#include "r300_surface.h"
+static void r300_surface_setup(struct r300_context* r300,
+ struct r300_texture* dest,
+ unsigned x, unsigned y,
+ unsigned w, unsigned h)
+{
+ struct r300_capabilities* caps = r300_screen(r300->context.screen)->caps;
+ unsigned pixpitch = dest->stride / dest->tex.block.size;
+ CS_LOCALS(r300);
+
+ r300_emit_blend_state(r300, &blend_clear_state);
+ r300_emit_blend_color_state(r300, &blend_color_clear_state);
+ r300_emit_dsa_state(r300, &dsa_clear_state);
+ r300_emit_rs_state(r300, &rs_clear_state);
+
+ BEGIN_CS(24);
+
+ /* Viewport setup */
+ OUT_CS_REG_SEQ(R300_SE_VPORT_XSCALE, 6);
+ OUT_CS_32F((float)w);
+ OUT_CS_32F((float)x);
+ OUT_CS_32F((float)h);
+ OUT_CS_32F((float)y);
+ OUT_CS_32F(1.0);
+ OUT_CS_32F(0.0);
+
+ OUT_CS_REG(R300_VAP_VTE_CNTL, R300_VPORT_X_SCALE_ENA |
+ R300_VPORT_X_OFFSET_ENA |
+ R300_VPORT_Y_SCALE_ENA |
+ R300_VPORT_Y_OFFSET_ENA |
+ R300_VTX_XY_FMT | R300_VTX_Z_FMT);
+
+ /* Pixel scissors. */
+ OUT_CS_REG_SEQ(R300_SC_SCISSORS_TL, 2);
+ if (caps->is_r500) {
+ OUT_CS((x << R300_SCISSORS_X_SHIFT) | (y << R300_SCISSORS_Y_SHIFT));
+ OUT_CS((w << R300_SCISSORS_X_SHIFT) | (h << R300_SCISSORS_Y_SHIFT));
+ } else {
+ /* Non-R500 chipsets have an offset of 1440 in their scissors. */
+ OUT_CS(((x + 1440) << R300_SCISSORS_X_SHIFT) |
+ ((y + 1440) << R300_SCISSORS_Y_SHIFT));
+ OUT_CS(((w + 1440) << R300_SCISSORS_X_SHIFT) |
+ ((h + 1440) << R300_SCISSORS_Y_SHIFT));
+ }
+
+ /* Flush colorbuffer and blend caches. */
+ OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT,
+ R300_RB3D_DSTCACHE_CTLSTAT_DC_FLUSH_FLUSH_DIRTY_3D |
+ R300_RB3D_DSTCACHE_CTLSTAT_DC_FINISH_SIGNAL);
+ OUT_CS_REG(R300_ZB_ZCACHE_CTLSTAT,
+ R300_ZB_ZCACHE_CTLSTAT_ZC_FLUSH_FLUSH_AND_FREE |
+ R300_ZB_ZCACHE_CTLSTAT_ZC_FREE_FREE);
+
+ /* Setup colorbuffer. */
+ OUT_CS_REG_SEQ(R300_RB3D_COLOROFFSET0, 1);
+ OUT_CS_RELOC(dest->buffer, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);
+ OUT_CS_REG(R300_RB3D_COLORPITCH0, pixpitch |
+ r300_translate_colorformat(dest->tex.format));
+ OUT_CS_REG(RB3D_COLOR_CHANNEL_MASK, 0xf);
+
+ END_CS;
+}
+
/* Provides pipe_context's "surface_fill". Commonly used for clearing
* buffers. */
static void r300_surface_fill(struct pipe_context* pipe,
unsigned w, unsigned h,
unsigned color)
{
+ int i;
+ float r, g, b, a, depth;
struct r300_context* r300 = r300_context(pipe);
- CS_LOCALS(r300);
- struct r300_capabilities* caps = ((struct r300_screen*)pipe->screen)->caps;
+ struct r300_capabilities* caps = r300_screen(pipe->screen)->caps;
