diff options
Diffstat (limited to 'src/mesa/drivers/dri/r300/radeon_span.c')
-rw-r--r-- | src/mesa/drivers/dri/r300/radeon_span.c | 520 |
1 files changed, 520 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/r300/radeon_span.c b/src/mesa/drivers/dri/r300/radeon_span.c new file mode 100644 index 00000000000..9046320cc1b --- /dev/null +++ b/src/mesa/drivers/dri/r300/radeon_span.c @@ -0,0 +1,520 @@ +/* +Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved. + +The Weather Channel (TM) funded Tungsten Graphics to develop the +initial release of the Radeon 8500 driver under the XFree86 license. +This notice must be preserved. + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice (including the +next paragraph) shall be included in all copies or substantial +portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE +LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell <[email protected]> + */ + +#include "glheader.h" +#include "imports.h" +#include "swrast/swrast.h" +#include "colormac.h" + +#include "r200_context.h" +#include "radeon_ioctl.h" +#include "r300_ioctl.h" +#include "radeon_span.h" + +#define DBG 0 + +#define LOCAL_VARS \ + radeonContextPtr radeon = RADEON_CONTEXT(ctx); \ + radeonScreenPtr radeonScreen = radeon->radeonScreen; \ + __DRIscreenPrivate *sPriv = radeon->dri.screen; \ + __DRIdrawablePrivate *dPriv = radeon->dri.drawable; \ + GLuint pitch = radeonScreen->frontPitch * radeonScreen->cpp; \ + GLuint height = dPriv->h; \ + char *buf = (char *)(sPriv->pFB + \ + radeon->state.color.drawOffset + \ + (dPriv->x * radeonScreen->cpp) + \ + (dPriv->y * pitch)); \ + char *read_buf = (char *)(sPriv->pFB + \ + radeon->state.pixel.readOffset + \ + (dPriv->x * radeonScreen->cpp) + \ + (dPriv->y * pitch)); \ + GLuint p; \ + (void) read_buf; (void) buf; (void) p + +#define LOCAL_DEPTH_VARS \ + radeonContextPtr radeon = RADEON_CONTEXT(ctx); \ + radeonScreenPtr radeonScreen = radeon->radeonScreen; \ + __DRIscreenPrivate *sPriv = radeon->dri.screen; \ + __DRIdrawablePrivate *dPriv = radeon->dri.drawable; \ + GLuint height = dPriv->h; \ + GLuint xo = dPriv->x; \ + GLuint yo = dPriv->y; \ + char *buf = (char *)(sPriv->pFB + radeon->radeonScreen->depthOffset); \ + GLuint pitch = radeon->radeonScreen->depthPitch; \ + (void) buf; (void) pitch + +#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS + +#define CLIPPIXEL( _x, _y ) \ + ((_x >= minx) && (_x < maxx) && (_y >= miny) && (_y < maxy)) + +#define CLIPSPAN( _x, _y, _n, _x1, _n1, _i ) \ + if ( _y < miny || _y >= maxy ) { \ + _n1 = 0, _x1 = x; \ + } else { \ + _n1 = _n; \ + _x1 = _x; \ + if ( _x1 < minx ) _i += (minx-_x1), n1 -= (minx-_x1), _x1 = minx; \ + if ( _x1 + _n1 >= maxx ) n1 -= (_x1 + n1 - maxx); \ + } + +#define Y_FLIP( _y ) (height - _y - 1) + +#define HW_LOCK() + +#define HW_CLIPLOOP() \ + do { \ + __DRIdrawablePrivate *dPriv = radeon->dri.drawable; \ + int _nc = dPriv->numClipRects; \ + \ + while ( _nc-- ) { \ + int minx = dPriv->pClipRects[_nc].x1 - dPriv->x; \ + int miny = dPriv->pClipRects[_nc].y1 - dPriv->y; \ + int maxx = dPriv->pClipRects[_nc].x2 - dPriv->x; \ + int maxy = dPriv->pClipRects[_nc].y2 - dPriv->y; + +#define HW_ENDCLIPLOOP() \ + } \ + } while (0) + +#define HW_UNLOCK() + +/* ================================================================ + * Color buffer + */ + +/* 16 bit, RGB565 color spanline and pixel functions + */ +#define INIT_MONO_PIXEL(p, color) \ + p = PACK_COLOR_565( color[0], color[1], color[2] ) + +#define WRITE_RGBA( _x, _y, r, g, b, a ) \ + *(GLushort *)(buf + _x*2 + _y*pitch) = ((((int)r & 0xf8) << 8) | \ + (((int)g & 0xfc) << 3) | \ + (((int)b & 0xf8) >> 3)) + +#define WRITE_PIXEL( _x, _y, p ) \ + *(GLushort *)(buf + _x*2 + _y*pitch) = p + +#define READ_RGBA( rgba, _x, _y ) \ + do { \ + GLushort p = *(GLushort *)(read_buf + _x*2 + _y*pitch); \ + rgba[0] = ((p >> 8) & 0xf8) * 255 / 0xf8; \ + rgba[1] = ((p >> 3) & 0xfc) * 255 / 0xfc; \ + rgba[2] = ((p << 3) & 0xf8) * 255 / 0xf8; \ + rgba[3] = 0xff; \ + } while (0) + +#define TAG(x) radeon##x##_RGB565 +#include "spantmp.h" + +/* 32 bit, ARGB8888 color spanline and pixel functions + */ +#undef INIT_MONO_PIXEL +#define INIT_MONO_PIXEL(p, color) \ + p = PACK_COLOR_8888( color[3], color[0], color[1], color[2] ) + +#define WRITE_RGBA( _x, _y, r, g, b, a ) \ +do { \ + *(GLuint *)(buf + _x*4 + _y*pitch) = ((b << 0) | \ + (g << 8) | \ + (r << 16) | \ + (a << 24) ); \ +} while (0) + +#define WRITE_PIXEL( _x, _y, p ) \ +do { \ + *(GLuint *)(buf + _x*4 + _y*pitch) = p; \ +} while (0) + +#define READ_RGBA( rgba, _x, _y ) \ +do { \ + volatile GLuint *ptr = (volatile GLuint *)(read_buf + _x*4 + _y*pitch); \ + GLuint p = *ptr; \ + rgba[0] = (p >> 16) & 0xff; \ + rgba[1] = (p >> 8) & 0xff; \ + rgba[2] = (p >> 0) & 0xff; \ + rgba[3] = (p >> 24) & 0xff; \ +} while (0) + +#define TAG(x) radeon##x##_ARGB8888 +#include "spantmp.h" + +/* ================================================================ + * Depth buffer + */ + +/* The Radeon family has depth tiling on all the time, so we have to convert + * the x,y coordinates into the memory bus address (mba) in the same + * manner as the engine. In each case, the linear block address (ba) + * is calculated, and then wired with x and y to produce the final + * memory address. + */ + +#define BIT(x,b) ((x & (1<<b))>>b) +static GLuint radeon_mba_z32(radeonContextPtr radeon, GLint x, GLint y) +{ + GLuint pitch = radeon->radeonScreen->depthPitch; + GLuint b = + ((y & 0x3FF) >> 4) * ((pitch & 0xFFF) >> 5) + ((x & 0x3FF) >> 5); + GLuint a = + (BIT(x, 0) << 2) | (BIT(y, 0) << 3) | (BIT(x, 1) << 4) | (BIT(y, 1) + << 5) | + (BIT(x, 3) << 6) | (BIT(x, 4) << 7) | (BIT(x, 2) << 8) | (BIT(y, 2) + << 9) | + (BIT(y, 3) << 10) | + (((pitch & 0x20) ? (b & 0x01) : ((b & 0x01) ^ (BIT(y, 4)))) << 11) | + ((b >> 1) << 12); + return a; +} + +static GLuint radeon_mba_z16(radeonContextPtr radeon, GLint x, GLint y) +{ + GLuint pitch = radeon->radeonScreen->depthPitch; + GLuint b = + ((y & 0x3FF) >> 4) * ((pitch & 0xFFF) >> 6) + ((x & 0x3FF) >> 6); + GLuint a = + (BIT(x, 0) << 1) | (BIT(y, 0) << 2) | (BIT(x, 1) << 3) | (BIT(y, 1) + << 4) | + (BIT(x, 2) << 5) | (BIT(x, 4) << 6) | (BIT(x, 5) << 7) | (BIT(x, 