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-rw-r--r--src/mesa/drivers/dri/savage/savage_xmesa.c10
-rw-r--r--src/mesa/drivers/dri/savage/savagecontext.h1
-rw-r--r--src/mesa/drivers/dri/savage/savageioctl.c16
-rw-r--r--src/mesa/drivers/dri/savage/savagespan.c91
-rw-r--r--src/mesa/drivers/dri/savage/savagespan.h98
-rw-r--r--src/mesa/drivers/dri/savage/savagestate.c45
6 files changed, 221 insertions, 40 deletions
diff --git a/src/mesa/drivers/dri/savage/savage_xmesa.c b/src/mesa/drivers/dri/savage/savage_xmesa.c
index f1798de134d..e2697050731 100644
--- a/src/mesa/drivers/dri/savage/savage_xmesa.c
+++ b/src/mesa/drivers/dri/savage/savage_xmesa.c
@@ -64,6 +64,7 @@ DRI_CONF_BEGIN
DRI_CONF_SECTION_QUALITY
DRI_CONF_TEXTURE_DEPTH(DRI_CONF_TEXTURE_DEPTH_FB)
DRI_CONF_COLOR_REDUCTION(DRI_CONF_COLOR_REDUCTION_DITHER)
+ DRI_CONF_FLOAT_DEPTH(false)
DRI_CONF_SECTION_END
DRI_CONF_SECTION_PERFORMANCE
DRI_CONF_MAX_TEXTURE_UNITS(2,1,2)
@@ -72,7 +73,7 @@ DRI_CONF_BEGIN
DRI_CONF_NO_RAST(false)
DRI_CONF_SECTION_END
DRI_CONF_END;
-static const GLuint __driNConfigOptions = 4;
+static const GLuint __driNConfigOptions = 5;
#ifdef USE_NEW_INTERFACE
static PFNGLXCREATECONTEXTMODES create_context_modes = NULL;
@@ -308,6 +309,9 @@ savageCreateContext( const __GLcontextModes *mesaVis,
driParseConfigFiles (&imesa->optionCache, &savageScreen->optionCache,
sPriv->myNum, "savage");
+ imesa->float_depth = driQueryOptionb(&imesa->optionCache, "float_depth") &&
+ savageScreen->chipset >= S3_SAVAGE4;
+ imesa->no_rast = driQueryOptionb(&imesa->optionCache, "no_rast");
imesa->texture_depth = driQueryOptioni (&imesa->optionCache,
"texture_depth");
if (imesa->texture_depth == DRI_CONF_TEXTURE_DEPTH_FB)
@@ -407,7 +411,7 @@ savageCreateContext( const __GLcontextModes *mesaVis,
imesa->hw_stencil = mesaVis->stencilBits && mesaVis->depthBits == 24;
imesa->depth_scale = (imesa->savageScreen->zpp == 2) ?
- (1.0F/0x10000):(1.0F/0x1000000);
+ (1.0F/0xffff):(1.0F/0xffffff);
imesa->bufferSize = savageScreen->bufferSize;
imesa->dmaVtxBuf.total = 0;
@@ -479,8 +483,6 @@ savageCreateContext( const __GLcontextModes *mesaVis,
savageDDInitState( imesa );
- imesa->no_rast = driQueryOptionb(&imesa->optionCache, "no_rast");
-
driContextPriv->driverPrivate = (void *) imesa;
return GL_TRUE;
diff --git a/src/mesa/drivers/dri/savage/savagecontext.h b/src/mesa/drivers/dri/savage/savagecontext.h
index 8978f9247cf..8d77d1851dd 100644
--- a/src/mesa/drivers/dri/savage/savagecontext.h
+++ b/src/mesa/drivers/dri/savage/savagecontext.h
@@ -294,6 +294,7 @@ struct savage_context_t {
driOptionCache optionCache;
GLint texture_depth;
GLboolean no_rast;
+ GLboolean float_depth;
};
#define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx))
diff --git a/src/mesa/drivers/dri/savage/savageioctl.c b/src/mesa/drivers/dri/savage/savageioctl.c
index dd7a84e2e72..62e7142d246 100644
--- a/src/mesa/drivers/dri/savage/savageioctl.c
+++ b/src/mesa/drivers/dri/savage/savageioctl.c
@@ -38,6 +38,7 @@
#include "savageioctl.h"
#include "savage_bci.h"
#include "savagestate.h"
+#include "savagespan.h"
#include "drm.h"
#include <sys/ioctl.h>
