}
}
+
+struct nvc0_blitctx
+{
+ struct nvc0_screen *screen;
+ struct {
+ struct pipe_framebuffer_state fb;
+ struct nvc0_program *vp;
+ struct nvc0_program *tcp;
+ struct nvc0_program *tep;
+ struct nvc0_program *gp;
+ struct nvc0_program *fp;
+ unsigned num_textures[5];
+ unsigned num_samplers[5];
+ struct pipe_sampler_view *texture;
+ struct nv50_tsc_entry *sampler;
+ unsigned dirty;
+ unsigned clip_nr;
+ } saved;
+ struct nvc0_program vp;
+ struct nvc0_program fp;
+ struct nv50_tsc_entry sampler[2]; /* nearest, bilinear */
+ uint32_t fp_offset;
+ uint16_t color_mask;
+ uint8_t filter;
+};
+
+static void
+nvc0_blitctx_make_vp(struct nvc0_blitctx *blit)
+{
+ static const uint32_t code[] =
+ {
+ 0xfff01c66, 0x06000080, /* vfetch b128 { $r0 $r1 $r2 $r3 } a[0x80] */
+ 0xfff11c26, 0x06000090, /* vfetch b64 { $r4 $r5 } a[0x90]*/
+ 0x03f01c66, 0x0a7e0070, /* export b128 o[0x70] { $r0 $r1 $r2 $r3 } */
+ 0x13f01c26, 0x0a7e0080, /* export b64 o[0x80] { $r4 $r5 } */
+ 0x00001de7, 0x80000000, /* exit */
+ };
+
+ blit->vp.type = PIPE_SHADER_VERTEX;
+ blit->vp.translated = TRUE;
+ blit->vp.code = (uint32_t *)code; /* no relocations -> no modification */
+ blit->vp.code_size = sizeof(code);
+ blit->vp.max_gpr = 6;
+ blit->vp.vp.edgeflag = PIPE_MAX_ATTRIBS;
+
+ blit->vp.hdr[0] = 0x00020461; /* vertprog magic */
+ blit->vp.hdr[4] = 0x000ff000; /* no outputs read */
+ blit->vp.hdr[6] = 0x0000003f; /* a[0x80], a[0x90] */
+ blit->vp.hdr[13] = 0x0003f000; /* o[0x70], o[0x80] */
+}
+
+static void
+nvc0_blitctx_make_fp(struct nvc0_blitctx *blit)
+{
+ static const uint32_t code[] = /* use nvc0dis */
+ {
+ /* 2 coords RGBA in, RGBA out, also for Z32_FLOAT(_S8X24_USCALED)
+ * NOTE:
+ * NVC0 doesn't like tex 3d on non-3d textures, but there should
+ * only be 2d and 2d-array MS resources anyway.
+ */
+ 0xfff01c00, 0xc07e0080,
+ 0xfff05c00, 0xc07e0084,
+ 0x00001c86, 0x8013c000,
+ 0x00001de7, 0x80000000,
+ /* size: 0x70 + padding */
+ 0, 0, 0, 0,
+
+ /* 2 coords ZS in, S encoded in R, Z encoded in GBA (8_UNORM)
+ * Setup float outputs in a way that conversion to UNORM yields the
+ * desired byte value.
