Exemplo n.º 1
0
/**
 * Sets up a DRIImage structure to point to our shared image in a region
 */
static void
intel_setup_image_from_mipmap_tree(struct intel_context *intel, __DRIimage *image,
                                   struct intel_mipmap_tree *mt, GLuint level,
                                   GLuint zoffset)
{
   unsigned int draw_x, draw_y;
   uint32_t mask_x, mask_y;

   intel_miptree_check_level_layer(mt, level, zoffset);

   intel_region_get_tile_masks(mt->region, &mask_x, &mask_y, false);
   intel_miptree_get_image_offset(mt, level, zoffset, &draw_x, &draw_y);

   image->width = mt->level[level].width;
   image->height = mt->level[level].height;
   image->tile_x = draw_x & mask_x;
   image->tile_y = draw_y & mask_y;

   image->offset = intel_region_get_aligned_offset(mt->region,
                                                   draw_x & ~mask_x,
                                                   draw_y & ~mask_y,
                                                   false);

   intel_region_reference(&image->region, mt->region);
}
Exemplo n.º 2
0
void
brw_blorp_mip_info::set(struct intel_mipmap_tree *mt,
                        unsigned int level, unsigned int layer)
{
   intel_miptree_check_level_layer(mt, level, layer);

   this->mt = mt;
   this->level = level;
   this->layer = layer;
}
Exemplo n.º 3
0
static bool
intel_renderbuffer_update_wrapper(struct intel_context *intel,
                                  struct intel_renderbuffer *irb,
				  struct gl_texture_image *image,
                                  uint32_t layer)
{
   struct gl_renderbuffer *rb = &irb->Base.Base;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int level = image->Level;

   rb->Format = image->TexFormat;
   rb->InternalFormat = image->InternalFormat;
   rb->_BaseFormat = image->_BaseFormat;
   rb->NumSamples = mt->num_samples;

   if (mt->msaa_layout != INTEL_MSAA_LAYOUT_NONE) {
      assert(level == 0);
      rb->Width = mt->logical_width0;
      rb->Height = mt->logical_height0;
   }
   else {
      rb->Width = mt->level[level].width;
      rb->Height = mt->level[level].height;
   }

   rb->Delete = intel_delete_renderbuffer;
   rb->AllocStorage = intel_nop_alloc_storage;

   intel_miptree_check_level_layer(mt, level, layer);
   irb->mt_level = level;

   switch (mt->msaa_layout) {
      case INTEL_MSAA_LAYOUT_UMS:
      case INTEL_MSAA_LAYOUT_CMS:
         irb->mt_layer = layer * mt->num_samples;
         break;

      default:
         irb->mt_layer = layer;
   }

   intel_miptree_reference(&irb->mt, mt);

   intel_renderbuffer_set_draw_offset(irb);

   if (mt->hiz_mt == NULL &&
       intel->vtbl.is_hiz_depth_format(intel, rb->Format)) {
      intel_miptree_alloc_hiz(intel, mt, 0 /* num_samples */);
      if (!mt->hiz_mt)
	 return false;
   }

   return true;
}
Exemplo n.º 4
0
void
brw_blorp_mip_info::set(struct intel_mipmap_tree *mt,
                        unsigned int level, unsigned int layer)
{
   intel_miptree_check_level_layer(mt, level, layer);

   this->mt = mt;
   this->level = level;
   this->layer = layer;
   this->width = mt->level[level].width;
   this->height = mt->level[level].height;

   intel_miptree_get_image_offset(mt, level, layer, &x_offset, &y_offset);
}
Exemplo n.º 5
0
/**
 * Called by glFramebufferTexture[123]DEXT() (and other places) to
 * prepare for rendering into texture memory.  This might be called
 * many times to choose different texture levels, cube faces, etc
 * before intel_finish_render_texture() is ever called.
 */
static void
intel_render_texture(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_renderbuffer *rb = att->Renderbuffer;
   struct intel_renderbuffer *irb = intel_renderbuffer(rb);
   struct gl_texture_image *image = rb->TexImage;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int layer;

   (void) fb;

   if (att->CubeMapFace > 0) {
      assert(att->Zoffset == 0);
      layer = att->CubeMapFace;
   } else {
      layer = att->Zoffset;
   }

   if (!intel_image->mt) {
      /* Fallback on drawing to a texture that doesn't have a miptree
       * (has a border, width/height 0, etc.)
       */
      _swrast_render_texture(ctx, fb, att);
      return;
   }

   intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

   if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
       _swrast_render_texture(ctx, fb, att);
       return;
   }

