i965: Delete brw_sf_state.c again
"...and stay dead!" Rafael deleted this file inc2b5a26dc2(i965: Convert SF_STATE to genxml.) but Marek accidentally brought it back in commite7a091936f(mesa: replace ctx->Polygon._FrontBit with a helper function) when resolving conflicts. It's not actually even compiled, but it's still here trolling people into thinking it still exists and needs patching.
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/*
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Copyright (C) Intel Corp. 2006. All Rights Reserved.
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Intel funded Tungsten Graphics to
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develop this 3D driver.
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice (including the
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next paragraph) shall be included in all copies or substantial
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portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**********************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keithw@vmware.com>
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*/
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#include "main/mtypes.h"
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#include "main/macros.h"
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#include "main/fbobject.h"
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#include "main/viewport.h"
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#include "intel_batchbuffer.h"
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#include "brw_context.h"
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#include "brw_state.h"
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#include "brw_defines.h"
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#include "brw_util.h"
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static void upload_sf_unit( struct brw_context *brw )
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{
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struct gl_context *ctx = &brw->ctx;
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struct brw_sf_unit_state *sf;
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int chipset_max_threads;
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bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
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sf = brw_state_batch(brw, sizeof(*sf), 64, &brw->sf.state_offset);
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memset(sf, 0, sizeof(*sf));
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/* BRW_NEW_PROGRAM_CACHE | BRW_NEW_SF_PROG_DATA */
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sf->thread0.grf_reg_count = ALIGN(brw->sf.prog_data->total_grf, 16) / 16 - 1;
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sf->thread0.kernel_start_pointer =
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brw_program_reloc(brw,
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brw->sf.state_offset +
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offsetof(struct brw_sf_unit_state, thread0),
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brw->sf.prog_offset +
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(sf->thread0.grf_reg_count << 1)) >> 6;
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sf->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
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sf->thread3.dispatch_grf_start_reg = 3;
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sf->thread3.urb_entry_read_offset = BRW_SF_URB_ENTRY_READ_OFFSET;
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/* BRW_NEW_SF_PROG_DATA */
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sf->thread3.urb_entry_read_length = brw->sf.prog_data->urb_read_length;
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/* BRW_NEW_URB_FENCE */
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sf->thread4.nr_urb_entries = brw->urb.nr_sf_entries;
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sf->thread4.urb_entry_allocation_size = brw->urb.sfsize - 1;
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/* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
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* 48 (Ironlake) threads.
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*/
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if (brw->gen == 5)
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chipset_max_threads = 48;
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else
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chipset_max_threads = 24;
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/* BRW_NEW_URB_FENCE */
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sf->thread4.max_threads = MIN2(chipset_max_threads,
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brw->urb.nr_sf_entries) - 1;
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/* BRW_NEW_SF_VP */
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sf->sf5.sf_viewport_state_offset = (brw->batch.bo->offset64 +
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brw->sf.vp_offset) >> 5; /* reloc */
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sf->sf5.viewport_transform = 1;
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sf->sf6.scissor = 1;
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/* _NEW_POLYGON */
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if (brw->polygon_front_bit)
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sf->sf5.front_winding = BRW_FRONTWINDING_CW;
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else
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sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
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/* _NEW_BUFFERS
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* The viewport is inverted for rendering to a FBO, and that inverts
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* polygon front/back orientation.
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*/
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sf->sf5.front_winding ^= render_to_fbo;
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/* _NEW_POLYGON */
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switch (ctx->Polygon.CullFlag ? ctx->Polygon.CullFaceMode : GL_NONE) {
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case GL_FRONT:
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sf->sf6.cull_mode = BRW_CULLMODE_FRONT;
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break;
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case GL_BACK:
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sf->sf6.cull_mode = BRW_CULLMODE_BACK;
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break;
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case GL_FRONT_AND_BACK:
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sf->sf6.cull_mode = BRW_CULLMODE_BOTH;
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break;
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case GL_NONE:
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sf->sf6.cull_mode = BRW_CULLMODE_NONE;
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break;
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default:
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unreachable("not reached");
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}
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/* _NEW_LINE */
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sf->sf6.line_width = U_FIXED(brw_get_line_width(brw), 1);
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if (ctx->Line.SmoothFlag) {
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sf->sf6.aa_enable = 1;
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sf->sf6.line_endcap_aa_region_width = 1;
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}
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sf->sf6.point_rast_rule = BRW_RASTRULE_UPPER_RIGHT;
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/* _NEW_POINT */
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sf->sf7.sprite_point = ctx->Point.PointSprite;
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float point_sz;
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point_sz = CLAMP(ctx->Point.Size, ctx->Point.MinSize, ctx->Point.MaxSize);
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point_sz = CLAMP(point_sz, 0.125f, 255.875f);
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sf->sf7.point_size = U_FIXED(point_sz, 3);
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/* _NEW_PROGRAM | _NEW_POINT, BRW_NEW_VUE_MAP_GEOM_OUT */
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sf->sf7.use_point_size_state = use_state_point_size(brw);
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sf->sf7.aa_line_distance_mode = brw->is_g4x || brw->gen == 5;
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/* might be BRW_NEW_PRIMITIVE if we have to adjust pv for polygons:
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* _NEW_LIGHT
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*/
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if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) {
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sf->sf7.trifan_pv = 2;
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sf->sf7.linestrip_pv = 1;
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sf->sf7.tristrip_pv = 2;
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} else {
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sf->sf7.trifan_pv = 1;
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sf->sf7.linestrip_pv = 0;
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sf->sf7.tristrip_pv = 0;
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}
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sf->sf7.line_last_pixel_enable = 0;
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/* Set bias for OpenGL rasterization rules:
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*/
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sf->sf6.dest_org_vbias = 0x8;
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sf->sf6.dest_org_hbias = 0x8;
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/* STATE_PREFETCH command description describes this state as being
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* something loaded through the GPE (L2 ISC), so it's INSTRUCTION domain.
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*/
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/* Emit SF viewport relocation */
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brw_emit_reloc(&brw->batch,
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brw->sf.state_offset +
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offsetof(struct brw_sf_unit_state, sf5),
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brw->batch.bo,
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brw->sf.vp_offset | sf->sf5.front_winding |
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(sf->sf5.viewport_transform << 1),
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I915_GEM_DOMAIN_INSTRUCTION, 0);
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brw->ctx.NewDriverState |= BRW_NEW_GEN4_UNIT_STATE;
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}
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const struct brw_tracked_state brw_sf_unit = {
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.dirty = {
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.mesa = _NEW_BUFFERS |
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_NEW_LIGHT |
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_NEW_LINE |
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_NEW_POINT |
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_NEW_POLYGON |
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_NEW_PROGRAM,
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.brw = BRW_NEW_BATCH |
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BRW_NEW_BLORP |
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BRW_NEW_PROGRAM_CACHE |
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BRW_NEW_SF_PROG_DATA |
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BRW_NEW_SF_VP |
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BRW_NEW_VUE_MAP_GEOM_OUT |
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BRW_NEW_URB_FENCE,
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},
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.emit = upload_sf_unit,
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};
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