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);
	}
}
Example #2
0
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);
}
Example #3
0
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);
}
Example #4
0
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);
}
Example #5
0
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);
}
Example #6
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_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);
	}
}
Example #7
0
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);
}