/*
- * Copyright (C) 2009 Francisco Jerez.
+ * Copyright (C) 2009-2010 Francisco Jerez.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
*
*/
+#include "main/state.h"
#include "nouveau_driver.h"
#include "nouveau_context.h"
#include "nouveau_fbo.h"
#include "nouveau_util.h"
-#include "nouveau_class.h"
+#include "nv_object.xml.h"
+#include "nv10_3d.xml.h"
+#include "nv04_driver.h"
#include "nv10_driver.h"
+static const struct dri_extension nv10_extensions[] = {
+ { "GL_ARB_texture_env_crossbar", NULL },
+ { "GL_EXT_texture_rectangle", NULL },
+ { "GL_ARB_texture_env_combine", NULL },
+ { "GL_ARB_texture_env_dot3", NULL },
+ { NULL, NULL }
+};
+
+static GLboolean
+use_fast_zclear(struct gl_context *ctx, GLbitfield buffers)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ if (buffers & BUFFER_BIT_STENCIL) {
+ /*
+ * The stencil test is bypassed when fast Z clears are
+ * enabled.
+ */
+ nctx->hierz.clear_blocked = GL_TRUE;
+ context_dirty(ctx, ZCLEAR);
+ return GL_FALSE;
+ }
+
+ return !nctx->hierz.clear_blocked &&
+ fb->_Xmax == fb->Width && fb->_Xmin == 0 &&
+ fb->_Ymax == fb->Height && fb->_Ymin == 0;
+}
+
+GLboolean
+nv10_use_viewport_zclear(struct gl_context *ctx)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ return context_chipset(ctx) < 0x17 &&
+ !nctx->hierz.clear_blocked && fb->_DepthBuffer &&
+ (_mesa_get_format_bits(fb->_DepthBuffer->Format,
+ GL_DEPTH_BITS) >= 24);
+}
+
+float
+nv10_transform_depth(struct gl_context *ctx, float z)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+
+ if (nv10_use_viewport_zclear(ctx))
+ return 2097152.0 * (z + (nctx->hierz.clear_seq & 7));
+ else
+ return ctx->DrawBuffer->_DepthMaxF * z;
+}
+
+static void
+nv10_zclear(struct gl_context *ctx, GLbitfield *buffers)
+{
+ /*
+ * Pre-nv17 cards don't have native support for fast Z clears,
+ * but in some cases we can still "clear" the Z buffer without
+ * actually blitting to it if we're willing to sacrifice a few
+ * bits of depth precision.
+ *
+ * Each time a clear is requested we modify the viewport
+ * transform in such a way that the old contents of the depth
+ * buffer are clamped to the requested clear value when
+ * they're read by the GPU.
+ */
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb);
+ struct nouveau_surface *s = &to_nouveau_renderbuffer(
+ fb->_DepthBuffer->Wrapped)->surface;
+
+ if (nv10_use_viewport_zclear(ctx)) {
+ int x, y, w, h;
+ float z = ctx->Depth.Clear;
+ uint32_t value = pack_zs_f(s->format, z, 0);
+
+ get_scissors(fb, &x, &y, &w, &h);
+ *buffers &= ~BUFFER_BIT_DEPTH;
+
+ if (use_fast_zclear(ctx, *buffers)) {
+ if (nfb->hierz.clear_value != value) {
+ /* Don't fast clear if we're changing
+ * the depth value. */
+ nfb->hierz.clear_value = value;
+
+ } else if (z == 0.0) {
+ nctx->hierz.clear_seq++;
+ context_dirty(ctx, ZCLEAR);
+
+ if ((nctx->hierz.clear_seq & 7) != 0 &&
+ nctx->hierz.clear_seq != 1)
+ /* We didn't wrap around -- no need to
+ * clear the depth buffer for real. */
+ return;
+
+ } else if (z == 1.0) {
+ nctx->hierz.clear_seq--;
+ context_dirty(ctx, ZCLEAR);
+
+ if ((nctx->hierz.clear_seq & 7) != 7)
+ /* No wrap around */
+ return;
+ }
+ }
+
+ value = pack_zs_f(s->format,
+ (z + (nctx->hierz.clear_seq & 7)) / 8, 0);
+ context_drv(ctx)->surface_fill(ctx, s, ~0, value, x, y, w, h);
+ }
+}
+
static void
-nv10_clear(GLcontext *ctx, GLbitfield buffers)
+nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(
ctx->DrawBuffer);
+ struct nouveau_surface *s = &to_nouveau_renderbuffer(