struct r300_texture* tex = (struct r300_texture*)dest->texture;
- int i;
- float r, g, b, a;
+ unsigned pixpitch = tex->stride / tex->tex.block.size;
+ boolean invalid = FALSE;
+ CS_LOCALS(r300);
+
+ a = (float)((color >> 24) & 0xff) / 255.0f;
r = (float)((color >> 16) & 0xff) / 255.0f;
g = (float)((color >> 8) & 0xff) / 255.0f;
b = (float)((color >> 0) & 0xff) / 255.0f;
debug_printf("r300: Filling surface %p at (%d,%d),"
- " dimensions %dx%d (stride %d), color 0x%x\n",
- dest, x, y, w, h, dest->stride, color);
+ " dimensions %dx%d (pixel pitch %d), color 0x%x\n",
+ dest, x, y, w, h, pixpitch, color);
/* Fallback? */
- if (0) {
+ if (FALSE) {
+fallback:
debug_printf("r300: Falling back on surface clear...");
- void* map = pipe->screen->surface_map(pipe->screen, dest,
- PIPE_BUFFER_USAGE_CPU_WRITE);
- pipe_fill_rect(map, &dest->block, &dest->stride, x, y, w, h, color);
- pipe->screen->surface_unmap(pipe->screen, dest);
+ util_surface_fill(pipe, dest, x, y, w, h, color);
return;
}
- BEGIN_CS(163 + (caps->is_r500 ? 22 : 14) + (caps->has_tcl ? 4 : 2));
- /* Flush PVS. */
- OUT_CS_REG(R300_VAP_PVS_STATE_FLUSH_REG, 0x0);
+ /* Make sure our target BO is okay. */
+validate:
+ if (!r300->winsys->add_buffer(r300->winsys, tex->buffer,
+ 0, RADEON_GEM_DOMAIN_VRAM)) {
+ r300->context.flush(&r300->context, 0, NULL);
+ goto validate;
+ }
+ if (r300->winsys->validate(r300->winsys)) {
+ r300->context.flush(&r300->context, 0, NULL);
+ if (invalid) {
+ goto fallback;
+ }
+ invalid = TRUE;
+ goto validate;
+ }
- OUT_CS_REG(R300_SE_VTE_CNTL, R300_VPORT_X_SCALE_ENA |
- R300_VPORT_X_OFFSET_ENA | R300_VPORT_Y_SCALE_ENA |
- R300_VPORT_Y_OFFSET_ENA | R300_VPORT_Z_SCALE_ENA |
- R300_VPORT_Z_OFFSET_ENA | R300_VTX_W0_FMT);
- /* Vertex size. */
- OUT_CS_REG(R300_VAP_VTX_SIZE, 0x8);
- /* Max and min vertex index clamp. */
- OUT_CS_REG(R300_VAP_VF_MAX_VTX_INDX, 0xFFFFFF);
- OUT_CS_REG(R300_VAP_VF_MIN_VTX_INDX, 0x0);
- /* XXX endian */
- OUT_CS_REG(R300_VAP_CNTL_STATUS, R300_VC_NO_SWAP);
- OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_0, 0x0);
- /* XXX magic number not in r300_reg */
- OUT_CS_REG(R300_VAP_PSC_SGN_NORM_CNTL, 0xAAAAAAAA);
- OUT_CS_REG(R300_VAP_CLIP_CNTL, 0x0);
- OUT_CS_REG_SEQ(R300_VAP_GB_VERT_CLIP_ADJ, 4);
- OUT_CS_32F(1.0);
- OUT_CS_32F(1.0);
- OUT_CS_32F(1.0);
- OUT_CS_32F(1.0);
- /* XXX is this too long? */
- OUT_CS_REG(VAP_PVS_VTX_TIMEOUT_REG, 0xFFFF);
- OUT_CS_REG(R300_GB_ENABLE, R300_GB_POINT_STUFF_ENABLE |
