GLint x, GLint y)
{
GLubyte *ptr = rrb->bo->ptr;
- const __DRIdrawablePrivate *dPriv = rrb->dPriv;
uint32_t mask = RADEON_BO_FLAGS_MACRO_TILE | RADEON_BO_FLAGS_MICRO_TILE;
GLint offset;
GLint nmacroblkpl;
GLint nmicroblkpl;
- x += dPriv->x;
- y += dPriv->y;
-
if (rrb->has_surface || !(rrb->bo->flags & mask)) {
offset = x * rrb->cpp + y * rrb->pitch;
} else {
GLint x, GLint y)
{
GLubyte *ptr = rrb->bo->ptr;
- const __DRIdrawablePrivate *dPriv = rrb->dPriv;
uint32_t mask = RADEON_BO_FLAGS_MACRO_TILE | RADEON_BO_FLAGS_MICRO_TILE;
GLint offset;
GLint nmacroblkpl;
GLint nmicroblkpl;
- x += dPriv->x;
- y += dPriv->y;
-
if (rrb->has_surface || !(rrb->bo->flags & mask)) {
offset = x * rrb->cpp + y * rrb->pitch;
} else {
GLint x, GLint y)
{
GLubyte *ptr = rrb->bo->ptr;
- const __DRIdrawablePrivate *dPriv = rrb->dPriv;
uint32_t mask = RADEON_BO_FLAGS_MACRO_TILE | RADEON_BO_FLAGS_MICRO_TILE;
GLint offset;
GLint microblkxs;
GLint nmacroblkpl;
GLint nmicroblkpl;
- x += dPriv->x;
- y += dPriv->y;
-
if (rrb->has_surface || !(rrb->bo->flags & mask)) {
offset = x * rrb->cpp + y * rrb->pitch;
} else {
return &ptr[offset];
}
+#ifndef COMPILE_R300
+static uint32_t
+z24s8_to_s8z24(uint32_t val)
+{
+ return (val << 24) | (val >> 8);
+}
+
+static uint32_t
+s8z24_to_z24s8(uint32_t val)
+{
+ return (val >> 24) | (val << 8);
+}
+#endif
/*
* Note that all information needed to access pixels in a renderbuffer
#define TAG(x) radeon##x##_RGB565
#define TAG2(x,y) radeon##x##_RGB565##y
-#define GET_PTR(X,Y) radeon_ptr16(rrb, (X), (Y))
+#define GET_PTR(X,Y) radeon_ptr16(rrb, (X) + x_off, (Y) + y_off)
+#include "spantmp2.h"
+
+/* 32 bit, xRGB8888 color spanline and pixel functions
+ */
+#define SPANTMP_PIXEL_FMT GL_BGRA
+#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
+
+#define TAG(x) radeon##x##_xRGB8888
+#define TAG2(x,y) radeon##x##_xRGB8888##y
+#define GET_VALUE(_x, _y) ((*(GLuint*)(radeon_ptr32(rrb, _x + x_off, _y + y_off)) | 0xff000000))
+#define PUT_VALUE(_x, _y, d) { \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
+ *_ptr = d; \
+} while (0)
#include "spantmp2.h"
/* 32 bit, ARGB8888 color spanline and pixel functions
#define TAG(x) radeon##x##_ARGB8888
#define TAG2(x,y) radeon##x##_ARGB8888##y
-#define GET_PTR(X,Y) radeon_ptr32(rrb, (X), (Y))
+#define GET_PTR(X,Y) radeon_ptr32(rrb, (X) + x_off, (Y) + y_off)
#include "spantmp2.h"
/* ================================================================
#define VALUE_TYPE GLushort
#define WRITE_DEPTH( _x, _y, d ) \
- *(GLushort *)radeon_ptr(rrb, _x, _y) = d
+ *(GLushort *)radeon_ptr(rrb, _x + x_off, _y + y_off) = d
#define READ_DEPTH( d, _x, _y ) \
- d = *(GLushort *)radeon_ptr(rrb, _x, _y)
+ d = *(GLushort *)radeon_ptr(rrb, _x + x_off, _y + y_off)
#define TAG(x) radeon##x##_z16
#include "depthtmp.h"
-/* 24 bit depth, 8 bit stencil depthbuffer functions
+/* 24 bit depth
*
* Careful: It looks like the R300 uses ZZZS byte order while the R200
* uses SZZZ for 24 bit depth, 8 bit stencil mode.
