C++程序  |  220行  |  6.14 KB

/*
 * Copyright (C) 2009 Francisco Jerez.
 * All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining
 * a copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial
 * portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 */

#include "nouveau_driver.h"
#include "nouveau_context.h"
#include "nouveau_fbo.h"
#include "nouveau_util.h"
#include "nv_object.xml.h"
#include "nv10_3d.xml.h"
#include "nv10_driver.h"

static inline unsigned
get_rt_format(gl_format format)
{
	switch (format) {
	case MESA_FORMAT_XRGB8888:
		return NV10_3D_RT_FORMAT_COLOR_X8R8G8B8;
	case MESA_FORMAT_ARGB8888:
		return NV10_3D_RT_FORMAT_COLOR_A8R8G8B8;
	case MESA_FORMAT_RGB565:
		return NV10_3D_RT_FORMAT_COLOR_R5G6B5;
	case MESA_FORMAT_Z16:
		return NV10_3D_RT_FORMAT_DEPTH_Z16;
	case MESA_FORMAT_Z24_S8:
		return NV10_3D_RT_FORMAT_DEPTH_Z24S8;
	default:
		assert(0);
	}
}

static void
setup_hierz_buffer(struct gl_context *ctx)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb);
	unsigned pitch = align(fb->Width, 128),
		height = align(fb->Height, 2),
		size = pitch * height;

	if (!nfb->hierz.bo || nfb->hierz.bo->size != size) {
		union nouveau_bo_config config = {
			.nv04.surf_flags = NV04_BO_ZETA,
			.nv04.surf_pitch = 0
		};

		nouveau_bo_ref(NULL, &nfb->hierz.bo);
		nouveau_bo_new(context_dev(ctx), NOUVEAU_BO_VRAM, 0, size,
			       &config, &nfb->hierz.bo);
	}

	PUSH_SPACE(push, 11);
	BEGIN_NV04(push, NV17_3D(HIERZ_OFFSET), 1);
	PUSH_MTHDl(push, NV17_3D(HIERZ_OFFSET), BUFCTX_FB,
			 nfb->hierz.bo, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);
	BEGIN_NV04(push, NV17_3D(HIERZ_WINDOW_X), 4);
	PUSH_DATAf(push, - 1792);
	PUSH_DATAf(push, - 2304 + fb->Height);
	PUSH_DATAf(push, fb->_DepthMaxF / 2);
	PUSH_DATAf(push, 0);

	BEGIN_NV04(push, NV17_3D(HIERZ_PITCH), 1);
	PUSH_DATA (push, pitch);

	BEGIN_NV04(push, NV17_3D(HIERZ_ENABLE), 1);
	PUSH_DATA (push, 1);
}

void
nv10_emit_framebuffer(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	unsigned rt_format = NV10_3D_RT_FORMAT_TYPE_LINEAR;
	unsigned rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
		return;

	PUSH_RESET(push, BUFCTX_FB);

	/* At least nv11 seems to get sad if we don't do this before
	 * swapping RTs.*/
	if (context_chipset(ctx) < 0x17) {
		int i;

		for (i = 0; i < 6; i++) {
			BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1);
			PUSH_DATA (push, 0);
		}
	}

	/* Render target */
	if (fb->_ColorDrawBuffers[0]) {
		s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = rt_pitch = s->pitch;

		BEGIN_NV04(push, NV10_3D(COLOR_OFFSET), 1);
		PUSH_MTHDl(push, NV10_3D(COLOR_OFFSET), BUFCTX_FB,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
		s = &to_nouveau_renderbuffer(
			fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = s->pitch;

		BEGIN_NV04(push, NV10_3D(ZETA_OFFSET), 1);
		PUSH_MTHDl(push, NV10_3D(ZETA_OFFSET), BUFCTX_FB,
				 s->bo, 0, bo_flags);

		if (context_chipset(ctx) >= 0x17) {
			setup_hierz_buffer(ctx);
			context_dirty(ctx, ZCLEAR);
		}
	}

	BEGIN_NV04(push, NV10_3D(RT_FORMAT), 2);
	PUSH_DATA (push, rt_format);
	PUSH_DATA (push, zeta_pitch << 16 | rt_pitch);

	context_dirty(ctx, VIEWPORT);
	context_dirty(ctx, SCISSOR);
}

void
nv10_emit_render_mode(struct gl_context *ctx, int emit)
{
}

void
nv10_emit_scissor(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	int x, y, w, h;

	get_scissors(ctx->DrawBuffer, &x, &y, &w, &h);

	BEGIN_NV04(push, NV10_3D(RT_HORIZ), 2);
	PUSH_DATA (push, w << 16 | x);
	PUSH_DATA (push, h << 16 | y);
}

void
nv10_emit_viewport(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_viewport_attrib *vp = &ctx->Viewport;
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	float a[4] = {};

	get_viewport_translate(ctx, a);
	a[0] -= 2048;
	a[1] -= 2048;
	if (nv10_use_viewport_zclear(ctx))
		a[2] = nv10_transform_depth(ctx, (vp->Far + vp->Near) / 2);

	BEGIN_NV04(push, NV10_3D(VIEWPORT_TRANSLATE_X), 4);
	PUSH_DATAp(push, a, 4);

	BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(0)), 1);
	PUSH_DATA (push, (fb->Width - 1) << 16 | 0x08000800);
	BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(0)), 1);
	PUSH_DATA (push, (fb->Height - 1) << 16 | 0x08000800);

	context_dirty(ctx, PROJECTION);
}

void
nv10_emit_zclear(struct gl_context *ctx, int emit)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_pushbuf *push = context_push(ctx);
	struct nouveau_framebuffer *nfb =
		to_nouveau_framebuffer(ctx->DrawBuffer);

	if (nfb->hierz.bo) {
		BEGIN_NV04(push, NV17_3D(ZCLEAR_ENABLE), 2);
		PUSH_DATAb(push, !nctx->hierz.clear_blocked);
		PUSH_DATA (push, nfb->hierz.clear_value |
			 (nctx->hierz.clear_seq & 0xff));
	} else {
		BEGIN_NV04(push, NV10_3D(DEPTH_RANGE_NEAR), 2);
		PUSH_DATAf(push, nv10_transform_depth(ctx, 0));
		PUSH_DATAf(push, nv10_transform_depth(ctx, 1));
		context_dirty(ctx, VIEWPORT);
	}
}