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-rw-r--r--tools/null_state_gen/intel_renderstate_gen8.c764
1 files changed, 764 insertions, 0 deletions
diff --git a/tools/null_state_gen/intel_renderstate_gen8.c b/tools/null_state_gen/intel_renderstate_gen8.c
new file mode 100644
index 00000000..437454e5
--- /dev/null
+++ b/tools/null_state_gen/intel_renderstate_gen8.c
@@ -0,0 +1,764 @@
+#include "intel_batchbuffer.h"
+#include <lib/gen8_render.h>
+#include <lib/intel_reg.h>
+#include <string.h>
+
+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;
+
+ ss = intel_batch_state_alloc(batch, sizeof(*ss), 64);
+ if (ss == NULL)
+ return -1;
+
+ memset(ss, 0, sizeof(*ss));
+
+ return intel_batch_offset(batch, ss);
+}
+
+static uint32_t
+gen8_bind_surfaces(struct intel_batchbuffer *batch)
+{
+ uint32_t *binding_table, offset;
+
+ binding_table = intel_batch_state_alloc(batch, 8, 32);
+ if (binding_table == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, binding_table);
+
+ binding_table[0] =
+ gen8_bind_buf_null(batch);
+ binding_table[1] =
+ gen8_bind_buf_null(batch);
+
+ 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;
+ uint32_t offset;
+
+ ss = intel_batch_state_alloc(batch, sizeof(*ss), 64);
+ if (ss == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, 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 offset;
+}
+
+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);
+}
+
+/**
+ * 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 *start;
+
+ start = intel_batch_state_alloc(batch, 2 * sizeof(*start), 8);
+ start[0] = 0;
+ start[1] = 0;
+
+ return intel_batch_offset(batch, start);
+}
+
+/**
+ * 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(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;
+ uint32_t offset;
+
+ cc_state = intel_batch_state_alloc(batch, sizeof(*cc_state), 64);
+ if (cc_state == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, cc_state);
+
+ return offset;
+}
+
+static uint32_t
+gen8_create_blend_state(struct intel_batchbuffer *batch)
+{
+ struct gen8_blend_state *blend;
+ int i;
+ uint32_t offset;
+
+ blend = intel_batch_state_alloc(batch, sizeof(*blend), 64);
+ if (blend == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, 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 offset;
+}
+
+static uint32_t
+gen6_create_cc_viewport(struct intel_batchbuffer *batch)
+{
+ struct gen6_cc_viewport *vp;
+ uint32_t offset;
+
+ vp = intel_batch_state_alloc(batch, sizeof(*vp), 32);
+ if (vp == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, vp);
+
+ /* XXX I don't understand this */
+ vp->min_depth = -1.e35;
+ vp->max_depth = 1.e35;
+
+ return offset;
+}
+
+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;
+ uint32_t offset;
+
+ scv_state = intel_batch_state_alloc(batch, sizeof(*scv_state), 64);
+ if (scv_state == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, 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 offset;
+}
+
+static uint32_t
+gen6_create_scissor_rect(struct intel_batchbuffer *batch)
+{
+ struct gen6_scissor_rect *scissor;
+ uint32_t offset;
+
+ scissor = intel_batch_state_alloc(batch, sizeof(*scissor), 64);
+ if (scissor == NULL)
+ return -1;
+
+ offset = intel_batch_offset(batch, scissor);
+
+ return offset;
+}
+
+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(cc.blend_state | 1);
+
+ OUT_BATCH(GEN6_3DSTATE_CC_STATE_POINTERS);
+ OUT_BATCH(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(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) << 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, uint32_t offset)
+{
+ 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 */
+}
+
+int 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(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);
+
+ 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(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);
+
+ gen7_emit_vertex_buffer(batch, vertex_buffer);
+ gen6_emit_vertex_elements(batch);
+
+ gen8_emit_vf_topology(batch);
+ gen8_emit_primitive(batch, vertex_buffer);
+
+ OUT_BATCH(MI_BATCH_BUFFER_END);
+
+ ret = intel_batch_error(batch);
+ if (ret == 0)
+ ret = intel_batch_total_used(batch);
+
+ return ret;
+}