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authorDave Airlie <[email protected]>2009-03-23 18:27:49 +1000
committerDave Airlie <[email protected]>2009-03-23 18:54:06 +1000
commit8c7e30fb950c83f5e9e29e60735e999ac608145a (patch)
treea82ebbc69cd0a814bad66c864113f0941c1c5cb8 /src/mesa/drivers/dri/r200
parentc607a664dd005c001afda1fff1a68d41925fa86e (diff)
raedon/r200/r300: mega-FBO commits.
Re work depth issues. Do a lot more FBO abstactions fixup depth/stencil buffer interactions
Diffstat (limited to 'src/mesa/drivers/dri/r200')
-rw-r--r--src/mesa/drivers/dri/r200/r200_context.c10
-rw-r--r--src/mesa/drivers/dri/r200/r200_context.h15
-rw-r--r--src/mesa/drivers/dri/r200/r200_ioctl.c230
-rw-r--r--src/mesa/drivers/dri/r200/r200_state.c31
-rw-r--r--src/mesa/drivers/dri/r200/r200_state_init.c6
5 files changed, 34 insertions, 258 deletions
diff --git a/src/mesa/drivers/dri/r200/r200_context.c b/src/mesa/drivers/dri/r200/r200_context.c
index bf06c419d16..6fd0575898f 100644
--- a/src/mesa/drivers/dri/r200/r200_context.c
+++ b/src/mesa/drivers/dri/r200/r200_context.c
@@ -72,6 +72,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#define need_GL_EXT_blend_func_separate
#define need_GL_NV_vertex_program
#define need_GL_ARB_point_parameters
+#define need_GL_EXT_framebuffer_object
#include "extension_helper.h"
#define DRIVER_DATE "20060602"
@@ -124,6 +125,7 @@ const struct dri_extension card_extensions[] =
{ "GL_EXT_blend_minmax", GL_EXT_blend_minmax_functions },
{ "GL_EXT_blend_subtract", NULL },
{ "GL_EXT_fog_coord", GL_EXT_fog_coord_functions },
+ { "GL_EXT_packed_depth_stencil", NULL},
{ "GL_EXT_secondary_color", GL_EXT_secondary_color_functions },
{ "GL_EXT_stencil_wrap", NULL },
{ "GL_EXT_texture_edge_clamp", NULL },
@@ -165,6 +167,11 @@ const struct dri_extension point_extensions[] = {
{ NULL, NULL }
};
+const struct dri_extension mm_extensions[] = {
+ { "GL_EXT_framebuffer_object", GL_EXT_framebuffer_object_functions },
+ { NULL, NULL }
+};
+
extern const struct tnl_pipeline_stage _r200_render_stage;
extern const struct tnl_pipeline_stage _r200_tcl_stage;
@@ -418,6 +425,9 @@ GLboolean r200CreateContext( const __GLcontextModes *glVisual,
_math_matrix_set_identity( &rmesa->tmpmat );
driInitExtensions( ctx, card_extensions, GL_TRUE );
+
+ if (rmesa->radeon.radeonScreen->kernel_mm)
+ driInitExtensions(ctx, mm_extensions, GL_FALSE);
if (!(rmesa->radeon.radeonScreen->chip_flags & R200_CHIPSET_YCBCR_BROKEN)) {
/* yuv textures don't work with some chips - R200 / rv280 okay so far
others get the bit ordering right but don't actually do YUV-RGB conversion */
diff --git a/src/mesa/drivers/dri/r200/r200_context.h b/src/mesa/drivers/dri/r200/r200_context.h
index f7bad2a2414..fcbe725d6fc 100644
--- a/src/mesa/drivers/dri/r200/r200_context.h
+++ b/src/mesa/drivers/dri/r200/r200_context.h
@@ -621,21 +621,6 @@ struct r200_context {
GLboolean texmicrotile;
struct ati_fragment_shader *afs_loaded;
-
- struct {
- struct gl_fragment_program *bitmap_fp;
- struct gl_vertex_program *passthrough_vp;
-
- struct gl_fragment_program *saved_fp;
- GLboolean saved_fp_enable;
- struct gl_vertex_program *saved_vp;
- GLboolean saved_vp_enable;
-
- GLint saved_vp_x, saved_vp_y;
- GLsizei saved_vp_width, saved_vp_height;
- GLenum saved_matrix_mode;
- } meta;
-
};
#define R200_CONTEXT(ctx) ((r200ContextPtr)(ctx->DriverCtx))
diff --git a/src/mesa/drivers/dri/r200/r200_ioctl.c b/src/mesa/drivers/dri/r200/r200_ioctl.c