- R300_GB_LINE_STUFF_ENABLE | R300_GB_TRIANGLE_STUFF_ENABLE);
- /* XXX more magic numbers */
- OUT_CS_REG(R300_GB_MSPOS0, 0x66666666);
- OUT_CS_REG(R300_GB_MSPOS1, 0x66666666);
- /* XXX why doesn't classic Mesa write the number of pipes, too? */
- OUT_CS_REG(R300_GB_TILE_CONFIG, R300_GB_TILE_ENABLE |
- R300_GB_TILE_SIZE_16);
- OUT_CS_REG(R300_GB_SELECT, R300_GB_FOG_SELECT_1_1_W);
- OUT_CS_REG(R300_GB_AA_CONFIG, 0x0);
- /* XXX point tex stuffing */
- OUT_CS_REG_SEQ(R300_GA_POINT_S0, 1);
- OUT_CS_32F(0.0);
- OUT_CS_REG_SEQ(R300_GA_POINT_S1, 1);
- OUT_CS_32F(1.0);
- OUT_CS_REG(R300_GA_TRIANGLE_STIPPLE, 0x5 |
- (0x5 << R300_GA_TRIANGLE_STIPPLE_Y_SHIFT_SHIFT));
- /* XXX should this be related to the actual point size? */
- OUT_CS_REG(R300_GA_POINT_MINMAX, 0x6 |
- (0x1800 << R300_GA_POINT_MINMAX_MAX_SHIFT));
- /* XXX this big chunk should be refactored into rs_state */
- OUT_CS_REG(R300_GA_LINE_CNTL, 0x00030006);
- OUT_CS_REG(R300_GA_LINE_STIPPLE_CONFIG, 0x3BAAAAAB);
- OUT_CS_REG(R300_GA_LINE_STIPPLE_VALUE, 0x00000000);
- OUT_CS_REG(R300_GA_LINE_S0, 0x00000000);
- OUT_CS_REG(R300_GA_LINE_S1, 0x3F800000);
- OUT_CS_REG(R300_GA_ENHANCE, 0x00000002);
- OUT_CS_REG(R300_GA_COLOR_CONTROL, 0x0003AAAA);
- OUT_CS_REG(R300_GA_SOLID_RG, 0x00000000);
- OUT_CS_REG(R300_GA_SOLID_BA, 0x00000000);
- OUT_CS_REG(R300_GA_POLY_MODE, 0x00000000);
- OUT_CS_REG(R300_GA_ROUND_MODE, 0x00000001);
- OUT_CS_REG(R300_GA_OFFSET, 0x00000000);
- OUT_CS_REG(R300_GA_FOG_SCALE, 0x3DBF1412);
- OUT_CS_REG(R300_GA_FOG_OFFSET, 0x00000000);
- OUT_CS_REG(R300_SU_TEX_WRAP, 0x00000000);
- OUT_CS_REG(R300_SU_POLY_OFFSET_FRONT_SCALE, 0x00000000);
- OUT_CS_REG(R300_SU_POLY_OFFSET_FRONT_OFFSET, 0x00000000);
- OUT_CS_REG(R300_SU_POLY_OFFSET_BACK_SCALE, 0x00000000);
- OUT_CS_REG(R300_SU_POLY_OFFSET_BACK_OFFSET, 0x00000000);
- OUT_CS_REG(R300_SU_POLY_OFFSET_ENABLE, 0x00000000);
- OUT_CS_REG(R300_SU_CULL_MODE, 0x00000000);
- OUT_CS_REG(R300_SU_DEPTH_SCALE, 0x4B7FFFFF);
- OUT_CS_REG(R300_SU_DEPTH_OFFSET, 0x00000000);
- OUT_CS_REG(R300_SC_HYPERZ, 0x0000001C);
- OUT_CS_REG(R300_SC_EDGERULE, 0x2DA49525);
- OUT_CS_REG(R300_FG_FOG_BLEND, 0x00000002);
- OUT_CS_REG(R300_FG_FOG_COLOR_R, 0x00000000);
- OUT_CS_REG(R300_FG_FOG_COLOR_G, 0x00000000);
- OUT_CS_REG(R300_FG_FOG_COLOR_B, 0x00000000);
- OUT_CS_REG(R300_FG_DEPTH_SRC, 0x00000000);
- OUT_CS_REG(R300_FG_DEPTH_SRC, 0x00000000);
- OUT_CS_REG(R300_RB3D_CCTL, 0x00000000);
- OUT_CS_REG(RB3D_COLOR_CHANNEL_MASK, 0x0000000F);
-
- /* XXX: Oh the wonderful unknown.
