📄 i915_metaops.c
字号:
/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/#include "glheader.h"#include "enums.h"#include "mtypes.h"#include "macros.h"#include "utils.h"#include "intel_screen.h"#include "intel_batchbuffer.h"#include "intel_ioctl.h"#include "intel_rotate.h"#include "i915_context.h"#include "i915_reg.h"/* A large amount of state doesn't need to be uploaded. */#define ACTIVE (I915_UPLOAD_PROGRAM | \ I915_UPLOAD_STIPPLE | \ I915_UPLOAD_CTX | \ I915_UPLOAD_BUFFERS | \ I915_UPLOAD_TEX(0)) #define SET_STATE( i915, STATE ) \do { \ i915->current->emitted &= ~ACTIVE; \ i915->current = &i915->STATE; \ i915->current->emitted &= ~ACTIVE; \} while (0)/* Operations where the 3D engine is decoupled temporarily from the * current GL state and used for other purposes than simply rendering * incoming triangles. */static void set_initial_state( i915ContextPtr i915 ){ memcpy(&i915->meta, &i915->initial, sizeof(i915->meta) ); i915->meta.active = ACTIVE; i915->meta.emitted = 0;}static void set_no_depth_stencil_write( i915ContextPtr i915 ){ /* ctx->Driver.Enable( ctx, GL_STENCIL_TEST, GL_FALSE ) */ i915->meta.Ctx[I915_CTXREG_LIS5] &= ~(S5_STENCIL_TEST_ENABLE | S5_STENCIL_WRITE_ENABLE); /* ctx->Driver.Enable( ctx, GL_DEPTH_TEST, GL_FALSE ) */ i915->meta.Ctx[I915_CTXREG_LIS6] &= ~(S6_DEPTH_TEST_ENABLE | S6_DEPTH_WRITE_ENABLE); i915->meta.emitted &= ~I915_UPLOAD_CTX;}/* Set stencil unit to replace always with the reference value. */static void set_stencil_replace( i915ContextPtr i915, GLuint s_mask, GLuint s_clear){ GLuint op = STENCILOP_REPLACE; GLuint func = COMPAREFUNC_ALWAYS; /* ctx->Driver.Enable( ctx, GL_STENCIL_TEST, GL_TRUE ) */ i915->meta.Ctx[I915_CTXREG_LIS5] |= (S5_STENCIL_TEST_ENABLE | S5_STENCIL_WRITE_ENABLE); /* ctx->Driver.Enable( ctx, GL_DEPTH_TEST, GL_FALSE ) */ i915->meta.Ctx[I915_CTXREG_LIS6] &= ~(S6_DEPTH_TEST_ENABLE | S6_DEPTH_WRITE_ENABLE); /* ctx->Driver.StencilMask( ctx, s_mask ) */ i915->meta.Ctx[I915_CTXREG_STATE4] &= ~MODE4_ENABLE_STENCIL_WRITE_MASK; i915->meta.Ctx[I915_CTXREG_STATE4] |= (ENABLE_STENCIL_WRITE_MASK | STENCIL_WRITE_MASK(s_mask)); /* ctx->Driver.StencilOp( ctx, GL_REPLACE, GL_REPLACE, GL_REPLACE ) */ i915->meta.Ctx[I915_CTXREG_LIS5] &= ~(S5_STENCIL_FAIL_MASK | S5_STENCIL_PASS_Z_FAIL_MASK | S5_STENCIL_PASS_Z_PASS_MASK); i915->meta.Ctx[I915_CTXREG_LIS5] |= ((op << S5_STENCIL_FAIL_SHIFT) | (op << S5_STENCIL_PASS_Z_FAIL_SHIFT) | (op << S5_STENCIL_PASS_Z_PASS_SHIFT)); /* ctx->Driver.StencilFunc( ctx, GL_ALWAYS, s_ref, ~0 ) */ i915->meta.Ctx[I915_CTXREG_STATE4] &= ~MODE4_ENABLE_STENCIL_TEST_MASK; i915->meta.Ctx[I915_CTXREG_STATE4] |= (ENABLE_STENCIL_TEST_MASK | STENCIL_TEST_MASK(0xff)); i915->meta.Ctx[I915_CTXREG_LIS5] &= ~(S5_STENCIL_REF_MASK | S5_STENCIL_TEST_FUNC_MASK); i915->meta.Ctx[I915_CTXREG_LIS5] |= ((s_clear << S5_STENCIL_REF_SHIFT) | (func << S5_STENCIL_TEST_FUNC_SHIFT)); i915->meta.emitted &= ~I915_UPLOAD_CTX;}static void set_color_mask( i915ContextPtr i915, GLboolean state ){ const GLuint mask = (S5_WRITEDISABLE_RED | S5_WRITEDISABLE_GREEN | S5_WRITEDISABLE_BLUE | S5_WRITEDISABLE_ALPHA); /* Copy colormask state from "regular" hw context. */ if (state) { i915->meta.Ctx[I915_CTXREG_LIS5] &= ~mask; i915->meta.Ctx[I915_CTXREG_LIS5] |= (i915->state.Ctx[I915_CTXREG_LIS5] & mask); } else i915->meta.Ctx[I915_CTXREG_LIS5] |= mask; i915->meta.emitted &= ~I915_UPLOAD_CTX;}#define REG( type, nr ) (((type)<<5)|(nr))#define REG_R(x) REG(REG_TYPE_R, x)#define REG_T(x) REG(REG_TYPE_T, x)#define REG_CONST(x) REG(REG_TYPE_CONST, x)#define REG_S(x) REG(REG_TYPE_S, x)#define REG_OC REG(REG_TYPE_OC, 0)#define REG_OD REG(REG_TYPE_OD, 0)#define REG_U(x) REG(REG_TYPE_U, x)#define REG_T_DIFFUSE REG(REG_TYPE_T, T_DIFFUSE)#define REG_T_SPECULAR REG(REG_TYPE_T, T_SPECULAR)#define REG_T_FOG_W REG(REG_TYPE_T, T_FOG_W)#define REG_T_TEX(x) REG(REG_TYPE_T, x)#define A0_DEST_REG( reg ) ( (reg) << A0_DEST_NR_SHIFT )#define A0_SRC0_REG( reg ) ( (reg) << A0_SRC0_NR_SHIFT )#define A1_SRC1_REG( reg ) ( (reg) << A1_SRC1_NR_SHIFT )#define A1_SRC2_REG( reg ) ( (reg) << A1_SRC2_NR_SHIFT )#define A2_SRC2_REG( reg ) ( (reg) << A2_SRC2_NR_SHIFT )#define D0_DECL_REG( reg ) ( (reg) << D0_NR_SHIFT )#define T0_DEST_REG( reg ) ( (reg) << T0_DEST_NR_SHIFT )#define T0_SAMPLER( unit ) ((unit)<<T0_SAMPLER_NR_SHIFT)#define T1_ADDRESS_REG( type, nr ) (((type)<<T1_ADDRESS_REG_TYPE_SHIFT)| \ ((nr)<<T1_ADDRESS_REG_NR_SHIFT))#define A1_SRC0_XYZW ((SRC_X << A1_SRC0_CHANNEL_X_SHIFT) | \ (SRC_Y << A1_SRC0_CHANNEL_Y_SHIFT) | \ (SRC_Z << A1_SRC0_CHANNEL_Z_SHIFT) | \ (SRC_W << A1_SRC0_CHANNEL_W_SHIFT))#define A1_SRC1_XY ((SRC_X << A1_SRC1_CHANNEL_X_SHIFT) | \ (SRC_Y << A1_SRC1_CHANNEL_Y_SHIFT))#define A2_SRC1_ZW ((SRC_Z << A2_SRC1_CHANNEL_Z_SHIFT) | \ (SRC_W << A2_SRC1_CHANNEL_W_SHIFT))#define A2_SRC2_XYZW ((SRC_X << A2_SRC2_CHANNEL_X_SHIFT) | \ (SRC_Y << A2_SRC2_CHANNEL_Y_SHIFT) | \ (SRC_Z << A2_SRC2_CHANNEL_Z_SHIFT) | \ (SRC_W << A2_SRC2_CHANNEL_W_SHIFT))static void set_no_texture( i915ContextPtr i915 ){ static const GLuint prog[] = { _3DSTATE_PIXEL_SHADER_PROGRAM, /* Declare incoming diffuse color: */ (D0_DCL | D0_DECL_REG( REG_T_DIFFUSE ) | D0_CHANNEL_ALL), D1_MBZ, D2_MBZ, /* output-color = mov(t_diffuse) */ (A0_MOV | A0_DEST_REG( REG_OC ) | A0_DEST_CHANNEL_ALL | A0_SRC0_REG( REG_T_DIFFUSE )), (A1_SRC0_XYZW), 0, }; memcpy( i915->meta.Program, prog, sizeof(prog) ); i915->meta.ProgramSize = sizeof(prog) / sizeof(*prog); i915->meta.Program[0] |= i915->meta.ProgramSize - 2; i915->meta.emitted &= ~I915_UPLOAD_PROGRAM;}static void enable_texture_blend_replace( i915ContextPtr i915 ){ static const GLuint prog[] = { _3DSTATE_PIXEL_SHADER_PROGRAM, /* Declare the sampler: */ (D0_DCL | D0_DECL_REG( REG_S(0) ) | D0_SAMPLE_TYPE_2D | D0_CHANNEL_NONE), D1_MBZ, D2_MBZ, /* Declare the interpolated texture coordinate: */ (D0_DCL | D0_DECL_REG( REG_T_TEX(0) ) | D0_CHANNEL_ALL), D1_MBZ, D2_MBZ, /* output-color = texld(sample0, texcoord0) */ (T0_TEXLD | T0_DEST_REG( REG_OC ) | T0_SAMPLER( 0 )), T1_ADDRESS_REG(REG_TYPE_T, 0), T2_MBZ }; memcpy( i915->meta.Program, prog, sizeof(prog) ); i915->meta.ProgramSize = sizeof(prog) / sizeof(*prog); i915->meta.Program[0] |= i915->meta.ProgramSize - 2; i915->meta.emitted &= ~I915_UPLOAD_PROGRAM;}/* Set up an arbitary piece of memory as a rectangular texture * (including the front or back buffer). */static void set_tex_rect_source( i915ContextPtr i915, GLuint offset, GLuint width, GLuint height, GLuint pitch, /* in bytes! */ GLuint textureFormat ){ GLuint unit = 0; GLint numLevels = 1; GLuint *state = i915->meta.Tex[0];#if 0 printf("TexRect source offset 0x%x pitch %d\n", offset, pitch);#endif/* fprintf(stderr, "%s: offset: %x w: %d h: %d pitch %d format %x\n", *//* __FUNCTION__, offset, width, height, pitch, textureFormat ); */ state[I915_TEXREG_MS2] = offset; state[I915_TEXREG_MS3] = (((height - 1) << MS3_HEIGHT_SHIFT) | ((width - 1) << MS3_WIDTH_SHIFT) | textureFormat | MS3_USE_FENCE_REGS); state[I915_TEXREG_MS4] = ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | ((((numLevels-1) * 4)) << MS4_MAX_LOD_SHIFT)); state[I915_TEXREG_SS2] = ((FILTER_NEAREST << SS2_MIN_FILTER_SHIFT) | (MIPFILTER_NONE << SS2_MIP_FILTER_SHIFT) | (FILTER_NEAREST << SS2_MAG_FILTER_SHIFT)); state[I915_TEXREG_SS3] = ((TEXCOORDMODE_WRAP << SS3_TCX_ADDR_MODE_SHIFT) | (TEXCOORDMODE_WRAP << SS3_TCY_ADDR_MODE_SHIFT) | (TEXCOORDMODE_WRAP << SS3_TCZ_ADDR_MODE_SHIFT) | (unit<<SS3_TEXTUREMAP_INDEX_SHIFT)); state[I915_TEXREG_SS4] = 0; i915->meta.emitted &= ~I915_UPLOAD_TEX(0);}/* Select between front and back draw buffers. */static void set_draw_region( i915ContextPtr i915, const intelRegion *region ){#if 0 printf("Rotate into region: offset 0x%x pitch %d\n", region->offset, region->pitch);#endif i915->meta.Buffer[I915_DESTREG_CBUFADDR1] = (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(region->pitch) | BUF_3D_USE_FENCE); i915->meta.Buffer[I915_DESTREG_CBUFADDR2] = region->offset; i915->meta.emitted &= ~I915_UPLOAD_BUFFERS;}#if 0/* Setup an arbitary draw format, useful for targeting texture or agp * memory. */static void set_draw_format( i915ContextPtr i915, GLuint format, GLuint depth_format)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -