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-rw-r--r--lib/rendercopy_gen8.c786
1 files changed, 786 insertions, 0 deletions
diff --git a/lib/rendercopy_gen8.c b/lib/rendercopy_gen8.c
new file mode 100644
index 00000000..cc371b3d
--- /dev/null
+++ b/lib/rendercopy_gen8.c
@@ -0,0 +1,786 @@
+#include "rendercopy.h"
+#include "gen8_render.h"
+
+#include <assert.h>
+
+#define ALIGN(x, y) (((x) + (y)-1) & ~((y)-1))
+#define VERTEX_SIZE (3*4)
+
+#if DEBUG_RENDERCPY
+static void dump_batch(struct intel_batchbuffer *batch)
+#else
+#define dump_batch(x) do { } while(0)
+#endif
+
+struct {
+ uint32_t cc_state;
+ uint32_t blend_state;
+} cc;
+
+struct {
+ uint32_t cc_state;
+ uint32_t sf_clip_state;
+} viewport;
+
+/* see shaders/ps/blit.g7a */
+static const uint32_t ps_kernel[][4] = {
+#if 1
+ { 0x0060005a, 0x21403ae8, 0x3a0000c0, 0x008d0040 },
+ { 0x0060005a, 0x21603ae8, 0x3a0000c0, 0x008d0080 },
+ { 0x0060005a, 0x21803ae8, 0x3a0000d0, 0x008d0040 },
+ { 0x0060005a, 0x21a03ae8, 0x3a0000d0, 0x008d0080 },
+ { 0x02800031, 0x2e0022e8, 0x0e000140, 0x08840001 },
+ { 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 },
+#else
+ /* Write all -1 */
+ { 0x00600001, 0x2e000061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2e200061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2e400061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2e600061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2e800061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2ea00061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2ec00061, 0x00000000, 0x3f800000 },
+ { 0x00600001, 0x2ee00061, 0x00000000, 0x3f800000 },
+ { 0x05800031, 0x20001e3c, 0x00000e00, 0x90031000 },
+#endif
+};
+
+static uint32_t
+batch_used(struct intel_batchbuffer *batch)
+{
+ return batch->ptr - batch->buffer;
+}
+
+static uint32_t
+batch_align(struct intel_batchbuffer *batch, uint32_t align)
+{
+ uint32_t offset = batch_used(batch);
+ offset = ALIGN(offset, align);
+ batch->ptr = batch->buffer + offset;
+ return offset;
+}
+
+static void *
+batch_alloc(struct intel_batchbuffer *batch, uint32_t size, uint32_t align)
+{
+ uint32_t offset = batch_align(batch, align);
+ batch->ptr += size;
+ return memset(batch->buffer + offset, 0, size);
+}
+
+static uint32_t
+batch_offset(struct intel_batchbuffer *batch, void *ptr)
+{
+ return (uint8_t *)ptr - batch->buffer;
+}
+
+static uint32_t
+batch_copy(struct intel_batchbuffer *batch, const void *ptr, uint32_t size, uint32_t align)
+{
+ return batch_offset(batch, memcpy(batch_alloc(batch, size, align), ptr, size));
+}
+
+static void
+gen6_render_flush(struct intel_batchbuffer *batch, uint32_t batch_end)
+{
+ int ret;
+
+ ret = drm_intel_bo_subdata(batch->bo, 0, 4096, batch->buffer);
+ if (ret == 0)
+ ret = drm_intel_bo_mrb_exec(batch->bo, batch_end,
+ NULL, 0, 0, 0);
+ assert(ret == 0);
+}
+
+/* Mostly copy+paste from gen6, except height, width, pitch moved */
+static uint32_t
+gen8_bind_buf(struct intel_batchbuffer *batch, struct scratch_buf *buf,
+ uint32_t format, int is_dst) {
+ struct gen8_surface_state *ss;
+ uint32_t write_domain, read_domain;
+ int ret;
+
+ if (is_dst) {
+ write_domain = read_domain = I915_GEM_DOMAIN_RENDER;
+ } else {
+ write_domain = 0;
+ read_domain = I915_GEM_DOMAIN_SAMPLER;
+ }
+
+ ss = batch_alloc(batch, sizeof(*ss), 32);