- * Not writing these 8 regs seems to make no difference at all and seeing
- * as how they're not documented, we should leave them out for now.
- OUT_CS_REG_SEQ(0x4E54, 8);
- for (i = 0; i < 8; i++) {
- OUT_CS(0x00000000);
- } */
- OUT_CS_REG(R300_RB3D_AARESOLVE_CTL, 0x00000000);
- OUT_CS_REG(R500_RB3D_DISCARD_SRC_PIXEL_LTE_THRESHOLD, 0x00000000);
- OUT_CS_REG(R500_RB3D_DISCARD_SRC_PIXEL_GTE_THRESHOLD, 0xFFFFFFFF);
- OUT_CS_REG(R300_ZB_FORMAT, 0x00000002);
- OUT_CS_REG(R300_ZB_ZCACHE_CTLSTAT, 0x00000003);
- OUT_CS_REG(R300_ZB_BW_CNTL, 0x00000000);
- OUT_CS_REG(R300_ZB_DEPTHCLEARVALUE, 0x00000000);
- /* XXX Moar unknown that should probably be left out.
- OUT_CS_REG(0x4F30, 0x00000000);
- OUT_CS_REG(0x4F34, 0x00000000); */
- OUT_CS_REG(R300_ZB_HIZ_OFFSET, 0x00000000);
- OUT_CS_REG(R300_ZB_HIZ_PITCH, 0x00000000);
+ r300_surface_setup(r300, tex, x, y, w, h);
+
+ /* Vertex shader setup */
+ if (caps->has_tcl) {
+ r300_emit_vertex_shader(r300, &r300_passthrough_vertex_shader);
+ } else {
+ BEGIN_CS(4);
+ OUT_CS_REG(R300_VAP_CNTL_STATUS, R300_VAP_TCL_BYPASS);
+ OUT_CS_REG(R300_VAP_CNTL, R300_PVS_NUM_SLOTS(5) |
+ R300_PVS_NUM_CNTLRS(5) |
+ R300_PVS_NUM_FPUS(caps->num_vert_fpus) |
+ R300_PVS_VF_MAX_VTX_NUM(12));
+ END_CS;
+ }
+
+ /* Fragment shader setup */
+ if (caps->is_r500) {
+ r500_emit_fragment_shader(r300, &r5xx_passthrough_fragment_shader);
+ r300_emit_rs_block_state(r300, &r5xx_rs_block_clear_state);
+ } else {
+ r300_emit_fragment_shader(r300, &r3xx_passthrough_fragment_shader);
+ r300_emit_rs_block_state(r300, &r3xx_rs_block_clear_state);
+ }
+
+ BEGIN_CS(26);
+
+ /* VAP stream control, mapping from input memory to PVS/RS memory */
if (caps->has_tcl) {
OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_0,
(R300_DATA_TYPE_FLOAT_4 << R300_DATA_TYPE_0_SHIFT) |
((R300_LAST_VEC | (2 << R300_DST_VEC_LOC_SHIFT) |
R300_DATA_TYPE_FLOAT_4) << R300_DATA_TYPE_1_SHIFT));
}
- OUT_CS_REG(R300_FG_FOG_BLEND, 0x00000000);
- OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_EXT_0, 0xF688F688);
- OUT_CS_REG(R300_VAP_VTX_STATE_CNTL, 0x1);
- OUT_CS_REG(R300_VAP_VSM_VTX_ASSM, 0x405);
- OUT_CS_REG(R300_SE_VTE_CNTL, 0x0000043F);
- OUT_CS_REG(R300_VAP_VTX_SIZE, 0x00000008);
- OUT_CS_REG(R300_VAP_PSC_SGN_NORM_CNTL, 0xAAAAAAAA);
- OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_0, 0x00000003);
- OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_1, 0x00000000);
- OUT_CS_REG(R300_TX_ENABLE, 0x0);
- /* XXX viewport setup */
- OUT_CS_REG_SEQ(R300_SE_VPORT_XSCALE, 6);
- OUT_CS_32F(1.0);
- OUT_CS_32F((float)x);
- OUT_CS_32F(1.0);
- OUT_CS_32F((float)y);
