Add code to support projective texturing and fix mixed enabling of texture
[mesa.git] / src / mesa / drivers / dri / r200 / r200_span.c
1 /* $XFree86: xc/lib/GL/mesa/src/drv/r200/r200_span.c,v 1.1 2002/10/30 12:51:52 alanh Exp $ */
2 /*
3 Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved.
4
5 The Weather Channel (TM) funded Tungsten Graphics to develop the
6 initial release of the Radeon 8500 driver under the XFree86 license.
7 This notice must be preserved.
8
9 Permission is hereby granted, free of charge, to any person obtaining
10 a copy of this software and associated documentation files (the
11 "Software"), to deal in the Software without restriction, including
12 without limitation the rights to use, copy, modify, merge, publish,
13 distribute, sublicense, and/or sell copies of the Software, and to
14 permit persons to whom the Software is furnished to do so, subject to
15 the following conditions:
16
17 The above copyright notice and this permission notice (including the
18 next paragraph) shall be included in all copies or substantial
19 portions of the Software.
20
21 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
22 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
23 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
25 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
26 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
27 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28
29 **************************************************************************/
30
31 /*
32 * Authors:
33 * Keith Whitwell <keith@tungstengraphics.com>
34 */
35
36 #include "glheader.h"
37 #include "imports.h"
38 #include "swrast/swrast.h"
39 #include "colormac.h"
40
41 #include "r200_context.h"
42 #include "r200_ioctl.h"
43 #include "r200_state.h"
44 #include "r200_span.h"
45 #include "r200_tex.h"
46
47 #define DBG 0
48
49 #define LOCAL_VARS \
50 r200ContextPtr rmesa = R200_CONTEXT(ctx); \
51 r200ScreenPtr r200Screen = rmesa->r200Screen; \
52 __DRIscreenPrivate *sPriv = rmesa->dri.screen; \
53 __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; \
54 GLuint pitch = r200Screen->frontPitch * r200Screen->cpp; \
55 GLuint height = dPriv->h; \
56 char *buf = (char *)(sPriv->pFB + \
57 rmesa->state.color.drawOffset + \
58 (dPriv->x * r200Screen->cpp) + \
59 (dPriv->y * pitch)); \
60 char *read_buf = (char *)(sPriv->pFB + \
61 rmesa->state.pixel.readOffset + \
62 (dPriv->x * r200Screen->cpp) + \
63 (dPriv->y * pitch)); \
64 GLuint p; \
65 (void) read_buf; (void) buf; (void) p
66
67 #define LOCAL_DEPTH_VARS \
68 r200ContextPtr rmesa = R200_CONTEXT(ctx); \
69 r200ScreenPtr r200Screen = rmesa->r200Screen; \
70 __DRIscreenPrivate *sPriv = rmesa->dri.screen; \
71 __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; \
72 GLuint height = dPriv->h; \
73 GLuint xo = dPriv->x; \
74 GLuint yo = dPriv->y; \
75 char *buf = (char *)(sPriv->pFB + r200Screen->depthOffset); \
76 (void) buf
77
78 #define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS
79
80
81 #define CLIPPIXEL( _x, _y ) \
82 ((_x >= minx) && (_x < maxx) && (_y >= miny) && (_y < maxy))
83
84
85 #define CLIPSPAN( _x, _y, _n, _x1, _n1, _i ) \
86 if ( _y < miny || _y >= maxy ) { \
87 _n1 = 0, _x1 = x; \
88 } else { \
89 _n1 = _n; \
90 _x1 = _x; \
91 if ( _x1 < minx ) _i += (minx-_x1), n1 -= (minx-_x1), _x1 = minx; \
