예제 #1
0
static void
nv04_hwctx_init(struct gl_context *ctx)
{
	struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
	struct nouveau_pushbuf *push = context_push(ctx);
	struct nv04_fifo *fifo = hw->chan->data;

	BEGIN_NV04(push, NV01_SUBC(SURF, OBJECT), 1);
	PUSH_DATA (push, hw->surf3d->handle);
	BEGIN_NV04(push, NV04_SF3D(DMA_NOTIFY), 3);
	PUSH_DATA (push, hw->ntfy->handle);
	PUSH_DATA (push, fifo->vram);
	PUSH_DATA (push, fifo->vram);

	BEGIN_NV04(push, NV01_SUBC(3D, OBJECT), 1);
	PUSH_DATA (push, hw->eng3d->handle);
	BEGIN_NV04(push, NV04_TTRI(DMA_NOTIFY), 4);
	PUSH_DATA (push, hw->ntfy->handle);
	PUSH_DATA (push, fifo->vram);
	PUSH_DATA (push, fifo->gart);
	PUSH_DATA (push, hw->surf3d->handle);

	BEGIN_NV04(push, NV01_SUBC(3D, OBJECT), 1);
	PUSH_DATA (push, hw->eng3dm->handle);
	BEGIN_NV04(push, NV04_MTRI(DMA_NOTIFY), 4);
	PUSH_DATA (push, hw->ntfy->handle);
	PUSH_DATA (push, fifo->vram);
	PUSH_DATA (push, fifo->gart);
	PUSH_DATA (push, hw->surf3d->handle);

	PUSH_KICK (push);
}
예제 #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);
}
예제 #3
0
void
nv04_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;
	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;

	PUSH_RESET(push, BUFCTX_FB);

	/* 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, NV04_SF3D(OFFSET_COLOR), 1);
		PUSH_MTHDl(push, NV04_SF3D(OFFSET_COLOR), 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;

		zeta_pitch = s->pitch;

		BEGIN_NV04(push, NV04_SF3D(OFFSET_ZETA), 1);
		PUSH_MTHDl(push, NV04_SF3D(OFFSET_ZETA), BUFCTX_FB,
				 s->bo, 0, bo_flags);
	}

	BEGIN_NV04(push, NV04_SF3D(FORMAT), 1);
	PUSH_DATA (push, rt_format);
	BEGIN_NV04(push, NV04_SF3D(PITCH), 1);
	PUSH_DATA (push, zeta_pitch << 16 | rt_pitch);

	/* Recompute the scissor state. */
	context_dirty(ctx, SCISSOR);
	context_dirty(ctx, CONTROL);
}