#include "intel_batchbuffer.h" #include #include #include 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, 0x2e000608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2e200608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2e400608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2e600608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2e800608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2ea00608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2ec00608, 0x00000000, 0x3f800000 }, { 0x00600001, 0x2ee00608, 0x00000000, 0x3f800000 }, { 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 }, #endif }; static uint32_t gen8_bind_buf_null(struct intel_batchbuffer *batch) { struct gen8_surface_state ss; memset(&ss, 0, sizeof(ss)); return OUT_STATE_STRUCT(ss, 64); } static uint32_t gen8_bind_surfaces(struct intel_batchbuffer *batch) { unsigned offset; offset = intel_batch_state_alloc(batch, 8, 32, "bind surfaces"); bb_area_emit_offset(batch->state, offset, gen8_bind_buf_null(batch), STATE_OFFSET, "bind 1"); bb_area_emit_offset(batch->state, offset + 4, gen8_bind_buf_null(batch), STATE_OFFSET, "bind 2"); return offset; } /* Mostly copy+paste from gen6, except wrap modes moved */ static uint32_t gen8_create_sampler(struct intel_batchbuffer *batch) { struct gen8_sampler_state ss; memset(&ss, 0, sizeof(ss)); 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 OUT_STATE_STRUCT(ss, 64); } static uint32_t gen8_fill_ps(struct intel_batchbuffer *batch, const uint32_t kernel[][4], size_t size) { return intel_batch_state_copy(batch, kernel, size, 64, "ps kernel"); } /** * 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) { uint16_t *v; return intel_batch_state_alloc(batch, 2 * sizeof(*v), 8, "vertex buffer"); } /** * 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 | (1 + (4 * 1) - 2)); OUT_BATCH(0 << VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */ GEN7_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */ VB0_NULL_VERTEX_BUFFER | 0 << VB0_BUFFER_PITCH_SHIFT); OUT_RELOC_STATE(batch, I915_GEM_DOMAIN_VERTEX, 0, offset); OUT_BATCH(0); OUT_BATCH(0); } static uint32_t gen6_create_cc_state(struct intel_batchbuffer *batch) { struct gen6_color_calc_state cc_state; memset(&cc_state, 0, sizeof(cc_state)); return OUT_STATE_STRUCT(cc_state, 64); } static uint32_t gen8_create_blend_state(struct intel_batchbuffer *batch) { struct gen8_blend_state blend; int i; memset(&blend, 0, sizeof(blend)); for (i = 0; i < 16; i++) { blend.bs[i].dest_blend_factor = GEN6_BLENDFACTOR_ZERO; blend.bs[i].source_blend_factor = GEN6_BLENDFACTOR_ONE; blend.bs[i].color_blend_func = GEN6_BLENDFUNCTION_ADD; blend.bs[i].pre_blend_color_clamp = 1; blend.bs[i].color_buffer_blend = 0; } return OUT_STATE_STRUCT(blend, 64); } static uint32_t gen6_create_cc_viewport(struct intel_batchbuffer *batch) { struct gen6_cc_viewport vp; memset(&vp, 0, sizeof(vp)); /* XXX I don't understand this */ vp.min_depth = -1.e35; vp.max_depth = 1.e35; return OUT_STATE_STRUCT(vp, 32); } 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; memset(&scv_state, 0, sizeof(scv_state)); scv_state.guardband.xmin = 0; scv_state.guardband.xmax = 1.0f; scv_state.guardband.ymin = 0; scv_state.guardband.ymax = 1.0f; return OUT_STATE_STRUCT(scv_state, 64); } static uint32_t gen6_create_scissor_rect(struct intel_batchbuffer *batch) { struct gen6_scissor_rect scissor; memset(&scissor, 0, sizeof(scissor)); return OUT_STATE_STRUCT(scissor, 64); } static void gen8_emit_sip(struct intel_batchbuffer *batch) { OUT_BATCH(GEN6_STATE_SIP | (3 - 2)); OUT_BATCH(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 gen8_emit_state_base_address(struct