+ */
+ /* NOTE: need to repeat header */
+ 0x00021462, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x80000000, 0x0000000f, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0000000f, 0x00000000,
+ 0xfff01c00, 0xc07e0080,
+ 0xfff05c00, 0xc07e0084,
+ 0x00001c86, 0x8010c000,
+ 0xfc009c02, 0x312dffff,
+ 0x05001c88,
+ 0x09009e88,
+ 0x04001c02, 0x30ee0202,
+ 0xfc205c02, 0x38000003,
+ 0x0020dc02, 0x3803fc00,
+ 0x00209c02, 0x380003fc,
+ 0x05005c88,
+ 0x0d00dc88,
+ 0x09209e04, 0x18000000,
+ 0x04105c02, 0x30ee0202,
+ 0x0430dc02, 0x30ce0202,
+ 0x04209c02, 0x30de0202,
+ 0x00001de7, 0x80000000,
+ /* size: 0xc8 + padding */
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+
+ /* 2 coords ZS in, Z encoded in RGB, S encoded in A (U8_UNORM) */
+ 0x00021462, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x80000000, 0x0000000f, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0000000f, 0x00000000,
+ 0xfff01c00, 0xc07e0080,
+ 0xfff05c00, 0xc07e0084,
+ 0x00001c86, 0x8010c000,
+ 0xfc009c02, 0x312dffff,
+ 0x05081c88,
+ 0x09009e88,
+ 0x0430dc02, 0x30ee0202,
+ 0xfc201c02, 0x38000003,
+ 0x00205c02, 0x380003fc,
+ 0x00209c02, 0x3803fc00,
+ 0x01001c88,
+ 0x05005c88,
+ 0x09209e04, 0x18000000,
+ 0x04001c02, 0x30ee0202,
+ 0x04105c02, 0x30de0202,
+ 0x04209c02, 0x30ce0202,
+ 0x00001de7, 0x80000000,
+ };
+
+ blit->fp.type = PIPE_SHADER_FRAGMENT;
+ blit->fp.translated = TRUE;
+ blit->fp.code = (uint32_t *)code; /* const_cast */
+ blit->fp.code_size = sizeof(code);
+ blit->fp.max_gpr = 4;
+
+ blit->fp.hdr[0] = 0x00021462; /* fragprog magic */
+ blit->fp.hdr[5] = 0x80000000;
+ blit->fp.hdr[6] = 0x0000000f; /* 2 linear */
+ blit->fp.hdr[18] = 0x0000000f; /* 1 colour output */
+}
+
+static void
+nvc0_blitctx_make_sampler(struct nvc0_blitctx *blit)
+{
+ /* clamp to edge, min/max lod = 0, nearest filtering */
+
+ blit->sampler[0].id = -1;
+
+ blit->sampler[0].tsc[0] = 0x00000092;
+ blit->sampler[0].tsc[1] = 0x00000051;
+
+ /* clamp to edge, min/max lod = 0, bilinear filtering */
+
+ blit->sampler[1].id = -1;
+
+ blit->sampler[1].tsc[0] = 0x00000092;
+ blit->sampler[1].tsc[1] = 0x00000062;
+}
+
+/* Since shaders cannot export stencil, we cannot copy stencil values when
+ * rendering to ZETA, so we attach the ZS surface to a colour render target.
+ */
+static INLINE enum pipe_format
+nvc0_blit_zeta_to_colour_format(enum pipe_format format)
+{
+ switch (format) {
+ case PIPE_FORMAT_Z16_UNORM: return PIPE_FORMAT_R16_UNORM;
+ case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