3) + << 8) | + (BIT(y, 2) << 9) | (BIT(y, 3) << 10) | + (((pitch & 0x40) ? (b & 0x01) : ((b & 0x01) ^ (BIT(y, 4)))) << 11) | + ((b >> 1) << 12); + return a; +} + + +/* 16-bit depth buffer functions + */ +#define WRITE_DEPTH( _x, _y, d ) \ + *(GLushort *)(buf + radeon_mba_z16( radeon, _x + xo, _y + yo )) = d; + +#define READ_DEPTH( d, _x, _y ) \ + d = *(GLushort *)(buf + radeon_mba_z16( radeon, _x + xo, _y + yo )); + +#define TAG(x) radeon##x##_16_TILE +#include "depthtmp.h" + +/* 24 bit depth, 8 bit stencil depthbuffer functions + */ +#define WRITE_DEPTH( _x, _y, d ) \ +do { \ + GLuint offset = radeon_mba_z32( radeon, _x + xo, _y + yo ); \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0xff000000; \ + tmp |= ((d) & 0x00ffffff); \ + *(GLuint *)(buf + offset) = tmp; \ +} while (0) + +#define READ_DEPTH( d, _x, _y ) \ + d = *(GLuint *)(buf + radeon_mba_z32( radeon, _x + xo, \ + _y + yo )) & 0x00ffffff; + +#define TAG(x) radeon##x##_24_8_TILE +#include "depthtmp.h" + +/* 16-bit depth buffer functions + */ +#define WRITE_DEPTH( _x, _y, d ) \ + *(GLushort *)(buf + (_x + xo)*2 + (_y + yo)*pitch ) = d; + +#define READ_DEPTH( d, _x, _y ) \ + d = *(GLushort *)(buf + (_x + xo)*2 + (_y + yo)*pitch ); + +#define TAG(x) radeon##x##_16_LINEAR +#include "depthtmp.h" + +/* 24 bit depth, 8 bit stencil depthbuffer functions + */ +#define WRITE_DEPTH( _x, _y, d ) \ +do { \ + GLuint offset = (_x + xo)*4 + (_y + yo)*pitch; \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0xff000000; \ + tmp |= ((d) & 0x00ffffff); \ + *(GLuint *)(buf + offset) = tmp; \ +} while (0) + +#define READ_DEPTH( d, _x, _y ) \ + d = *(GLuint *)(buf + (_x + xo)*4 + (_y + yo)*pitch) & 0x00ffffff; + +#define TAG(x) radeon##x##_24_8_LINEAR +#include "depthtmp.h" + +/* ================================================================ + * Stencil buffer + */ + +/* 24 bit depth, 8 bit stencil depthbuffer functions + */ +#define WRITE_STENCIL( _x, _y, d ) \ +do { \ + GLuint offset = radeon_mba_z32( radeon, _x + xo, _y + yo ); \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0x00ffffff; \ + tmp |= (((d) & 0xff) << 24); \ + *(GLuint *)(buf + offset) = tmp; \ +} while (0) + +#define READ_STENCIL( d, _x, _y ) \ +do { \ + GLuint offset = radeon_mba_z32( radeon, _x + xo, _y + yo ); \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0xff000000; \ + d = tmp >> 24; \ +} while (0) + +#define TAG(x) radeon##x##_24_8_TILE +#include "stenciltmp.h" + +/* 24 bit depth, 8 bit stencil depthbuffer functions + */ +#define WRITE_STENCIL( _x, _y, d ) \ +do { \ + GLuint offset = (_x + xo)*4 + (_y + yo)*pitch; \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0x00ffffff; \ + tmp |= (((d) & 0xff) << 24); \ + *(GLuint *)(buf + offset) = tmp; \ +} while (0) + +#define READ_STENCIL( d, _x, _y ) \ +do { \ + GLuint offset = (_x + xo)*4 + (_y + yo)*pitch; \ + GLuint tmp = *(GLuint *)(buf + offset); \ + tmp &= 0xff000000; \ + d = tmp >> 24; \ +} while (0) + +#define TAG(x) radeon##x##_24_8_LINEAR +#include "stenciltmp.h" + +/* + * This function is called to specify which buffer to read and write + * for