   DBG("Begin render %s texture tex=%u w=%d h=%d d=%d refcount=%d\n",
       _mesa_get_format_name(image->TexFormat),
       att->Texture->Name, image->Width, image->Height, image->Depth,
       rb->RefCount);

   /* update drawing region, etc */
   intel_draw_buffer(ctx);
}
Exemplo n.º 6
0
/**
 * Sets up a DRIImage structure to point to a slice out of a miptree.
 */
static void
intel_setup_image_from_mipmap_tree(struct brw_context *brw, __DRIimage *image,
                                   struct intel_mipmap_tree *mt, GLuint level,
                                   GLuint zoffset)
{
   intel_miptree_make_shareable(brw, mt);

   intel_miptree_check_level_layer(mt, level, zoffset);

   image->width = minify(mt->physical_width0, level - mt->first_level);
   image->height = minify(mt->physical_height0, level - mt->first_level);
   image->pitch = mt->pitch;

   image->offset = intel_miptree_get_tile_offsets(mt, level, zoffset,
                                                  &image->tile_x,
                                                  &image->tile_y);

   drm_intel_bo_unreference(image->bo);
   image->bo = mt->bo;
   drm_intel_bo_reference(mt->bo);
}
Exemplo n.º 7
0
static bool
intel_renderbuffer_update_wrapper(struct brw_context *brw,
                                  struct intel_renderbuffer *irb,
				  struct gl_texture_image *image,
                                  uint32_t layer)
{
   struct gl_renderbuffer *rb = &irb->Base.Base;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int level = image->Level;

   rb->Depth = image->Depth;

   rb->AllocStorage = intel_nop_alloc_storage;

   intel_miptree_check_level_layer(mt, level, layer);
   irb->mt_level = level;

   switch (mt->msaa_layout) {
      case INTEL_MSAA_LAYOUT_UMS:
      case INTEL_MSAA_LAYOUT_CMS:
         irb->mt_layer = layer * mt->num_samples;
         break;

      default:
         irb->mt_layer = layer;
   }

   intel_miptree_reference(&irb->mt, mt);

   intel_renderbuffer_set_draw_offset(irb);

   if (mt->hiz_mt == NULL && brw_is_hiz_depth_format(brw, rb->Format)) {
      intel_miptree_alloc_hiz(brw, mt);
      if (!mt->hiz_mt)
	 return false;
   }

   return true;
}
void
brw_blorp_mip_info::set(struct intel_mipmap_tree *mt,
                        unsigned int level, unsigned int layer)
{
   /* Layer is a physical layer, so if this is a 2D multisample array texture
    * using INTEL_MSAA_LAYOUT_UMS or INTEL_MSAA_LAYOUT_CMS, then it had better
    * be a multiple of num_samples.
    */
   if (mt->msaa_layout == INTEL_MSAA_LAYOUT_UMS ||
       mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
      assert(layer % mt->num_samples == 0);
   }

   intel_miptree_check_level_layer(mt, level, layer);

   this->mt = mt;
   this->level = level;
   this->layer = layer;
   this->width = minify(mt->physical_width0, level - mt->first_level);
   this->height = minify(mt->physical_height0, level - mt->first_level);

   intel_miptree_get_image_offset(mt, level, layer, &x_offset, &y_offset);
}
Exemplo n.º 9
0
static bool
intel_renderbuffer_update_wrapper(struct intel_context *intel,
                                  struct intel_renderbuffer *irb,
				  struct gl_texture_image *image,
                                  uint32_t layer)
{
   struct gl_renderbuffer *rb = &irb->Base.Base;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int level = image->Level;

   rb->AllocStorage = intel_nop_alloc_storage;

   intel_miptree_check_level_layer(mt, level, layer);
   irb->mt_level = level;
   irb->mt_layer = layer;

   intel_miptree_reference(&irb->mt, mt);

   intel_renderbuffer_set_draw_offset(irb);

   return true;
}
static bool
intel_renderbuffer_update_wrapper(struct intel_context *intel,
                                  struct intel_renderbuffer *irb,
				  struct gl_texture_image *image,
                                  uint32_t layer)
{
   struct gl_renderbuffer *rb = &irb->Base.Base;
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int level = image->Level;