@@ -333,10 +334,17 @@ static void savageDDClear( GLcontext *ctx, GLbitfield mask, GLboolean all,
fprintf (stderr, "%s\n", __FUNCTION__);
clearColor = imesa->ClearColor;
- if(imesa->savageScreen->zpp == 2)
- clearDepth = (GLuint) (ctx->Depth.Clear * DEPTH_SCALE_16);
- else
- clearDepth = (GLuint) (ctx->Depth.Clear * DEPTH_SCALE_24);
+ if (imesa->float_depth) {
+ if (imesa->savageScreen->zpp == 2)
+ clearDepth = savageEncodeFloat16(1.0 - ctx->Depth.Clear);
+ else
+ clearDepth = savageEncodeFloat24(1.0 - ctx->Depth.Clear);
+ } else {
+ if (imesa->savageScreen->zpp == 2)
+ clearDepth = (GLuint) ((1.0 - ctx->Depth.Clear) * DEPTH_SCALE_16);
+ else
+ clearDepth = (GLuint) ((1.0 - ctx->Depth.Clear) * DEPTH_SCALE_24);
+ }
colorMask = *((GLuint *) &ctx->Color.ColorMask);
depthMask = 0;
diff --git a/src/mesa/drivers/dri/savage/savagespan.c b/src/mesa/drivers/dri/savage/savagespan.c
index 0caee3a652d..6cda13cc295 100644
--- a/src/mesa/drivers/dri/savage/savagespan.c
+++ b/src/mesa/drivers/dri/savage/savagespan.c
@@ -158,13 +158,14 @@ do { \
-/* 16 bit depthbuffer functions.
+/* 16 bit integer depthbuffer functions
+ * Depth range is reversed. See also savageCalcViewport.
*/
#define WRITE_DEPTH( _x, _y, d ) \
- *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch) = d
+ *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch) = 0xFFFF - d
#define READ_DEPTH( d, _x, _y ) \
- d = *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch)
+ d = 0xFFFF - *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch)
#define TAG(x) savage##x##_16
#include "depthtmp.h"
@@ -173,22 +174,62 @@ do { \
-/* 8-bit stencil /24-bit depth depthbuffer functions.
+/* 16 bit float depthbuffer functions
+ */
+#define WRITE_DEPTH( _x, _y, d ) \
+ *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch) = \
+ savageEncodeFloat16( 1.0 - (GLfloat)d/65535.0 )
+
+#define READ_DEPTH( d, _x, _y ) \
+ d = 65535 - \
+ savageDecodeFloat16( *(GLushort *)(buf + ((_x)<<1) + (_y)*pitch) ) * \
+ 65535.0
+
+#define TAG(x) savage##x##_16f
+#include "depthtmp.h"
+
+
+
+
+
+/* 8-bit stencil /24-bit integer depth depthbuffer functions.
+ * Depth range is reversed. See also savageCalcViewport.
*/
#define WRITE_DEPTH( _x, _y, d ) do { \
GLuint tmp = *(GLuint *)(buf + ((_x)<<2) + (_y)*pitch); \
tmp &= 0xFF000000; \
- tmp |= d; \
+ tmp |= 0x00FFFFFF - d; \
*(GLuint *)(buf + (_x<<2) + _y*pitch) = tmp; \
} while(0)
#define READ_DEPTH( d, _x, _y ) \
- d = *(GLuint *)(buf + ((_x)<<2) + (_y)*pitch)
+ d = 0x00FFFFFF - (*(GLuint *)(buf + ((_x)<<2) + (_y)*pitch) & 0x00FFFFFF)
#define TAG(x) savage##x##_8_24
#include "depthtmp.h"
+
+
+
+/* 24 bit float depthbuffer functions
+ */
+#define WRITE_DEPTH( _x, _y, d ) do { \
+ GLuint tmp = *(GLuint *)(buf + ((_x)<<2) + (_y)*pitch); \
+ tmp &= 0xFF000000; \
+ tmp |= savageEncodeFloat24( 1.0 - (GLfloat)d/16777215.0 ); \
+ *(GLuint *)(buf + (_x<<2) + _y*pitch) = tmp; \
+} while(0)
+
+#define READ_DEPTH( d, _x, _y ) \
+ d = 16777215 - savageDecodeFloat24( \
+ *(GLuint *)(buf + ((_x)<<2) + (_y)*pitch) & 0x00FFFFFF) \
+ * 16777215.0
+
+#define TAG(x) savage##x##_8_24f
+#include "depthtmp.h"