+ ss->ss0.surface_type = GEN6_SURFACE_2D;
+ ss->ss0.surface_format = format;
+ ss->ss0.render_cache_read_write = 1;
+ if (buf->tiling == I915_TILING_X)
+ ss->ss0.tiled_mode = 2;
+ else if (buf->tiling == I915_TILING_Y)
+ ss->ss0.tiled_mode = 3;
+
+ ss->ss8.base_addr = buf->bo->offset;
+
+ ret = drm_intel_bo_emit_reloc(batch->bo,
+ batch_offset(batch, ss) + 4,
+ buf->bo, 0,
+ read_domain, write_domain);
+ assert(ret == 0);
+
+ ss->ss2.height = buf_height(buf) - 1;
+ ss->ss2.width = buf_width(buf) - 1;
+ ss->ss3.pitch = buf->stride - 1;
+
+ ss->ss7.shader_chanel_select_a = 4;
+ ss->ss7.shader_chanel_select_g = 5;
+ ss->ss7.shader_chanel_select_b = 6;
+ ss->ss7.shader_chanel_select_a = 7;
+
+ return batch_offset(batch, ss);
+}
+
+static uint32_t
+gen8_bind_surfaces(struct intel_batchbuffer *batch,
+ struct scratch_buf *src,
+ struct scratch_buf *dst) {
+ uint32_t *binding_table;
+
+ binding_table = batch_alloc(batch, 8, 32);
+
+ binding_table[0] =
+ gen8_bind_buf(batch, dst, GEN6_SURFACEFORMAT_B8G8R8A8_UNORM, 1);
+ binding_table[1] =
+ gen8_bind_buf(batch, src, GEN6_SURFACEFORMAT_B8G8R8A8_UNORM, 0);
+
+ return batch_offset(batch, binding_table);
+}
+
+/* Mostly copy+paste from gen6, except wrap modes moved */
+static uint32_t
+gen8_create_sampler(struct intel_batchbuffer *batch) {
+ struct gen8_sampler_state *ss;
+
+ ss = batch_alloc(batch, sizeof(*ss), 32);
+
+ ss->ss0.min_filter = GEN6_MAPFILTER_NEAREST;
+ ss->ss0.mag_filter = GEN6_MAPFILTER_NEAREST;
+ ss->ss3.r_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+ ss->ss3.s_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+ ss->ss3.t_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+
+ /* I've experimented with non-normalized coordinates and using the LD
+ * sampler fetch, but couldn't make it work. */
+ ss->ss3.non_normalized_coord = 0;
+
+ return batch_offset(batch, ss);
+}
+
+/**
+ * gen7_fill_vertex_buffer_data populate vertex buffer with data.
+ *
+ * The vertex buffer consists of 3 vertices to construct a RECTLIST. The 4th
+ * vertex is implied (automatically derived by the HW). Each element has the
+ * destination offset, and the normalized texture offset (src). The rectangle
+ * itself will span the entire subsurface to be copied.
+ *
+ * see gen6_emit_vertex_elements
+ */
+static uint32_t
+gen7_fill_vertex_buffer_data(struct intel_batchbuffer *batch,
+ struct scratch_buf *src,
+ uint32_t src_x, uint32_t src_y,
+ uint32_t dst_x, uint32_t dst_y,
+ uint32_t width, uint32_t height) {
+ void *ret;
+
+ ret = batch->ptr;
+
+ emit_vertex_2s(batch, dst_x + width, dst_y + height);
+ emit_vertex_normalized(batch, src_x + width, buf_width(src));
+ emit_vertex_normalized(batch, src_y + height, buf_height(src));
+
+ emit_vertex_2s(batch, dst_x, dst_y + height);
+ emit_vertex_normalized(batch, src_x, buf_width(src));
+ emit_vertex_normalized(batch, src_y + height, buf_height(src));
+
+ emit_vertex_2s(batch, dst_x, dst_y);
+ emit_vertex_normalized(batch, src_x, buf_width(src));
+ emit_vertex_normalized(batch, src_y, buf_height(src));
+
+ return batch_offset(batch, ret);
+}
+
+/**
+ * gen6_emit_vertex_elements - The vertex elements describe the contents of the
+ * vertex buffer. We pack the vertex buffer in a semi weird way, conforming to
+ * what gen6_rendercopy did. The most straightforward would be to store
+ * everything as floats.
