diff options
Diffstat (limited to 'tools/null_state_gen/intel_renderstate_gen8.c')
-rw-r--r-- | tools/null_state_gen/intel_renderstate_gen8.c | 764 |
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; +} |