+ case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+ case PIPE_FORMAT_Z24X8_UNORM: return PIPE_FORMAT_R8G8B8A8_UNORM;
+ case PIPE_FORMAT_Z32_FLOAT: return PIPE_FORMAT_R32_FLOAT;
+ case PIPE_FORMAT_Z32_FLOAT_S8X24_USCALED: return PIPE_FORMAT_R32G32_FLOAT;
+ default:
+ assert(0);
+ return PIPE_FORMAT_NONE;
+ }
+}
+
+static void
+nvc0_blitctx_get_color_mask_and_fp(struct nvc0_blitctx *blit,
+ enum pipe_format format, uint8_t mask)
+{
+ blit->color_mask = 0;
+
+ switch (format) {
+ case PIPE_FORMAT_Z24X8_UNORM:
+ case PIPE_FORMAT_Z24_UNORM_S8_USCALED:
+ blit->fp_offset = 0x180;
+ if (mask & PIPE_MASK_Z)
+ blit->color_mask |= 0x0111;
+ if (mask & PIPE_MASK_S)
+ blit->color_mask |= 0x1000;
+ break;
+ case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+ blit->fp_offset = 0x80;
+ if (mask & PIPE_MASK_Z)
+ blit->color_mask |= 0x1110;
+ if (mask & PIPE_MASK_S)
+ blit->color_mask |= 0x0001;
+ break;
+ default:
+ blit->fp_offset = 0;
+ if (mask & (PIPE_MASK_R | PIPE_MASK_Z)) blit->color_mask |= 0x0001;
+ if (mask & (PIPE_MASK_G | PIPE_MASK_S)) blit->color_mask |= 0x0010;
+ if (mask & PIPE_MASK_B) blit->color_mask |= 0x0100;
+ if (mask & PIPE_MASK_A) blit->color_mask |= 0x1000;
+ break;
+ }
+}
+
+static void
+nvc0_blit_set_dst(struct nvc0_context *nvc0,
+ struct pipe_resource *res, unsigned level, unsigned layer)
+{
+ struct pipe_context *pipe = &nvc0->base.pipe;
+ struct pipe_surface templ;
+
+ if (util_format_is_depth_or_stencil(res->format))
+ templ.format = nvc0_blit_zeta_to_colour_format(res->format);
+ else
+ templ.format = res->format;
+
+ templ.usage = PIPE_USAGE_STREAM;
+ templ.u.tex.level = level;
+ templ.u.tex.first_layer = templ.u.tex.last_layer = layer;
+
+ nvc0->framebuffer.cbufs[0] = nvc0_miptree_surface_new(pipe, res, &templ);
+ nvc0->framebuffer.nr_cbufs = 1;
+ nvc0->framebuffer.zsbuf = NULL;
+ nvc0->framebuffer.width = nvc0->framebuffer.cbufs[0]->width;
+ nvc0->framebuffer.height = nvc0->framebuffer.cbufs[0]->height;
+}
+
+static INLINE void
+nvc0_blit_fixup_tic_entry(struct pipe_sampler_view *view)
+{
+ struct nv50_tic_entry *ent = nv50_tic_entry(view);
+
+ ent->tic[2] &= ~(1 << 31); /* scaled coordinates, ok with 3d textures ? */
+
+ /* magic: */
+
+ ent->tic[3] = 0x20000000; /* affects quality of near vertical edges in MS8 */
+}
+
+static void
+nvc0_blit_set_src(struct nvc0_context *nvc0,
+ struct pipe_resource *res, unsigned level, unsigned layer)
+{
+ struct pipe_context *pipe = &nvc0->base.pipe;
+ struct pipe_sampler_view templ;
+ int s;
+
+ templ.format = res->format;