+ *
+ * see gen7_fill_vertex_buffer_data() for where the corresponding elements are
+ * packed.
+ */
+static void
+gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
+ /*
+ * The VUE layout
+ * dword 0-3: pad (0, 0, 0. 0)
+ * dword 4-7: position (x, y, 0, 1.0),
+ * dword 8-11: texture coordinate 0 (u0, v0, 0, 1.0)
+ */
+ OUT_BATCH(GEN6_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
+
+ /* Element state 0. These are 4 dwords of 0 required for the VUE format.
+ * We don't really know or care what they do.
+ */
+ OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ GEN6_SURFACEFORMAT_R32G32B32A32_FLOAT << VE0_FORMAT_SHIFT |
+ 0 << VE0_OFFSET_SHIFT); /* we specify 0, but it's really does not exist */
+ OUT_BATCH(GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
+ GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
+ GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
+
+ /* Element state 1 - Our "destination" vertices. These are passed down
+ * through the pipeline, and eventually make it to the pixel shader as
+ * the offsets in the destination surface. It's packed as the 16
+ * signed/scaled because of gen6 rendercopy. I see no particular reason
+ * for doing this though.
+ */
+ OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ GEN6_SURFACEFORMAT_R16G16_SSCALED << VE0_FORMAT_SHIFT |
+ 0 << VE0_OFFSET_SHIFT); /* offsets vb in bytes */
+ OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+ GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+ GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+
+ /* Element state 2. Last but not least we store the U,V components as
+ * normalized floats. These will be used in the pixel shader to sample
+ * from the source buffer.
+ */
+ OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ GEN6_SURFACEFORMAT_R32G32_FLOAT << VE0_FORMAT_SHIFT |
+ 4 << VE0_OFFSET_SHIFT); /* offset vb in bytes */
+ OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+ GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+ GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+}
+
+/**
+ * gen7_emit_vertex_buffer emit the vertex buffers command
+ *
+ * @batch
+ * @offset - bytw offset within the @batch where the vertex buffer starts.
+ */
+static void gen7_emit_vertex_buffer(struct intel_batchbuffer *batch,
+ uint32_t offset) {
+ OUT_BATCH(GEN6_3DSTATE_VERTEX_BUFFERS | (4 * 1 - 1));
+ OUT_BATCH(0 << VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
+ VB0_VERTEXDATA |
+ GEN7_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */
+ VERTEX_SIZE << VB0_BUFFER_PITCH_SHIFT);
+ OUT_RELOC(batch->bo, I915_GEM_DOMAIN_VERTEX, 0, offset);
+ OUT_RELOC(batch->bo, I915_GEM_DOMAIN_VERTEX, 0, offset + (VERTEX_SIZE * 3) - 1);
+ OUT_BATCH(0);
+}
+
+static uint32_t
+gen6_create_cc_state(struct intel_batchbuffer *batch)
+{
+ struct gen6_color_calc_state *cc_state;
+ cc_state = batch_alloc(batch, sizeof(*cc_state), 64);
+ return batch_offset(batch, cc_state);
+}
+
+static uint32_t
+gen8_create_blend_state(struct intel_batchbuffer *batch)
+{
+ struct gen8_blend_state *blend;
+ int i;
+
+ blend = batch_alloc(batch, sizeof(*blend), 64);
+ for (i = 0; i < 16; i++) {
+ blend->bs[i].pre_blend_color_clamp = 1;
+ blend->bs[i].color_buffer_blend = 0;
+ }
+ return batch_offset(batch, blend);
+}
+
+static uint32_t
+gen6_create_cc_viewport(struct intel_batchbuffer *batch)
+{
+ struct gen6_cc_viewport *vp;
+
+ vp = batch_alloc(batch, sizeof(*vp), 32);
+ /* XXX I don't understand this */
+ vp->min_depth = -1.e35;
+ vp->max_depth = 1.e35;
+ return batch_offset(batch, vp);
+}
+
+static uint32_t
