void
ilo_render_emit_rectlist_commands_gen8(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   uint32_t op;

   ILO_DEV_ASSERT(r->dev, 8, 8);

   gen8_wa_pre_depth(r);

   if (blitter->uses & (ILO_BLITTER_USE_FB_DEPTH |
                        ILO_BLITTER_USE_FB_STENCIL)) {
      gen6_3DSTATE_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs, true);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH) {
      gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL) {
      gen6_3DSTATE_STENCIL_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   gen7_3DSTATE_CLEAR_PARAMS(r->builder,
         blitter->depth_clear_value);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   switch (blitter->op) {
   case ILO_BLITTER_RECTLIST_CLEAR_ZS:
      op = 0;
      if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH)
         op |= GEN8_WM_HZ_DW1_DEPTH_CLEAR;
      if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL)
         op |= GEN8_WM_HZ_DW1_STENCIL_CLEAR;
      break;
   case ILO_BLITTER_RECTLIST_RESOLVE_Z:
      op = GEN8_WM_HZ_DW1_DEPTH_RESOLVE;
      break;
   case ILO_BLITTER_RECTLIST_RESOLVE_HIZ:
      op = GEN8_WM_HZ_DW1_HIZ_RESOLVE;
      break;
   default:
      op = 0;
      break;
   }

   gen8_3DSTATE_WM_HZ_OP(r->builder, op, blitter->fb.width,
         blitter->fb.height, blitter->fb.num_samples);

   ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_WRITE_IMM);

   gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
}
Exemplo n.º 2
0
void
ilo_render_emit_rectlist_commands_gen7(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 7, 7.5);

   gen7_rectlist_wm_multisample(r, blitter);

   gen6_state_base_address(r->builder, true);

   gen6_user_3DSTATE_VERTEX_BUFFERS(r->builder,
         session->vb_start, session->vb_end,
         sizeof(blitter->vertices[0]));

   gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &blitter->vf);

   gen7_rectlist_pcb_alloc(r, blitter);

   /* needed for any VS-related commands */
   if (ilo_dev_gen(r->dev) == ILO_GEN(7))
      gen7_wa_pre_vs(r);

   gen7_rectlist_urb(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_DSA) {
      gen7_3DSTATE_DEPTH_STENCIL_STATE_POINTERS(r->builder,
            r->state.DEPTH_STENCIL_STATE);
   }

   if (blitter->uses & ILO_BLITTER_USE_CC) {
      gen7_3DSTATE_CC_STATE_POINTERS(r->builder,
            r->state.COLOR_CALC_STATE);
   }

   gen7_rectlist_vs_to_sf(r, blitter);
   gen7_rectlist_wm(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_VIEWPORT) {
      gen7_3DSTATE_VIEWPORT_STATE_POINTERS_CC(r->builder,
            r->state.CC_VIEWPORT);
   }

   gen7_rectlist_wm_depth(r, blitter);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   if (ilo_dev_gen(r->dev) == ILO_GEN(7))
      gen7_wa_post_ps_and_later(r);

   ilo_render_3dprimitive(r, &blitter->draw_info);
}
Exemplo n.º 3
0
void
ilo_render_emit_rectlist_commands_gen6(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 6, 6);

   gen6_wa_pre_non_pipelined(r);

   gen6_rectlist_wm_multisample(r, blitter);

   gen6_state_base_address(r->builder, true);

   gen6_user_3DSTATE_VERTEX_BUFFERS(r->builder,
         session->vb_start, session->vb_end,
         sizeof(blitter->vertices[0]));

   gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &blitter->ve);

   gen6_3DSTATE_URB(r->builder, r->dev->urb_size, 0,
         (blitter->ve.count + blitter->ve.prepend_nosrc_cso) * 4 * sizeof(float),
         0);

   /* 3DSTATE_URB workaround */
   if (r->state.gs.active) {
      ilo_render_emit_flush(r);
      r->state.gs.active = false;
   }

   if (blitter->uses &
       (ILO_BLITTER_USE_DSA | ILO_BLITTER_USE_CC)) {
      gen6_3DSTATE_CC_STATE_POINTERS(r->builder, 0,
            r->state.DEPTH_STENCIL_STATE, r->state.COLOR_CALC_STATE);
   }

   gen6_rectlist_vs_to_sf(r, blitter);
   gen6_rectlist_wm(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_VIEWPORT) {
      gen6_3DSTATE_VIEWPORT_STATE_POINTERS(r->builder,
            0, 0, r->state.CC_VIEWPORT);
   }

   gen6_rectlist_wm_depth(r, blitter);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   gen6_3DPRIMITIVE(r->builder, &blitter->draw, NULL);
}
Exemplo n.º 4
0
void
gen6_draw_sf_rect(struct ilo_render *r,
                  const struct ilo_state_vector *vec,
                  struct ilo_render_draw_session *session)
{
   /* 3DSTATE_DRAWING_RECTANGLE */
   if (DIRTY(FB)) {
      if (ilo_dev_gen(r->dev) == ILO_GEN(6))
         gen6_wa_pre_non_pipelined(r);

      gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
            vec->fb.state.width, vec->fb.state.height);
   }
}
Exemplo n.º 5
0
void
ilo_render_emit_rectlist_commands_gen8(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 8, 8);

   gen8_wa_pre_depth(r);

   if (blitter->uses & (ILO_BLITTER_USE_FB_DEPTH |
                        ILO_BLITTER_USE_FB_STENCIL))
      gen6_3DSTATE_DEPTH_BUFFER(r->builder, &blitter->fb.dst.u.zs);

   if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH) {
      gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL) {
      gen6_3DSTATE_STENCIL_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   gen7_3DSTATE_CLEAR_PARAMS(r->builder,
         blitter->depth_clear_value);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   gen8_3DSTATE_WM_HZ_OP(r->builder, &blitter->fb.rs,
         blitter->fb.width, blitter->fb.height);

   ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_WRITE_IMM);

   gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
}