index 96ed49665b2..ccb56202f6d 100644
--- a/src/mesa/drivers/dri/r200/r200_ioctl.c
+++ b/src/mesa/drivers/dri/r200/r200_ioctl.c
@@ -41,19 +41,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "main/context.h"
#include "swrast/swrast.h"
-#include "main/blend.h"
-#include "main/bufferobj.h"
-#include "main/buffers.h"
-#include "main/depth.h"
-#include "main/shaders.h"
-#include "main/texstate.h"
-#include "main/varray.h"
-#include "glapi/dispatch.h"
-#include "swrast/swrast.h"
-#include "main/stencil.h"
-#include "main/matrix.h"
-#include "main/attrib.h"
-#include "main/enable.h"
+
#include "radeon_common.h"
#include "radeon_lock.h"
@@ -70,217 +58,6 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#define R200_TIMEOUT 512
#define R200_IDLE_RETRY 16
-static void
-r200_meta_set_passthrough_transform(r200ContextPtr r200)
-{
- GLcontext *ctx = r200->radeon.glCtx;
-
- r200->meta.saved_vp_x = ctx->Viewport.X;
- r200->meta.saved_vp_y = ctx->Viewport.Y;
- r200->meta.saved_vp_width = ctx->Viewport.Width;
- r200->meta.saved_vp_height = ctx->Viewport.Height;
- r200->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
-
- _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
-
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
-}
-
-static void
-r200_meta_restore_transform(r200ContextPtr r200)
-{
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
-
- _mesa_MatrixMode(r200->meta.saved_matrix_mode);
-
- _mesa_Viewport(r200->meta.saved_vp_x, r200->meta.saved_vp_y,
- r200->meta.saved_vp_width, r200->meta.saved_vp_height);
-}
-
-/**
- * Perform glClear where mask contains only color, depth, and/or stencil.
- *
- * The implementation is based on calling into Mesa to set GL state and
- * performing normal triangle rendering. The intent of this path is to
- * have as generic a path as possible, so that any driver could make use of
- * it.
- */
-static void radeon_clear_tris(GLcontext *ctx, GLbitfield mask)
-{
- r200ContextPtr rmesa = R200_CONTEXT(ctx);
- GLfloat vertices[4][3];
- GLfloat color[4][4];
- GLfloat dst_z;
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- int i;
- GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
- GLboolean saved_shader_program = 0;
- unsigned int saved_active_texture;
-
- assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
- BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
-
- _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
- GL_CURRENT_BIT |
- GL_DEPTH_BUFFER_BIT |
- GL_ENABLE_BIT |
- GL_STENCIL_BUFFER_BIT |
- GL_TRANSFORM_BIT |
- GL_CURRENT_BIT);
- _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
- saved_active_texture = ctx->Texture.CurrentUnit;
-
- /* Disable existing GL state we don't want to apply to a clear. */
- _mesa_Disable(GL_ALPHA_TEST);
- _mesa_Disable(GL_BLEND);
- _mesa_Disable(GL_CULL_FACE);
- _mesa_Disable(GL_FOG);
- _mesa_Disable(GL_POLYGON_SMOOTH);
- _mesa_Disable(GL_POLYGON_STIPPLE);
- _mesa_Disable(GL_POLYGON_OFFSET_FILL);
- _mesa_Disable(GL_LIGHTING);
- _mesa_Disable(GL_CLIP_PLANE0);
- _mesa_Disable(GL_CLIP_PLANE1);
- _mesa_Disable(GL_CLIP_PLANE2);
- _mesa_Disable(GL_CLIP_PLANE3);
- _mesa_Disable(GL_CLIP_PLANE4);
- _mesa_Disable(GL_CLIP_PLANE5);
- if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
- saved_fp_enable = GL_TRUE;
- _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
- }
- if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