+gen7_create_sf_clip_viewport(struct intel_batchbuffer *batch) {
+ /* XXX these are likely not needed */
+ struct gen7_sf_clip_viewport *scv_state;
+ scv_state = batch_alloc(batch, sizeof(*scv_state), 64);
+ scv_state->guardband.xmin = 0;
+ scv_state->guardband.xmax = 1.0f;
+ scv_state->guardband.ymin = 0;
+ scv_state->guardband.ymax = 1.0f;
+ return batch_offset(batch, scv_state);
+}
+
+static uint32_t
+gen6_create_scissor_rect(struct intel_batchbuffer *batch)
+{
+ struct gen6_scissor_rect *scissor;
+ scissor = batch_alloc(batch, sizeof(*scissor), 64);
+ return batch_offset(batch, scissor);
+}
+
+
+
+
+
+static void
+gen6_emit_sip(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN6_STATE_SIP | 0);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_push_constants(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_HS);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_DS);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_GS);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_state_base_address(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN6_STATE_BASE_ADDRESS | (10 - 2));
+ /* general (stateless) */
+ /* surface */
+ /* instruction */
+ /* indirect */
+ /* dynamic */
+ OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+ OUT_RELOC(batch->bo, I915_GEM_DOMAIN_SAMPLER, 0, BASE_ADDRESS_MODIFY);
+ OUT_RELOC(batch->bo, I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION,
+ 0, BASE_ADDRESS_MODIFY);
+ OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+ OUT_RELOC(batch->bo, I915_GEM_DOMAIN_INSTRUCTION, 0, BASE_ADDRESS_MODIFY);
+
+ OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+ OUT_BATCH(0xfffff000 | BASE_ADDRESS_MODIFY); // copied from mesa
+ OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+ OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
+}
+
+static void
+gen7_emit_urb(struct intel_batchbuffer *batch) {
+ /* XXX: Min valid values from mesa */
+ const int vs_entries = 32;
+ const int vs_size = 2;
+ const int vs_start = 2;
+
+ OUT_BATCH(GEN7_3DSTATE_URB_VS);
+ OUT_BATCH(vs_entries | ((vs_size - 1) << 16) | (vs_start << 25));
+ OUT_BATCH(GEN7_3DSTATE_URB_GS);
+ OUT_BATCH(vs_start << 25);
+ OUT_BATCH(GEN7_3DSTATE_URB_HS);
+ OUT_BATCH(vs_start << 25);
+ OUT_BATCH(GEN7_3DSTATE_URB_DS);
+ OUT_BATCH(vs_start << 25);
+}
+
+static void
+gen8_emit_cc(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_BLEND_STATE_POINTERS);
+ OUT_BATCH(cc.blend_state | 1);
+
+ OUT_BATCH(GEN6_3DSTATE_CC_STATE_POINTERS);
+ OUT_BATCH(cc.cc_state | 1);
+}
+
+static void
+gen7_emit_multisample(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN6_3DSTATE_MULTISAMPLE | 2);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN6_3DSTATE_SAMPLE_MASK);
+ OUT_BATCH(1);
+}
+
+static void
+gen7_emit_vs(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN6_3DSTATE_CONSTANT_VS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN6_3DSTATE_VS | (6-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_hs(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_CONSTANT_HS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_HS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_gs(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_CONSTANT_GS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_GS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_ds(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_CONSTANT_DS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_DS | (6-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_null_state(struct intel_batchbuffer *batch) {
+ gen7_emit_hs(batch);
+ OUT_BATCH(GEN7_3DSTATE_TE | (4-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ gen7_emit_gs(batch);
