    OUT_RING( (1 << TEX_COUNT) - 1 );

    // Source buffer
    OUT_RING( bm_src->framebuffer );
    OUT_RING( src_format |
        (bm_src->height - 1) << MS3_HEIGHT_SHIFT |
        (bm_src->pitch/bm_src->bpp - 1)  << MS3_WIDTH_SHIFT );
    OUT_RING( (bm_src->pitch/4 -1) << MS4_PITCH_SHIFT );

    OUT_RING( _3DSTATE_SAMPLER_STATE | (3 * TEX_COUNT) );
    OUT_RING( (1 << TEX_COUNT) - 1 );
    OUT_RING( MIPFILTER_NONE << SS2_MIP_FILTER_SHIFT |
        FILTER_NEAREST << SS2_MAG_FILTER_SHIFT |
        FILTER_NEAREST << SS2_MIN_FILTER_SHIFT );
    OUT_RING( TEXCOORDMODE_WRAP << SS3_TCX_ADDR_MODE_SHIFT |
        TEXCOORDMODE_WRAP << SS3_TCY_ADDR_MODE_SHIFT |
        0 << SS3_TEXTUREMAP_INDEX_SHIFT );
    OUT_RING( 0x00000000 );

    /* render target state */
    
    // Destination buffer
    OUT_RING( _3DSTATE_BUF_INFO_CMD );
    OUT_RING( BUF_3D_ID_COLOR_BACK | bm_dst->pitch );
    OUT_RING( bm_dst->framebuffer );
    OUT_RING( _3DSTATE_DST_BUF_VARS_CMD );
    OUT_RING( dst_format |
        DSTORG_HORT_BIAS(0x8) |
        DSTORG_VERT_BIAS(0x8) );

    /* draw rect is unconditional */
    OUT_RING( _3DSTATE_DRAW_RECT_CMD );

    OUT_RING( 0x00000000 );
    OUT_RING( 0x00000000 );    // ymin, xmin 
    OUT_RING( DRAW_YMAX(dst_y + dst_height - 1) |
              DRAW_XMAX(dst_x + dst_width - 1) );

    /* yorig, xorig (relate to color buffer?) */
    OUT_RING( 0x00000000 );

    /* texfmt */
    OUT_RING( _3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(1) | I1_LOAD_S(2) | I1_LOAD_S(6) | 2 );
    OUT_RING( (4 << S1_VERTEX_WIDTH_SHIFT) | (4 << S1_VERTEX_PITCH_SHIFT) );
    OUT_RING( ~S2_TEXCOORD_FMT(0, TEXCOORDFMT_NOT_PRESENT) |
        S2_TEXCOORD_FMT(0, TEXCOORDFMT_2D) );
    OUT_RING( S6_CBUF_BLEND_ENABLE | S6_COLOR_WRITE_ENABLE |
        BLENDFUNC_ADD << S6_CBUF_BLEND_FUNC_SHIFT |
        BLENDFACT_ONE << S6_CBUF_SRC_BLEND_FACT_SHIFT |
        BLENDFACT_ZERO << S6_CBUF_DST_BLEND_FACT_SHIFT );