   rb->Format = image->TexFormat;
   rb->InternalFormat = image->InternalFormat;
   rb->_BaseFormat = image->_BaseFormat;
   rb->Width = mt->level[level].width;
   rb->Height = mt->level[level].height;

   rb->Delete = intel_delete_renderbuffer;
   rb->AllocStorage = intel_nop_alloc_storage;

   intel_miptree_check_level_layer(mt, level, layer);
   irb->mt_level = level;
   irb->mt_layer = layer;

   intel_miptree_reference(&irb->mt, mt);

   intel_renderbuffer_set_draw_offset(irb);

   if (mt->hiz_mt == NULL &&
       intel->vtbl.is_hiz_depth_format(intel, rb->Format)) {
      intel_miptree_alloc_hiz(intel, mt, 0 /* num_samples */);
      if (!mt->hiz_mt)
	 return false;
   }

   return true;
}
/**
 * Called by glFramebufferTexture[123]DEXT() (and other places) to
 * prepare for rendering into texture memory.  This might be called
 * many times to choose different texture levels, cube faces, etc
 * before intel_finish_render_texture() is ever called.
 */
static void
intel_render_texture(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
   struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
   struct intel_texture_image *intel_image = intel_texture_image(image);
   struct intel_mipmap_tree *mt = intel_image->mt;
   int layer;

   (void) fb;

   if (att->CubeMapFace > 0) {
      assert(att->Zoffset == 0);
      layer = att->CubeMapFace;
   } else {
      layer = att->Zoffset;
   }

   if (!intel_image->mt) {
      /* Fallback on drawing to a texture that doesn't have a miptree
       * (has a border, width/height 0, etc.)
       */
      _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
      _swrast_render_texture(ctx, fb, att);
      return;
   }
   else if (!irb) {
      intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

      irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);

      if (irb) {
         /* bind the wrapper to the attachment point */
         _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
      }
      else {
         /* fallback to software rendering */
         _swrast_render_texture(ctx, fb, att);
         return;
      }
   }

   if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
       _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
       _swrast_render_texture(ctx, fb, att);
       return;
   }

   irb->tex_image = image;

   DBG("Begin render %s texture tex=%u w=%d h=%d refcount=%d\n",
       _mesa_get_format_name(image->TexFormat),
       att->Texture->Name, image->Width, image->Height,
       irb->Base.Base.RefCount);

   /* update drawing region, etc */
   intel_draw_buffer(ctx);
}
Exemplo n.º 12
0
static void
blorp_surf_for_miptree(struct brw_context *brw,
                       struct blorp_surf *surf,
                       struct intel_mipmap_tree *mt,
                       bool is_render_target,
                       uint32_t safe_aux_usage,
                       unsigned *level,
                       unsigned start_layer, unsigned num_layers,
                       struct isl_surf tmp_surfs[2])
{
   if (mt->msaa_layout == INTEL_MSAA_LAYOUT_UMS ||
       mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
      const unsigned num_samples = MAX2(1, mt->num_samples);
      for (unsigned i = 0; i < num_layers; i++) {
         for (unsigned s = 0; s < num_samples; s++) {
            const unsigned phys_layer = (start_layer + i) * num_samples + s;
            intel_miptree_check_level_layer(mt, *level, phys_layer);
         }
      }
   } else {
      for (unsigned i = 0; i < num_layers; i++)
         intel_miptree_check_level_layer(mt, *level, start_layer + i);
   }

   intel_miptree_get_isl_surf(brw, mt, &tmp_surfs[0]);
   surf->surf = &tmp_surfs[0];
   surf->addr = (struct blorp_address) {
      .buffer = mt->bo,
      .offset = mt->offset,
      .read_domains = is_render_target ? I915_GEM_DOMAIN_RENDER :
                                         I915_GEM_DOMAIN_SAMPLER,
      .write_domain = is_render_target ? I915_GEM_DOMAIN_RENDER : 0,
   };

   if (brw->gen == 6 && mt->format == MESA_FORMAT_S_UINT8 &&
       mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
      /* Sandy bridge stencil and HiZ use this ALL_SLICES_AT_EACH_LOD hack in
       * order to allow for layered rendering.  The hack makes each LOD of the
       * stencil or HiZ buffer a single tightly packed array surface at some
       * offset into the surface.  Since ISL doesn't know how to deal with the
       * crazy ALL_SLICES_AT_EACH_LOD layout and since we have to do a manual
       * offset of it anyway, we might as well do the offset here and keep the
       * hacks inside the i965 driver.
       *
       * See also gen6_depth_stencil_state.c
       */
      uint32_t offset;
      apply_gen6_stencil_hiz_offset(&tmp_surfs[0], mt, *level, &offset);
      surf->addr.offset += offset;
      *level = 0;
   }

