#include "swrast_setup/swrast_setup.h"
#include "radeon_context.h"
+#include "radeon_mipmap_tree.h"
#include "radeon_ioctl.h"
#include "radeon_state.h"
#include "radeon_tcl.h"
}
}
-
-/* =============================================================
- * Scissoring
- */
-static void radeonScissor( GLcontext *ctx,
- GLint x, GLint y, GLsizei w, GLsizei h )
-{
- r100ContextPtr rmesa = R100_CONTEXT(ctx);
-
- if ( ctx->Scissor.Enabled ) {
- RADEON_FIREVERTICES( rmesa ); /* don't pipeline cliprect changes */
- radeonUpdateScissor( ctx );
- }
-
-}
-
-
/* =============================================================
* Culling
*/
GLfloat factor, GLfloat units )
{
r100ContextPtr rmesa = R100_CONTEXT(ctx);
- float_ui32_type constant = { units * rmesa->radeon.state.depth.scale };
+ const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
+ float_ui32_type constant = { units * depthScale };
float_ui32_type factoru = { factor };
RADEON_STATECHANGE( rmesa, zbs );
/* TODO: push this into cmd mechanism
*/
- RADEON_FIREVERTICES( rmesa );
+ radeon_firevertices(&rmesa->radeon);
LOCK_HARDWARE( &rmesa->radeon );
/* FIXME: Use window x,y offsets into stipple RAM.
GLfloat xoffset = dPriv ? (GLfloat) dPriv->x : 0;
GLfloat yoffset = dPriv ? (GLfloat) dPriv->y + dPriv->h : 0;
const GLfloat *v = ctx->Viewport._WindowMap.m;
+ const GLboolean render_to_fbo = (ctx->DrawBuffer ? (ctx->DrawBuffer->Name != 0) : 0);
+ const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
+ GLfloat y_scale, y_bias;
+
+ if (render_to_fbo) {
+ y_scale = 1.0;
+ y_bias = 0;
+ } else {
+ y_scale = -1.0;
+ y_bias = yoffset;
+ }
float_ui32_type sx = { v[MAT_SX] };
float_ui32_type tx = { v[MAT_TX] + xoffset + SUBPIXEL_X };
- float_ui32_type sy = { - v[MAT_SY] };
- float_ui32_type ty = { (- v[MAT_TY]) + yoffset + SUBPIXEL_Y };
- float_ui32_type sz = { v[MAT_SZ] * rmesa->radeon.state.depth.scale };
- float_ui32_type tz = { v[MAT_TZ] * rmesa->radeon.state.depth.scale };
+ float_ui32_type sy = { v[MAT_SY] * y_scale };
+ float_ui32_type ty = { (v[MAT_TY] * y_scale) + y_bias + SUBPIXEL_Y };
+ float_ui32_type sz = { v[MAT_SZ] * depthScale };
+ float_ui32_type tz = { v[MAT_TZ] * depthScale };
- RADEON_FIREVERTICES( rmesa );
RADEON_STATECHANGE( rmesa, vpt );
rmesa->hw.vpt.cmd[VPT_SE_VPORT_XSCALE] = sx.ui32;
* values, or keep the originals hanging around.
*/
radeonUpdateWindow( ctx );
+
+ radeon_viewport(ctx, x, y, width, height);
}
static void radeonDepthRange( GLcontext *ctx, GLclampd nearval,
rmesa->hw.msk.cmd[MSK_RB3D_ROPCNTL] = radeon_rop_tab[rop];
}
-
-/**
- * Called via glDrawBuffer.
- */
-static void radeonDrawBuffer( GLcontext *ctx, GLenum mode )
-{
- r100ContextPtr rmesa = R100_CONTEXT(ctx);
-
- if (RADEON_DEBUG & DEBUG_DRI)
- fprintf(stderr, "%s %s\n", __FUNCTION__,
- _mesa_lookup_enum_by_nr( mode ));
-
- RADEON_FIREVERTICES(rmesa); /* don't pipeline cliprect changes */
-
- if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
- /* 0 (GL_NONE) buffers or multiple color drawing buffers */
- FALLBACK( rmesa, RADEON_FALLBACK_DRAW_BUFFER, GL_TRUE );
- return;
- }
-
- switch ( ctx->DrawBuffer->_ColorDrawBufferIndexes[0] ) {
- case BUFFER_FRONT_LEFT:
- case BUFFER_BACK_LEFT:
- FALLBACK( rmesa, RADEON_FALLBACK_DRAW_BUFFER, GL_FALSE );
- break;
- default:
- FALLBACK( rmesa, RADEON_FALLBACK_DRAW_BUFFER, GL_TRUE );
- return;
- }
-
- radeonSetCliprects( &rmesa->radeon );
-
- /* We'll set the drawing engine's offset/pitch parameters later
- * when we update other state.