    /* pixel shader */
    OUT_RING( _3DSTATE_PIXEL_SHADER_PROGRAM | (1 + 3*3 - 2) );
    /* decl FS_T0 */
    OUT_RING( D0_DCL |
        GET_UREG_TYPE(FS_T0) << D0_TYPE_SHIFT |
        GET_UREG_NR(FS_T0) << D0_NR_SHIFT |
        ((GET_UREG_TYPE(FS_T0) != GET_UREG_TYPE_S) ? D0_CHANNEL_ALL : 0) );
    OUT_RING( 0 );
    OUT_RING( 0 );
    /* decl FS_S0 */
    OUT_RING( D0_DCL |
        (GET_UREG_TYPE(FS_S0) << D0_TYPE_SHIFT) |
        (GET_UREG_NR(FS_S0) << D0_NR_SHIFT) |
        ((GET_UREG_TYPE(FS_S0) != GET_UREG_TYPE_S) ? D0_CHANNEL_ALL : 0) );
    OUT_RING( 0 );
    OUT_RING( 0 );
    /* texld(FS_OC, FS_S0, FS_T0 */
    OUT_RING( T0_TEXLD |
        (GET_UREG_TYPE(FS_OC) << T0_DEST_TYPE_SHIFT) |
        (GET_UREG_NR(FS_OC) << T0_DEST_NR_SHIFT) |
        (GET_UREG_NR(FS_S0) << T0_SAMPLER_NR_SHIFT) );
    OUT_RING( (GET_UREG_TYPE(FS_T0) << T1_ADDRESS_GET_UREG_TYPE_SHIFT) |
        (GET_UREG_NR(FS_T0) << T1_ADDRESS_GET_UREG_NR_SHIFT) );
    OUT_RING( 0 );
    
    // rectangle 
    // 3--x
    // |  |
    // 2--1
    OUT_RING( PRIM3D_RECTLIST | (3*4 - 1) );
    OUT_RING( pack_float( dst_x + dst_width) );
    OUT_RING( pack_float( dst_y + dst_height) );
    OUT_RING( pack_float(src_x + src_width) );
    OUT_RING( pack_float(src_y + src_height) );

    OUT_RING( pack_float( dst_x + 0 ) );
    OUT_RING( pack_float( dst_y +dst_height) );
    OUT_RING( pack_float(src_x + 0) );
    OUT_RING( pack_float(src_y + src_height) );

    OUT_RING( pack_float( dst_x + 0 ) );
    OUT_RING( pack_float( dst_y + 0 ) );
    OUT_RING( pack_float(src_x + 0) );
    OUT_RING( pack_float(src_y + 0) );

    ADVANCE_RING();
    DO_FLUSH();
    UNLOCK_HW

    return TRUE;
}
コード例 #5
0
static void
copy(int fd, uint32_t dst, uint32_t src)
{
	uint32_t batch[1024], *b = batch;
	struct drm_i915_gem_relocation_entry reloc[2], *r = reloc;
	struct drm_i915_gem_exec_object2 obj[3];
	struct drm_i915_gem_execbuffer2 exec;
	uint32_t handle;
	int ret;

	/* invariant state */
	*b++ = (_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);
	*b++ = (_3DSTATE_INDEPENDENT_ALPHA_BLEND_CMD |
		IAB_MODIFY_ENABLE |
		IAB_MODIFY_FUNC | (BLENDFUNC_ADD << IAB_FUNC_SHIFT) |
		IAB_MODIFY_SRC_FACTOR | (BLENDFACT_ONE <<
					 IAB_SRC_FACTOR_SHIFT) |
		IAB_MODIFY_DST_FACTOR | (BLENDFACT_ZERO <<
					 IAB_DST_FACTOR_SHIFT));
	*b++ = (_3DSTATE_DFLT_DIFFUSE_CMD);
	*b++ = (0);
	*b++ = (_3DSTATE_DFLT_SPEC_CMD);
	*b++ = (0);
	*b++ = (_3DSTATE_DFLT_Z_CMD);
	*b++ = (0);
	*b++ = (_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));
	*b++ = (_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);
	*b++ = (_3DSTATE_MODES_4_CMD |
		ENABLE_LOGIC_OP_FUNC | LOGIC_OP_FUNC(LOGICOP_COPY) |
		ENABLE_STENCIL_WRITE_MASK | STENCIL_WRITE_MASK(0xff) |
		ENABLE_STENCIL_TEST_MASK | STENCIL_TEST_MASK(0xff));
	*b++ = (_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | I1_LOAD_S(4) | I1_LOAD_S(5) | 2);
	*b++ = (0x00000000);	/* Disable texture coordinate wrap-shortest */
	*b++ = ((1 << S4_POINT_WIDTH_SHIFT) |
		S4_LINE_WIDTH_ONE |
		S4_CULLMODE_NONE |
		S4_VFMT_XY);
	*b++ = (0x00000000);	/* Stencil. */
	*b++ = (_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
	*b++ = (_3DSTATE_SCISSOR_RECT_0_CMD);
	*b++ = (0);
	*b++ = (0);
	*b++ = (_3DSTATE_DEPTH_SUBRECT_DISABLE);
	*b++ = (_3DSTATE_LOAD_INDIRECT | 0);	/* disable indirect state */
	*b++ = (0);
	*b++ = (_3DSTATE_STIPPLE);
	*b++ = (0x00000000);
	*b++ = (_3DSTATE_BACKFACE_STENCIL_OPS | BFO_ENABLE_STENCIL_TWO_SIDE | 0);

