static void
nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_pushbuf *push = context_push(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_NV04(push, NV17_3D(HIERZ_FILL_VALUE), 1);
	PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear, 0));
	BEGIN_NV04(push, NV17_3D(HIERZ_BUFFER_CLEAR), 1);
	PUSH_DATA (push, 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);
	}
}
Пример #2
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);
	}
}
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);
	}
}
static void
nv20_clear(struct gl_context *ctx, GLbitfield buffers)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	uint32_t clear = 0;

	nouveau_validate_framebuffer(ctx);

	nouveau_pushbuf_bufctx(push, nctx->hw.bufctx);
	if (nouveau_pushbuf_validate(push)) {
		nouveau_pushbuf_bufctx(push, NULL);
		return;
	}

	if (buffers & BUFFER_BITS_COLOR) {
		struct nouveau_surface *s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		if (ctx->Color.ColorMask[0][RCOMP])
			clear |= NV20_3D_CLEAR_BUFFERS_COLOR_R;
		if (ctx->Color.ColorMask[0][GCOMP])
			clear |= NV20_3D_CLEAR_BUFFERS_COLOR_G;
		if (ctx->Color.ColorMask[0][BCOMP])
			clear |= NV20_3D_CLEAR_BUFFERS_COLOR_B;
		if (ctx->Color.ColorMask[0][ACOMP])
			clear |= NV20_3D_CLEAR_BUFFERS_COLOR_A;

		BEGIN_NV04(push, NV20_3D(CLEAR_VALUE), 1);
		PUSH_DATA (push, pack_rgba_clamp_f(s->format, ctx->Color.ClearColor.f));

		buffers &= ~BUFFER_BITS_COLOR;
	}

	if (buffers & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
		struct nouveau_surface *s = &to_nouveau_renderbuffer(
			fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

		if (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask)
			clear |= NV20_3D_CLEAR_BUFFERS_DEPTH;
		if (buffers & BUFFER_BIT_STENCIL && ctx->Stencil.WriteMask[0])
			clear |= NV20_3D_CLEAR_BUFFERS_STENCIL;

		BEGIN_NV04(push, NV20_3D(CLEAR_DEPTH_VALUE), 1);
		PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear,
					 ctx->Stencil.Clear));

		buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
	}

	BEGIN_NV04(push, NV20_3D(CLEAR_BUFFERS), 1);
	PUSH_DATA (push, clear);

	nouveau_pushbuf_bufctx(push, NULL);
	nouveau_clear(ctx, buffers);
}
Пример #5
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);
}
Пример #6
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);
}