- */
-}
-
-static void radeonReadBuffer( GLcontext *ctx, GLenum mode )
-{
- /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
-}
-
-
/* =============================================================
* State enable/disable
*/
}
case GL_SCISSOR_TEST:
- RADEON_FIREVERTICES( rmesa );
+ radeon_firevertices(&rmesa->radeon);
rmesa->radeon.state.scissor.enabled = state;
radeonUpdateScissor( ctx );
break;
case GL_STENCIL_TEST:
- if ( rmesa->radeon.state.stencil.hwBuffer ) {
- RADEON_STATECHANGE( rmesa, ctx );
- if ( state ) {
- rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_STENCIL_ENABLE;
+ {
+ GLboolean hw_stencil = GL_FALSE;
+ if (ctx->DrawBuffer) {
+ struct radeon_renderbuffer *rrbStencil
+ = radeon_get_renderbuffer(ctx->DrawBuffer, BUFFER_STENCIL);
+ hw_stencil = (rrbStencil && rrbStencil->bo);
+ }
+
+ if (hw_stencil) {
+ RADEON_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_STENCIL_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_STENCIL_ENABLE;
+ }
} else {
- rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_STENCIL_ENABLE;
+ FALLBACK( rmesa, RADEON_FALLBACK_STENCIL, state );
}
- } else {
- FALLBACK( rmesa, RADEON_FALLBACK_STENCIL, state );
}
break;
}
}
-
-/**
- * Tell the card where to render (offset, pitch).
- * Effected by glDrawBuffer, etc
- */
-void
-radeonUpdateDrawBuffer(GLcontext *ctx)
+static GLboolean r100ValidateBuffers(GLcontext *ctx)
{
r100ContextPtr rmesa = R100_CONTEXT(ctx);
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- driRenderbuffer *drb;
+ struct radeon_renderbuffer *rrb;
+ int i;
- if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
- /* draw to front */
- drb = (driRenderbuffer *) fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer;
- }
- else if (fb->_ColorDrawBufferIndexes[0] == BUFFER_BACK_LEFT) {
- /* draw to back */
- drb = (driRenderbuffer *) fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer;
- }
- else {
- /* drawing to multiple buffers, or none */
- return;
+ radeon_validate_reset_bos(&rmesa->radeon);
+
+ rrb = radeon_get_colorbuffer(&rmesa->radeon);
+ /* color buffer */
+ if (rrb && rrb->bo) {
+ radeon_validate_bo(&rmesa->radeon, rrb->bo,
+ 0, RADEON_GEM_DOMAIN_VRAM);
}
- assert(drb);
- assert(drb->flippedPitch);
+ /* depth buffer */
+ rrb = radeon_get_depthbuffer(&rmesa->radeon);
+ /* color buffer */
+ if (rrb && rrb->bo) {
+ radeon_validate_bo(&rmesa->radeon, rrb->bo,
+ 0, RADEON_GEM_DOMAIN_VRAM);
+ }
- RADEON_STATECHANGE( rmesa, ctx );
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; ++i) {
+ radeonTexObj *t;
+
+ if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ continue;
- /* Note: we used the (possibly) page-flipped values */
- rmesa->hw.ctx.cmd[CTX_RB3D_COLOROFFSET]
- = ((drb->flippedOffset + rmesa->radeon.radeonScreen->fbLocation)
- & RADEON_COLOROFFSET_MASK);
- rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] = drb->flippedPitch;
- if (rmesa->radeon.sarea->tiling_enabled) {
- rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] |= RADEON_COLOR_TILE_ENABLE;
+ t = radeon_tex_obj(ctx->Texture.Unit[i]._Current);
+ if (t->image_override && t->bo)
+ radeon_validate_bo(&rmesa->radeon, t->bo,
+ RADEON_GEM_DOMAIN_GTT | RADEON_GEM_DOMAIN_VRAM, 0);
+ else if (t->mt->bo)
+ radeon_validate_bo(&rmesa->radeon, t->mt->bo,
+ RADEON_GEM_DOMAIN_GTT | RADEON_GEM_DOMAIN_VRAM, 0);
}
-}
+ if (rmesa->radeon.dma.current)
+ radeon_validate_bo(&rmesa->radeon, rmesa->radeon.dma.current,
+ RADEON_GEM_DOMAIN_GTT, 0);
-void radeonValidateState( GLcontext *ctx )
+ return radeon_revalidate_bos(ctx);
+}
+
+GLboolean radeonValidateState( GLcontext *ctx )
{
r100ContextPtr rmesa = R100_CONTEXT(ctx);
GLuint new_state = rmesa->radeon.NewGLState;
if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) {
- radeonUpdateDrawBuffer(ctx);
+ _mesa_update_framebuffer(ctx);
+ /* this updates the DrawBuffer's Width/Height if it's a FBO */
+ _mesa_update_draw_buffer_bounds(ctx);
+ RADEON_STATECHANGE(rmesa, ctx);
}
if (new_state & _NEW_TEXTURE) {
new_state |= rmesa->radeon.NewGLState; /* may add TEXTURE_MATRIX */
}
+ /* we need to do a space check here */
+ if (!r100ValidateBuffers(ctx))
+ return GL_FALSE;
+
/* Need an event driven matrix update?
*/
if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
/* Validate state:
*/
if (rmesa->radeon.NewGLState)
- radeonValidateState( ctx );
+ if (!radeonValidateState( ctx ))
+ FALLBACK(rmesa, RADEON_FALLBACK_TEXTURE, GL_TRUE);
has_material = (ctx->Light.Enabled && check_material( ctx ));