+
+
#define WRITE_STENCIL( _x, _y, d ) do { \
GLuint tmp = *(GLuint *)(buf + ((_x)<<2) + (_y)*pitch); \
tmp &= 0x00FFFFFF; \
@@ -315,20 +356,36 @@ void savageDDInitSpanFuncs( GLcontext *ctx )
switch (imesa->savageScreen->zpp)
{
- case 2:
- swdd->ReadDepthSpan = savageReadDepthSpan_16;
- swdd->WriteDepthSpan = savageWriteDepthSpan_16;
- swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_16;
- swdd->ReadDepthPixels = savageReadDepthPixels_16;
- swdd->WriteDepthPixels = savageWriteDepthPixels_16;
+ case 2:
+ if (imesa->float_depth) {
+ swdd->ReadDepthSpan = savageReadDepthSpan_16f;
+ swdd->WriteDepthSpan = savageWriteDepthSpan_16f;
+ swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_16f;
+ swdd->ReadDepthPixels = savageReadDepthPixels_16f;
+ swdd->WriteDepthPixels = savageWriteDepthPixels_16f;
+ } else {
+ swdd->ReadDepthSpan = savageReadDepthSpan_16;
+ swdd->WriteDepthSpan = savageWriteDepthSpan_16;
+ swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_16;
+ swdd->ReadDepthPixels = savageReadDepthPixels_16;
+ swdd->WriteDepthPixels = savageWriteDepthPixels_16;
+ }
break;
case 4:
- swdd->ReadDepthSpan = savageReadDepthSpan_8_24;
- swdd->WriteDepthSpan = savageWriteDepthSpan_8_24;
- swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_8_24;
- swdd->ReadDepthPixels = savageReadDepthPixels_8_24;
- swdd->WriteDepthPixels = savageWriteDepthPixels_8_24;
+ if (imesa->float_depth) {
+ swdd->ReadDepthSpan = savageReadDepthSpan_8_24f;
+ swdd->WriteDepthSpan = savageWriteDepthSpan_8_24f;
+ swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_8_24f;
+ swdd->ReadDepthPixels = savageReadDepthPixels_8_24f;
+ swdd->WriteDepthPixels = savageWriteDepthPixels_8_24f;
+ } else {
+ swdd->ReadDepthSpan = savageReadDepthSpan_8_24;
+ swdd->WriteDepthSpan = savageWriteDepthSpan_8_24;
+ swdd->WriteMonoDepthSpan = savageWriteMonoDepthSpan_8_24;
+ swdd->ReadDepthPixels = savageReadDepthPixels_8_24;
+ swdd->WriteDepthPixels = savageWriteDepthPixels_8_24;
+ }
swdd->ReadStencilSpan = savageReadStencilSpan_8_24;
swdd->WriteStencilSpan = savageWriteStencilSpan_8_24;
swdd->ReadStencilPixels = savageReadStencilPixels_8_24;
diff --git a/src/mesa/drivers/dri/savage/savagespan.h b/src/mesa/drivers/dri/savage/savagespan.h
index 35247b47061..cb3a1b52fd7 100644
--- a/src/mesa/drivers/dri/savage/savagespan.h
+++ b/src/mesa/drivers/dri/savage/savagespan.h
@@ -27,4 +27,102 @@
extern void savageDDInitSpanFuncs( GLcontext *ctx );
+/*
+ * Savage 16-bit float depth format with zExpOffset=16:
+ * 4 bit unsigned exponent, 12 bit mantissa
+ *
+ * The meaning of the mantissa is different from IEEE floatint point
+ * formats. The same number can't be encoded with different exponents.
+ * So no bits are wasted.
+ *
+ * exponent | range encoded by mantissa | accuracy or mantissa
+ * ---------+---------------------------+---------------------
+ * 15 | 2^-1 .. 1 | 2^-13
+ * 14 | 2^-2 .. 2^-1 | 2^-14
+ * 13 | 2^-3 .. 2^-2 | 2^-15
+ * ... | ... |
+ * 2 | 2^-14 .. 2^-13 | 2^-27
+ * 1 | 2^-15 .. 2^-14 | 2^-27
+ * 0 | 2^-16 .. 2^-15 | 2^-28
+ *
+ * Note that there is no encoding for numbers < 2^-16.
