Beispiel #1
0
void
nv20_emit_framebuffer(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	unsigned rt_format = NV20TCL_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;

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

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

		nouveau_bo_markl(bctx, kelvin, NV20TCL_COLOR_OFFSET,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->_DepthBuffer) {
		s = &to_nouveau_renderbuffer(
			fb->_DepthBuffer->Wrapped)->surface;

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

		nouveau_bo_markl(bctx, kelvin, NV20TCL_ZETA_OFFSET,
				 s->bo, 0, bo_flags);
	} else {
		rt_format |= get_rt_format(MESA_FORMAT_Z24_S8);
		zeta_pitch = rt_pitch;
	}

	BEGIN_RING(chan, kelvin, NV20TCL_RT_FORMAT, 2);
	OUT_RING(chan, rt_format);
	OUT_RING(chan, zeta_pitch << 16 | rt_pitch);

	/* Recompute the viewport/scissor state. */
	context_dirty(ctx, VIEWPORT);
	context_dirty(ctx, SCISSOR);
}
Beispiel #2
0
void
nv04_emit_framebuffer(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
	struct nouveau_grobj *surf3d = hw->surf3d;
	struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	uint32_t rt_format = NV04_CONTEXT_SURFACES_3D_FORMAT_TYPE_PITCH;
	uint32_t rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

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

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

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

		nouveau_bo_markl(bctx, surf3d,
				 NV04_CONTEXT_SURFACES_3D_OFFSET_COLOR,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->_DepthBuffer) {
		s = &to_nouveau_renderbuffer(
			fb->_DepthBuffer->Wrapped)->surface;

		zeta_pitch = s->pitch;

		nouveau_bo_markl(bctx, surf3d,
				 NV04_CONTEXT_SURFACES_3D_OFFSET_ZETA,
				 s->bo, 0, bo_flags);
	}

	BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_FORMAT, 1);
	OUT_RING(chan, rt_format);
	BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_PITCH, 1);
	OUT_RING(chan, zeta_pitch << 16 | rt_pitch);

	/* Recompute the scissor state. */
	context_dirty(ctx, SCISSOR);
}
Beispiel #3
0
static void
setup_hierz_buffer(struct gl_context *ctx)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_bo_context *bctx = context_bctx(ctx, HIERZ);
	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) {
		nouveau_bo_ref(NULL, &nfb->hierz.bo);
		nouveau_bo_new_tile(context_dev(ctx), NOUVEAU_BO_VRAM, 0, size,
				    0, NOUVEAU_BO_TILE_ZETA, &nfb->hierz.bo);
	}

	nouveau_bo_markl(bctx, celsius, NV17_3D_HIERZ_OFFSET,
			 nfb->hierz.bo, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR);

	WAIT_RING(chan, 9);
	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_WINDOW_X, 4);
	OUT_RINGf(chan, - 1792);
	OUT_RINGf(chan, - 2304 + fb->Height);
	OUT_RINGf(chan, fb->_DepthMaxF / 2);
	OUT_RINGf(chan, 0);

	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_PITCH, 1);
	OUT_RING(chan, pitch);

	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_ENABLE, 1);
	OUT_RING(chan, 1);
}
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);
}
Beispiel #5
0
void
nv10_emit_framebuffer(struct gl_context *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER);
	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;

	/* 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_RING(chan, celsius, NV04_GRAPH_NOP, 1);
			OUT_RING(chan, 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;

		nouveau_bo_markl(bctx, celsius, NV10_3D_COLOR_OFFSET,
				 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;

		nouveau_bo_markl(bctx, celsius, NV10_3D_ZETA_OFFSET,
				 s->bo, 0, bo_flags);

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

	BEGIN_RING(chan, celsius, NV10_3D_RT_FORMAT, 2);
	OUT_RING(chan, rt_format);
	OUT_RING(chan, zeta_pitch << 16 | rt_pitch);

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