#ifdef COMPILE_R300
#define WRITE_DEPTH( _x, _y, d ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x, _y ); \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
GLuint tmp = *_ptr; \
tmp &= 0x000000ff; \
tmp |= ((d << 8) & 0xffffff00); \
#else
#define WRITE_DEPTH( _x, _y, d ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x, _y ); \
- GLuint tmp = *_ptr; \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
+ GLuint tmp = *_ptr; \
tmp &= 0xff000000; \
tmp |= ((d) & 0x00ffffff); \
*_ptr = tmp; \
#ifdef COMPILE_R300
#define READ_DEPTH( d, _x, _y ) \
- do { \
- d = (*(GLuint*)(radeon_ptr32(rrb, _x, _y)) & 0xffffff00) >> 8; \
+ do { \
+ d = (*(GLuint*)(radeon_ptr32(rrb, _x + x_off, _y + y_off)) & 0xffffff00) >> 8; \
}while(0)
#else
+#define READ_DEPTH( d, _x, _y ) \
+ d = *(GLuint*)(radeon_ptr32(rrb, _x + x_off, _y + y_off)) & 0x00ffffff;
+#endif
+/*
+ fprintf(stderr, "dval(%d, %d, %d, %d)=0x%08X\n", _x, xo, _y, yo, d);\
+ d = *(GLuint*)(radeon_ptr(rrb, _x, _y )) & 0x00ffffff;
+*/
+#define TAG(x) radeon##x##_z24
+#include "depthtmp.h"
+
+/* 24 bit depth, 8 bit stencil depthbuffer functions
+ * EXT_depth_stencil
+ *
+ * Careful: It looks like the R300 uses ZZZS byte order while the R200
+ * uses SZZZ for 24 bit depth, 8 bit stencil mode.
+ */
+#define VALUE_TYPE GLuint
+
+#ifdef COMPILE_R300
+#define WRITE_DEPTH( _x, _y, d ) \
+do { \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
+ *_ptr = d; \
+} while (0)
+#else
+#define WRITE_DEPTH( _x, _y, d ) \
+do { \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
+ GLuint tmp = z24s8_to_s8z24(d); \
+ *_ptr = tmp; \
+} while (0)
+#endif
+
+#ifdef COMPILE_R300
#define READ_DEPTH( d, _x, _y ) \
- d = *(GLuint*)(radeon_ptr32(rrb, _x, _y )) & 0x00ffffff;
+ do { \
+ d = (*(GLuint*)(radeon_ptr32(rrb, _x + x_off, _y + y_off))); \
+ }while(0)
+#else
+#define READ_DEPTH( d, _x, _y ) do { \
+ d = s8z24_to_z24s8(*(GLuint*)(radeon_ptr32(rrb, _x + x_off, _y + y_off ))); \
+ } while (0)
#endif
/*
fprintf(stderr, "dval(%d, %d, %d, %d)=0x%08X\n", _x, xo, _y, yo, d);\
#ifdef COMPILE_R300
#define WRITE_STENCIL( _x, _y, d ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32(rrb, _x, _y); \
+ GLuint *_ptr = (GLuint*)radeon_ptr32(rrb, _x + x_off, _y + y_off); \
GLuint tmp = *_ptr; \
tmp &= 0xffffff00; \
tmp |= (d) & 0xff; \
#else
#define WRITE_STENCIL( _x, _y, d ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32(rrb, _x, _y); \
+ GLuint *_ptr = (GLuint*)radeon_ptr32(rrb, _x + x_off, _y + y_off); \
GLuint tmp = *_ptr; \
tmp &= 0x00ffffff; \
tmp |= (((d) & 0xff) << 24); \
#ifdef COMPILE_R300
#define READ_STENCIL( d, _x, _y ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x, _y ); \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
GLuint tmp = *_ptr; \
d = tmp & 0x000000ff; \
} while (0)
#else
#define READ_STENCIL( d, _x, _y ) \
do { \
- GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x, _y ); \
+ GLuint *_ptr = (GLuint*)radeon_ptr32( rrb, _x + x_off, _y + y_off ); \
GLuint tmp = *_ptr; \
d = (tmp & 0xff000000) >> 24; \
} while (0)
#include "stenciltmp.h"
-static void map_buffer(struct gl_renderbuffer *rb, GLboolean write)
+static void map_unmap_rb(struct gl_renderbuffer *rb, int flag)
{
- struct radeon_renderbuffer *rrb = (void*)rb;
+ struct radeon_renderbuffer *rrb = radeon_renderbuffer(rb);
int r;
- if (rrb->bo) {
- r = radeon_bo_map(rrb->bo, write);
+ if (rrb == NULL || !rrb->bo)
+ return;
+
+ if (flag) {
+ r = radeon_bo_map(rrb->bo, 1);
if (r) {
fprintf(stderr, "(%s) error(%d) mapping buffer.\n",
__FUNCTION__, r);
}
- }
- radeonSetSpanFunctions(rrb);
+ radeonSetSpanFunctions(rrb);
+ } else {
+ radeon_bo_unmap(rrb->bo);
+ rb->GetRow = NULL;
+ rb->PutRow = NULL;
+ }
}
-static void unmap_buffer(struct gl_renderbuffer *rb)
+static void
+radeon_map_unmap_buffers(GLcontext *ctx, GLboolean map)
{
- struct radeon_renderbuffer *rrb = (void*)rb;
+ GLuint i, j;
- if (rrb->bo) {
- radeon_bo_unmap(rrb->bo);
+ /* color draw buffers */
+ for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers; j++)
+ map_unmap_rb(ctx->DrawBuffer->_ColorDrawBuffers[j], map);
+
+ /* check for render to textures */
+ for (i = 0; i < BUFFER_COUNT; i++) {
+ struct gl_renderbuffer_attachment *att =
+ ctx->DrawBuffer->Attachment + i;
+ struct gl_texture_object *tex = att->Texture;
+ if (tex) {
+ /* render to texture */
+ ASSERT(att->Renderbuffer);
+ if (map)
+ ctx->Driver.MapTexture(ctx, tex);
+ else
+ ctx->Driver.UnmapTexture(ctx, tex);
+ }
}
- rb->GetRow = NULL;
- rb->PutRow = NULL;
-}
+
+ map_unmap_rb(ctx->ReadBuffer->_ColorReadBuffer, map);
+
+ /* depth buffer (Note wrapper!) */
+ if (ctx->DrawBuffer->_DepthBuffer)
+ map_unmap_rb(ctx->DrawBuffer->_DepthBuffer->Wrapped, map);
+
+ if (ctx->DrawBuffer->_StencilBuffer)
+ map_unmap_rb(ctx->DrawBuffer->_StencilBuffer->Wrapped, map);
+}
static void radeonSpanRenderStart(GLcontext * ctx)
{
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
radeon_firevertices(rmesa);
+ /* The locking and wait for idle should really only be needed in classic mode.