92 if ( _x1 + _n1 >= maxx ) n1 -= (_x1 + n1 - maxx); \
93 }
94
95 #define Y_FLIP( _y ) (height - _y - 1)
96
97
98 #define HW_LOCK()
99
100 #define HW_CLIPLOOP() \
101 do { \
102 __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; \
103 int _nc = dPriv->numClipRects; \
104 \
105 while ( _nc-- ) { \
106 int minx = dPriv->pClipRects[_nc].x1 - dPriv->x; \
107 int miny = dPriv->pClipRects[_nc].y1 - dPriv->y; \
108 int maxx = dPriv->pClipRects[_nc].x2 - dPriv->x; \
109 int maxy = dPriv->pClipRects[_nc].y2 - dPriv->y;
110
111 #define HW_ENDCLIPLOOP() \
112 } \
113 } while (0)
114
115 #define HW_UNLOCK()
116
117
118
119 /* ================================================================
120 * Color buffer
121 */
122
123 /* 16 bit, RGB565 color spanline and pixel functions
124 */
125
126 #define GET_SRC_PTR(_x, _y) (read_buf + _x * 2 + _y * pitch)
127 #define GET_DST_PTR(_x, _y) ( buf + _x * 2 + _y * pitch)
128 #define SPANTMP_PIXEL_FMT GL_RGB
129 #define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5
130
131 #define TAG(x) r200##x##_RGB565
132 #define TAG2(x,y) r200##x##_RGB565##y
133 #include "spantmp2.h"
134
135 /* 32 bit, ARGB8888 color spanline and pixel functions
136 */
137
138 #define GET_SRC_PTR(_x, _y) (read_buf + _x * 4 + _y * pitch)
139 #define GET_DST_PTR(_x, _y) ( buf + _x * 4 + _y * pitch)
140 #define SPANTMP_PIXEL_FMT GL_BGRA
141 #define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
142
143 #define TAG(x) r200##x##_ARGB8888
144 #define TAG2(x,y) r200##x##_ARGB8888##y
145 #include "spantmp2.h"
146
147
148 /* ================================================================
149 * Depth buffer
150 */
151
152 /* The Radeon family has depth tiling on all the time, so we have to convert
153 * the x,y coordinates into the memory bus address (mba) in the same
154 * manner as the engine. In each case, the linear block address (ba)
155 * is calculated, and then wired with x and y to produce the final
156 * memory address.
157 */
158
159 #define BIT(x,b) ((x & (1<<b))>>b)
160 static GLuint r200_mba_z32( r200ContextPtr rmesa,
161 GLint x, GLint y )
162 {
163 GLuint pitch = rmesa->r200Screen->frontPitch;
164 GLuint b = ((y & 0x3FF) >> 4) * ((pitch & 0xFFF) >> 5) + ((x & 0x3FF) >> 5);
165 GLuint a =
166 (BIT(x,0) << 2) |
167 (BIT(y,0) << 3) |
168 (BIT(x,1) << 4) |
169 (BIT(y,1) << 5) |
170 (BIT(x,3) << 6) |
171 (BIT(x,4) << 7) |
172 (BIT(x,2) << 8) |
173 (BIT(y,2) << 9) |
174 (BIT(y,3) << 10) |
175 (((pitch & 0x20) ? (b & 0x01) : ((b & 0x01) ^ (BIT(y,4)))) << 11) |
176 ((b >> 1) << 12);
177 return a;
178 }
179
180 static GLuint r200_mba_z16( r200ContextPtr rmesa, GLint x, GLint y )
181 {
182 GLuint pitch = rmesa->r200Screen->frontPitch;
183 GLuint b = ((y & 0x3FF) >> 4) * ((pitch & 0xFFF) >> 6) + ((x & 0x3FF) >> 6);
184 GLuint a =
185 (BIT(x,0) << 1) |
186 (BIT(y,0) << 2) |
187 (BIT(x,1) << 3) |
188 (BIT(y,1) << 4) |
189 (BIT(x,2) << 5) |
190 (BIT(x,4) << 6) |
191 (BIT(x,5) << 7) |
192 (BIT(x,3) << 8) |
193 (BIT(y,2) << 9) |
194 (BIT(y,3) << 10) |
195 (((pitch & 0x40) ? (b & 0x01) : ((b & 0x01) ^ (BIT(y,4)))) << 11) |
196 ((b >> 1) << 12);
197 return a;
198 }
199
200
201 /* 16-bit depth buffer functions
202 */
203 #define WRITE_DEPTH( _x, _y, d ) \
204 *(GLushort *)(buf + r200_mba_z16( rmesa, _x + xo, _y + yo )) = d;
205
206 #define READ_DEPTH( d, _x, _y ) \
207 d = *(GLushort *)(buf + r200_mba_z16( rmesa, _x + xo, _y + yo ));