software rasterization (swrast) fallbacks. This doesn't necessarily + * correspond to glDrawBuffer() or glReadBuffer() calls. + */ +static void radeonSetBuffer(GLcontext * ctx, + GLframebuffer * colorBuffer, GLuint bufferBit) +{ + radeonContextPtr radeon = RADEON_CONTEXT(ctx); + + switch (bufferBit) { + case DD_FRONT_LEFT_BIT: + if (radeon->doPageFlip && radeon->sarea->pfCurrentPage == 1) { + radeon->state.pixel.readOffset = + radeon->radeonScreen->backOffset; + radeon->state.pixel.readPitch = + radeon->radeonScreen->backPitch; + radeon->state.color.drawOffset = + radeon->radeonScreen->backOffset; + radeon->state.color.drawPitch = + radeon->radeonScreen->backPitch; + } else { + radeon->state.pixel.readOffset = + radeon->radeonScreen->frontOffset; + radeon->state.pixel.readPitch = + radeon->radeonScreen->frontPitch; + radeon->state.color.drawOffset = + radeon->radeonScreen->frontOffset; + radeon->state.color.drawPitch = + radeon->radeonScreen->frontPitch; + } + break; + case DD_BACK_LEFT_BIT: + if (radeon->doPageFlip && radeon->sarea->pfCurrentPage == 1) { + radeon->state.pixel.readOffset = + radeon->radeonScreen->frontOffset; + radeon->state.pixel.readPitch = + radeon->radeonScreen->frontPitch; + radeon->state.color.drawOffset = + radeon->radeonScreen->frontOffset; + radeon->state.color.drawPitch = + radeon->radeonScreen->frontPitch; + } else { + radeon->state.pixel.readOffset = + radeon->radeonScreen->backOffset; + radeon->state.pixel.readPitch = + radeon->radeonScreen->backPitch; + radeon->state.color.drawOffset = + radeon->radeonScreen->backOffset; + radeon->state.color.drawPitch = + radeon->radeonScreen->backPitch; + } + break; + default: + _mesa_problem(ctx, "Bad bufferBit in %s", __FUNCTION__); + break; + } +} + +/* Move locking out to get reasonable span performance (10x better + * than doing this in HW_LOCK above). WaitForIdle() is the main + * culprit. + */ + +static void radeonSpanRenderStart(GLcontext * ctx) +{ + radeonContextPtr radeon = RADEON_CONTEXT(ctx); + + if (IS_FAMILY_R200(radeon)) + R200_FIREVERTICES((r200ContextPtr)radeon); + else + r300Flush(ctx); + + LOCK_HARDWARE(radeon); + radeonWaitForIdleLocked(radeon); + + /* Read & rewrite the first pixel in the frame buffer. This should + * be a noop, right? In fact without this conform fails as reading + * from the framebuffer sometimes produces old results -- the + * on-card read cache gets mixed up and doesn't notice that the + * framebuffer has been updated. + * + * In the worst case this is buggy too as p might get the wrong + * value first time, so really need a hidden pixel somewhere for this. + */ + { + int p; + volatile int *read_buf = + (volatile int *)(radeon->dri.screen->pFB + + radeon->state.pixel.readOffset); + p = *read_buf; + *read_buf = p; + } +} + +static void radeonSpanRenderFinish(GLcontext * ctx) +{ + radeonContextPtr radeon = RADEON_CONTEXT(ctx); + + _swrast_flush(ctx); + UNLOCK_HARDWARE(radeon); +} + +void radeonInitSpanFuncs(GLcontext * ctx) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + radeonContextPtr radeon = RADEON_CONTEXT(ctx); + struct