   struct isl_surf *aux_surf = &tmp_surfs[1];
   intel_miptree_get_aux_isl_surf(brw, mt, aux_surf, &surf->aux_usage);

   if (surf->aux_usage != ISL_AUX_USAGE_NONE) {
      if (surf->aux_usage == ISL_AUX_USAGE_HIZ) {
         /* If we're not going to use it as a depth buffer, resolve HiZ */
         if (!(safe_aux_usage & (1 << ISL_AUX_USAGE_HIZ))) {
            for (unsigned i = 0; i < num_layers; i++) {
               intel_miptree_slice_resolve_depth(brw, mt, *level,
                                                 start_layer + i);

               /* If we're rendering to it then we'll need a HiZ resolve once
                * we're done before we can use it with HiZ again.
                */
               if (is_render_target)
                  intel_miptree_slice_set_needs_hiz_resolve(mt, *level,
                                                            start_layer + i);
            }
            surf->aux_usage = ISL_AUX_USAGE_NONE;
         }
      } else if (!(safe_aux_usage & (1 << surf->aux_usage))) {
         uint32_t flags = 0;
         if (safe_aux_usage & (1 << ISL_AUX_USAGE_CCS_E))
            flags |= INTEL_MIPTREE_IGNORE_CCS_E;

         intel_miptree_resolve_color(brw, mt,
                                     *level, start_layer, num_layers, flags);

         assert(!intel_miptree_has_color_unresolved(mt, *level, 1,
                                                    start_layer, num_layers));
         surf->aux_usage = ISL_AUX_USAGE_NONE;
      }
   }

   if (is_render_target)
      intel_miptree_used_for_rendering(brw, mt, *level,
                                       start_layer, num_layers);

   if (surf->aux_usage != ISL_AUX_USAGE_NONE) {
      /* We only really need a clear color if we also have an auxiliary
       * surface.  Without one, it does nothing.
       */
      surf->clear_color = intel_miptree_get_isl_clear_color(brw, mt);

      surf->aux_surf = aux_surf;
      surf->aux_addr = (struct blorp_address) {
         .read_domains = is_render_target ? I915_GEM_DOMAIN_RENDER :
                                            I915_GEM_DOMAIN_SAMPLER,
         .write_domain = is_render_target ? I915_GEM_DOMAIN_RENDER : 0,
      };

      if (mt->mcs_buf) {
         surf->aux_addr.buffer = mt->mcs_buf->bo;
         surf->aux_addr.offset = mt->mcs_buf->offset;
      } else {
         assert(surf->aux_usage == ISL_AUX_USAGE_HIZ);
         struct intel_mipmap_tree *hiz_mt = mt->hiz_buf->mt;
         if (hiz_mt) {
            surf->aux_addr.buffer = hiz_mt->bo;
            if (brw->gen == 6 &&
                hiz_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
               /* gen6 requires the HiZ buffer to be manually offset to the
                * right location.  We could fixup the surf but it doesn't
                * matter since most of those fields don't matter.
                */
               apply_gen6_stencil_hiz_offset(aux_surf, hiz_mt, *level,
                                             &surf->aux_addr.offset);
            } else {
               surf->aux_addr.offset = 0;
            }
            assert(hiz_mt->pitch == aux_surf->row_pitch);
         } else {
            surf->aux_addr.buffer = mt->hiz_buf->aux_base.bo;
            surf->aux_addr.offset = mt->hiz_buf->aux_base.offset;
         }
      }
   } else {
      surf->aux_addr = (struct blorp_address) {
         .buffer = NULL,
      };
      memset(&surf->clear_color, 0, sizeof(surf->clear_color));
   }
   assert((surf->aux_usage == ISL_AUX_USAGE_NONE) ==
          (surf->aux_addr.buffer == NULL));
}
Exemplo n.º 13
0
/**
 * \copydoc gen6_hiz_exec()
 */
static void
gen7_hiz_exec(struct intel_context *intel,
              struct intel_mipmap_tree *mt,
              unsigned int level,
              unsigned int layer,
              enum gen6_hiz_op op)
{
   struct gl_context *ctx = &intel->ctx;
   struct brw_context *brw = brw_context(ctx);