208
209 #define TAG(x) r200##x##_16
210 #include "depthtmp.h"
211
212 /* 24 bit depth, 8 bit stencil depthbuffer functions
213 */
214 #define WRITE_DEPTH( _x, _y, d ) \
215 do { \
216 GLuint offset = r200_mba_z32( rmesa, _x + xo, _y + yo ); \
217 GLuint tmp = *(GLuint *)(buf + offset); \
218 tmp &= 0xff000000; \
219 tmp |= ((d) & 0x00ffffff); \
220 *(GLuint *)(buf + offset) = tmp; \
221 } while (0)
222
223 #define READ_DEPTH( d, _x, _y ) \
224 d = *(GLuint *)(buf + r200_mba_z32( rmesa, _x + xo, \
225 _y + yo )) & 0x00ffffff;
226
227 #define TAG(x) r200##x##_24_8
228 #include "depthtmp.h"
229
230
231 /* ================================================================
232 * Stencil buffer
233 */
234
235 /* 24 bit depth, 8 bit stencil depthbuffer functions
236 */
237 #define WRITE_STENCIL( _x, _y, d ) \
238 do { \
239 GLuint offset = r200_mba_z32( rmesa, _x + xo, _y + yo ); \
240 GLuint tmp = *(GLuint *)(buf + offset); \
241 tmp &= 0x00ffffff; \
242 tmp |= (((d) & 0xff) << 24); \
243 *(GLuint *)(buf + offset) = tmp; \
244 } while (0)
245
246 #define READ_STENCIL( d, _x, _y ) \
247 do { \
248 GLuint offset = r200_mba_z32( rmesa, _x + xo, _y + yo ); \
249 GLuint tmp = *(GLuint *)(buf + offset); \
250 tmp &= 0xff000000; \
251 d = tmp >> 24; \
252 } while (0)
253
254 #define TAG(x) r200##x##_24_8
255 #include "stenciltmp.h"
256
257
258 /*
259 * This function is called to specify which buffer to read and write
260 * for software rasterization (swrast) fallbacks. This doesn't necessarily
261 * correspond to glDrawBuffer() or glReadBuffer() calls.
262 */
263 static void r200SetBuffer( GLcontext *ctx,
264 GLframebuffer *colorBuffer,
265 GLuint bufferBit )
266 {
267 r200ContextPtr rmesa = R200_CONTEXT(ctx);
268
269 switch ( bufferBit ) {
270 case DD_FRONT_LEFT_BIT:
271 if ( rmesa->doPageFlip && rmesa->sarea->pfCurrentPage == 1 ) {
272 rmesa->state.pixel.readOffset = rmesa->r200Screen->backOffset;
273 rmesa->state.pixel.readPitch = rmesa->r200Screen->backPitch;
274 rmesa->state.color.drawOffset = rmesa->r200Screen->backOffset;
275 rmesa->state.color.drawPitch = rmesa->r200Screen->backPitch;
276 } else {
277 rmesa->state.pixel.readOffset = rmesa->r200Screen->frontOffset;
278 rmesa->state.pixel.readPitch = rmesa->r200Screen->frontPitch;
279 rmesa->state.color.drawOffset = rmesa->r200Screen->frontOffset;
280 rmesa->state.color.drawPitch = rmesa->r200Screen->frontPitch;
281 }
282 break;
283 case DD_BACK_LEFT_BIT:
284 if ( rmesa->doPageFlip && rmesa->sarea->pfCurrentPage == 1 ) {
285 rmesa->state.pixel.readOffset = rmesa->r200Screen->frontOffset;
286 rmesa->state.pixel.readPitch = rmesa->r200Screen->frontPitch;
287 rmesa->state.color.drawOffset = rmesa->r200Screen->frontOffset;
288 rmesa->state.color.drawPitch = rmesa->r200Screen->frontPitch;
289 } else {
290 rmesa->state.pixel.readOffset = rmesa->r200Screen->backOffset;
291 rmesa->state.pixel.readPitch = rmesa->r200Screen->backPitch;
292 rmesa->state.color.drawOffset = rmesa->r200Screen->backOffset;
293 rmesa->state.color.drawPitch = rmesa->r200Screen->backPitch;
294 }
295 break;
296 default:
297 _mesa_problem(ctx, "Bad bufferBit in %s", __FUNCTION__);
298 break;
299 }
300 }
301
302 /* Move locking out to get reasonable span performance (10x better
303 * than doing this in HW_LOCK above). WaitForIdle() is the main
304 * culprit.