- saved_vp_enable = GL_TRUE;
- _mesa_Disable(GL_VERTEX_PROGRAM_ARB);
- }
- if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
- saved_shader_program = ctx->Shader.CurrentProgram->Name;
- _mesa_UseProgramObjectARB(0);
- }
-
- if (ctx->Texture._EnabledUnits != 0) {
- int i;
-
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
- _mesa_Disable(GL_TEXTURE_1D);
- _mesa_Disable(GL_TEXTURE_2D);
- _mesa_Disable(GL_TEXTURE_3D);
- if (ctx->Extensions.ARB_texture_cube_map)
- _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
- if (ctx->Extensions.NV_texture_rectangle)
- _mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
- _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
- }
- }
- }
-
- r200_meta_set_passthrough_transform(rmesa);
-
- for (i = 0; i < 4; i++) {
- color[i][0] = ctx->Color.ClearColor[0];
- color[i][1] = ctx->Color.ClearColor[1];
- color[i][2] = ctx->Color.ClearColor[2];
- color[i][3] = ctx->Color.ClearColor[3];
- }
-
- /* convert clear Z from [0,1] to NDC coord in [-1,1] */
- dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
-
- /* Prepare the vertices, which are the same regardless of which buffer we're
- * drawing to.
- */
- vertices[0][0] = fb->_Xmin;
- vertices[0][1] = fb->_Ymin;
- vertices[0][2] = dst_z;
- vertices[1][0] = fb->_Xmax;
- vertices[1][1] = fb->_Ymin;
- vertices[1][2] = dst_z;
- vertices[2][0] = fb->_Xmax;
- vertices[2][1] = fb->_Ymax;
- vertices[2][2] = dst_z;
- vertices[3][0] = fb->_Xmin;
- vertices[3][1] = fb->_Ymax;
- vertices[3][2] = dst_z;
-
- _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
- _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
- _mesa_Enable(GL_COLOR_ARRAY);
- _mesa_Enable(GL_VERTEX_ARRAY);
-
- while (mask != 0) {
- GLuint this_mask = 0;
-
- if (mask & BUFFER_BIT_BACK_LEFT)
- this_mask = BUFFER_BIT_BACK_LEFT;
- else if (mask & BUFFER_BIT_FRONT_LEFT)
- this_mask = BUFFER_BIT_FRONT_LEFT;
-
- /* Clear depth/stencil in the same pass as color. */
- this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
-
- /* Select the current color buffer and use the color write mask if
- * we have one, otherwise don't write any color channels.
- */
- if (this_mask & BUFFER_BIT_FRONT_LEFT)
- _mesa_DrawBuffer(GL_FRONT_LEFT);
- else if (this_mask & BUFFER_BIT_BACK_LEFT)
- _mesa_DrawBuffer(GL_BACK_LEFT);
- else
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- /* Control writing of the depth clear value to depth. */
- if (this_mask & BUFFER_BIT_DEPTH) {
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_Enable(GL_DEPTH_TEST);
- } else {
- _mesa_Disable(GL_DEPTH_TEST);
- _mesa_DepthMask(GL_FALSE);
- }
-
- /* Control writing of the stencil clear value to stencil. */
- if (this_mask & BUFFER_BIT_STENCIL) {
- _mesa_Enable(GL_STENCIL_TEST);
- _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- _mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
- ctx->Stencil.WriteMask[0]);
- } else {
- _mesa_Disable(GL_STENCIL_TEST);
- }
-
- CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
-
- mask &= ~this_mask;
- }
-
- r200_meta_restore_transform(rmesa);
-
- _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
- if (saved_fp_enable)
- _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
- if (saved_vp_enable)
- _mesa_Enable(GL_VERTEX_PROGRAM_ARB);
-
- if (saved_shader_program)
- _mesa_UseProgramObjectARB(saved_shader_program);
-
- _mesa_PopClientAttrib();
- _mesa_PopAttrib();
-}
-
-
