Esempio n. 1
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);
}
Esempio n. 2
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);
}
Esempio n. 3
0
void
nv20_emit_tex_gen(GLcontext *ctx, int emit)
{
	const int i = emit - NOUVEAU_STATE_TEX_GEN0;
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
	int j;

	for (j = 0; j < 4; j++) {
		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
			struct gl_texgen *coord = get_texgen_coord(unit, j);
			float *k = get_texgen_coeff(coord);

			if (k) {
				BEGIN_RING(chan, kelvin, TX_GEN_COEFF(i, j), 4);
				OUT_RINGp(chan, k, 4);
			}

			BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1);
			OUT_RING(chan, nvgl_texgen_mode(coord->Mode));

		} else {
			BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1);
			OUT_RING(chan, 0);
		}
	}
}
Esempio n. 4
0
static void
nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(
		ctx->DrawBuffer);
	struct nouveau_surface *s = &to_nouveau_renderbuffer(
		nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

	/* Clear the hierarchical depth buffer */
	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_FILL_VALUE, 1);
	OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0));
	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_BUFFER_CLEAR, 1);
	OUT_RING(chan, 1);

	/* Mark the depth buffer as cleared */
	if (use_fast_zclear(ctx, *buffers)) {
		if (nctx->hierz.clear_seq)
			*buffers &= ~BUFFER_BIT_DEPTH;

		nfb->hierz.clear_value =
			pack_zs_f(s->format, ctx->Depth.Clear, 0);
		nctx->hierz.clear_seq++;

		context_dirty(ctx, ZCLEAR);
	}
}
Esempio n. 5
0
static void
nv20_render_set_format(struct gl_context *ctx)
{
	struct nouveau_render_state *render = to_render_state(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	int i, attr, hw_format;

	FOR_EACH_ATTR(render, i, attr) {
		if (attr >= 0) {
			struct nouveau_array *a = &render->attrs[attr];

			hw_format = a->stride << 8 |
				a->fields << 4 |
				get_hw_format(a->type);

		} else {
			/* Unused attribute. */
			hw_format = NV20_3D_VTXBUF_FMT_TYPE_FLOAT;
		}

		BEGIN_RING(chan, kelvin, NV20_3D_VTXBUF_FMT(i), 1);
		OUT_RING(chan, hw_format);
	}
}
Esempio n. 6
0
static struct gl_context *
nv10_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nouveau_context *nctx;
	struct gl_context *ctx;
	unsigned celsius_class;
	int ret;

	nctx = CALLOC_STRUCT(nouveau_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base;

	if (!nouveau_context_init(ctx, screen, visual, share_ctx))
		goto fail;

	driInitExtensions(ctx, nv10_extensions, GL_FALSE);

	/* GL constants. */
	ctx->Const.MaxTextureLevels = 12;
	ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 2;
	ctx->Const.MaxTextureLodBias = 15;
	ctx->Driver.Clear = nv10_clear;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	if (context_chipset(ctx) >= 0x17)
		celsius_class = NV17_3D;
	else if (context_chipset(ctx) >= 0x11)
		celsius_class = NV11_3D;
	else
		celsius_class = NV10_3D;

	ret = nouveau_grobj_alloc(context_chan(ctx), 0xbeef0001, celsius_class,
				  &nctx->hw.eng3d);
	if (ret)
		goto fail;

	nv10_hwctx_init(ctx);
	nv10_vbo_init(ctx);
	nv10_swtnl_init(ctx);

	return ctx;

fail:
	nv10_context_destroy(ctx);
	return NULL;
}
void
nv10_emit_front_face(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);

	BEGIN_RING(chan, celsius, NV10TCL_FRONT_FACE, 1);
	OUT_RING(chan, ctx->Polygon.FrontFace == GL_CW ?
		 NV10TCL_FRONT_FACE_CW : NV10TCL_FRONT_FACE_CCW);
}
void
nv10_emit_point_mode(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);

