diff options
Diffstat (limited to 'src/mesa/drivers/dri/radeon/radeon_common.c')
-rw-r--r-- | src/mesa/drivers/dri/radeon/radeon_common.c | 306 |
1 files changed, 276 insertions, 30 deletions
diff --git a/src/mesa/drivers/dri/radeon/radeon_common.c b/src/mesa/drivers/dri/radeon/radeon_common.c index 840233ff89..9f646c4386 100644 --- a/src/mesa/drivers/dri/radeon/radeon_common.c +++ b/src/mesa/drivers/dri/radeon/radeon_common.c @@ -58,6 +58,21 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. #include "tnl/t_pipeline.h" #include "swrast_setup/swrast_setup.h" +#include "main/blend.h" +#include "main/bufferobj.h" +#include "main/buffers.h" +#include "main/depth.h" +#include "main/shaders.h" +#include "main/texstate.h" +#include "main/varray.h" +#include "glapi/dispatch.h" +#include "swrast/swrast.h" +#include "main/stencil.h" +#include "main/matrix.h" +#include "main/attrib.h" +#include "main/enable.h" +#include "main/viewport.h" + #include "dri_util.h" #include "vblank.h" @@ -132,10 +147,10 @@ void radeonRecalcScissorRects(radeonContextPtr radeon) } } -static void radeon_get_cliprects(radeonContextPtr radeon, - struct drm_clip_rect **cliprects, - unsigned int *num_cliprects, - int *x_off, int *y_off) +void radeon_get_cliprects(radeonContextPtr radeon, + struct drm_clip_rect **cliprects, + unsigned int *num_cliprects, + int *x_off, int *y_off) { __DRIdrawablePrivate *dPriv = radeon->dri.drawable; struct radeon_framebuffer *rfb = dPriv->driverPrivate; @@ -619,6 +634,7 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) radeonContextPtr radeon = RADEON_CONTEXT(ctx); struct radeon_renderbuffer *rrbDepth = NULL, *rrbStencil = NULL, *rrbColor = NULL; + uint32_t offset = 0; if (!fb) { @@ -657,17 +673,20 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) /* none */ if (fb->Name == 0) { if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) { - rrbColor = (void *)fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer; + rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer); radeon->front_cliprects = GL_TRUE; } else { - rrbColor = (void *)fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer; + rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer); radeon->front_cliprects = GL_FALSE; } } else { /* user FBO in theory */ struct radeon_renderbuffer *rrb; - rrb = (void *)fb->_ColorDrawBuffers[0]; - rrbColor = rrb; + rrb = radeon_renderbuffer(fb->_ColorDrawBuffers[0]); + if (rrb) { + offset = rrb->draw_offset; + rrbColor = rrb; + } radeon->constant_cliprect = GL_TRUE; } @@ -677,9 +696,8 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DRAW_BUFFER, GL_FALSE); - if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) { - rrbDepth = (struct radeon_renderbuffer *)fb->_DepthBuffer->Wrapped; + rrbDepth = radeon_renderbuffer(fb->_DepthBuffer->Wrapped); if (rrbDepth && rrbDepth->bo) { radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DEPTH_BUFFER, GL_FALSE); } else { @@ -690,16 +708,11 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) rrbDepth = NULL; } - /* TODO stencil things */ if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) { - rrbStencil = (struct radeon_renderbuffer *)fb->_DepthBuffer->Wrapped; + rrbStencil = radeon_renderbuffer(fb->_DepthBuffer->Wrapped); if (rrbStencil && rrbStencil->bo) { radeon->vtbl.fallback(ctx, RADEON_FALLBACK_STENCIL_BUFFER, GL_FALSE); /* need to re-compute stencil hw state */ - if (ctx->Driver.Enable != NULL) - ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled); - else - ctx->NewState |= _NEW_STENCIL; if (!rrbDepth) rrbDepth = rrbStencil; } else { @@ -725,26 +738,28 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) * Update depth test state */ if (ctx->Driver.Enable) { - if (ctx->Depth.Test && fb->Visual.depthBits > 0) { - ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_TRUE); - } else { - ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_FALSE); - } + ctx->Driver.Enable(ctx, GL_DEPTH_TEST, + (ctx->Depth.Test && fb->Visual.depthBits > 0)); + ctx->Driver.Enable(ctx, GL_STENCIL_TEST, + (ctx->Stencil._Enabled && fb->Visual.stencilBits > 0)); } else { - ctx->NewState |= _NEW_DEPTH; + ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL); } radeon->state.depth.rrb = rrbDepth; - radeon->state.color.rrb = rrbColor; + radeon->state.color.draw_offset = offset; +#if 0 /* update viewport since it depends on window size */ if (ctx->Driver.Viewport) { ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y, ctx->Viewport.Width, ctx->Viewport.Height); } else { - ctx->NewState |= _NEW_VIEWPORT; + } +#endif + ctx->NewState |= _NEW_VIEWPORT; /* Set state we know depends on drawable parameters: */ @@ -752,6 +767,19 @@ void radeon_draw_buffer(GLcontext *ctx, struct gl_framebuffer *fb) ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, ctx->Scissor.Width, ctx->Scissor.Height); radeon->NewGLState |= _NEW_SCISSOR; + + if (ctx->Driver.DepthRange) + ctx->Driver.DepthRange(ctx, + ctx->Viewport.Near, + ctx->Viewport.Far); + + /* Update culling direction which changes depending on the + * orientation of the buffer: + */ + if (ctx->Driver.FrontFace) + ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace); + else + ctx->NewState |= _NEW_POLYGON; } /** @@ -799,10 +827,6 @@ void radeonUpdatePageFlipping(radeonContextPtr radeon) void radeon_window_moved(radeonContextPtr radeon) { - GLcontext *ctx = radeon->glCtx; - __DRIdrawablePrivate *dPriv = radeon->dri.drawable; - struct radeon_framebuffer *rfb = dPriv->driverPrivate; - if (!radeon->radeonScreen->driScreen->dri2.enabled) { radeonUpdatePageFlipping(radeon); } @@ -946,8 +970,14 @@ void radeonFinish(GLcontext * ctx) if (radeon->radeonScreen->kernel_mm) { for (i = 0; i < fb->_NumColorDrawBuffers; i++) { struct radeon_renderbuffer *rrb; - rrb = (struct radeon_renderbuffer *)fb->_ColorDrawBuffers[i]; - if (rrb->bo) + rrb = radeon_renderbuffer(fb->_ColorDrawBuffers[i]); + if (rrb && rrb->bo) + radeon_bo_wait(rrb->bo); + } + { + struct radeon_renderbuffer *rrb; + rrb = radeon_get_depthbuffer(radeon); + if (rrb && rrb->bo) radeon_bo_wait(rrb->bo); } } else if (radeon->do_irqs) { @@ -1105,3 +1135,219 @@ void rcommonBeginBatch(radeonContextPtr rmesa, int n, +static void +radeon_meta_set_passthrough_transform(radeonContextPtr radeon) +{ + GLcontext *ctx = radeon->glCtx; + + radeon->meta.saved_vp_x = ctx->Viewport.X; + radeon->meta.saved_vp_y = ctx->Viewport.Y; + radeon->meta.saved_vp_width = ctx->Viewport.Width; + radeon->meta.saved_vp_height = ctx->Viewport.Height; + radeon->meta.saved_matrix_mode = ctx->Transform.MatrixMode; + + _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); + + _mesa_MatrixMode(GL_PROJECTION); + _mesa_PushMatrix(); + _mesa_LoadIdentity(); + _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1); + + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_PushMatrix(); + _mesa_LoadIdentity(); +} + +static void +radeon_meta_restore_transform(radeonContextPtr radeon) +{ + _mesa_MatrixMode(GL_PROJECTION); + _mesa_PopMatrix(); + _mesa_MatrixMode(GL_MODELVIEW); + _mesa_PopMatrix(); + + _mesa_MatrixMode(radeon->meta.saved_matrix_mode); + + _mesa_Viewport(radeon->meta.saved_vp_x, radeon->meta.saved_vp_y, + radeon->meta.saved_vp_width, radeon->meta.saved_vp_height); +} + + +/** + * Perform glClear where mask contains only color, depth, and/or stencil. + * + * The implementation is based on calling into Mesa to set GL state and + * performing normal triangle rendering. The intent of this path is to + * have as generic a path as possible, so that any driver could make use of + * it. + */ + + +void radeon_clear_tris(GLcontext *ctx, GLbitfield mask) +{ + radeonContextPtr rmesa = RADEON_CONTEXT(ctx); + GLfloat vertices[4][3]; + GLfloat color[4][4]; + GLfloat dst_z; + struct gl_framebuffer *fb = ctx->DrawBuffer; + int i; + GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE; + GLboolean saved_shader_program = 0; + unsigned int saved_active_texture; + + assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH | + BUFFER_BIT_STENCIL)) == 0); + + _mesa_PushAttrib(GL_COLOR_BUFFER_BIT | + GL_CURRENT_BIT | + GL_DEPTH_BUFFER_BIT | + GL_ENABLE_BIT | + GL_STENCIL_BUFFER_BIT | + GL_TRANSFORM_BIT | + GL_CURRENT_BIT); + _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); + saved_active_texture = ctx->Texture.CurrentUnit; + + /* Disable existing GL state we don't want to apply to a clear. */ + _mesa_Disable(GL_ALPHA_TEST); + _mesa_Disable(GL_BLEND); + _mesa_Disable(GL_CULL_FACE); + _mesa_Disable(GL_FOG); + _mesa_Disable(GL_POLYGON_SMOOTH); + _mesa_Disable(GL_POLYGON_STIPPLE); + _mesa_Disable(GL_POLYGON_OFFSET_FILL); + _mesa_Disable(GL_LIGHTING); + _mesa_Disable(GL_CLIP_PLANE0); + _mesa_Disable(GL_CLIP_PLANE1); + _mesa_Disable(GL_CLIP_PLANE2); + _mesa_Disable(GL_CLIP_PLANE3); + _mesa_Disable(GL_CLIP_PLANE4); + _mesa_Disable(GL_CLIP_PLANE5); + if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) { + saved_fp_enable = GL_TRUE; + _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB); + } + if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) { + saved_vp_enable = GL_TRUE; + _mesa_Disable(GL_VERTEX_PROGRAM_ARB); + } + if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) { + saved_shader_program = ctx->Shader.CurrentProgram->Name; + _mesa_UseProgramObjectARB(0); + } + + if (ctx->Texture._EnabledUnits != 0) { + int i; + + for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { + _mesa_ActiveTextureARB(GL_TEXTURE0 + i); + _mesa_Disable(GL_TEXTURE_1D); + _mesa_Disable(GL_TEXTURE_2D); + _mesa_Disable(GL_TEXTURE_3D); + if (ctx->Extensions.ARB_texture_cube_map) + _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB); + if (ctx->Extensions.NV_texture_rectangle) + _mesa_Disable(GL_TEXTURE_RECTANGLE_NV); + if (ctx->Extensions.MESA_texture_array) { + _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT); + _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT); + } + } + } + + radeon_meta_set_passthrough_transform(rmesa); + + for (i = 0; i < 4; i++) { + color[i][0] = ctx->Color.ClearColor[0]; + color[i][1] = ctx->Color.ClearColor[1]; + color[i][2] = ctx->Color.ClearColor[2]; + color[i][3] = ctx->Color.ClearColor[3]; + } + + /* convert clear Z from [0,1] to NDC coord in [-1,1] */ + + dst_z = -1.0 + 2.0 * ctx->Depth.Clear; + /* Prepare the vertices, which are the same regardless of which buffer we're + * drawing to. + */ + vertices[0][0] = fb->_Xmin; + vertices[0][1] = fb->_Ymin; + vertices[0][2] = dst_z; + vertices[1][0] = fb->_Xmax; + vertices[1][1] = fb->_Ymin; + vertices[1][2] = dst_z; + vertices[2][0] = fb->_Xmax; + vertices[2][1] = fb->_Ymax; + vertices[2][2] = dst_z; + vertices[3][0] = fb->_Xmin; + vertices[3][1] = fb->_Ymax; + vertices[3][2] = dst_z; + + _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color); + _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices); + _mesa_Enable(GL_COLOR_ARRAY); + _mesa_Enable(GL_VERTEX_ARRAY); + + while (mask != 0) { + GLuint this_mask = 0; + GLuint color_bit; + + color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS); + if (color_bit != 0) + this_mask |= (1 << (color_bit - 1)); + + /* Clear depth/stencil in the same pass as color. */ + this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)); + + /* Select the current color buffer and use the color write mask if + * we have one, otherwise don't write any color channels. + */ + if (this_mask & BUFFER_BIT_FRONT_LEFT) + _mesa_DrawBuffer(GL_FRONT_LEFT); + else if (this_mask & BUFFER_BIT_BACK_LEFT) + _mesa_DrawBuffer(GL_BACK_LEFT); + else if (color_bit != 0) + _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 + + (color_bit - BUFFER_COLOR0 - 1)); + else + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + /* Control writing of the depth clear value to depth. */ + if (this_mask & BUFFER_BIT_DEPTH) { + _mesa_DepthFunc(GL_ALWAYS); + _mesa_DepthMask(GL_TRUE); + _mesa_Enable(GL_DEPTH_TEST); + } else { + _mesa_Disable(GL_DEPTH_TEST); + _mesa_DepthMask(GL_FALSE); + } + + /* Control writing of the stencil clear value to stencil. */ + if (this_mask & BUFFER_BIT_STENCIL) { + _mesa_Enable(GL_STENCIL_TEST); + _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + _mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear, + ctx->Stencil.WriteMask[0]); + } else { + _mesa_Disable(GL_STENCIL_TEST); + } + + CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4)); + + mask &= ~this_mask; + } + + radeon_meta_restore_transform(rmesa); + + _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture); + if (saved_fp_enable) + _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB); + if (saved_vp_enable) + _mesa_Enable(GL_VERTEX_PROGRAM_ARB); + + if (saved_shader_program) + _mesa_UseProgramObjectARB(saved_shader_program); + + _mesa_PopClientAttrib(); + _mesa_PopAttrib(); +} |