+ * In a future memory manager based implementation, this should become
+ * unnecessary due to the fact that mapping our buffers, textures, etc.
+ * should implicitly wait for any previous rendering commands that must
+ * be waited on. */
+ if (!rmesa->radeonScreen->driScreen->dri2.enabled) {
+ LOCK_HARDWARE(rmesa);
+ radeonWaitForIdleLocked(rmesa);
+ }
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
ctx->Driver.MapTexture(ctx, ctx->Texture.Unit[i]._Current);
}
- /* color draw buffers */
- for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
- map_buffer(ctx->DrawBuffer->_ColorDrawBuffers[i], GL_TRUE);
- }
+ radeon_map_unmap_buffers(ctx, 1);
- map_buffer(ctx->ReadBuffer->_ColorReadBuffer, GL_FALSE);
- if (ctx->DrawBuffer->_DepthBuffer) {
- map_buffer(ctx->DrawBuffer->_DepthBuffer->Wrapped, GL_TRUE);
- }
- if (ctx->DrawBuffer->_StencilBuffer)
- map_buffer(ctx->DrawBuffer->_StencilBuffer->Wrapped, GL_TRUE);
- /* The locking and wait for idle should really only be needed in classic mode.
- * In a future memory manager based implementation, this should become
- * unnecessary due to the fact that mapping our buffers, textures, etc.
- * should implicitly wait for any previous rendering commands that must
- * be waited on. */
- LOCK_HARDWARE(rmesa);
- radeonWaitForIdleLocked(rmesa);
}
static void radeonSpanRenderFinish(GLcontext * ctx)
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
int i;
_swrast_flush(ctx);
- UNLOCK_HARDWARE(rmesa);
-
+ if (!rmesa->radeonScreen->driScreen->dri2.enabled) {
+ UNLOCK_HARDWARE(rmesa);
+ }
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
ctx->Driver.UnmapTexture(ctx, ctx->Texture.Unit[i]._Current);
}
- /* color draw buffers */
- for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++)
- unmap_buffer(ctx->DrawBuffer->_ColorDrawBuffers[i]);
-
- unmap_buffer(ctx->ReadBuffer->_ColorReadBuffer);
-
- if (ctx->DrawBuffer->_DepthBuffer)
- unmap_buffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);
- if (ctx->DrawBuffer->_StencilBuffer)
- unmap_buffer(ctx->DrawBuffer->_StencilBuffer->Wrapped);
+ radeon_map_unmap_buffers(ctx, 0);
}
void radeonInitSpanFuncs(GLcontext * ctx)
if (rrb->base._ActualFormat == GL_RGB5) {
radeonInitPointers_RGB565(&rrb->base);
} else if (rrb->base._ActualFormat == GL_RGB8) {
- radeonInitPointers_ARGB8888(&rrb->base);
+ radeonInitPointers_xRGB8888(&rrb->base);
} else if (rrb->base._ActualFormat == GL_RGBA8) {
radeonInitPointers_ARGB8888(&rrb->base);
} else if (rrb->base._ActualFormat == GL_DEPTH_COMPONENT16) {
radeonInitDepthPointers_z16(&rrb->base);
} else if (rrb->base._ActualFormat == GL_DEPTH_COMPONENT24) {
+ radeonInitDepthPointers_z24(&rrb->base);
+ } else if (rrb->base._ActualFormat == GL_DEPTH24_STENCIL8_EXT) {
radeonInitDepthPointers_z24_s8(&rrb->base);
} else if (rrb->base._ActualFormat == GL_STENCIL_INDEX8_EXT) {
radeonInitStencilPointers_z24_s8(&rrb->base);