	BEGIN_RING(chan, celsius, NV10TCL_POINT_SIZE, 1);
	OUT_RING(chan, (uint32_t)(ctx->Point.Size * 8));

	BEGIN_RING(chan, celsius, NV10TCL_POINT_SMOOTH_ENABLE, 1);
	OUT_RING(chan, ctx->Point.SmoothFlag ? 1 : 0);
}
void
nv20_emit_point_mode(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);

	BEGIN_RING(chan, kelvin, NV20TCL_POINT_SIZE, 1);
	if (context_chipset(ctx) >= 0x25)
		OUT_RINGf(chan, ctx->Point.Size);
	else
		OUT_RING(chan, (uint32_t)(ctx->Point.Size * 8));
}
Esempio n. 10
0
void
nv04_emit_tex_env(struct gl_context *ctx, int emit)
{
    const int i = emit - NOUVEAU_STATE_TEX_ENV0;
    struct nouveau_channel *chan = context_chan(ctx);
    struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx);
    struct combiner_state rc_a = {}, rc_c = {};

    if (!nv04_mtex_engine(fahrenheit)) {
        context_dirty(ctx, BLEND);
        return;
    }

    /* Compute the new combiner state. */
    if (ctx->Texture.Unit[i]._ReallyEnabled) {
        INIT_COMBINER(A, ctx, &rc_a, i);
        setup_combiner(&rc_a);

        INIT_COMBINER(RGB, ctx, &rc_c, i);
        setup_combiner(&rc_c);

    } else {
        if (i == 0) {
            INPUT_SRC(&rc_a, 0, PRIMARY_COLOR, 0);
            INPUT_SRC(&rc_c, 0, PRIMARY_COLOR, 0);
        } else {
            INPUT_SRC(&rc_a, 0, PREVIOUS, 0);
            INPUT_SRC(&rc_c, 0, PREVIOUS, 0);
        }

        INPUT_SRC(&rc_a, 1, ZERO, INVERT);
        INPUT_SRC(&rc_c, 1, ZERO, INVERT);
        INPUT_SRC(&rc_a, 2, ZERO, 0);
        INPUT_SRC(&rc_c, 2, ZERO, 0);
        INPUT_SRC(&rc_a, 3, ZERO, 0);
        INPUT_SRC(&rc_c, 3, ZERO, 0);

        UNSIGNED_OP(&rc_a);
        UNSIGNED_OP(&rc_c);
    }

    /* Write the register combiner state out to the hardware. */
    BEGIN_RING(chan, fahrenheit,
               NV04_MULTITEX_TRIANGLE_COMBINE_ALPHA(i), 2);
    OUT_RING(chan, rc_a.hw);
    OUT_RING(chan, rc_c.hw);

    BEGIN_RING(chan, fahrenheit,
               NV04_MULTITEX_TRIANGLE_COMBINE_FACTOR, 1);
    OUT_RING(chan, pack_rgba_f(MESA_FORMAT_ARGB8888,
                               ctx->Texture.Unit[0].EnvColor));
}
Esempio n. 11
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);
}
Esempio n. 12
0
void
nv10_emit_polygon_mode(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);

	BEGIN_RING(chan, celsius, NV10TCL_POLYGON_MODE_FRONT, 2);
	OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.FrontMode));
	OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.BackMode));

	BEGIN_RING(chan, celsius, NV10TCL_POLYGON_SMOOTH_ENABLE, 1);
	OUT_RING(chan, ctx->Polygon.SmoothFlag ? 1 : 0);
}
Esempio n. 13
0
void
nv10_emit_line_mode(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	GLboolean smooth = ctx->Line.SmoothFlag &&
		ctx->Hint.LineSmooth == GL_NICEST;