- OUT_CS_32F(1.0);
- OUT_CS_32F(0.0);
+ OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_EXT_0,
+ (R300_VAP_SWIZZLE_XYZW << R300_SWIZZLE0_SHIFT) |
+ (R300_VAP_SWIZZLE_XYZW << R300_SWIZZLE1_SHIFT));
- if (caps->has_tcl) {
- OUT_CS_REG(R300_VAP_CLIP_CNTL, R300_CLIP_DISABLE |
- R300_PS_UCP_MODE_CLIP_AS_TRIFAN);
- }
+ /* VAP format controls */
+ OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_0,
+ R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT |
+ R300_VAP_OUTPUT_VTX_FMT_0__COLOR_0_PRESENT);
+ OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_1, 0x0);
+
+ /* Disable textures */
+ OUT_CS_REG(R300_TX_ENABLE, 0x0);
/* The size of the point we're about to draw, in sixths of pixels */
OUT_CS_REG(R300_GA_POINT_SIZE,
- ((h * 6) & R300_POINTSIZE_Y_MASK) |
+ ((h * 6) & R300_POINTSIZE_Y_MASK) |
((w * 6) << R300_POINTSIZE_X_SHIFT));
- /* XXX */
- OUT_CS_REG(R300_SC_CLIP_RULE, 0xaaaa);
+ /* Vertex size. */
+ OUT_CS_REG(R300_VAP_VTX_SIZE, 0x8);
- /* Pixel scissors */
- OUT_CS_REG_SEQ(R300_SC_SCISSORS_TL, 2);
- OUT_CS((x << R300_SCISSORS_X_SHIFT) | (y << R300_SCISSORS_Y_SHIFT));
- OUT_CS((w << R300_SCISSORS_X_SHIFT) | (h << R300_SCISSORS_Y_SHIFT));
+ /* Packet3 with our point vertex */
+ OUT_CS_PKT3(R200_3D_DRAW_IMMD_2, 8);
+ OUT_CS(R300_PRIM_TYPE_POINT | R300_PRIM_WALK_RING |
+ (1 << R300_PRIM_NUM_VERTICES_SHIFT));
+ /* Position */
+ OUT_CS_32F(0.5);
+ OUT_CS_32F(0.5);
+ OUT_CS_32F(1.0);
+ OUT_CS_32F(1.0);
+ /* Color */
+ OUT_CS_32F(r);
+ OUT_CS_32F(g);
+ OUT_CS_32F(b);
+ OUT_CS_32F(a);
- /* RS block setup */
- if (caps->is_r500) {
- /* XXX We seem to be in disagreement about how many of these we have
- * RS:RS_IP_[0-15] [R/W] 32 bits Access: 8/16/32 MMReg:0x4074-0x40b0
- * Now that's from the docs. I don't care what the mesa driver says */
- OUT_CS_REG_SEQ(R500_RS_IP_0, 16);
- for (i = 0; i < 16; i++) {
- OUT_CS((R500_RS_IP_PTR_K0 << R500_RS_IP_TEX_PTR_S_SHIFT) |
- (R500_RS_IP_PTR_K0 << R500_RS_IP_TEX_PTR_T_SHIFT) |
- (R500_RS_IP_PTR_K0 << R500_RS_IP_TEX_PTR_R_SHIFT) |
- (R500_RS_IP_PTR_K1 << R500_RS_IP_TEX_PTR_Q_SHIFT));
- }
- OUT_CS_REG_SEQ(R300_RS_COUNT, 2);
- OUT_CS((1 << R300_IC_COUNT_SHIFT) | R300_HIRES_EN);
- OUT_CS(0x00000000);
- OUT_CS_REG(R500_RS_INST_0, R500_RS_INST_COL_CN_WRITE);
- } else {
- OUT_CS_REG_SEQ(R300_RS_IP_0, 8);
- for (i = 0; i < 8; i++) {
- OUT_CS(R300_RS_SEL_T(R300_RS_SEL_K0) |
- R300_RS_SEL_R(R300_RS_SEL_K0) | R300_RS_SEL_Q(R300_RS_SEL_K1));
+ OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT, 0xA);
+
+ END_CS;
+
+ r300->dirty_hw++;
+}
+
+static void r300_surface_copy(struct pipe_context* pipe,