305 */
306
307 static void r200SpanRenderStart( GLcontext *ctx )
308 {
309 r200ContextPtr rmesa = R200_CONTEXT( ctx );
310
311 R200_FIREVERTICES( rmesa );
312 LOCK_HARDWARE( rmesa );
313 r200WaitForIdleLocked( rmesa );
314
315 /* Read & rewrite the first pixel in the frame buffer. This should
316 * be a noop, right? In fact without this conform fails as reading
317 * from the framebuffer sometimes produces old results -- the
318 * on-card read cache gets mixed up and doesn't notice that the
319 * framebuffer has been updated.
320 *
321 * In the worst case this is buggy too as p might get the wrong
322 * value first time, so really need a hidden pixel somewhere for this.
323 */
324 {
325 int p;
326 volatile int *read_buf = (volatile int *)(rmesa->dri.screen->pFB +
327 rmesa->state.pixel.readOffset);
328 p = *read_buf;
329 *read_buf = p;
330 }
331 }
332
333 static void r200SpanRenderFinish( GLcontext *ctx )
334 {
335 r200ContextPtr rmesa = R200_CONTEXT( ctx );
336 _swrast_flush( ctx );
337 UNLOCK_HARDWARE( rmesa );
338 }
339
340 void r200InitSpanFuncs( GLcontext *ctx )
341 {
342 r200ContextPtr rmesa = R200_CONTEXT(ctx);
343 struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);
344
345 swdd->SetBuffer = r200SetBuffer;
346
347 switch ( rmesa->r200Screen->cpp ) {
348 case 2:
349 r200InitPointers_RGB565( swdd );
350 break;
351
352 case 4:
353 r200InitPointers_ARGB8888( swdd );
354 break;
355
356 default:
357 break;
358 }
359
360 switch ( rmesa->glCtx->Visual.depthBits ) {
361 case 16:
362 swdd->ReadDepthSpan = r200ReadDepthSpan_16;
363 swdd->WriteDepthSpan = r200WriteDepthSpan_16;
364 swdd->ReadDepthPixels = r200ReadDepthPixels_16;
365 swdd->WriteDepthPixels = r200WriteDepthPixels_16;
366 break;
367
368 case 24:
369 swdd->ReadDepthSpan = r200ReadDepthSpan_24_8;
370 swdd->WriteDepthSpan = r200WriteDepthSpan_24_8;
371 swdd->ReadDepthPixels = r200ReadDepthPixels_24_8;
372 swdd->WriteDepthPixels = r200WriteDepthPixels_24_8;
373
374 swdd->ReadStencilSpan = r200ReadStencilSpan_24_8;
375 swdd->WriteStencilSpan = r200WriteStencilSpan_24_8;
376 swdd->ReadStencilPixels = r200ReadStencilPixels_24_8;
377 swdd->WriteStencilPixels = r200WriteStencilPixels_24_8;
378 break;
379
380 default:
381 break;
382 }
383
384 swdd->SpanRenderStart = r200SpanRenderStart;
385 swdd->SpanRenderFinish = r200SpanRenderFinish;
386 }