+ templ.u.tex.first_layer = templ.u.tex.last_layer = layer;
+ templ.u.tex.first_level = templ.u.tex.last_level = level;
+ templ.swizzle_r = PIPE_SWIZZLE_RED;
+ templ.swizzle_g = PIPE_SWIZZLE_GREEN;
+ templ.swizzle_b = PIPE_SWIZZLE_BLUE;
+ templ.swizzle_a = PIPE_SWIZZLE_ALPHA;
+
+ nvc0->textures[4][0] = nvc0_create_sampler_view(pipe, res, &templ);
+
+ nvc0_blit_fixup_tic_entry(nvc0->textures[4][0]);
+
+ for (s = 0; s <= 3; ++s)
+ nvc0->num_textures[s] = 0;
+ nvc0->num_textures[4] = 1;
+}
+
+static void
+nvc0_blitctx_prepare_state(struct nvc0_blitctx *blit)
+{
+ struct nouveau_channel *chan = blit->screen->base.channel;
+
+ /* TODO: maybe make this a MACRO (if we need more logic) ? */
+
+ /* blend state */
+ BEGIN_RING(chan, RING_3D(COLOR_MASK(0)), 1);
+ OUT_RING (chan, blit->color_mask);
+ BEGIN_RING(chan, RING_3D(BLEND_ENABLE(0)), 1);
+ OUT_RING (chan, 0);
+ IMMED_RING(chan, RING_3D(LOGIC_OP_ENABLE), 0);
+
+ /* rasterizer state */
+ BEGIN_RING(chan, RING_3D(FRAG_COLOR_CLAMP_EN), 1);
+ OUT_RING (chan, 0);
+ IMMED_RING(chan, RING_3D(MULTISAMPLE_ENABLE), 0);
+ BEGIN_RING(chan, RING_3D(MSAA_MASK(0)), 4);
+ OUT_RING (chan, 0xffff);
+ OUT_RING (chan, 0xffff);
+ OUT_RING (chan, 0xffff);
+ OUT_RING (chan, 0xffff);
+ BEGIN_RING(chan, RING_3D(POLYGON_MODE_FRONT), 1);
+ OUT_RING (chan, NVC0_3D_POLYGON_MODE_FRONT_FILL);
+ BEGIN_RING(chan, RING_3D(POLYGON_MODE_BACK), 1);
+ OUT_RING (chan, NVC0_3D_POLYGON_MODE_BACK_FILL);
+ IMMED_RING(chan, RING_3D(POLYGON_SMOOTH_ENABLE), 0);
+ IMMED_RING(chan, RING_3D(POLYGON_OFFSET_FILL_ENABLE), 0);
+ IMMED_RING(chan, RING_3D(POLYGON_STIPPLE_ENABLE), 0);
+ IMMED_RING(chan, RING_3D(CULL_FACE_ENABLE), 0);
+
+ /* zsa state */
+ IMMED_RING(chan, RING_3D(DEPTH_TEST_ENABLE), 0);
+ IMMED_RING(chan, RING_3D(STENCIL_ENABLE), 0);
+ IMMED_RING(chan, RING_3D(ALPHA_TEST_ENABLE), 0);
+
+ /* transform feedback ? */
+}
+
+static void
+nvc0_blitctx_pre_blit(struct nvc0_blitctx *blit, struct nvc0_context *nvc0)
+{
+ int s;
+
+ blit->saved.fb.width = nvc0->framebuffer.width;
+ blit->saved.fb.height = nvc0->framebuffer.height;
+ blit->saved.fb.nr_cbufs = nvc0->framebuffer.nr_cbufs;
+ blit->saved.fb.cbufs[0] = nvc0->framebuffer.cbufs[0];
+ blit->saved.fb.zsbuf = nvc0->framebuffer.zsbuf;
+
+ blit->saved.vp = nvc0->vertprog;
+ blit->saved.tcp = nvc0->tctlprog;
+ blit->saved.tep = nvc0->tevlprog;
+ blit->saved.gp = nvc0->gmtyprog;
+ blit->saved.fp = nvc0->fragprog;
+
+ nvc0->vertprog = &blit->vp;
+ nvc0->fragprog = &blit->fp;
+ nvc0->tctlprog = NULL;
+ nvc0->tevlprog = NULL;