+ struct pipe_surface* dest,
+ unsigned destx, unsigned desty,
+ struct pipe_surface* src,
+ unsigned srcx, unsigned srcy,
+ unsigned w, unsigned h)
+{
+ struct r300_context* r300 = r300_context(pipe);
+ struct r300_capabilities* caps = r300_screen(pipe->screen)->caps;
+ struct r300_texture* srctex = (struct r300_texture*)src->texture;
+ struct r300_texture* desttex = (struct r300_texture*)dest->texture;
+ unsigned pixpitch = srctex->stride / srctex->tex.block.size;
+ boolean invalid = FALSE;
+ float fsrcx = srcx, fsrcy = srcy, fdestx = destx, fdesty = desty;
+ CS_LOCALS(r300);
+
+ debug_printf("r300: Copying surface %p at (%d,%d) to %p at (%d, %d),"
+ " dimensions %dx%d (pixel pitch %d)\n",
+ src, srcx, srcy, dest, destx, desty, w, h, pixpitch);
+
+ if ((srctex->buffer == desttex->buffer) &&
+ ((destx < srcx + w) || (srcx < destx + w)) &&
+ ((desty < srcy + h) || (srcy < desty + h))) {
+fallback:
+ debug_printf("r300: Falling back on surface_copy\n");
+ util_surface_copy(pipe, FALSE, dest, destx, desty, src,
+ srcx, srcy, w, h);
+ }
+
+ /* Add our target BOs to the list. */
+validate:
+ if (!r300->winsys->add_buffer(r300->winsys, srctex->buffer,
+ RADEON_GEM_DOMAIN_GTT | RADEON_GEM_DOMAIN_VRAM, 0)) {
+ r300->context.flush(&r300->context, 0, NULL);
+ goto validate;
+ }
+ if (!r300->winsys->add_buffer(r300->winsys, desttex->buffer,
+ 0, RADEON_GEM_DOMAIN_VRAM)) {
+ r300->context.flush(&r300->context, 0, NULL);
+ goto validate;
+ }
+ if (r300->winsys->validate(r300->winsys)) {
+ r300->context.flush(&r300->context, 0, NULL);
+ if (invalid) {
+ goto fallback;
}
- OUT_CS_REG_SEQ(R300_RS_COUNT, 2);
- OUT_CS((1 << R300_IC_COUNT_SHIFT) | R300_HIRES_EN);
- /* XXX Shouldn't this be 0? */
- OUT_CS(1);
- OUT_CS_REG(R300_RS_INST_0, R300_RS_INST_COL_CN_WRITE);
+ invalid = TRUE;
+ goto validate;
}
+
+ r300_surface_setup(r300, desttex, destx, desty, w, h);
+
+ /* Setup the texture. */
+ r300_emit_sampler(r300, &r300_sampler_copy_state, 0);
+ r300_emit_texture(r300, srctex, 0);
+
+ /* Flush and enable. */
+ BEGIN_CS(4);
+ OUT_CS_REG(R300_TX_INVALTAGS, 0);
+ OUT_CS_REG(R300_TX_ENABLE, 0x1);
END_CS;
+ /* Vertex shader setup */
+ if (caps->has_tcl) {
+ r300_emit_vertex_shader(r300, &r300_passthrough_vertex_shader);
+ } else {
+ BEGIN_CS(4);
+ OUT_CS_REG(R300_VAP_CNTL_STATUS, R300_VAP_TCL_BYPASS);
+ OUT_CS_REG(R300_VAP_CNTL, R300_PVS_NUM_SLOTS(5) |
+ R300_PVS_NUM_CNTLRS(5) |
+ R300_PVS_NUM_FPUS(caps->num_vert_fpus) |
+ R300_PVS_VF_MAX_VTX_NUM(12));
+ END_CS;
+ }
+
/* Fragment shader setup */
if (caps->is_r500) {
- r500_emit_fragment_shader(r300, &r500_passthrough_fragment_shader);