	BEGIN_RING(chan, celsius, NV10TCL_LINE_WIDTH, 1);
	OUT_RING(chan, MAX2(smooth ? 0 : 1,
			    ctx->Line.Width) * 8);
	BEGIN_RING(chan, celsius, NV10TCL_LINE_SMOOTH_ENABLE, 1);
	OUT_RING(chan, smooth ? 1 : 0);
}
Esempio n. 14
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);
}
Esempio n. 15
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);
}
Esempio n. 16
0
void
nv10_emit_cull_face(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	GLenum mode = ctx->Polygon.CullFaceMode;

	BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE_ENABLE, 1);
	OUT_RING(chan, ctx->Polygon.CullFlag ? 1 : 0);

	BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE, 1);
	OUT_RING(chan, (mode == GL_FRONT ? NV10TCL_CULL_FACE_FRONT :
			mode == GL_BACK ? NV10TCL_CULL_FACE_BACK :
			NV10TCL_CULL_FACE_FRONT_AND_BACK));
}
Esempio n. 17
0
void
nv10_emit_polygon_offset(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);

	BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_POINT_ENABLE, 3);
	OUT_RING(chan, ctx->Polygon.OffsetPoint ? 1 : 0);
	OUT_RING(chan, ctx->Polygon.OffsetLine ? 1 : 0);
	OUT_RING(chan, ctx->Polygon.OffsetFill ? 1 : 0);

	BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_FACTOR, 2);
	OUT_RINGf(chan, ctx->Polygon.OffsetFactor);
	OUT_RINGf(chan, ctx->Polygon.OffsetUnits);
}
Esempio n. 18
0
static void
nouveau_flush(GLcontext *ctx)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);

	FIRE_RING(chan);

	if (ctx->DrawBuffer->Name == 0 &&
	    ctx->DrawBuffer->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
		__DRIscreen *screen = nctx->screen->dri_screen;
		__DRIdri2LoaderExtension *dri2 = screen->dri2.loader;
		__DRIdrawable *drawable = nctx->dri_context->driDrawablePriv;

		dri2->flushFrontBuffer(drawable, drawable->loaderPrivate);
	}
}
Esempio n. 19
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);
}
Esempio n. 20
0
void
nv20_emit_tex_shader(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	uint32_t tx_shader_op = 0;
	int i;

	for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
		if (!ctx->Texture.Unit[i]._ReallyEnabled)
			continue;

		tx_shader_op |= NV20TCL_TX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
	}

	BEGIN_RING(chan, kelvin, NV20TCL_TX_SHADER_OP, 1);
	OUT_RING(chan, tx_shader_op);
}
Esempio n. 21
0
void
nv20_emit_viewport(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	float a[4] = {};

	get_viewport_translate(ctx, a);

	BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_TRANSLATE_X, 4);
	OUT_RINGp(chan, a, 4);

	BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_CLIP_HORIZ(0), 1);
	OUT_RING(chan, (fb->Width - 1) << 16);
	BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_CLIP_VERT(0), 1);
	OUT_RING(chan, (fb->Height - 1) << 16);

	context_dirty(ctx, PROJECTION);
}
Esempio n. 22
0
void
nv20_emit_tex_mat(GLcontext *ctx, int emit)
{
	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);

	if (nctx->fallback == HWTNL &&
	    (ctx->Texture._TexMatEnabled & 1 << i)) {
		BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
		OUT_RING(chan, 1);

		BEGIN_RING(chan, kelvin, TX_MATRIX(i), 16);
		OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m);

	} else {
		BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
		OUT_RING(chan, 0);
	}
}
Esempio n. 23
0
void
nv10_emit_zclear(struct gl_context *ctx, int emit)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_framebuffer *nfb =
		to_nouveau_framebuffer(ctx->DrawBuffer);