+ nfb->base._DepthBuffer->Wrapped)->surface;
+
+ /* Clear the hierarchical depth buffer */
+ BEGIN_RING(chan, celsius, NV17_3D_HIERZ_FILL_VALUE, 1);
+ OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0));
+ BEGIN_RING(chan, celsius, NV17_3D_HIERZ_BUFFER_CLEAR, 1);
+ OUT_RING(chan, 1);
+
+ /* Mark the depth buffer as cleared */
+ if (use_fast_zclear(ctx, *buffers)) {
+ if (nctx->hierz.clear_seq)
+ *buffers &= ~BUFFER_BIT_DEPTH;
+
+ nfb->hierz.clear_value =
+ pack_zs_f(s->format, ctx->Depth.Clear, 0);
+ nctx->hierz.clear_seq++;
+
+ context_dirty(ctx, ZCLEAR);
+ }
+}
+static void
+nv10_clear(struct gl_context *ctx, GLbitfield buffers)
+{
nouveau_validate_framebuffer(ctx);
- /* Clear the LMA depth buffer, if present. */
- if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask &&
- nfb->lma_bo) {
- struct nouveau_surface *s = &to_nouveau_renderbuffer(
- nfb->base._DepthBuffer->Wrapped)->surface;
+ if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask) {
+ if (context_chipset(ctx) >= 0x17)
+ nv17_zclear(ctx, &buffers);
+ else
+ nv10_zclear(ctx, &buffers);
- BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_FILL_VALUE, 1);
- OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0));
- BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_BUFFER_CLEAR, 1);
- OUT_RING(chan, 1);
+ /* Emit the zclear state if it's dirty */
+ _mesa_update_state(ctx);
}
nouveau_clear(ctx, buffers);
}
-GLcontext *
-nv10_context_create(struct nouveau_screen *screen, const GLvisual *visual,
- GLcontext *share_ctx)
+static void
+nv10_hwctx_init(struct gl_context *ctx)
+{
+ struct nouveau_channel *chan = context_chan(ctx);
+ struct nouveau_grobj *celsius = context_eng3d(ctx);
+ struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
+ int i;
+
+ BEGIN_RING(chan, celsius, NV10_3D_DMA_NOTIFY, 1);
+ OUT_RING(chan, hw->ntfy->handle);
+
+ BEGIN_RING(chan, celsius, NV10_3D_DMA_TEXTURE0, 3);
+ OUT_RING(chan, chan->vram->handle);
+ OUT_RING(chan, chan->gart->handle);
+ OUT_RING(chan, chan->gart->handle);
+ BEGIN_RING(chan, celsius, NV10_3D_DMA_COLOR, 2);
+ OUT_RING(chan, chan->vram->handle);
+ OUT_RING(chan, chan->vram->handle);
+
+ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV10_3D_RT_HORIZ, 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1);
+ OUT_RING(chan, 0x7ff << 16 | 0x800);
+ BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1);
+ OUT_RING(chan, 0x7ff << 16 | 0x800);
+
+ for (i = 1; i < 8; i++) {
+ BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(i), 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(i), 1);
+ OUT_RING(chan, 0);
+ }
+
+ BEGIN_RING(chan, celsius, 0x290, 1);
+ OUT_RING(chan, 0x10 << 16 | 1);
+ BEGIN_RING(chan, celsius, 0x3f4, 1);
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
+ OUT_RING(chan, 0);
+
+ if (context_chipset(ctx) >= 0x17) {
+ BEGIN_RING(chan, celsius, NV17_3D_UNK01AC, 2);
+ OUT_RING(chan, chan->vram->handle);
+ OUT_RING(chan, chan->vram->handle);
+
+ BEGIN_RING(chan, celsius, 0xd84, 1);
+ OUT_RING(chan, 0x3);
+
+ BEGIN_RING(chan, celsius, NV17_3D_COLOR_MASK_ENABLE, 1);
+ OUT_RING(chan, 1);
+ }
+
+ if (context_chipset(ctx) >= 0x11) {
+ BEGIN_RING(chan, celsius, 0x120, 3);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 1);
+ OUT_RING(chan, 2);
+
+ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
+ OUT_RING(chan, 0);
+ }
+
+ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
+ OUT_RING(chan, 0);
+
+ /* Set state */
+ BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_FUNC, 2);