+ r500_emit_fragment_shader(r300, &r5xx_texture_fragment_shader);
+ r300_emit_rs_block_state(r300, &r5xx_rs_block_copy_state);
} else {
- r300_emit_fragment_shader(r300, &r300_passthrough_fragment_shader);
+ r300_emit_fragment_shader(r300, &r3xx_texture_fragment_shader);
+ r300_emit_rs_block_state(r300, &r3xx_rs_block_copy_state);
}
- BEGIN_CS(8 + (caps->has_tcl ? 20 : 2));
- OUT_CS_REG_SEQ(R300_US_OUT_FMT_0, 4);
- OUT_CS(R300_C0_SEL_B | R300_C1_SEL_G | R300_C2_SEL_R | R300_C3_SEL_A);
- OUT_CS(R300_US_OUT_FMT_UNUSED);
- OUT_CS(R300_US_OUT_FMT_UNUSED);
- OUT_CS(R300_US_OUT_FMT_UNUSED);
- OUT_CS_REG(R300_US_W_FMT, R300_W_FMT_W0);
- /* XXX these magic numbers should be explained when
- * this becomes a cached state object */
+ BEGIN_CS(30);
+ /* VAP stream control, mapping from input memory to PVS/RS memory */
if (caps->has_tcl) {
- OUT_CS_REG(R300_VAP_CNTL, 0xA |
- (0x5 << R300_PVS_NUM_CNTLRS_SHIFT) |
- (0xB << R300_VF_MAX_VTX_NUM_SHIFT) |
- (caps->num_vert_fpus << R300_PVS_NUM_FPUS_SHIFT));
- OUT_CS_REG(R300_VAP_PVS_CODE_CNTL_0, 0x00100000);
- OUT_CS_REG(R300_VAP_PVS_CONST_CNTL, 0x00000000);
- OUT_CS_REG(R300_VAP_PVS_CODE_CNTL_1, 0x00000001);
- /* XXX translate these back into normal instructions */
- OUT_CS_REG(R300_VAP_PVS_STATE_FLUSH_REG, 0x1);
- OUT_CS_REG(R300_VAP_PVS_VECTOR_INDX_REG, 0x0);
- OUT_CS_ONE_REG(R300_VAP_PVS_UPLOAD_DATA, 8);
- OUT_CS(0x00F00203);
- OUT_CS(0x00D10001);
- OUT_CS(0x01248001);
- OUT_CS(0x00000000);
- OUT_CS(0x00F02203);
- OUT_CS(0x00D10021);
- OUT_CS(0x01248021);
- OUT_CS(0x00000000);
+ OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_0,
+ (R300_DATA_TYPE_FLOAT_2 << R300_DATA_TYPE_0_SHIFT) |
+ ((R300_LAST_VEC | (1 << R300_DST_VEC_LOC_SHIFT) |
+ R300_DATA_TYPE_FLOAT_2) << R300_DATA_TYPE_1_SHIFT));
} else {
- OUT_CS_REG(R300_VAP_CNTL, 0xA |
- (0x5 << R300_PVS_NUM_CNTLRS_SHIFT) |
- (0x5 << R300_VF_MAX_VTX_NUM_SHIFT) |
- (caps->num_vert_fpus << R300_PVS_NUM_FPUS_SHIFT));
+ OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_0,
+ (R300_DATA_TYPE_FLOAT_2 << R300_DATA_TYPE_0_SHIFT) |
+ ((R300_LAST_VEC | (6 << R300_DST_VEC_LOC_SHIFT) |
+ R300_DATA_TYPE_FLOAT_2) << R300_DATA_TYPE_1_SHIFT));
}
- END_CS;
+ OUT_CS_REG(R300_VAP_PROG_STREAM_CNTL_EXT_0,
+ (R300_VAP_SWIZZLE_XYZW << R300_SWIZZLE0_SHIFT) |
+ (R300_VAP_SWIZZLE_XYZW << R300_SWIZZLE1_SHIFT));
- r300_emit_blend_state(r300, &blend_clear_state);
- r300_emit_blend_color_state(r300, &blend_color_clear_state);
- r300_emit_dsa_state(r300, &dsa_clear_state);
+ /* VAP format controls */
+ OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_0,
