2 * Copyright © 2009 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 * Eric Anholt <eric@anholt.net>
28 #include "brw_context.h"
29 #include "brw_state.h"
30 #include "brw_defines.h"
32 #include "main/macros.h"
33 #include "intel_batchbuffer.h"
36 * Determine the appropriate attribute override value to store into the
37 * 3DSTATE_SF structure for a given fragment shader attribute. The attribute
38 * override value contains two pieces of information: the location of the
39 * attribute in the VUE (relative to urb_entry_read_offset, see below), and a
40 * flag indicating whether to "swizzle" the attribute based on the direction
41 * the triangle is facing.
43 * If an attribute is "swizzled", then the given VUE location is used for
44 * front-facing triangles, and the VUE location that immediately follows is
45 * used for back-facing triangles. We use this to implement the mapping from
46 * gl_FrontColor/gl_BackColor to gl_Color.
48 * urb_entry_read_offset is the offset into the VUE at which the SF unit is
49 * being instructed to begin reading attribute data. It can be set to a
50 * nonzero value to prevent the SF unit from wasting time reading elements of
51 * the VUE that are not needed by the fragment shader. It is measured in
55 get_attr_override(struct brw_vue_map *vue_map, int urb_entry_read_offset,
56 int fs_attr, bool two_side_color)
58 int attr_override, slot;
59 int vs_attr = _mesa_frag_attrib_to_vert_result(fs_attr);
60 if (vs_attr < 0 || vs_attr == VERT_RESULT_HPOS) {
61 /* These attributes will be overwritten by the fragment shader's
62 * interpolation code (see emit_interp() in brw_wm_fp.c), so just let
63 * them reference the first available attribute.
68 /* Find the VUE slot for this attribute. */
69 slot = vue_map->vert_result_to_slot[vs_attr];
71 /* If there was only a back color written but not front, use back
72 * as the color instead of undefined
74 if (slot == -1 && vs_attr == VERT_RESULT_COL0)
75 slot = vue_map->vert_result_to_slot[VERT_RESULT_BFC0];
76 if (slot == -1 && vs_attr == VERT_RESULT_COL1)
77 slot = vue_map->vert_result_to_slot[VERT_RESULT_BFC1];
80 /* This attribute does not exist in the VUE--that means that the vertex
81 * shader did not write to it. Behavior is undefined in this case, so
82 * just reference the first available attribute.
87 /* Compute the location of the attribute relative to urb_entry_read_offset.
88 * Each increment of urb_entry_read_offset represents a 256-bit value, so
89 * it counts for two 128-bit VUE slots.
91 attr_override = slot - 2 * urb_entry_read_offset;
92 assert (attr_override >= 0 && attr_override < 32);
94 /* If we are doing two-sided color, and the VUE slot following this one
95 * represents a back-facing color, then we need to instruct the SF unit to
96 * do back-facing swizzling.
99 if (vue_map->slot_to_vert_result[slot] == VERT_RESULT_COL0 &&
100 vue_map->slot_to_vert_result[slot+1] == VERT_RESULT_BFC0)
101 attr_override |= (ATTRIBUTE_SWIZZLE_INPUTATTR_FACING << ATTRIBUTE_SWIZZLE_SHIFT);
102 else if (vue_map->slot_to_vert_result[slot] == VERT_RESULT_COL1 &&
103 vue_map->slot_to_vert_result[slot+1] == VERT_RESULT_BFC1)
104 attr_override |= (ATTRIBUTE_SWIZZLE_INPUTATTR_FACING << ATTRIBUTE_SWIZZLE_SHIFT);
107 return attr_override;
111 upload_sf_state(struct brw_context *brw)
113 struct intel_context *intel = &brw->intel;
114 struct gl_context *ctx = &intel->ctx;
115 struct brw_vue_map vue_map;
116 uint32_t urb_entry_read_length;
117 /* CACHE_NEW_VS_PROG */
118 GLbitfield64 vs_outputs_written = brw->vs.prog_data->outputs_written;
119 /* BRW_NEW_FRAGMENT_PROGRAM */
120 uint32_t num_outputs = _mesa_bitcount_64(brw->fragment_program->Base.InputsRead);
122 bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT;
123 uint32_t dw1, dw2, dw3, dw4, dw16, dw17;
126 bool render_to_fbo = brw->intel.ctx.DrawBuffer->Name != 0;
127 int attr = 0, input_index = 0;
128 int urb_entry_read_offset = 1;
130 uint16_t attr_overrides[FRAG_ATTRIB_MAX];
131 bool userclip_active;
132 uint32_t point_sprite_origin;
135 userclip_active = (ctx->Transform.ClipPlanesEnabled != 0);
137 brw_compute_vue_map(&vue_map, intel, userclip_active, vs_outputs_written);
138 urb_entry_read_length = (vue_map.num_slots + 1)/2 - urb_entry_read_offset;
139 if (urb_entry_read_length == 0) {
140 /* Setting the URB entry read length to 0 causes undefined behavior, so
141 * if we have no URB data to read, set it to 1.