   assert(op != GEN6_HIZ_OP_DEPTH_CLEAR); /* Not implemented yet. */
   assert(mt->hiz_mt != NULL);
   intel_miptree_check_level_layer(mt, level, layer);

   uint32_t depth_format;
   switch (mt->format) {
   case MESA_FORMAT_Z16:       depth_format = BRW_DEPTHFORMAT_D16_UNORM; break;
   case MESA_FORMAT_Z32_FLOAT: depth_format = BRW_DEPTHFORMAT_D32_FLOAT; break;
   case MESA_FORMAT_X8_Z24:    depth_format = BRW_DEPTHFORMAT_D24_UNORM_X8_UINT; break;
   default:                    assert(0); break;
   }

   gen6_hiz_emit_batch_head(brw);
   gen6_hiz_emit_vertices(brw, mt, level, layer);

   /* 3DSTATE_URB_VS
    * 3DSTATE_URB_HS
    * 3DSTATE_URB_DS
    * 3DSTATE_URB_GS
    *
    * If the 3DSTATE_URB_VS is emitted, than the others must be also. From the
    * BSpec, Volume 2a "3D Pipeline Overview", Section 1.7.1 3DSTATE_URB_VS:
    *     3DSTATE_URB_HS, 3DSTATE_URB_DS, and 3DSTATE_URB_GS must also be
    *     programmed in order for the programming of this state to be
    *     valid.
    */
   {
      /* The minimum valid value is 32. See 3DSTATE_URB_VS,
       * Dword 1.15:0 "VS Number of URB Entries".
       */
      int num_vs_entries = 32;

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_URB_VS << 16 | (2 - 2));
      OUT_BATCH(1 << GEN7_URB_ENTRY_SIZE_SHIFT |
                0 << GEN7_URB_STARTING_ADDRESS_SHIFT |
                num_vs_entries);
      ADVANCE_BATCH();

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_URB_GS << 16 | (2 - 2));
      OUT_BATCH(0);
      ADVANCE_BATCH();

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_URB_HS << 16 | (2 - 2));
      OUT_BATCH(0);
      ADVANCE_BATCH();

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_URB_DS << 16 | (2 - 2));
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_DEPTH_STENCIL_STATE_POINTERS
    *
    * The offset is relative to CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
    */
   {
      uint32_t depthstencil_offset;
      gen6_hiz_emit_depth_stencil_state(brw, op, &depthstencil_offset);

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_DEPTH_STENCIL_STATE_POINTERS << 16 | (2 - 2));
      OUT_BATCH(depthstencil_offset | 1);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_VS
    *
    * Disable vertex shader.
    */
   {
      BEGIN_BATCH(6);
      OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_HS
    *
    * Disable the hull shader.
    */
   {
      BEGIN_BATCH(7);
      OUT_BATCH(_3DSTATE_HS << 16 | (7 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_TE
    *
    * Disable the tesselation engine.
    */
   {
      BEGIN_BATCH(4);
      OUT_BATCH(_3DSTATE_TE << 16 | (4 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_DS
    *
    * Disable the domain shader.
    */
   {
      BEGIN_BATCH(6);
      OUT_BATCH(_3DSTATE_DS << 16 | (6 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_GS
    *
    * Disable the geometry shader.
    */
   {
      BEGIN_BATCH(7);
      OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_STREAMOUT
    *
    * Disable streamout.
    */
   {
      BEGIN_BATCH(3);
      OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_CLIP
    *
    * Disable the clipper.
    *
    * The HiZ op emits a rectangle primitive, which requires clipping to
    * be disabled. From page 10 of the Sandy Bridge PRM Volume 2 Part 1
    * Section 1.3 "3D Primitives Overview":
    *    RECTLIST:
    *    Either the CLIP unit should be DISABLED, or the CLIP unit's Clip
    *    Mode should be set to a value other than CLIPMODE_NORMAL.
    *
    * Also disable perspective divide. This doesn't change the clipper's
    * output, but does spare a few electrons.
    */
   {
      BEGIN_BATCH(4);
      OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
      OUT_BATCH(0);
      OUT_BATCH(GEN6_CLIP_PERSPECTIVE_DIVIDE_DISABLE);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_SF
    *
    * Disable ViewportTransformEnable (dw1.1)
    *
    * From the SandyBridge PRM, Volume 2, Part 1, Section 1.3, "3D
    * Primitives Overview":
    *     RECTLIST: Viewport Mapping must be DISABLED (as is typical with the
    *     use of screen- space coordinates).
    *
    * A solid rectangle must be rendered, so set FrontFaceFillMode (dw1.6:5)
    * and BackFaceFillMode (dw1.4:3) to SOLID(0).
    *
    * From the Sandy Bridge PRM, Volume 2, Part 1, Section
    * 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode:
    *     SOLID: Any triangle or rectangle object found to be front-facing
    *     is rendered as a solid object. This setting is required when
    *     (rendering rectangle (RECTLIST) objects.
    */
   {
      BEGIN_BATCH(7);
      OUT_BATCH(_3DSTATE_SF << 16 | (7 - 2));
      OUT_BATCH(depth_format << GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_SBE */
   {
      BEGIN_BATCH(14);
      OUT_BATCH(_3DSTATE_SBE << 16 | (14 - 2));
      OUT_BATCH((1 - 1) << GEN7_SBE_NUM_OUTPUTS_SHIFT | /* only position */
                1 << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
                0 << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT);
      for (int i = 0; i < 12; ++i)
         OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_WM
    *
    * Disable PS thread dispatch (dw1.29) and enable the HiZ op.
    */
   {
      uint32_t dw1 = 0;