+ R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT);
+ /* Two components of texture 0 */
+ OUT_CS_REG(R300_VAP_OUTPUT_VTX_FMT_1, 0x2);
- BEGIN_CS(24);
- /* Flush colorbuffer and blend caches. */
- OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT,
- R300_RB3D_DSTCACHE_CTLSTAT_DC_FLUSH_FLUSH_DIRTY_3D |
- R300_RB3D_DSTCACHE_CTLSTAT_DC_FINISH_SIGNAL);
- OUT_CS_REG(R300_ZB_ZCACHE_CTLSTAT,
- R300_ZB_ZCACHE_CTLSTAT_ZC_FLUSH_FLUSH_AND_FREE |
- R300_ZB_ZCACHE_CTLSTAT_ZC_FREE_FREE);
+ /* Vertex size. */
+ OUT_CS_REG(R300_VAP_VTX_SIZE, 0x4);
- OUT_CS_REG_SEQ(R300_RB3D_COLOROFFSET0, 1);
- OUT_CS_RELOC(tex->buffer, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);
- /* XXX (dest->stride >> 2) should be the buffer width in pixels however,
- * this little calculation is only good as long as the buffer is 32bpp */
- OUT_CS_REG(R300_RB3D_COLORPITCH0, (dest->stride >> 2) |
- R300_COLOR_FORMAT_ARGB8888);
- OUT_CS_REG(RB3D_COLOR_CHANNEL_MASK, 0x0000000F);
- /* XXX Packet3 */
- OUT_CS(CP_PACKET3(R200_3D_DRAW_IMMD_2, 8));
- OUT_CS(R300_PRIM_TYPE_POINT | R300_PRIM_WALK_RING |
- (1 << R300_PRIM_NUM_VERTICES_SHIFT));
- OUT_CS_32F(w / 2.0);
- OUT_CS_32F(h / 2.0);
- /* XXX this should be the depth value to clear to */
- OUT_CS_32F(1.0);
- OUT_CS_32F(1.0);
- OUT_CS_32F(r);
- OUT_CS_32F(g);
- OUT_CS_32F(b);
- OUT_CS_32F(1.0);
+ /* Packet3 with our texcoords */
+ OUT_CS_PKT3(R200_3D_DRAW_IMMD_2, 16);
+ OUT_CS(R300_PRIM_TYPE_QUADS | R300_PRIM_WALK_RING |
+ (4 << R300_PRIM_NUM_VERTICES_SHIFT));
+ /* (x , y ) */
+ OUT_CS_32F(fdestx / dest->width);
+ OUT_CS_32F(fdesty / dest->height);
+ OUT_CS_32F(fsrcx / src->width);
+ OUT_CS_32F(fsrcy / src->height);
+ /* (x , y + h) */
+ OUT_CS_32F(fdestx / dest->width);
+ OUT_CS_32F((fdesty + h) / dest->height);
+ OUT_CS_32F(fsrcx / src->width);
+ OUT_CS_32F((fsrcy + h) / src->height);
+ /* (x + w, y + h) */
+ OUT_CS_32F((fdestx + w) / dest->width);
+ OUT_CS_32F((fdesty + h) / dest->height);
+ OUT_CS_32F((fsrcx + w) / src->width);
+ OUT_CS_32F((fsrcy + h) / src->height);
+ /* (x + w, y ) */
+ OUT_CS_32F((fdestx + w) / dest->width);
+ OUT_CS_32F(fdesty / dest->height);
+ OUT_CS_32F((fsrcx + w) / src->width);
+ OUT_CS_32F(fsrcy / src->height);
- /* XXX figure out why this is 0xA and not 0x2 */
OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT, 0xA);
- /* XXX OUT_CS_REG(R300_ZB_ZCACHE_CTLSTAT,
- R300_ZB_ZCACHE_CTLSTAT_ZC_FLUSH_FLUSH_AND_FREE |
- R300_ZB_ZCACHE_CTLSTAT_ZC_FREE_FREE); */
END_CS;
void r300_init_surface_functions(struct r300_context* r300)
{
r300->context.surface_fill = r300_surface_fill;
+ r300->context.surface_copy = r300_surface_copy;
}