swrast_device_driver *swdd = + _swrast_GetDeviceDriverReference(ctx); + + swdd->SetBuffer = radeonSetBuffer; + + switch (radeon->radeonScreen->cpp) { + case 2: + swdd->WriteRGBASpan = radeonWriteRGBASpan_RGB565; + swdd->WriteRGBSpan = radeonWriteRGBSpan_RGB565; + swdd->WriteMonoRGBASpan = radeonWriteMonoRGBASpan_RGB565; + swdd->WriteRGBAPixels = radeonWriteRGBAPixels_RGB565; + swdd->WriteMonoRGBAPixels = radeonWriteMonoRGBAPixels_RGB565; + swdd->ReadRGBASpan = radeonReadRGBASpan_RGB565; + swdd->ReadRGBAPixels = radeonReadRGBAPixels_RGB565; + break; + + case 4: + swdd->WriteRGBASpan = radeonWriteRGBASpan_ARGB8888; + swdd->WriteRGBSpan = radeonWriteRGBSpan_ARGB8888; + swdd->WriteMonoRGBASpan = radeonWriteMonoRGBASpan_ARGB8888; + swdd->WriteRGBAPixels = radeonWriteRGBAPixels_ARGB8888; + swdd->WriteMonoRGBAPixels = radeonWriteMonoRGBAPixels_ARGB8888; + swdd->ReadRGBASpan = radeonReadRGBASpan_ARGB8888; + swdd->ReadRGBAPixels = radeonReadRGBAPixels_ARGB8888; + break; + + default: + break; + } + + if (IS_FAMILY_R300(radeon)) + { + switch (radeon->glCtx->Visual.depthBits) { + case 16: + swdd->ReadDepthSpan = radeonReadDepthSpan_16_LINEAR; + swdd->WriteDepthSpan = radeonWriteDepthSpan_16_LINEAR; + swdd->WriteMonoDepthSpan = radeonWriteMonoDepthSpan_16_LINEAR; + swdd->ReadDepthPixels = radeonReadDepthPixels_16_LINEAR; + swdd->WriteDepthPixels = radeonWriteDepthPixels_16_LINEAR; + break; + + case 24: + swdd->ReadDepthSpan = radeonReadDepthSpan_24_8_LINEAR; + swdd->WriteDepthSpan = radeonWriteDepthSpan_24_8_LINEAR; + swdd->WriteMonoDepthSpan = radeonWriteMonoDepthSpan_24_8_LINEAR; + swdd->ReadDepthPixels = radeonReadDepthPixels_24_8_LINEAR; + swdd->WriteDepthPixels = radeonWriteDepthPixels_24_8_LINEAR; + + swdd->ReadStencilSpan = radeonReadStencilSpan_24_8_LINEAR; + swdd->WriteStencilSpan = radeonWriteStencilSpan_24_8_LINEAR; + swdd->ReadStencilPixels = radeonReadStencilPixels_24_8_LINEAR; + swdd->WriteStencilPixels = radeonWriteStencilPixels_24_8_LINEAR; + break; + + default: + break; + } + } + else + { + switch (radeon->glCtx->Visual.depthBits) { + case 16: + swdd->ReadDepthSpan = radeonReadDepthSpan_16_TILE; + swdd->WriteDepthSpan = radeonWriteDepthSpan_16_TILE; + swdd->WriteMonoDepthSpan = radeonWriteMonoDepthSpan_16_TILE; + swdd->ReadDepthPixels = radeonReadDepthPixels_16_TILE; + swdd->WriteDepthPixels = radeonWriteDepthPixels_16_TILE; + break; + + case 24: + swdd->ReadDepthSpan = radeonReadDepthSpan_24_8_TILE; + swdd->WriteDepthSpan = radeonWriteDepthSpan_24_8_TILE; + swdd->WriteMonoDepthSpan = radeonWriteMonoDepthSpan_24_8_TILE; + swdd->ReadDepthPixels = radeonReadDepthPixels_24_8_TILE; + swdd->WriteDepthPixels = radeonWriteDepthPixels_24_8_TILE; + + swdd->ReadStencilSpan = radeonReadStencilSpan_24_8_TILE; + swdd->WriteStencilSpan = radeonWriteStencilSpan_24_8_TILE; + swdd->ReadStencilPixels = radeonReadStencilPixels_24_8_TILE; + swdd->WriteStencilPixels = radeonWriteStencilPixels_24_8_TILE; + break; + + default: + break; + } + } + + swdd->SpanRenderStart = radeonSpanRenderStart; + swdd->SpanRenderFinish = radeonSpanRenderFinish; +} |