	if (nfb->hierz.bo) {
		BEGIN_RING(chan, celsius, NV17_3D_ZCLEAR_ENABLE, 2);
		OUT_RINGb(chan, !nctx->hierz.clear_blocked);
		OUT_RING(chan, nfb->hierz.clear_value |
			 (nctx->hierz.clear_seq & 0xff));
	} else {
		BEGIN_RING(chan, celsius, NV10_3D_DEPTH_RANGE_NEAR, 2);
		OUT_RINGf(chan, nv10_transform_depth(ctx, 0));
		OUT_RINGf(chan, nv10_transform_depth(ctx, 1));
		context_dirty(ctx, VIEWPORT);
	}
}
static struct gl_context *
nv10_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nouveau_context *nctx;
	struct gl_context *ctx;
	unsigned celsius_class;
	int ret;

	nctx = CALLOC_STRUCT(nouveau_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base;

	if (!nouveau_context_init(ctx, screen, visual, share_ctx))
		goto fail;

	ctx->Extensions.ARB_texture_env_crossbar = true;
	ctx->Extensions.ARB_texture_env_combine = true;
	ctx->Extensions.ARB_texture_env_dot3 = true;
	ctx->Extensions.NV_fog_distance = true;
	ctx->Extensions.NV_texture_rectangle = true;
	if (ctx->Mesa_DXTn) {
		ctx->Extensions.EXT_texture_compression_s3tc = true;
		ctx->Extensions.ANGLE_texture_compression_dxt = true;
	}

	/* GL constants. */
	ctx->Const.MaxTextureLevels = 12;
	ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 2;
	ctx->Const.MaxTextureLodBias = 15;
	ctx->Driver.Clear = nv10_clear;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	if (context_chipset(ctx) >= 0x17 && context_chipset(ctx) != 0x1a)
		celsius_class = NV17_3D_CLASS;
	else if (context_chipset(ctx) >= 0x11)
		celsius_class = NV15_3D_CLASS;
	else
		celsius_class = NV10_3D_CLASS;

	ret = nouveau_object_new(context_chan(ctx), 0xbeef0001, celsius_class,
				 NULL, 0, &nctx->hw.eng3d);
	if (ret)
		goto fail;

	nv10_hwctx_init(ctx);
	nv10_vbo_init(ctx);
	nv10_swtnl_init(ctx);

	return ctx;

fail:
	nv10_context_destroy(ctx);
	return NULL;
}
Esempio n. 25
0
static void
nv10_hwctx_init(struct gl_context *ctx)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
	int i;

	BEGIN_RING(chan, celsius, NV10_3D_DMA_NOTIFY, 1);
	OUT_RING(chan, hw->ntfy->handle);

	BEGIN_RING(chan, celsius, NV10_3D_DMA_TEXTURE0, 3);
	OUT_RING(chan, chan->vram->handle);
	OUT_RING(chan, chan->gart->handle);
	OUT_RING(chan, chan->gart->handle);
	BEGIN_RING(chan, celsius, NV10_3D_DMA_COLOR, 2);
	OUT_RING(chan, chan->vram->handle);
	OUT_RING(chan, chan->vram->handle);

	BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
	OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius, NV10_3D_RT_HORIZ, 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1);
	OUT_RING(chan, 0x7ff << 16 | 0x800);
	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1);
	OUT_RING(chan, 0x7ff << 16 | 0x800);

	for (i = 1; i < 8; i++) {
		BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(i), 1);
		OUT_RING(chan, 0);
		BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(i), 1);
		OUT_RING(chan, 0);
	}

	BEGIN_RING(chan, celsius, 0x290, 1);
	OUT_RING(chan, 0x10 << 16 | 1);
	BEGIN_RING(chan, celsius, 0x3f4, 1);
	OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius,  NV04_GRAPH_NOP, 1);
	OUT_RING(chan, 0);

	if (context_chipset(ctx) >= 0x17) {
		BEGIN_RING(chan, celsius, NV17_3D_UNK01AC, 2);
		OUT_RING(chan, chan->vram->handle);
		OUT_RING(chan, chan->vram->handle);

		BEGIN_RING(chan, celsius, 0xd84, 1);
		OUT_RING(chan, 0x3);

