Beispiel #1
0
void
nv10_emit_viewport(struct gl_context *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(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_RING(chan, celsius, NV10_3D_VIEWPORT_TRANSLATE_X, 4);
	OUT_RINGp(chan, a, 4);

	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1);
	OUT_RING(chan, (fb->Width - 1) << 16 | 0x08000800);
	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1);
	OUT_RING(chan, (fb->Height - 1) << 16 | 0x08000800);

	context_dirty(ctx, PROJECTION);
}
static void
nv10_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	/*
	 * Pre-nv17 cards don't have native support for fast Z clears,
	 * but in some cases we can still "clear" the Z buffer without
	 * actually blitting to it if we're willing to sacrifice a few
	 * bits of depth precision.
	 *
	 * Each time a clear is requested we modify the viewport
	 * transform in such a way that the old contents of the depth
	 * buffer are clamped to the requested clear value when
	 * they're read by the GPU.
	 */
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb);
	struct nouveau_surface *s = &to_nouveau_renderbuffer(
		fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

	if (nv10_use_viewport_zclear(ctx)) {
		int x, y, w, h;
		float z = ctx->Depth.Clear;
		uint32_t value = pack_zs_f(s->format, z, 0);

		get_scissors(fb, &x, &y, &w, &h);
		*buffers &= ~BUFFER_BIT_DEPTH;

		if (use_fast_zclear(ctx, *buffers)) {
			if (nfb->hierz.clear_value != value) {
				/* Don't fast clear if we're changing
				 * the depth value. */
				nfb->hierz.clear_value = value;

			} else if (z == 0.0) {
				nctx->hierz.clear_seq++;
				context_dirty(ctx, ZCLEAR);

				if ((nctx->hierz.clear_seq & 7) != 0 &&
				    nctx->hierz.clear_seq != 1)
					/* We didn't wrap around -- no need to
					 * clear the depth buffer for real. */
					return;

			} else if (z == 1.0) {
				nctx->hierz.clear_seq--;
				context_dirty(ctx, ZCLEAR);

				if ((nctx->hierz.clear_seq & 7) != 7)
					/* No wrap around */
					return;
			}
		}

		value = pack_zs_f(s->format,
				  (z + (nctx->hierz.clear_seq & 7)) / 8, 0);
		context_drv(ctx)->surface_fill(ctx, s, ~0, value, x, y, w, h);
	}
}
float
nv10_transform_depth(struct gl_context *ctx, float z)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);

	if (nv10_use_viewport_zclear(ctx))
		return 2097152.0 * (z + (nctx->hierz.clear_seq & 7));
	else
		return ctx->DrawBuffer->_DepthMaxF * z;
}
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_eng3d(ctx)->oclass < NV17_3D_CLASS) {
		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_eng3d(ctx)->oclass >= NV17_3D_CLASS) {
			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);
	context_dirty(ctx, DEPTH);
}

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->ViewportArray[0];
	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);
	}
}