intel_batchbuffer *batch) { OUT_BATCH(GEN6_STATE_BASE_ADDRESS | (16 - 2)); /* general */ OUT_BATCH(0 | BASE_ADDRESS_MODIFY); OUT_BATCH(0); /* stateless data port */ OUT_BATCH(0 | BASE_ADDRESS_MODIFY); /* surface */ OUT_RELOC(batch, I915_GEM_DOMAIN_SAMPLER, 0, BASE_ADDRESS_MODIFY); OUT_BATCH(0); /* dynamic */ OUT_RELOC(batch, I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION, 0, BASE_ADDRESS_MODIFY); OUT_BATCH(0); /* indirect */ OUT_BATCH(0); OUT_BATCH(0); /* instruction */ OUT_RELOC(batch, I915_GEM_DOMAIN_INSTRUCTION, 0, BASE_ADDRESS_MODIFY); OUT_BATCH(0); /* general state buffer size */ OUT_BATCH(0xfffff000 | 1); /* dynamic state buffer size */ OUT_BATCH(1 << 12 | 1); /* indirect object buffer size */ OUT_BATCH(0xfffff000 | 1); /* intruction buffer size */ OUT_BATCH(1 << 12 | 1); } static void gen7_emit_urb(struct intel_batchbuffer *batch) { /* XXX: Min valid values from mesa */ const int vs_entries = 64; const int vs_size = 2; const int vs_start = 4; 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_STATE_OFFSET(cc.blend_state | 1); OUT_BATCH(GEN6_3DSTATE_CC_STATE_POINTERS); OUT_BATCH_STATE_OFFSET(cc.cc_state | 1); } static void gen8_emit_multisample(struct intel_batchbuffer *batch) { OUT_BATCH(GEN8_3DSTATE_MULTISAMPLE); OUT_BATCH(0); OUT_BATCH(GEN6_3DSTATE_SAMPLE_MASK); OUT_BATCH(1); } static void gen8_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 | (11 - 2)); 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_VS | (9-2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); } static void gen8_emit_hs(struct intel_batchbuffer *batch) { OUT_BATCH(GEN7_3DSTATE_CONSTANT_HS | (11 - 2)); 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(GEN7_3DSTATE_HS | (9-2)); 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(GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS); OUT_BATCH(0); OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS); OUT_BATCH(0); } static void gen8_emit_gs(struct intel_batchbuffer *batch) { OUT_BATCH(GEN7_3DSTATE_CONSTANT_GS | (11 - 2)); 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(GEN7_3DSTATE_GS | (10-2)); 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(GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS); OUT_BATCH(0); OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS); OUT_BATCH(0); } static void gen8_emit_ds(struct intel_batchbuffer *batch) { OUT_BATCH(GEN7_3DSTATE_CONSTANT_DS | (11 - 2)); 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(GEN7_3DSTATE_DS | (9-2)); 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(GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS); OUT_BATCH(0); OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS); OUT_BATCH(0); } static void gen8_emit_wm_hz_op(struct intel_batchbuffer *batch) { OUT_BATCH(GEN8_3DSTATE_WM_HZ_OP | (5-2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); } static void gen8_emit_null_state(struct intel_batchbuffer *batch) { gen8_emit_wm_hz_op(batch); gen8_emit_hs(batch); OUT_BATCH(GEN7_3DSTATE_TE | (4-2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); gen8_emit_gs(batch); gen8_emit_ds(batch); gen8_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 gen8_emit_sf(struct intel_batchbuffer *batch) { int i; OUT_BATCH(GEN7_3DSTATE_SBE | (4 - 2)); OUT_BATCH(1 << GEN7_SBE_NUM_OUTPUTS_SHIFT | GEN8_SBE_FORCE_URB_ENTRY_READ_LENGTH | GEN8_SBE_FORCE_URB_ENTRY_READ_OFFSET | 1 << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT | 1 << GEN8_SBE_URB_ENTRY_READ_OFFSET_SHIFT); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(GEN8_3DSTATE_SBE_SWIZ | (11 - 2)); for (i = 0; i < 8; i++) OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(GEN8_3DSTATE_RASTER | (5 - 