+ gen7_emit_ds(batch);
+ gen7_emit_vs(batch);
+}
+
+static void
+gen7_emit_clip(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN6_3DSTATE_CLIP | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0); /* pass-through */
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_sf(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_SBE | (14 - 2));
+#ifdef GPU_HANG
+ OUT_BATCH(0 << 22 | 1 << 11 | 1 << 4);
+#else
+ OUT_BATCH(1 << 22 | 1 << 11 | 1 << 4);
+#endif
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN6_3DSTATE_SF | (7 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(GEN6_3DSTATE_SF_CULL_NONE);
+// OUT_BATCH(2 << GEN6_3DSTATE_SF_TRIFAN_PROVOKE_SHIFT);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+}
+
+static void
+gen8_emit_ps(struct intel_batchbuffer *batch, uint32_t kernel) {
+ const int max_threads = 86;
+
+ OUT_BATCH(GEN6_3DSTATE_WM | (3 - 2));
+ OUT_BATCH(GEN7_WM_DISPATCH_ENABLE |
+ /* XXX: I don't understand the BARYCENTRIC stuff, but it
+ * appears we need it to put our setup data in the place we
+ * expect (g6, see below) */
+ GEN7_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN6_3DSTATE_CONSTANT_PS | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_PS | (10-2));
+ OUT_BATCH(kernel);
+ OUT_BATCH(0); /* kernel hi */
+ OUT_BATCH(1 << GEN6_3DSTATE_WM_SAMPLER_COUNT_SHITF |
+ 2 << GEN6_3DSTATE_WM_BINDING_TABLE_ENTRY_COUNT_SHIFT);
+ OUT_BATCH(0); /* scratch space stuff */
+ OUT_BATCH(0); /* scratch hi */
+ OUT_BATCH((max_threads - 1) << GEN7_3DSTATE_WM_MAX_THREADS_SHIFT |
+ GEN7_3DSTATE_PS_ATTRIBUTE_ENABLED |
+ GEN6_3DSTATE_WM_16_DISPATCH_ENABLE);
+ OUT_BATCH(6 << GEN6_3DSTATE_WM_DISPATCH_START_GRF_0_SHIFT);
+ OUT_BATCH(0); // kernel 1
+ OUT_BATCH(0); /* kernel 1 hi */
+}
+
+static void
+gen8_emit_depth(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER | (7-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER | (3-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER | (3-2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+}
+
+static void
+gen7_emit_clear(struct intel_batchbuffer *batch) {
+ OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS | (3-2));
+ OUT_BATCH(0);
+ OUT_BATCH(1); // clear valid
+}
+
+static void
+gen6_emit_drawing_rectangle(struct intel_batchbuffer *batch, struct scratch_buf *dst)
+{
+ OUT_BATCH(GEN6_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH((buf_height(dst) - 1) << 16 | (buf_width(dst) - 1));
+ OUT_BATCH(0);
+}
+
+/* Vertex elements MUST be defined before this according to spec */
+static void gen7_emit_primitive(struct intel_batchbuffer *batch, uint32_t offset)
+{
+ OUT_BATCH(GEN6_3DPRIMITIVE | (7-2));
+ OUT_BATCH(_3DPRIM_RECTLIST);
+ OUT_BATCH(3); /* vertex count */
+ OUT_BATCH(0); /* We're specifying this instead with offset in GEN6_3DSTATE_VERTEX_BUFFERS */
+ OUT_BATCH(1); /* single instance */
+ OUT_BATCH(0); /* start instance location */
+ OUT_BATCH(0); /* index buffer offset, ignored */
+}
+
+/* The general rule is if it's named gen6 it is directly copied from
+ * gen6_render_copyfunc.
+ *
+ * This sets up most of the 3d pipeline, and most of that to NULL state. The
+ * docs aren't specific about exactly what must be set up NULL, but the general
+ * rule is we could be run at any time, and so the most state we set to NULL,
+ * the better our odds of success.
+ *
+ * +---------------+ <---- 4096
+ * | ^ |
+ * | | |
+ * | various |
+ * | state |
+ * | | |
+ * |_______|_______| <---- 2048 + ?
+ * | ^ |
+ * | | |
+ * | batch |
+ * | commands |
+ * | | |
+ * | | |
+ * +---------------+ <---- 0 + ?