		BEGIN_RING(chan, celsius, NV17_3D_COLOR_MASK_ENABLE, 1);
		OUT_RING(chan, 1);
	}

	if (context_chipset(ctx) >= 0x11) {
		BEGIN_RING(chan, celsius, 0x120, 3);
		OUT_RING(chan, 0);
		OUT_RING(chan, 1);
		OUT_RING(chan, 2);

		BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
		OUT_RING(chan, 0);
	}

	BEGIN_RING(chan, celsius,  NV04_GRAPH_NOP, 1);
	OUT_RING(chan, 0);

	/* Set state */
	BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_FUNC, 2);
	OUT_RING(chan, 0x207);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_TEX_ENABLE(0), 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_DITHER_ENABLE, 2);
	OUT_RING(chan, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_WEIGHT_ENABLE, 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_SRC, 4);
	OUT_RING(chan, 1);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0x8006);
	BEGIN_RING(chan, celsius, NV10_3D_STENCIL_MASK, 8);
	OUT_RING(chan, 0xff);
	OUT_RING(chan, 0x207);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0xff);
	OUT_RING(chan, 0x1e00);
	OUT_RING(chan, 0x1e00);
	OUT_RING(chan, 0x1e00);
	OUT_RING(chan, 0x1d01);
	BEGIN_RING(chan, celsius, NV10_3D_NORMALIZE_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_LIGHT_MODEL, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_SEPARATE_SPECULAR_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_ENABLED_LIGHTS, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_POINT_ENABLE, 3);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_DEPTH_FUNC, 1);
	OUT_RING(chan, 0x201);
	BEGIN_RING(chan, celsius, NV10_3D_DEPTH_WRITE_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_DEPTH_TEST_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_FACTOR, 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_POINT_SIZE, 1);
	OUT_RING(chan, 8);
	BEGIN_RING(chan, celsius, NV10_3D_POINT_PARAMETERS_ENABLE, 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_LINE_WIDTH, 1);
	OUT_RING(chan, 8);
	BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_POLYGON_MODE_FRONT, 2);
	OUT_RING(chan, 0x1b02);
	OUT_RING(chan, 0x1b02);
	BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE, 2);
	OUT_RING(chan, 0x405);
	OUT_RING(chan, 0x901);
	BEGIN_RING(chan, celsius, NV10_3D_POLYGON_SMOOTH_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE_ENABLE, 1);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_TEX_GEN_MODE(0, 0), 8);
	for (i = 0; i < 8; i++)
		OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius, NV10_3D_TEX_MATRIX_ENABLE(0), 2);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_FOG_COEFF(0), 3);
	OUT_RING(chan, 0x3fc00000);	/* -1.50 */
	OUT_RING(chan, 0xbdb8aa0a);	/* -0.09 */
	OUT_RING(chan, 0);		/*  0.00 */

	BEGIN_RING(chan, celsius,  NV04_GRAPH_NOP, 1);
	OUT_RING(chan, 0);

	BEGIN_RING(chan, celsius, NV10_3D_FOG_MODE, 2);
	OUT_RING(chan, 0x802);
	OUT_RING(chan, 2);
	/* for some reason VIEW_MATRIX_ENABLE need to be 6 instead of 4 when
	 * using texturing, except when using the texture matrix
	 */
	BEGIN_RING(chan, celsius, NV10_3D_VIEW_MATRIX_ENABLE, 1);
	OUT_RING(chan, 6);
	BEGIN_RING(chan, celsius, NV10_3D_COLOR_MASK, 1);
	OUT_RING(chan, 0x01010101);

	/* Set vertex component */
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL_4F_R, 4);
	OUT_RINGf(chan, 1.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 1.0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL2_3F_R, 3);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_NOR_3F_X, 3);
	OUT_RING(chan, 0);
	OUT_RING(chan, 0);
	OUT_RINGf(chan, 1.0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX0_4F_S, 4);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 1.0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX1_4F_S, 4);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 1.0);
	BEGIN_RING(chan, celsius, NV10_3D_VERTEX_FOG_1F, 1);
	OUT_RINGf(chan, 0.0);
	BEGIN_RING(chan, celsius, NV10_3D_EDGEFLAG_ENABLE, 1);
	OUT_RING(chan, 1);