      switch (op) {
      case GEN6_HIZ_OP_DEPTH_CLEAR:
         assert(!"not implemented");
         dw1 |= GEN7_WM_DEPTH_CLEAR;
         break;
      case GEN6_HIZ_OP_DEPTH_RESOLVE:
         dw1 |= GEN7_WM_DEPTH_RESOLVE;
         break;
      case GEN6_HIZ_OP_HIZ_RESOLVE:
         dw1 |= GEN7_WM_HIERARCHICAL_DEPTH_RESOLVE;
         break;
      default:
         assert(0);
         break;
      }

      BEGIN_BATCH(3);
      OUT_BATCH(_3DSTATE_WM << 16 | (3 - 2));
      OUT_BATCH(dw1);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_PS
    *
    * Pixel shader dispatch is disabled above in 3DSTATE_WM, dw1.29. Despite
    * that, thread dispatch info must still be specified.
    *     - Maximum Number of Threads (dw4.24:31) must be nonzero, as the BSpec
    *       states that the valid range for this field is [0x3, 0x2f].
    *     - A dispatch mode must be given; that is, at least one of the
    *       "N Pixel Dispatch Enable" (N=8,16,32) fields must be set. This was
    *       discovered through simulator error messages.
    */
   {
      BEGIN_BATCH(8);
      OUT_BATCH(_3DSTATE_PS << 16 | (8 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(((brw->max_wm_threads - 1) << IVB_PS_MAX_THREADS_SHIFT) |
		GEN7_PS_32_DISPATCH_ENABLE);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_DEPTH_BUFFER */
   {
      uint32_t width = mt->level[level].width;
      uint32_t height = mt->level[level].height;

      uint32_t tile_x;
      uint32_t tile_y;
      uint32_t offset;
      {
         /* Construct a dummy renderbuffer just to extract tile offsets. */
         struct intel_renderbuffer rb;
         rb.mt = mt;
         rb.mt_level = level;
         rb.mt_layer = layer;
         intel_renderbuffer_set_draw_offset(&rb);
         offset = intel_renderbuffer_tile_offsets(&rb, &tile_x, &tile_y);
      }

      intel_emit_depth_stall_flushes(intel);

      BEGIN_BATCH(7);
      OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
      OUT_BATCH(((mt->region->pitch * mt->region->cpp) - 1) |
                depth_format << 18 |
                1 << 22 | /* hiz enable */
                1 << 28 | /* depth write */
                BRW_SURFACE_2D << 29);
      OUT_RELOC(mt->region->bo,
                I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                offset);
      OUT_BATCH((width + tile_x - 1) << 4 |
                (height + tile_y - 1) << 18);
      OUT_BATCH(0);
      OUT_BATCH(tile_x |
                tile_y << 16);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_HIER_DEPTH_BUFFER */
   {
      struct intel_region *hiz_region = mt->hiz_mt->region;