+ nvc0->gmtyprog = NULL;
+
+ blit->saved.clip_nr = nvc0->clip.nr;
+
+ nvc0->clip.nr = 0;
+
+ for (s = 0; s <= 4; ++s) {
+ blit->saved.num_textures[s] = nvc0->num_textures[s];
+ blit->saved.num_samplers[s] = nvc0->num_samplers[s];
+ }
+ blit->saved.texture = nvc0->textures[4][0];
+ blit->saved.sampler = nvc0->samplers[4][0];
+
+ nvc0->samplers[4][0] = &blit->sampler[blit->filter];
+
+ for (s = 0; s <= 3; ++s)
+ nvc0->num_samplers[s] = 0;
+ nvc0->num_samplers[4] = 1;
+
+ blit->saved.dirty = nvc0->dirty;
+
+ nvc0->dirty = NVC0_NEW_FRAMEBUFFER |
+ NVC0_NEW_VERTPROG | NVC0_NEW_FRAGPROG |
+ NVC0_NEW_TCTLPROG | NVC0_NEW_TEVLPROG | NVC0_NEW_GMTYPROG |
+ NVC0_NEW_TEXTURES | NVC0_NEW_SAMPLERS;
+}
+
+static void
+nvc0_blitctx_post_blit(struct nvc0_context *nvc0, struct nvc0_blitctx *blit)
+{
+ int s;
+
+ pipe_surface_reference(&nvc0->framebuffer.cbufs[0], NULL);
+
+ nvc0->framebuffer.width = blit->saved.fb.width;
+ nvc0->framebuffer.height = blit->saved.fb.height;
+ nvc0->framebuffer.nr_cbufs = blit->saved.fb.nr_cbufs;
+ nvc0->framebuffer.cbufs[0] = blit->saved.fb.cbufs[0];
+ nvc0->framebuffer.zsbuf = blit->saved.fb.zsbuf;
+
+ nvc0->vertprog = blit->saved.vp;
+ nvc0->tctlprog = blit->saved.tcp;
+ nvc0->tevlprog = blit->saved.tep;
+ nvc0->gmtyprog = blit->saved.gp;
+ nvc0->fragprog = blit->saved.fp;
+
+ nvc0->clip.nr = blit->saved.clip_nr;
+
+ pipe_sampler_view_reference(&nvc0->textures[4][0], NULL);
+
+ for (s = 0; s <= 4; ++s) {
+ nvc0->num_textures[s] = blit->saved.num_textures[s];
+ nvc0->num_samplers[s] = blit->saved.num_samplers[s];
+ }
+ nvc0->textures[4][0] = blit->saved.texture;
+ nvc0->samplers[4][0] = blit->saved.sampler;
+
+ nvc0->dirty = blit->saved.dirty |
+ (NVC0_NEW_FRAMEBUFFER | NVC0_NEW_SCISSOR | NVC0_NEW_SAMPLE_MASK |
+ NVC0_NEW_RASTERIZER | NVC0_NEW_ZSA | NVC0_NEW_BLEND |
+ NVC0_NEW_TEXTURES | NVC0_NEW_SAMPLERS |
+ NVC0_NEW_VERTPROG | NVC0_NEW_FRAGPROG |
+ NVC0_NEW_TCTLPROG | NVC0_NEW_TEVLPROG | NVC0_NEW_GMTYPROG);
+}
+
+static void
+nvc0_resource_resolve(struct pipe_context *pipe,
+ const struct pipe_resolve_info *info)
+{
+ struct nvc0_context *nvc0 = nvc0_context(pipe);
+ struct nvc0_screen *screen = nvc0->screen;
+ struct nvc0_blitctx *blit = screen->blitctx;
+ struct nouveau_channel *chan = screen->base.channel;
+ struct pipe_resource *src = info->src.res;
+ struct pipe_resource *dst = info->dst.res;
+ float x0, x1, y0, y1;
+ float x_range, y_range;
+
+ /* Would need more shader variants or, better, just change the TIC target.
+ * But no API creates 3D MS textures ...