+ *
+ * The batch commands point to state within tthe batch, so all state offsets should be
+ * 0 < offset < 4096. Both commands and state build upwards, and are constructed
+ * in that order. This means too many batch commands can delete state if not
+ * careful.
+ *
+ */
+
+#define BATCH_STATE_SPLIT 2048
+void gen8_render_copyfunc(struct intel_batchbuffer *batch,
+ struct scratch_buf *src, unsigned src_x, unsigned src_y,
+ unsigned width, unsigned height,
+ struct scratch_buf *dst, unsigned dst_x, unsigned dst_y)
+{
+ uint32_t ps_sampler_state, ps_kernel_off, ps_binding_table;
+ uint32_t scissor_state;
+ uint32_t vertex_buffer;
+ uint32_t batch_end;
+
+ intel_batchbuffer_flush(batch);
+
+ batch_align(batch, 8);
+
+ batch->ptr = &batch->buffer[BATCH_STATE_SPLIT];
+
+ ps_binding_table = gen8_bind_surfaces(batch, src, dst);
+ ps_sampler_state = gen8_create_sampler(batch);
+ ps_kernel_off = batch_copy(batch, ps_kernel, sizeof(ps_kernel), 64);
+ vertex_buffer = gen7_fill_vertex_buffer_data(batch, src, src_x, src_y, dst_x, dst_y, width, height);
+ cc.cc_state = gen6_create_cc_state(batch);
+ cc.blend_state = gen8_create_blend_state(batch);
+ viewport.cc_state = gen6_create_cc_viewport(batch);
+ viewport.sf_clip_state = gen7_create_sf_clip_viewport(batch);
+ scissor_state = gen6_create_scissor_rect(batch);
+ /* TODO: theree is other state which isn't setup */
+
+ assert(batch->ptr < &batch->buffer[4095]);
+
+ batch->ptr = batch->buffer;
+
+ /* Start emitting the commands. The order roughly follows the mesa blorp
+ * order */
+ OUT_BATCH(GEN6_PIPELINE_SELECT | PIPELINE_SELECT_3D);
+
+ gen6_emit_sip(batch);
+
+ gen7_emit_push_constants(batch);
+
+ gen7_emit_state_base_address(batch);
+
+ OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC);
+ OUT_BATCH(viewport.cc_state);
+ OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP);
+ OUT_BATCH(viewport.sf_clip_state);
+
+ gen7_emit_urb(batch);
+
+ gen8_emit_cc(batch);
+
+ gen7_emit_multisample(batch);
+
+ gen7_emit_null_state(batch);
+
+ OUT_BATCH(GEN7_3DSTATE_STREAMOUT | 1);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+
+ gen7_emit_clip(batch);
+
+ gen7_emit_sf(batch);
+
+ OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS);
+ OUT_BATCH(ps_binding_table);
+
+ OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS);
+ OUT_BATCH(ps_sampler_state);
+
+ gen8_emit_ps(batch, ps_kernel_off);
+
+ OUT_BATCH(GEN6_3DSTATE_SCISSOR_STATE_POINTERS);
+ OUT_BATCH(scissor_state);
+
+ gen8_emit_depth(batch);
+
+ gen7_emit_clear(batch);
+
+ gen6_emit_drawing_rectangle(batch, dst);
+
+ gen7_emit_vertex_buffer(batch, vertex_buffer);
+ gen6_emit_vertex_elements(batch);
+
+ gen7_emit_primitive(batch, vertex_buffer);
+
+ OUT_BATCH(MI_BATCH_BUFFER_END);
+
+ batch_end = batch_align(batch, 8);
+ assert(batch_end < BATCH_STATE_SPLIT);
+
+ dump_batch(batch);
+
+ gen6_render_flush(batch, batch_end);
+ intel_batchbuffer_reset(batch);
+}
+
+#if DEBUG_RENDERCPY
+static void dump_batch(struct intel_batchbuffer *batch) {
+ int fd = open("/tmp/i965-batchbuffers.dump", O_WRONLY | O_CREAT, 0666);
+ if (fd != -1) {
+ write(fd, batch->buffer, 4096);
+ fd = close(fd);
+ }
+}
+#endif