Beispiel #1
0
static void
nv20_render_bind_vertices(struct gl_context *ctx)
{
	struct nouveau_render_state *render = to_render_state(ctx);
	struct nouveau_bo_context *bctx = context_bctx(ctx, VERTEX);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	int i, attr;

	FOR_EACH_BOUND_ATTR(render, i, attr) {
		struct nouveau_array *a = &render->attrs[attr];

		nouveau_bo_mark(bctx, kelvin,
				NV20_3D_VTXBUF_OFFSET(i),
				a->bo, a->offset, 0,
				0, NV20_3D_VTXBUF_OFFSET_DMA1,
				NOUVEAU_BO_LOW | NOUVEAU_BO_OR |
				NOUVEAU_BO_GART | NOUVEAU_BO_RD);
	}
}
void
nv20_emit_tex_obj(GLcontext *ctx, int emit)
{
	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i);
	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
	struct gl_texture_object *t;
	struct nouveau_surface *s;
	struct gl_texture_image *ti;
	uint32_t tx_format, tx_filter, tx_wrap, tx_enable;

	if (!ctx->Texture.Unit[i]._ReallyEnabled) {
		BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
		OUT_RING(chan, 0);

		context_dirty(ctx, TEX_SHADER);
		return;
	}

	t = ctx->Texture.Unit[i]._Current;
	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
	ti = t->Image[0][t->BaseLevel];

	if (!nouveau_texture_validate(ctx, t))
		return;

	/* Recompute the texturing registers. */
	tx_format = ti->DepthLog2 << 28
		| ti->HeightLog2 << 24
		| ti->WidthLog2 << 20
		| NV20TCL_TX_FORMAT_DIMS_2D
		| NV20TCL_TX_FORMAT_NO_BORDER
		| 1 << 16;

	tx_wrap = nvgl_wrap_mode(t->WrapR) << 16
		| nvgl_wrap_mode(t->WrapT) << 8
		| nvgl_wrap_mode(t->WrapS) << 0;

	tx_filter = nvgl_filter_mode(t->MagFilter) << 24
		| nvgl_filter_mode(t->MinFilter) << 16
		| 2 << 12;

	tx_enable = NV20TCL_TX_ENABLE_ENABLE
		| log2i(t->MaxAnisotropy) << 4;

	if (t->Target == GL_TEXTURE_RECTANGLE) {
		BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_PITCH(i), 1);
		OUT_RING(chan, s->pitch << 16);
		BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_SIZE(i), 1);
		OUT_RING(chan, s->width << 16 | s->height);

		tx_format |= get_tex_format_rect(ti);
	} else {
		tx_format |= get_tex_format_pot(ti);
	}

	if (t->MinFilter != GL_NEAREST &&
	    t->MinFilter != GL_LINEAR) {
		int lod_min = t->MinLod;
		int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
		int lod_bias = t->LodBias
			+ ctx->Texture.Unit[i].LodBias;

		lod_max = CLAMP(lod_max, 0, 15);
		lod_min = CLAMP(lod_min, 0, 15);
		lod_bias = CLAMP(lod_bias, 0, 15);

		tx_format |= NV20TCL_TX_FORMAT_MIPMAP;
		tx_filter |= lod_bias << 8;
		tx_enable |= lod_min << 26
			| lod_max << 14;
	}

	/* Write it to the hardware. */
	nouveau_bo_mark(bctx, kelvin, NV20TCL_TX_FORMAT(i),
			s->bo, tx_format, 0,
			NV20TCL_TX_FORMAT_DMA0,
			NV20TCL_TX_FORMAT_DMA1,
			bo_flags | NOUVEAU_BO_OR);

	nouveau_bo_markl(bctx, kelvin, NV20TCL_TX_OFFSET(i),
			 s->bo, 0, bo_flags);

	BEGIN_RING(chan, kelvin, NV20TCL_TX_WRAP(i), 1);
	OUT_RING(chan, tx_wrap);

	BEGIN_RING(chan, kelvin, NV20TCL_TX_FILTER(i), 1);
	OUT_RING(chan, tx_filter);

	BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
	OUT_RING(chan, tx_enable);

	context_dirty(ctx, TEX_SHADER);
}
void
nv04_emit_tex_obj(struct gl_context *ctx, int emit)
{
	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx);
	struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i);
	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
	struct nouveau_surface *s;
	uint32_t format = 0xa0, filter = 0x1010;

	if (i && !nv04_mtex_engine(fahrenheit))
		return;

	if (ctx->Texture.Unit[i]._ReallyEnabled) {
		struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
		struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
		int lod_max = 1, lod_bias = 0;

		if (!nouveau_texture_validate(ctx, t))
			return;

		s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];

		if (t->MinFilter != GL_NEAREST &&
		    t->MinFilter != GL_LINEAR) {
			lod_max = CLAMP(MIN2(t->MaxLod, t->_MaxLambda),
					0, 15) + 1;

			lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
					 t->LodBias, -16, 15) * 8;
		}

		format |= nvgl_wrap_mode(t->WrapT) << 28 |
			nvgl_wrap_mode(t->WrapS) << 24 |
			ti->HeightLog2 << 20 |
			ti->WidthLog2 << 16 |
			lod_max << 12 |
			get_tex_format(ti);

		filter |= log2i(t->MaxAnisotropy) << 31 |
			nvgl_filter_mode(t->MagFilter) << 28 |
			log2i(t->MaxAnisotropy) << 27 |
			nvgl_filter_mode(t->MinFilter) << 24 |
			(lod_bias & 0xff) << 16;

	} else {
		s = &to_nv04_context(ctx)->dummy_texture;

		format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT |
			NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT |
			1 << 12 |
			NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;

		filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST |
			NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST;
	}

	if (nv04_mtex_engine(fahrenheit)) {
		nouveau_bo_markl(bctx, fahrenheit,
				 NV04_MULTITEX_TRIANGLE_OFFSET(i),
				 s->bo, s->offset, bo_flags);

		nouveau_bo_mark(bctx, fahrenheit,
				NV04_MULTITEX_TRIANGLE_FORMAT(i),
				s->bo, format, 0,
				NV04_MULTITEX_TRIANGLE_FORMAT_DMA_A,
				NV04_MULTITEX_TRIANGLE_FORMAT_DMA_B,
				bo_flags | NOUVEAU_BO_OR);

		BEGIN_RING(chan, fahrenheit, NV04_MULTITEX_TRIANGLE_FILTER(i), 1);
		OUT_RING(chan, filter);

	} else {
		nouveau_bo_markl(bctx, fahrenheit,
				 NV04_TEXTURED_TRIANGLE_OFFSET,
				 s->bo, s->offset, bo_flags);

		nouveau_bo_mark(bctx, fahrenheit,
				NV04_TEXTURED_TRIANGLE_FORMAT,
				s->bo, format, 0,
				NV04_TEXTURED_TRIANGLE_FORMAT_DMA_A,
				NV04_TEXTURED_TRIANGLE_FORMAT_DMA_B,
				bo_flags | NOUVEAU_BO_OR);

		BEGIN_RING(chan, fahrenheit, NV04_TEXTURED_TRIANGLE_COLORKEY, 1);
		OUT_RING(chan, 0);

		BEGIN_RING(chan, fahrenheit, NV04_TEXTURED_TRIANGLE_FILTER, 1);
		OUT_RING(chan, filter);
	}
}