+ OUT_RING(chan, 0x207);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_TEX_ENABLE(0), 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_DITHER_ENABLE, 2);
+ OUT_RING(chan, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_WEIGHT_ENABLE, 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_SRC, 4);
+ OUT_RING(chan, 1);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0x8006);
+ BEGIN_RING(chan, celsius, NV10_3D_STENCIL_MASK, 8);
+ OUT_RING(chan, 0xff);
+ OUT_RING(chan, 0x207);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0xff);
+ OUT_RING(chan, 0x1e00);
+ OUT_RING(chan, 0x1e00);
+ OUT_RING(chan, 0x1e00);
+ OUT_RING(chan, 0x1d01);
+ BEGIN_RING(chan, celsius, NV10_3D_NORMALIZE_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_LIGHT_MODEL, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_SEPARATE_SPECULAR_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_ENABLED_LIGHTS, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_POINT_ENABLE, 3);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_DEPTH_FUNC, 1);
+ OUT_RING(chan, 0x201);
+ BEGIN_RING(chan, celsius, NV10_3D_DEPTH_WRITE_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_DEPTH_TEST_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_FACTOR, 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POINT_SIZE, 1);
+ OUT_RING(chan, 8);
+ BEGIN_RING(chan, celsius, NV10_3D_POINT_PARAMETERS_ENABLE, 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_LINE_WIDTH, 1);
+ OUT_RING(chan, 8);
+ BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_MODE_FRONT, 2);
+ OUT_RING(chan, 0x1b02);
+ OUT_RING(chan, 0x1b02);
+ BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE, 2);
+ OUT_RING(chan, 0x405);
+ OUT_RING(chan, 0x901);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE_ENABLE, 1);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_TEX_GEN_MODE(0, 0), 8);
+ for (i = 0; i < 8; i++)
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV10_3D_TEX_MATRIX_ENABLE(0), 2);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_FOG_COEFF(0), 3);
+ OUT_RING(chan, 0x3fc00000); /* -1.50 */
+ OUT_RING(chan, 0xbdb8aa0a); /* -0.09 */
+ OUT_RING(chan, 0); /* 0.00 */
+
+ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1);
+ OUT_RING(chan, 0);
+
+ BEGIN_RING(chan, celsius, NV10_3D_FOG_MODE, 2);
+ OUT_RING(chan, 0x802);
+ OUT_RING(chan, 2);
+ /* for some reason VIEW_MATRIX_ENABLE need to be 6 instead of 4 when
+ * using texturing, except when using the texture matrix
+ */
+ BEGIN_RING(chan, celsius, NV10_3D_VIEW_MATRIX_ENABLE, 1);
+ OUT_RING(chan, 6);
+ BEGIN_RING(chan, celsius, NV10_3D_COLOR_MASK, 1);
+ OUT_RING(chan, 0x01010101);
+
+ /* Set vertex component */
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL_4F_R, 4);
+ OUT_RINGf(chan, 1.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 1.0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL2_3F_R, 3);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_NOR_3F_X, 3);
+ OUT_RING(chan, 0);
+ OUT_RING(chan, 0);
+ OUT_RINGf(chan, 1.0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX0_4F_S, 4);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 1.0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX1_4F_S, 4);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 1.0);
+ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_FOG_1F, 1);
+ OUT_RINGf(chan, 0.0);
+ BEGIN_RING(chan, celsius, NV10_3D_EDGEFLAG_ENABLE, 1);
+ OUT_RING(chan, 1);
+
+ BEGIN_RING(chan, celsius, NV10_3D_DEPTH_RANGE_NEAR, 2);
+ OUT_RINGf(chan, 0.0);
+ OUT_RINGf(chan, 16777216.0);