143 urb_entry_read_length = 1;
147 GEN6_SF_SWIZZLE_ENABLE |
148 num_outputs << GEN6_SF_NUM_OUTPUTS_SHIFT |
149 urb_entry_read_length << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
150 urb_entry_read_offset << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT;
152 dw2 = GEN6_SF_STATISTICS_ENABLE |
153 GEN6_SF_VIEWPORT_TRANSFORM_ENABLE;
161 if ((ctx->Polygon.FrontFace == GL_CCW) ^ render_to_fbo)
162 dw2 |= GEN6_SF_WINDING_CCW;
164 if (ctx->Polygon.OffsetFill)
165 dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_SOLID;
167 if (ctx->Polygon.OffsetLine)
168 dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_WIREFRAME;
170 if (ctx->Polygon.OffsetPoint)
171 dw2 |= GEN6_SF_GLOBAL_DEPTH_OFFSET_POINT;
173 switch (ctx->Polygon.FrontMode) {
175 dw2 |= GEN6_SF_FRONT_SOLID;
179 dw2 |= GEN6_SF_FRONT_WIREFRAME;
183 dw2 |= GEN6_SF_FRONT_POINT;
191 switch (ctx->Polygon.BackMode) {
193 dw2 |= GEN6_SF_BACK_SOLID;
197 dw2 |= GEN6_SF_BACK_WIREFRAME;
201 dw2 |= GEN6_SF_BACK_POINT;
210 if (ctx->Scissor.Enabled)
211 dw3 |= GEN6_SF_SCISSOR_ENABLE;
214 if (ctx->Polygon.CullFlag) {
215 switch (ctx->Polygon.CullFaceMode) {
217 dw3 |= GEN6_SF_CULL_FRONT;
220 dw3 |= GEN6_SF_CULL_BACK;
222 case GL_FRONT_AND_BACK:
223 dw3 |= GEN6_SF_CULL_BOTH;
230 dw3 |= GEN6_SF_CULL_NONE;
234 dw3 |= U_FIXED(CLAMP(ctx->Line.Width, 0.0, 7.99), 7) <<
235 GEN6_SF_LINE_WIDTH_SHIFT;
236 if (ctx->Line.SmoothFlag) {
237 dw3 |= GEN6_SF_LINE_AA_ENABLE;
238 dw3 |= GEN6_SF_LINE_AA_MODE_TRUE;
239 dw3 |= GEN6_SF_LINE_END_CAP_WIDTH_1_0;
242 /* _NEW_PROGRAM | _NEW_POINT */
243 if (!(ctx->VertexProgram.PointSizeEnabled ||
244 ctx->Point._Attenuated))
245 dw4 |= GEN6_SF_USE_STATE_POINT_WIDTH;
247 /* Clamp to ARB_point_parameters user limits */
248 point_size = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);
250 /* Clamp to the hardware limits and convert to fixed point */
251 dw4 |= U_FIXED(CLAMP(point_size, 0.125, 255.875), 3);
254 * Window coordinates in an FBO are inverted, which means point
255 * sprite origin must be inverted, too.
257 if ((ctx->Point.SpriteOrigin == GL_LOWER_LEFT) != render_to_fbo) {
258 point_sprite_origin = GEN6_SF_POINT_SPRITE_LOWERLEFT;
260 point_sprite_origin = GEN6_SF_POINT_SPRITE_UPPERLEFT;
262 dw1 |= point_sprite_origin;
265 if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
267 (2 << GEN6_SF_TRI_PROVOKE_SHIFT) |
268 (2 << GEN6_SF_TRIFAN_PROVOKE_SHIFT) |
269 (1 << GEN6_SF_LINE_PROVOKE_SHIFT);
272 (1 << GEN6_SF_TRIFAN_PROVOKE_SHIFT);
275 /* Create the mapping from the FS inputs we produce to the VS outputs
278 for (; attr < FRAG_ATTRIB_MAX; attr++) {
279 enum glsl_interp_qualifier interp_qualifier =
280 brw->fragment_program->InterpQualifier[attr];
281 bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1;
283 if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
287 if (ctx->Point.PointSprite &&
288 (attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7) &&
289 ctx->Point.CoordReplace[attr - FRAG_ATTRIB_TEX0]) {
290 dw16 |= (1 << input_index);
293 if (attr == FRAG_ATTRIB_PNTC)
294 dw16 |= (1 << input_index);
297 if (interp_qualifier == INTERP_QUALIFIER_FLAT ||
298 (shade_model_flat && is_gl_Color &&
299 interp_qualifier == INTERP_QUALIFIER_NONE))
300 dw17 |= (1 << input_index);
302 /* The hardware can only do the overrides on 16 overrides at a
303 * time, and the other up to 16 have to be lined up so that the
304 * input index = the output index. We'll need to do some
305 * tweaking to make sure that's the case.
307 assert(input_index < 16 || attr == input_index);
309 /* _NEW_LIGHT | _NEW_PROGRAM */
310 attr_overrides[input_index++] =
311 get_attr_override(&vue_map, urb_entry_read_offset, attr,
312 ctx->VertexProgram._TwoSideEnabled);
315 for (; input_index < FRAG_ATTRIB_MAX; input_index++)
316 attr_overrides[input_index] = 0;
319 OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
324 OUT_BATCH_F(ctx->Polygon.OffsetUnits * 2); /* constant. copied from gen4 */
325 OUT_BATCH_F(ctx->Polygon.OffsetFactor); /* scale */
326 OUT_BATCH_F(0.0); /* XXX: global depth offset clamp */
327 for (i = 0; i < 8; i++) {
328 OUT_BATCH(attr_overrides[i * 2] | attr_overrides[i * 2 + 1] << 16);
330 OUT_BATCH(dw16); /* point sprite texcoord bitmask */
331 OUT_BATCH(dw17); /* constant interp bitmask */
332 OUT_BATCH(0); /* wrapshortest enables 0-7 */
333 OUT_BATCH(0); /* wrapshortest enables 8-15 */
337 const struct brw_tracked_state gen6_sf_state = {
339 .mesa = (_NEW_LIGHT |
347 .brw = (BRW_NEW_CONTEXT |
348 BRW_NEW_FRAGMENT_PROGRAM),
349 .cache = CACHE_NEW_VS_PROG
351 .emit = upload_sf_state,