	BEGIN_RING(chan, celsius, NV10_3D_DEPTH_RANGE_NEAR, 2);
	OUT_RINGf(chan, 0.0);
	OUT_RINGf(chan, 16777216.0);

	FIRE_RING(chan);
}
Esempio n. 26
0
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);
	}
}
Esempio n. 27
0
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);
}
Esempio n. 28
0
static struct gl_context *
nv04_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nv04_context *nctx;
	struct nouveau_hw_state *hw;
	struct gl_context *ctx;
	int ret;

	nctx = CALLOC_STRUCT(nv04_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base.base;
	hw = &nctx->base.hw;

	if (!nouveau_context_init(ctx, screen, visual, share_ctx))
		goto fail;

	/* GL constants. */
	ctx->Const.MaxTextureLevels = 11;
	ctx->Const.MaxTextureCoordUnits = NV04_TEXTURE_UNITS;
	ctx->Const.MaxTextureImageUnits = NV04_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV04_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 2;
	ctx->Const.MaxTextureLodBias = 15;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	ret = nouveau_object_new(context_chan(ctx), 0xbeef0001,
				 NV04_TEXTURED_TRIANGLE_CLASS, NULL, 0,
				 &hw->eng3d);
	if (ret)
		goto fail;

	ret = nouveau_object_new(context_chan(ctx), 0xbeef0002,
				 NV04_MULTITEX_TRIANGLE_CLASS, NULL, 0,
				 &hw->eng3dm);
	if (ret)
		goto fail;

	ret = nouveau_object_new(context_chan(ctx), 0xbeef0003,
				 NV04_SURFACE_3D_CLASS, NULL, 0,
				 &hw->surf3d);
	if (ret)
		goto fail;

	init_dummy_texture(ctx);
	nv04_hwctx_init(ctx);
	nv04_render_init(ctx);

	return ctx;

fail:
	nv04_context_destroy(ctx);
	return NULL;
}
static struct gl_context *
nv20_context_create(struct nouveau_screen *screen, gl_api api,
		    const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nouveau_context *nctx;
	struct gl_context *ctx;
	unsigned kelvin_class;
	int ret;

	nctx = CALLOC_STRUCT(nouveau_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base;

	if (!nouveau_context_init(ctx, api, screen, visual, share_ctx))
		goto fail;

	ctx->Extensions.ARB_texture_env_crossbar = true;
	ctx->Extensions.ARB_texture_env_combine = true;
	ctx->Extensions.ARB_texture_env_dot3 = true;
	ctx->Extensions.EXT_texture_env_dot3 = true;
	ctx->Extensions.NV_fog_distance = true;
	ctx->Extensions.NV_texture_rectangle = true;
	ctx->Extensions.EXT_texture_compression_s3tc = true;
	ctx->Extensions.ANGLE_texture_compression_dxt = true;

	/* GL constants. */
	ctx->Const.MaxTextureCoordUnits = NV20_TEXTURE_UNITS;
	ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = NV20_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV20_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 8;
	ctx->Const.MaxTextureLodBias = 15;
	ctx->Driver.Clear = nv20_clear;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	if (context_chipset(ctx) >= 0x25)
		kelvin_class = NV25_3D_CLASS;
	else
		kelvin_class = NV20_3D_CLASS;

	ret = nouveau_object_new(context_chan(ctx), 0xbeef0001, kelvin_class,
				 NULL, 0, &nctx->hw.eng3d);
	if (ret)
		goto fail;

	nv20_hwctx_init(ctx);
	nv20_vbo_init(ctx);
	nv20_swtnl_init(ctx);

	return ctx;

fail:
	nv20_context_destroy(ctx);
	return NULL;
}
Esempio n. 30
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);
}