/* * Copyright 2008 Ben Skeggs * * 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 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 AUTHORS 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. */ #include #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_pack_color.h" #include "util/u_format.h" #include "util/u_surface.h" #include "nvc0_context.h" #include "nvc0_resource.h" #include "nv50/nv50_defs.xml.h" #define NVC0_ENG2D_SUPPORTED_FORMATS 0xff9ccfe1cce3ccc9ULL /* return TRUE for formats that can be converted among each other by NVC0_2D */ static INLINE boolean nvc0_2d_format_faithful(enum pipe_format format) { uint8_t id = nvc0_format_table[format].rt; return (id >= 0xc0) && (NVC0_ENG2D_SUPPORTED_FORMATS & (1ULL << (id - 0xc0))); } static INLINE uint8_t nvc0_2d_format(enum pipe_format format) { uint8_t id = nvc0_format_table[format].rt; /* Hardware values for color formats range from 0xc0 to 0xff, * but the 2D engine doesn't support all of them. */ if (nvc0_2d_format_faithful(format)) return id; switch (util_format_get_blocksize(format)) { case 1: return NV50_SURFACE_FORMAT_R8_UNORM; case 2: return NV50_SURFACE_FORMAT_R16_UNORM; case 4: return NV50_SURFACE_FORMAT_BGRA8_UNORM; case 8: return NV50_SURFACE_FORMAT_RGBA16_UNORM; case 16: return NV50_SURFACE_FORMAT_RGBA32_FLOAT; default: return 0; } } static int nvc0_2d_texture_set(struct nouveau_channel *chan, int dst, struct nv50_miptree *mt, unsigned level, unsigned layer) { struct nouveau_bo *bo = mt->base.bo; uint32_t width, height, depth; uint32_t format; uint32_t mthd = dst ? NVC0_2D_DST_FORMAT : NVC0_2D_SRC_FORMAT; uint32_t flags = mt->base.domain | (dst ? NOUVEAU_BO_WR : NOUVEAU_BO_RD); uint32_t offset = mt->level[level].offset; format = nvc0_2d_format(mt->base.base.format); if (!format) { NOUVEAU_ERR("invalid/unsupported surface format: %s\n", util_format_name(mt->base.base.format)); return 1; } width = u_minify(mt->base.base.width0, level) << mt->ms_x; height = u_minify(mt->base.base.height0, level) << mt->ms_y; depth = u_minify(mt->base.base.depth0, level); /* layer has to be < depth, and depth > tile depth / 2 */ if (!mt->layout_3d) { offset += mt->layer_stride * layer; layer = 0; depth = 1; } else if (!dst) { offset += nvc0_mt_zslice_offset(mt, level, layer); layer = 0; } if (!(bo->tile_flags & NOUVEAU_BO_TILE_LAYOUT_MASK)) { BEGIN_RING(chan, RING_2D_(mthd), 2); OUT_RING (chan, format); OUT_RING (chan, 1); BEGIN_RING(chan, RING_2D_(mthd + 0x14), 5); OUT_RING (chan, mt->level[level].pitch); OUT_RING (chan, width); OUT_RING (chan, height); OUT_RELOCh(chan, bo, offset, flags); OUT_RELOCl(chan, bo, offset, flags); } else { BEGIN_RING(chan, RING_2D_(mthd), 5); OUT_RING (chan, format); OUT_RING (chan, 0); OUT_RING (chan, mt->level[level].tile_mode); OUT_RING (chan, depth); OUT_RING (chan, layer); BEGIN_RING(chan, RING_2D_(mthd + 0x18), 4); OUT_RING (chan, width); OUT_RING (chan, height); OUT_RELOCh(chan, bo, offset, flags); OUT_RELOCl(chan, bo, offset, flags); } #if 0 if (dst) { BEGIN_RING(chan, RING_2D_(NVC0_2D_CLIP_X), 4); OUT_RING (chan, 0); OUT_RING (chan, 0); OUT_RING (chan, width); OUT_RING (chan, height); } #endif return 0; } static int nvc0_2d_texture_do_copy(struct