      BEGIN_BATCH(3);
      OUT_BATCH((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
      OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1);
      OUT_RELOC(hiz_region->bo,
                I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_STENCIL_BUFFER */
   {
      BEGIN_BATCH(3);
      OUT_BATCH((GEN7_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_CLEAR_PARAMS
    *
    * From the BSpec, Volume 2a.11 Windower, Section 1.5.6.3.2
    * 3DSTATE_CLEAR_PARAMS:
    *    [DevIVB] 3DSTATE_CLEAR_PARAMS must always be programmed in the along
    *    with the other Depth/Stencil state commands(i.e.  3DSTATE_DEPTH_BUFFER,
    *    3DSTATE_STENCIL_BUFFER, or 3DSTATE_HIER_DEPTH_BUFFER).
    */
   {
      BEGIN_BATCH(3);
      OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_DRAWING_RECTANGLE */
   {
      BEGIN_BATCH(4);
      OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
      OUT_BATCH(0);
      OUT_BATCH(((mt->level[level].width - 1) & 0xffff) |
                ((mt->level[level].height - 1) << 16));
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DPRIMITIVE */
   {
     BEGIN_BATCH(7);
     OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
     OUT_BATCH(GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL |
               _3DPRIM_RECTLIST);
     OUT_BATCH(3); /* vertex count per instance */
     OUT_BATCH(0);
     OUT_BATCH(1); /* instance count */
     OUT_BATCH(0);
     OUT_BATCH(0);
     ADVANCE_BATCH();
   }

   /* See comments above at first invocation of intel_flush() in
    * gen6_hiz_emit_batch_head().
    */
   intel_flush(ctx);

   /* Be safe. */
   brw->state.dirty.brw = ~0;
   brw->state.dirty.cache = ~0;
}
Exemplo n.º 14
0
/**
 * Called by glFramebufferTexture[123]DEXT() (and other places) to
 * prepare for rendering into texture memory.  This might be called
 * many times to choose different texture levels, cube faces, etc
 * before intel_finish_render_texture() is ever called.
 */
static void
intel_render_texture(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
    struct intel_context *intel = intel_context(ctx);
    struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
    struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
    struct intel_texture_image *intel_image = intel_texture_image(image);
    struct intel_mipmap_tree *mt = intel_image->mt;
    int layer;

    (void) fb;

    if (att->CubeMapFace > 0) {
        assert(att->Zoffset == 0);
        layer = att->CubeMapFace;
    } else {
        layer = att->Zoffset;
    }

    if (!intel_image->mt) {
        /* Fallback on drawing to a texture that doesn't have a miptree
         * (has a border, width/height 0, etc.)
         */
        _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
        _swrast_render_texture(ctx, fb, att);
        return;
    }
    else if (!irb) {
        intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

        irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);

        if (irb) {
            /* bind the wrapper to the attachment point */
            _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
        }
        else {
            /* fallback to software rendering */
            _swrast_render_texture(ctx, fb, att);
            return;
        }
    }

    if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
        _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
        _swrast_render_texture(ctx, fb, att);
        return;
    }

    DBG("Begin render %s texture tex=%u w=%d h=%d refcount=%d\n",
        _mesa_get_format_name(image->TexFormat),
        att->Texture->Name, image->Width, image->Height,
        irb->Base.Base.RefCount);

    intel_image->used_as_render_target = true;

#ifndef I915
    if (need_tile_offset_workaround(brw_context(ctx), irb)) {
        /* Original gen4 hardware couldn't draw to a non-tile-aligned
         * destination in a miptree unless you actually setup your
         * renderbuffer as a miptree and used the fragile
         * lod/array_index/etc. controls to select the image.  So,
         * instead, we just make a new single-level miptree and render
         * into that.
         */
        struct intel_context *intel = intel_context(ctx);
        struct intel_mipmap_tree *new_mt;
        int width, height, depth;

        intel_miptree_get_dimensions_for_image(image, &width, &height, &depth);

        new_mt = intel_miptree_create(intel, image->TexObject->Target,
                                      intel_image->base.Base.TexFormat,
                                      intel_image->base.Base.Level,
                                      intel_image->base.Base.Level,
                                      width, height, depth,
                                      true);

        intel_miptree_copy_teximage(intel, intel_image, new_mt);
        intel_renderbuffer_set_draw_offset(irb);

        intel_miptree_reference(&irb->mt, intel_image->mt);
        intel_miptree_release(&new_mt);
    }
#endif
    /* update drawing region, etc */
    intel_draw_buffer(ctx);
}