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); } }
void nv04_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, NV04_SF3D(CLIP_HORIZONTAL), 2); PUSH_DATA (push, w << 16 | x); PUSH_DATA (push, h << 16 | y); }
void nouveau_clear(GLcontext *ctx, GLbitfield buffers) { struct gl_framebuffer *fb = ctx->DrawBuffer; int x, y, w, h; int i, buf; nouveau_validate_framebuffer(ctx); get_scissors(fb, &x, &y, &w, &h); for (i = 0; i < BUFFER_COUNT; i++) { struct nouveau_surface *s; unsigned mask, value; buf = buffers & (1 << i); if (!buf) continue; s = &to_nouveau_renderbuffer( fb->Attachment[i].Renderbuffer->Wrapped)->surface; if (buf & BUFFER_BITS_COLOR) { mask = pack_rgba_i(s->format, ctx->Color.ColorMask[0]); value = pack_rgba_f(s->format, ctx->Color.ClearColor); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~buf; } else if (buf & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { mask = pack_zs_i(s->format, (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) ? ~0 : 0, (buffers & BUFFER_BIT_STENCIL ? ctx->Stencil.WriteMask[0] : 0)); value = pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } } if (buffers) _mesa_meta_Clear(ctx, buffers); }
void nv10_emit_scissor(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); int x, y, w, h; get_scissors(ctx->DrawBuffer, &x, &y, &w, &h); BEGIN_RING(chan, celsius, NV10_3D_RT_HORIZ, 2); OUT_RING(chan, w << 16 | x); OUT_RING(chan, h << 16 | y); }
void nv04_emit_scissor(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; int x, y, w, h; get_scissors(ctx->DrawBuffer, &x, &y, &w, &h); BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_CLIP_HORIZONTAL, 2); OUT_RING(chan, w << 16 | x); OUT_RING(chan, h << 16 | y); /* Messing with surf3d invalidates some engine state. */ context_dirty(ctx, CONTROL); context_dirty(ctx, BLEND); }
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); } }
void nouveau_clear(struct gl_context *ctx, GLbitfield buffers) { struct gl_framebuffer *fb = ctx->DrawBuffer; int x, y, w, h; int i, buf; nouveau_validate_framebuffer(ctx); get_scissors(fb, &x, &y, &w, &h); for (i = 0; i < BUFFER_COUNT; i++) { struct nouveau_surface *s; unsigned mask, value; buf = buffers & (1 << i); if (!buf) continue; s = &to_nouveau_renderbuffer( fb->Attachment[i].Renderbuffer)->surface; if (buf & BUFFER_BITS_COLOR) { const float *color = ctx->Color.ClearColor.f; if (fb->Attachment[i].Renderbuffer->_BaseFormat == GL_LUMINANCE_ALPHA) value = pack_la_clamp_f( s->format, color[0], color[3]); else value = pack_rgba_clamp_f(s->format, color); const uint8_t colormask[4] = { GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3) ? 0xff : 0, }; mask = pack_rgba_i(s->format, colormask); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~buf; } else if (buf & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { mask = pack_zs_i(s->format, (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) ? ~0 : 0, (buffers & BUFFER_BIT_STENCIL ? ctx->Stencil.WriteMask[0] : 0)); value = pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } } if (buffers) _mesa_meta_Clear(ctx, buffers); }