static void r200UserClear(GLcontext *ctx, GLuint mask)
{
radeon_clear_tris(ctx, mask);
@@ -449,7 +226,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
mask &= ~BUFFER_BIT_DEPTH;
}
- if ( (mask & BUFFER_BIT_STENCIL) && rmesa->radeon.state.stencil.hwBuffer ) {
+ if ( (mask & BUFFER_BIT_STENCIL) ) {
flags |= RADEON_STENCIL;
mask &= ~BUFFER_BIT_STENCIL;
}
@@ -467,8 +244,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
flags |= RADEON_USE_COMP_ZBUF;
/* if (rmesa->radeon.radeonScreen->chip_family == CHIP_FAMILY_R200)
flags |= RADEON_USE_HIERZ; */
- if (!(rmesa->radeon.state.stencil.hwBuffer) ||
- ((flags & RADEON_DEPTH) && (flags & RADEON_STENCIL) &&
+ if (!((flags & RADEON_DEPTH) && (flags & RADEON_STENCIL) &&
((rmesa->radeon.state.stencil.clear & R200_STENCIL_WRITE_MASK) == R200_STENCIL_WRITE_MASK))) {
flags |= RADEON_CLEAR_FASTZ;
}
diff --git a/src/mesa/drivers/dri/r200/r200_state.c b/src/mesa/drivers/dri/r200/r200_state.c
index 74824b8d249..ca4dee8a5bc 100644
--- a/src/mesa/drivers/dri/r200/r200_state.c
+++ b/src/mesa/drivers/dri/r200/r200_state.c
@@ -740,7 +740,8 @@ static void r200PolygonOffset( GLcontext *ctx,
GLfloat factor, GLfloat units )
{
r200ContextPtr rmesa = R200_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 };
/* factor *= 2; */
@@ -1611,6 +1612,7 @@ void r200UpdateWindow( GLcontext *ctx )
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) {
@@ -1625,8 +1627,8 @@ void r200UpdateWindow( GLcontext *ctx )
float_ui32_type tx = { v[MAT_TX] + xoffset + SUBPIXEL_X };
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] * rmesa->radeon.state.depth.scale };
- float_ui32_type tz = { v[MAT_TZ] * rmesa->radeon.state.depth.scale };
+ float_ui32_type sz = { v[MAT_SZ] * depthScale };
+ float_ui32_type tz = { v[MAT_TZ] * depthScale };
R200_STATECHANGE( rmesa, vpt );
@@ -2014,15 +2016,24 @@ static void r200Enable( GLcontext *ctx, GLenum cap, GLboolean state )
break;
case GL_STENCIL_TEST:
- if ( rmesa->radeon.state.stencil.hwBuffer ) {
- R200_STATECHANGE( rmesa, ctx );
- if ( state ) {
- rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_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) {
+ R200_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_STENCIL_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_STENCIL_ENABLE;
+ }
} else {
- rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_STENCIL_ENABLE;
+ FALLBACK( rmesa, R200_FALLBACK_STENCIL, state );
}
- } else {
- FALLBACK( rmesa, R200_FALLBACK_STENCIL, state );
}
break;
diff --git a/src/mesa/drivers/dri/r200/r200_state_init.c b/src/mesa/drivers/dri/r200/r200_state_init.c
index a71f33ca3bb..30326c29601 100644
--- a/src/mesa/drivers/dri/r200/r200_state_init.c
+++ b/src/mesa/drivers/dri/r200/r200_state_init.c
@@ -674,21 +674,15 @@ void r200InitState( r200ContextPtr rmesa )
switch ( ctx->Visual.depthBits ) {
case 16:
rmesa->radeon.state.depth.clear = 0x0000ffff;
- rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffff;
rmesa->radeon.state.stencil.clear = 0x00000000;
break;
case 24:
default:
rmesa->radeon.state.depth.clear = 0x00ffffff;
- rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffffff;
rmesa->radeon.state.stencil.clear = 0xffff0000;
break;
}
- /* Only have hw stencil when depth buffer is 24 bits deep */
- rmesa->radeon.state.stencil.hwBuffer = ( ctx->Visual.stencilBits > 0 &&
- ctx->Visual.depthBits == 24 );
-
rmesa->radeon.Fallback = 0;
rmesa->radeon.hw.max_state_size = 0;