	/* samler state */
#define TEX_COUNT 1
	*b++ = (_3DSTATE_MAP_STATE | (3 * TEX_COUNT));
	*b++ = ((1 << TEX_COUNT) - 1);
	*b = fill_reloc(r++, b-batch, src, I915_GEM_DOMAIN_SAMPLER, 0); b++;
	*b++ = (MAPSURF_32BIT | MT_32BIT_ARGB8888 |
		MS3_TILED_SURFACE |
		(HEIGHT - 1) << MS3_HEIGHT_SHIFT |
		(WIDTH - 1) << MS3_WIDTH_SHIFT);
	*b++ = ((WIDTH-1) << MS4_PITCH_SHIFT);

	*b++ = (_3DSTATE_SAMPLER_STATE | (3 * TEX_COUNT));
	*b++ = ((1 << TEX_COUNT) - 1);
	*b++ = (MIPFILTER_NONE << SS2_MIP_FILTER_SHIFT |
		FILTER_NEAREST << SS2_MAG_FILTER_SHIFT |
		FILTER_NEAREST << SS2_MIN_FILTER_SHIFT);
	*b++ = (TEXCOORDMODE_WRAP << SS3_TCX_ADDR_MODE_SHIFT |
		TEXCOORDMODE_WRAP << SS3_TCY_ADDR_MODE_SHIFT |
		0 << SS3_TEXTUREMAP_INDEX_SHIFT);
	*b++ = (0x00000000);

	/* render target state */
	*b++ = (_3DSTATE_BUF_INFO_CMD);
	*b++ = (BUF_3D_ID_COLOR_BACK | BUF_3D_TILED_SURFACE |  WIDTH*4);
	*b = fill_reloc(r++, b-batch, dst,
			I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER);
	b++;

	*b++ = (_3DSTATE_DST_BUF_VARS_CMD);
	*b++ = (COLR_BUF_ARGB8888 |
		DSTORG_HORT_BIAS(0x8) |
		DSTORG_VERT_BIAS(0x8));

	/* draw rect is unconditional */
	*b++ = (_3DSTATE_DRAW_RECT_CMD);
	*b++ = (0x00000000);
	*b++ = (0x00000000);	/* ymin, xmin */
	*b++ = (DRAW_YMAX(HEIGHT - 1) |
		DRAW_XMAX(WIDTH - 1));
	/* yorig, xorig (relate to color buffer?) */
	*b++ = (0x00000000);

	/* texfmt */
	*b++ = (_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(1) | I1_LOAD_S(2) | I1_LOAD_S(6) | 2);
	*b++ = ((4 << S1_VERTEX_WIDTH_SHIFT) | (4 << S1_VERTEX_PITCH_SHIFT));
	*b++ = (~S2_TEXCOORD_FMT(0, TEXCOORDFMT_NOT_PRESENT) |
		S2_TEXCOORD_FMT(0, TEXCOORDFMT_2D));
	*b++ = (S6_CBUF_BLEND_ENABLE | S6_COLOR_WRITE_ENABLE |
		BLENDFUNC_ADD << S6_CBUF_BLEND_FUNC_SHIFT |
		BLENDFACT_ONE << S6_CBUF_SRC_BLEND_FACT_SHIFT |
		BLENDFACT_ZERO << S6_CBUF_DST_BLEND_FACT_SHIFT);