+ */
+static __inline GLuint savageEncodeFloat16( GLdouble x )
+{
+ GLint r = (GLint)(x * 0x10000000);
+ GLint exp = 0;
+ if (r < 0x1000)
+ return 0;
+ while (r - 0x1000 > 0x0fff) {
+ r >>= 1;
+ exp++;
+ }
+ return exp > 0xf ? 0xffff : (r - 0x1000) | (exp << 12);
+}
+static __inline GLdouble savageDecodeFloat16( GLuint x )
+{
+ static const GLdouble pow2[16] = {
+ 1.0/(1<<28), 1.0/(1<<27), 1.0/(1<<26), 1.0/(1<<25),
+ 1.0/(1<<24), 1.0/(1<<23), 1.0/(1<<22), 1.0/(1<<21),
+ 1.0/(1<<20), 1.0/(1<<19), 1.0/(1<<18), 1.0/(1<<17),
+ 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13)
+ };
+ static const GLdouble bias[16] = {
+ 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13),
+ 1.0/(1<<12), 1.0/(1<<11), 1.0/(1<<10), 1.0/(1<< 9),
+ 1.0/(1<< 8), 1.0/(1<< 7), 1.0/(1<< 6), 1.0/(1<< 5),
+ 1.0/(1<< 4), 1.0/(1<< 3), 1.0/(1<< 2), 1.0/(1<< 1)
+ };
+ GLuint mant = x & 0x0fff;
+ GLuint exp = (x >> 12) & 0xf;
+ return bias[exp] + pow2[exp]*mant;
+}
+
+/*
+ * Savage 24-bit float depth format with zExpOffset=32:
+ * 5 bit unsigned exponent, 19 bit mantissa
+ *
+ * Details analogous to the 16-bit format.
+ */
+static __inline GLuint savageEncodeFloat24( GLdouble x )
+{
+ int64_t r = (int64_t)(x * ((int64_t)1 << (19+32)));
+ GLint exp = 0;
+ if (r < 0x80000)
+ return 0;
+ while (r - 0x80000 > 0x7ffff) {
+ r >>= 1;
+ exp++;
+ }
+ return exp > 0x1f ? 0xffffff : (r - 0x80000) | (exp << 19);
+}
+#define _1 (int64_t)1
+static __inline GLdouble savageDecodeFloat24( GLuint x )
+{
+ static const GLdouble pow2[32] = {
+ 1.0/(_1<<51), 1.0/(_1<<50), 1.0/(_1<<49), 1.0/(_1<<48),
+ 1.0/(_1<<47), 1.0/(_1<<46), 1.0/(_1<<45), 1.0/(_1<<44),
+ 1.0/(_1<<43), 1.0/(_1<<42), 1.0/(_1<<41), 1.0/(_1<<40),
+ 1.0/(_1<<39), 1.0/(_1<<38), 1.0/(_1<<37), 1.0/(_1<<36),
+ 1.0/(_1<<35), 1.0/(_1<<34), 1.0/(_1<<33), 1.0/(_1<<32),
+ 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29), 1.0/(_1<<28),
+ 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25), 1.0/(_1<<24),
+ 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21), 1.0/(_1<<20)
+ };
+ static const GLdouble bias[32] = {
+ 1.0/(_1<<32), 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29),
+ 1.0/(_1<<28), 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25),
+ 1.0/(_1<<24), 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21),
+ 1.0/(_1<<20), 1.0/(_1<<19), 1.0/(_1<<18), 1.0/(_1<<17),
+ 1.0/(_1<<16), 1.0/(_1<<15), 1.0/(_1<<14), 1.0/(_1<<13),
+ 1.0/(_1<<12), 1.0/(_1<<11), 1.0/(_1<<10), 1.0/(_1<< 9),
+ 1.0/(_1<< 8), 1.0/(_1<< 7), 1.0/(_1<< 6), 1.0/(_1<< 5),
+ 1.0/(_1<< 4), 1.0/(_1<< 3), 1.0/(_1<< 2), 1.0/(_1<< 1)
+ };
+ GLuint mant = x & 0x7ffff;
+ GLuint exp = (x >> 19) & 0x1f;
+ return bias[exp] + pow2[exp]*mant;
+}
+#undef _1
+
#endif
diff --git a/src/mesa/drivers/dri/savage/savagestate.c b/src/mesa/drivers/dri/savage/savagestate.c
index d6048291bee..ec3b5c4adc0 100644
--- a/src/mesa/drivers/dri/savage/savagestate.c
+++ b/src/mesa/drivers/dri/savage/savagestate.c
@@ -470,14 +470,14 @@ static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
* set up z read/write watermarks register (global)
*/
- switch(func) {