+
+ FIRE_RING(chan);
+}
+
+static void
+nv10_context_destroy(struct gl_context *ctx)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+
+ nv04_surface_takedown(ctx);
+ nv10_swtnl_destroy(ctx);
+ nv10_vbo_destroy(ctx);
+
+ nouveau_grobj_free(&nctx->hw.eng3d);
+
+ nouveau_context_deinit(ctx);
+ FREE(ctx);
+}
+
+static struct gl_context *
+nv10_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
+ struct gl_context *share_ctx)
{
struct nouveau_context *nctx;
- GLcontext *ctx;
+ struct gl_context *ctx;
+ unsigned celsius_class;
+ int ret;
nctx = CALLOC_STRUCT(nouveau_context);
if (!nctx)
return NULL;
ctx = &nctx->base;
- nouveau_context_init(ctx, screen, visual, share_ctx);
+ if (!nouveau_context_init(ctx, screen, visual, share_ctx))
+ goto fail;
+
+ driInitExtensions(ctx, nv10_extensions, GL_FALSE);
+
+ /* GL constants. */
ctx->Const.MaxTextureLevels = 12;
ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
ctx->Const.MaxTextureLodBias = 15;
ctx->Driver.Clear = nv10_clear;
- nv10_render_init(ctx);
+ /* 2D engine. */
+ ret = nv04_surface_init(ctx);
+ if (!ret)
+ goto fail;
+
+ /* 3D engine. */
+ if (context_chipset(ctx) >= 0x17)
+ celsius_class = NV17_3D;
+ else if (context_chipset(ctx) >= 0x11)
+ celsius_class = NV11_3D;
+ else
+ celsius_class = NV10_3D;
+
+ ret = nouveau_grobj_alloc(context_chan(ctx), 0xbeef0001, celsius_class,
+ &nctx->hw.eng3d);
+ if (ret)
+ goto fail;
+
+ nv10_hwctx_init(ctx);
+ nv10_vbo_init(ctx);
+ nv10_swtnl_init(ctx);
return ctx;
-}
-void
-nv10_context_destroy(GLcontext *ctx)
-{
- nv10_render_destroy(ctx);
- FREE(ctx);
+fail:
+ nv10_context_destroy(ctx);
+ return NULL;
}
+
+const struct nouveau_driver nv10_driver = {
+ .context_create = nv10_context_create,
+ .context_destroy = nv10_context_destroy,
+ .surface_copy = nv04_surface_copy,
+ .surface_fill = nv04_surface_fill,
+ .emit = (nouveau_state_func[]) {
+ nv10_emit_alpha_func,
+ nv10_emit_blend_color,
+ nv10_emit_blend_equation,
+ nv10_emit_blend_func,
+ nv10_emit_clip_plane,
+ nv10_emit_clip_plane,
+ nv10_emit_clip_plane,
+ nv10_emit_clip_plane,
+ nv10_emit_clip_plane,
+ nv10_emit_clip_plane,
+ nv10_emit_color_mask,
+ nv10_emit_color_material,
+ nv10_emit_cull_face,
+ nv10_emit_front_face,
+ nv10_emit_depth,
+ nv10_emit_dither,
+ nv10_emit_frag,
+ nv10_emit_framebuffer,
+ nv10_emit_fog,
+ nv10_emit_light_enable,
+ nv10_emit_light_model,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_light_source,
+ nv10_emit_line_stipple,
+ nv10_emit_line_mode,
+ nv10_emit_logic_opcode,
+ nv10_emit_material_ambient,
+ nouveau_emit_nothing,
+ nv10_emit_material_diffuse,
+ nouveau_emit_nothing,
+ nv10_emit_material_specular,
+ nouveau_emit_nothing,
+ nv10_emit_material_shininess,
+ nouveau_emit_nothing,
+ nv10_emit_modelview,
+ nv10_emit_point_mode,
+ nv10_emit_point_parameter,
+ nv10_emit_polygon_mode,
+ nv10_emit_polygon_offset,
+ nv10_emit_polygon_stipple,
+ nv10_emit_projection,
+ nv10_emit_render_mode,
+ nv10_emit_scissor,
+ nv10_emit_shade_model,
+ nv10_emit_stencil_func,
+ nv10_emit_stencil_mask,
+ nv10_emit_stencil_op,
+ nv10_emit_tex_env,
+ nv10_emit_tex_env,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nv10_emit_tex_gen,
+ nv10_emit_tex_gen,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nv10_emit_tex_mat,
+ nv10_emit_tex_mat,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nv10_emit_tex_obj,
+ nv10_emit_tex_obj,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nv10_emit_viewport,
+ nv10_emit_zclear
+ },
+ .num_emit = NUM_NV10_STATE,
+};