	/* pixel shader */
	*b++ = (_3DSTATE_PIXEL_SHADER_PROGRAM | (1 + 3*3 - 2));
	/* decl FS_T0 */
	*b++ = (D0_DCL |
		REG_TYPE(FS_T0) << D0_TYPE_SHIFT |
		REG_NR(FS_T0) << D0_NR_SHIFT |
		((REG_TYPE(FS_T0) != REG_TYPE_S) ? D0_CHANNEL_ALL : 0));
	*b++ = (0);
	*b++ = (0);
	/* decl FS_S0 */
	*b++ = (D0_DCL |
		(REG_TYPE(FS_S0) << D0_TYPE_SHIFT) |
		(REG_NR(FS_S0) << D0_NR_SHIFT) |
		((REG_TYPE(FS_S0) != REG_TYPE_S) ? D0_CHANNEL_ALL : 0));
	*b++ = (0);
	*b++ = (0);
	/* texld(FS_OC, FS_S0, FS_T0 */
	*b++ = (T0_TEXLD |
		(REG_TYPE(FS_OC) << T0_DEST_TYPE_SHIFT) |
		(REG_NR(FS_OC) << T0_DEST_NR_SHIFT) |
		(REG_NR(FS_S0) << T0_SAMPLER_NR_SHIFT));
	*b++ = ((REG_TYPE(FS_T0) << T1_ADDRESS_REG_TYPE_SHIFT) |
		(REG_NR(FS_T0) << T1_ADDRESS_REG_NR_SHIFT));
	*b++ = (0);

	*b++ = (PRIM3D_RECTLIST | (3*4 - 1));
	*b++ = pack_float(WIDTH);
	*b++ = pack_float(HEIGHT);
	*b++ = pack_float(WIDTH);
	*b++ = pack_float(HEIGHT);

	*b++ = pack_float(0);
	*b++ = pack_float(HEIGHT);
	*b++ = pack_float(0);
	*b++ = pack_float(HEIGHT);

	*b++ = pack_float(0);
	*b++ = pack_float(0);
	*b++ = pack_float(0);
	*b++ = pack_float(0);

	*b++ = MI_BATCH_BUFFER_END;
	if ((b - batch) & 1)
		*b++ = 0;

	igt_assert(b - batch <= 1024);
	handle = gem_create(fd, 4096);
	gem_write(fd, handle, 0, batch, (b-batch)*sizeof(batch[0]));

	igt_assert(r-reloc == 2);

	obj[0].handle = dst;
	obj[0].relocation_count = 0;
	obj[0].relocs_ptr = 0;
	obj[0].alignment = 0;
	obj[0].offset = 0;
	obj[0].flags = 0;
	obj[0].rsvd1 = 0;
	obj[0].rsvd2 = 0;

	obj[1].handle = src;
	obj[1].relocation_count = 0;
	obj[1].relocs_ptr = 0;
	obj[1].alignment = 0;
	obj[1].offset = 0;
	obj[1].flags = 0;
	obj[1].rsvd1 = 0;
	obj[1].rsvd2 = 0;

	obj[2].handle = handle;
	obj[2].relocation_count = 2;
	obj[2].relocs_ptr = (uintptr_t)reloc;
	obj[2].alignment = 0;
	obj[2].offset = 0;
	obj[2].flags = 0;
	obj[2].rsvd1 = obj[2].rsvd2 = 0;

	exec.buffers_ptr = (uintptr_t)obj;
	exec.buffer_count = 3;
	exec.batch_start_offset = 0;
	exec.batch_len = (b-batch)*sizeof(batch[0]);
	exec.DR1 = exec.DR4 = 0;
	exec.num_cliprects = 0;
	exec.cliprects_ptr = 0;
	exec.flags = 0;
	i915_execbuffer2_set_context_id(exec, 0);
	exec.rsvd2 = 0;

	ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_EXECBUFFER2, &exec);
	while (ret && errno == EBUSY) {
		drmCommandNone(fd, DRM_I915_GEM_THROTTLE);
		ret = drmIoctl(fd, DRM_IOCTL_I915_GEM_EXECBUFFER2, &exec);
	}
	igt_assert_eq(ret, 0);

	gem_close(fd, handle);
}
コード例 #6
0
ファイル: i915_state_emit.c プロジェクト: Distrotech/Mesa
   else if (i915->flush_dirty & I915_PIPELINE_FLUSH)
      OUT_BATCH(MI_FLUSH | INHIBIT_FLUSH_RENDER_CACHE);
}

uint32_t invariant_state[] = {
   _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,

   _3DSTATE_DFLT_DIFFUSE_CMD, 0,

   _3DSTATE_DFLT_SPEC_CMD, 0,

   _3DSTATE_DFLT_Z_CMD, 0,

   _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),

   _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) |
コード例 #7
0
ファイル: i915_3d.c プロジェクト: adegroote/netbsd-drmgem
void I915EmitInvarientState(ScrnInfoPtr scrn)
{
	intel_screen_private *intel = intel_get_screen_private(scrn);

	assert(intel->in_batch_atomic);

	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);

	/* Disable independent alpha blend */
	OUT_BATCH(_3DSTATE_INDEPENDENT_ALPHA_BLEND_CMD |
		  IAB_MODIFY_ENABLE |
		  IAB_MODIFY_FUNC | (BLENDFUNC_ADD << IAB_FUNC_SHIFT) |
		  IAB_MODIFY_SRC_FACTOR | (BLENDFACT_ONE <<
					   IAB_SRC_FACTOR_SHIFT) |
		  IAB_MODIFY_DST_FACTOR | (BLENDFACT_ZERO <<
					   IAB_DST_FACTOR_SHIFT));

	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_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);

	OUT_BATCH(_3DSTATE_MODES_4_CMD |
		  ENABLE_LOGIC_OP_FUNC | LOGIC_OP_FUNC(LOGICOP_COPY) |
		  ENABLE_STENCIL_WRITE_MASK | STENCIL_WRITE_MASK(0xff) |
		  ENABLE_STENCIL_TEST_MASK | STENCIL_TEST_MASK(0xff));

	OUT_BATCH(_3DSTATE_LOAD_STATE_IMMEDIATE_1 | I1_LOAD_S(3) | I1_LOAD_S(4) | I1_LOAD_S(5) | 2);
	OUT_BATCH(0x00000000);	/* Disable texture coordinate wrap-shortest */
	OUT_BATCH((1 << S4_POINT_WIDTH_SHIFT) |
		  S4_LINE_WIDTH_ONE |
		  S4_CULLMODE_NONE |
		  S4_VFMT_XY);
	OUT_BATCH(0x00000000);	/* Stencil. */

	OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
	OUT_BATCH(_3DSTATE_SCISSOR_RECT_0_CMD);
	OUT_BATCH(0);
	OUT_BATCH(0);

	OUT_BATCH(_3DSTATE_DEPTH_SUBRECT_DISABLE);

	OUT_BATCH(_3DSTATE_LOAD_INDIRECT | 0);	/* disable indirect state */
	OUT_BATCH(0);

	OUT_BATCH(_3DSTATE_STIPPLE);
	OUT_BATCH(0x00000000);

	OUT_BATCH(_3DSTATE_BACKFACE_STENCIL_OPS | BFO_ENABLE_STENCIL_TWO_SIDE | 0);
}