+ switch(func) { /* reversed (see savageCalcViewport) */
case GL_NEVER: zmode = CF_Never; break;
case GL_ALWAYS: zmode = CF_Always; break;
- case GL_LESS: zmode = CF_Less; break;
- case GL_LEQUAL: zmode = CF_LessEqual; break;
+ case GL_LESS: zmode = CF_Greater; break;
+ case GL_LEQUAL: zmode = CF_GreaterEqual; break;
case GL_EQUAL: zmode = CF_Equal; break;
- case GL_GREATER: zmode = CF_Greater; break;
- case GL_GEQUAL: zmode = CF_GreaterEqual; break;
+ case GL_GREATER: zmode = CF_Less; break;
+ case GL_GEQUAL: zmode = CF_LessEqual; break;
case GL_NOTEQUAL: zmode = CF_NotEqual; break;
default:return;
}
@@ -539,14 +539,14 @@ static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
* set up z-buffer offset register (global)
* set up z read/write watermarks register (global)
*/
- switch(func) {
+ switch(func) { /* reversed (see savageCalcViewport) */
case GL_NEVER: zmode = CF_Never; break;
case GL_ALWAYS: zmode = CF_Always; break;
- case GL_LESS: zmode = CF_Less; break;
- case GL_LEQUAL: zmode = CF_LessEqual; break;
+ case GL_LESS: zmode = CF_Greater; break;
+ case GL_LEQUAL: zmode = CF_GreaterEqual; break;
case GL_EQUAL: zmode = CF_Equal; break;
- case GL_GREATER: zmode = CF_Greater; break;
- case GL_GEQUAL: zmode = CF_GreaterEqual; break;
+ case GL_GREATER: zmode = CF_Less; break;
+ case GL_GEQUAL: zmode = CF_LessEqual; break;
case GL_NOTEQUAL: zmode = CF_NotEqual; break;
default:return;
}
@@ -716,14 +716,22 @@ static void savageCalcViewport( GLcontext *ctx )
const GLfloat *v = ctx->Viewport._WindowMap.m;
GLfloat *m = imesa->hw_viewport;
- /* See also mga_translate_vertex.
- */
m[MAT_SX] = v[MAT_SX];
m[MAT_TX] = v[MAT_TX] + imesa->drawX + SUBPIXEL_X;
m[MAT_SY] = - v[MAT_SY];
m[MAT_TY] = - v[MAT_TY] + imesa->driDrawable->h + imesa->drawY + SUBPIXEL_Y;
- m[MAT_SZ] = v[MAT_SZ] * imesa->depth_scale;
- m[MAT_TZ] = v[MAT_TZ] * imesa->depth_scale;
+ /* Depth range is reversed (far: 0, near: 1) so that float depth
+ * compensates for loss of accuracy of far coordinates. */
+ if (imesa->float_depth && imesa->savageScreen->zpp == 2) {
+ /* The Savage 16-bit floating point depth format can't encode
+ * numbers < 2^-16. Make sure all depth values stay greater
+ * than that. */
+ m[MAT_SZ] = - v[MAT_SZ] * imesa->depth_scale * (65535.0/65536.0);
+ m[MAT_TZ] = 1.0 - v[MAT_TZ] * imesa->depth_scale * (65535.0/65536.0);
+ } else {
+ m[MAT_SZ] = - v[MAT_SZ] * imesa->depth_scale;
+ m[MAT_TZ] = 1.0 - v[MAT_TZ] * imesa->depth_scale;
+ }
imesa->SetupNewInputs = ~0;
}
@@ -1612,7 +1620,14 @@ static void savageDDInitState_s4( savageContextPtr imesa )
imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Less;
imesa->regs.s4.zBufCtrl.ni.wToZEn = GL_TRUE;
- /*imesa->regs.s4.ZBufCtrl.ni.floatZEn = GL_TRUE;*/
+ if (imesa->float_depth) {
+ imesa->regs.s4.zBufCtrl.ni.zExpOffset =
+ imesa->savageScreen->zpp == 2 ? 16 : 32;
+ imesa->regs.s4.zBufCtrl.ni.floatZEn = GL_TRUE;
+ } else {
+ imesa->regs.s4.zBufCtrl.ni.zExpOffset = 0;
+ imesa->regs.s4.zBufCtrl.ni.floatZEn = GL_FALSE;
+ }
imesa->regs.s4.texBlendCtrl[0].ui = TBC_NoTexMap;
imesa->regs.s4.texBlendCtrl[1].ui = TBC_NoTexMap1;
imesa->regs.s4.drawCtrl0.ui = 0;