2)); OUT_BATCH(GEN8_RASTER_FRONT_WINDING_CCW | GEN8_RASTER_CULL_NONE); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(GEN6_3DSTATE_SF | (4 - 2)); 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 = 63; OUT_BATCH(GEN6_3DSTATE_WM | (2 - 2)); OUT_BATCH(/* 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(GEN6_3DSTATE_CONSTANT_PS | (11-2)); 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(GEN7_3DSTATE_PS | (12-2)); OUT_BATCH_STATE_OFFSET(kernel); OUT_BATCH(0); /* kernel hi */ OUT_BATCH(1 << GEN6_3DSTATE_WM_SAMPLER_COUNT_SHIFT | 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) << GEN8_3DSTATE_PS_MAX_THREADS_SHIFT | 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 */ OUT_BATCH(0); // kernel 2 OUT_BATCH(0); /* kernel 2 hi */ OUT_BATCH(GEN8_3DSTATE_PS_BLEND | (2 - 2)); OUT_BATCH(GEN8_PS_BLEND_HAS_WRITEABLE_RT); OUT_BATCH(GEN8_3DSTATE_PS_EXTRA | (2 - 2)); OUT_BATCH(GEN8_PSX_PIXEL_SHADER_VALID | GEN8_PSX_ATTRIBUTE_ENABLE); } static void gen8_emit_depth(struct intel_batchbuffer *batch) { OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER | (8-2)); OUT_BATCH(0); 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 | (5 - 2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER | (5 - 2)); OUT_BATCH(0); OUT_BATCH(0); 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) { OUT_BATCH(GEN6_3DSTATE_DRAWING_RECTANGLE | (4 - 2)); OUT_BATCH(0xffffffff); OUT_BATCH(0 | 0); OUT_BATCH(0); } static void gen8_emit_vf_topology(struct intel_batchbuffer *batch) { OUT_BATCH(GEN8_3DSTATE_VF_TOPOLOGY); OUT_BATCH(_3DPRIM_RECTLIST); } /* Vertex elements MUST be defined before this according to spec */ static void gen8_emit_primitive(struct intel_batchbuffer *batch) { OUT_BATCH(GEN8_3DSTATE_VF_INSTANCING | (3 - 2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(GEN6_3DPRIMITIVE | (7-2)); OUT_BATCH(0); /* gen8+ ignore the topology type field */ 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 */ } void gen8_setup_null_render_state(struct intel_batchbuffer *batch) { uint32_t ps_sampler_state, ps_kernel_off, ps_binding_table; uint32_t scissor_state; uint32_t vertex_buffer; uint32_t batch_end; int ret; ps_binding_table = gen8_bind_surfaces(batch); ps_sampler_state = gen8_create_sampler(batch); ps_kernel_off = gen8_fill_ps(batch, ps_kernel, sizeof(ps_kernel)); vertex_buffer = gen7_fill_vertex_buffer_data(batch); 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 */ /* Start emitting the commands. The order roughly follows the mesa blorp * order */ OUT_BATCH(GEN6_PIPELINE_SELECT | PIPELINE_SELECT_3D); gen8_emit_sip(batch); gen7_emit_push_constants(batch); gen8_emit_state_base_address(batch); OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC); OUT_BATCH_STATE_OFFSET(viewport.cc_state); OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP); OUT_BATCH_STATE_OFFSET(viewport.sf_clip_state); gen7_emit_urb(batch); gen8_emit_cc(batch); gen8_emit_multisample(batch); gen8_emit_null_state(batch); OUT_BATCH(GEN7_3DSTATE_STREAMOUT | (5-2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); gen7_emit_clip(batch); gen8_emit_sf(batch); OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS); OUT_BATCH_STATE_OFFSET(ps_binding_table); OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS); OUT_BATCH_STATE_OFFSET(ps_sampler_state); gen8_emit_ps(batch, ps_kernel_off); OUT_BATCH(GEN6_3DSTATE_SCISSOR_STATE_POINTERS); OUT_BATCH_STATE_OFFSET(scissor_state); gen8_emit_depth(batch); gen7_emit_clear(batch); gen6_emit_drawing_rectangle(batch); gen7_emit_vertex_buffer(batch, vertex_buffer); gen6_emit_vertex_elements(batch); gen8_emit_vf_topology(batch); gen8_emit_primitive(batch); OUT_BATCH(MI_BATCH_BUFFER_END); }