+ */
+ if (src->target == PIPE_TEXTURE_3D)
+ return;
+
+ nvc0_blitctx_get_color_mask_and_fp(blit, dst->format, info->mask);
+
+ blit->filter = util_format_is_depth_or_stencil(dst->format) ? 0 : 1;
+
+ nvc0_blitctx_pre_blit(blit, nvc0);
+
+ nvc0_blit_set_dst(nvc0, dst, info->dst.level, info->dst.layer);
+ nvc0_blit_set_src(nvc0, src, 0, info->src.layer);
+
+ nvc0_blitctx_prepare_state(blit);
+
+ nvc0_state_validate(nvc0, ~0, 36);
+
+ x_range =
+ (float)(info->src.x1 - info->src.x0) /
+ (float)(info->dst.x1 - info->dst.x0);
+ y_range =
+ (float)(info->src.y1 - info->src.y0) /
+ (float)(info->dst.y1 - info->dst.y0);
+
+ x0 = (float)info->src.x0 - x_range * (float)info->dst.x0;
+ y0 = (float)info->src.y0 - y_range * (float)info->dst.y0;
+
+ x1 = x0 + 16384.0f * x_range;
+ y1 = y0 + 16384.0f * y_range;
+
+ x0 *= (float)(1 << nv50_miptree(src)->ms_x);
+ x1 *= (float)(1 << nv50_miptree(src)->ms_x);
+ y0 *= (float)(1 << nv50_miptree(src)->ms_y);
+ y1 *= (float)(1 << nv50_miptree(src)->ms_y);
+
+ BEGIN_RING(chan, RING_3D(SP_START_ID(5)), 1);
+ OUT_RING (chan,
+ blit->fp.code_base + blit->fp_offset);
+
+ IMMED_RING(chan, RING_3D(VIEWPORT_TRANSFORM_EN), 0);
+
+ /* Draw a large triangle in screen coordinates covering the whole
+ * render target, with scissors defining the destination region.
+ * The vertex is supplied with non-normalized texture coordinates
+ * arranged in a way to yield the desired offset and scale.
+ */
+
+ BEGIN_RING(chan, RING_3D(SCISSOR_HORIZ(0)), 2);
+ OUT_RING (chan, (info->dst.x1 << 16) | info->dst.x0);
+ OUT_RING (chan, (info->dst.y1 << 16) | info->dst.y0);
+
+ IMMED_RING(chan, RING_3D(VERTEX_BEGIN_GL),
+ NVC0_3D_VERTEX_BEGIN_GL_PRIMITIVE_TRIANGLES);
+
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74201);
+ OUT_RINGf (chan, x0);
+ OUT_RINGf (chan, y0);
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74200);
+ OUT_RINGf (chan, 0.0f);
+ OUT_RINGf (chan, 0.0f);
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74201);
+ OUT_RINGf (chan, x1);
+ OUT_RINGf (chan, y0);
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74200);
+ OUT_RINGf (chan, 16384 << nv50_miptree(dst)->ms_x);
+ OUT_RINGf (chan, 0.0f);
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74201);
+ OUT_RINGf (chan, x0);
+ OUT_RINGf (chan, y1);
+ BEGIN_RING(chan, RING_3D(VTX_ATTR_DEFINE), 3);
+ OUT_RING (chan, 0x74200);
+ OUT_RINGf (chan, 0.0f);
+ OUT_RINGf (chan, 16384 << nv50_miptree(dst)->ms_y);
+
+ IMMED_RING(chan, RING_3D(VERTEX_END_GL), 0);
+
+ /* re-enable normally constant state */
+
+ IMMED_RING(chan, RING_3D(VIEWPORT_TRANSFORM_EN), 1);
+
+ nvc0_blitctx_post_blit(nvc0, blit);
+}
+
+boolean
+nvc0_blitctx_create(struct nvc0_screen *screen)
+{
+ screen->blitctx = CALLOC_STRUCT(nvc0_blitctx);
+ if (!screen->blitctx) {
+ NOUVEAU_ERR("failed to allocate blit context\n");
+ return FALSE;
+ }
+
+ screen->blitctx->screen = screen;
+
+ nvc0_blitctx_make_vp(screen->blitctx);
+ nvc0_blitctx_make_fp(screen->blitctx);
+
+ nvc0_blitctx_make_sampler(screen->blitctx);
+
+ screen->blitctx->color_mask = 0x1111;
+
+ return TRUE;
+}
+
+
void
nvc0_init_surface_functions(struct nvc0_context *nvc0)
{
struct pipe_context *pipe = &nvc0->base.pipe;
pipe->resource_copy_region = nvc0_resource_copy_region;
+ pipe->resource_resolve = nvc0_resource_resolve;
pipe->clear_render_target = nvc0_clear_render_target;
pipe->clear_depth_stencil = nvc0_clear_depth_stencil;
}
-