nouveau_channel *chan, struct nv50_miptree *dst, unsigned dst_level, unsigned dx, unsigned dy, unsigned dz, struct nv50_miptree *src, unsigned src_level, unsigned sx, unsigned sy, unsigned sz, unsigned w, unsigned h) { static const uint32_t duvdxy[5] = { 0x40000000, 0x80000000, 0x00000001, 0x00000002, 0x00000004 }; int ret; uint32_t ctrl = 0x00; ret = MARK_RING(chan, 2 * 16 + 32, 4); if (ret) return ret; ret = nvc0_2d_texture_set(chan, 1, dst, dst_level, dz); if (ret) return ret; ret = nvc0_2d_texture_set(chan, 0, src, src_level, sz); if (ret) return ret; /* NOTE: 2D engine doesn't work for MS8 */ if (src->ms_x) ctrl = 0x11; /* 0/1 = CENTER/CORNER, 00/10 = POINT/BILINEAR */ BEGIN_RING(chan, RING_2D(BLIT_CONTROL), 1); OUT_RING (chan, ctrl); BEGIN_RING(chan, RING_2D(BLIT_DST_X), 4); OUT_RING (chan, dx << dst->ms_x); OUT_RING (chan, dy << dst->ms_y); OUT_RING (chan, w << dst->ms_x); OUT_RING (chan, h << dst->ms_y); BEGIN_RING(chan, RING_2D(BLIT_DU_DX_FRACT), 4); OUT_RING (chan, duvdxy[2 + ((int)src->ms_x - (int)dst->ms_x)] & 0xf0000000); OUT_RING (chan, duvdxy[2 + ((int)src->ms_x - (int)dst->ms_x)] & 0x0000000f); OUT_RING (chan, duvdxy[2 + ((int)src->ms_y - (int)dst->ms_y)] & 0xf0000000); OUT_RING (chan, duvdxy[2 + ((int)src->ms_y - (int)dst->ms_y)] & 0x0000000f); BEGIN_RING(chan, RING_2D(BLIT_SRC_X_FRACT), 4); OUT_RING (chan, 0); OUT_RING (chan, sx << src->ms_x); OUT_RING (chan, 0); OUT_RING (chan, sy << src->ms_x); return 0; } static void nvc0_resource_copy_region(struct pipe_context *pipe, struct pipe_resource *dst, unsigned dst_level, unsigned dstx, unsigned dsty, unsigned dstz, struct pipe_resource *src, unsigned src_level, const struct pipe_box *src_box) { struct nvc0_screen *screen = nvc0_context(pipe)->screen; int ret; boolean m2mf; unsigned dst_layer = dstz, src_layer = src_box->z; /* Fallback for buffers. */ if (dst->target == PIPE_BUFFER && src->target == PIPE_BUFFER) { util_resource_copy_region(pipe, dst, dst_level, dstx, dsty, dstz, src, src_level, src_box); return; } assert(src->nr_samples == dst->nr_samples); m2mf = (src->format == dst->format) || (util_format_get_blocksizebits(src->format) == util_format_get_blocksizebits(dst->format)); nv04_resource(dst)->status |= NOUVEAU_BUFFER_STATUS_GPU_WRITING; if (m2mf) { struct nv50_m2mf_rect drect, srect; unsigned i; unsigned nx = util_format_get_nblocksx(src->format, src_box->width); unsigned ny = util_format_get_nblocksy(src->format, src_box->height); nv50_m2mf_rect_setup(&drect, dst, dst_level, dstx, dsty, dstz); nv50_m2mf_rect_setup(&srect, src, src_level, src_box->x, src_box->y, src_box->z); for (i = 0; i < src_box->depth; ++i) { nvc0_m2mf_transfer_rect(&screen->base.base, &drect, &srect, nx, ny); if (nv50_miptree(dst)->layout_3d) drect.z++; else drect.base += nv50_miptree(dst)->layer_stride; if (nv50_miptree(src)->layout_3d) srect.z++; else srect.base += nv50_miptree(src)->layer_stride; } return; } assert(nvc0_2d_format_faithful(src->format)); assert(nvc0_2d_format_faithful(dst->format)); for (; dst_layer < dstz + src_box->depth; ++dst_layer, ++src_layer) { ret = nvc0_2d_texture_do_copy(screen->base.channel, nv50_miptree(dst), dst_level, dstx, dsty, dst_layer, nv50_miptree(src), src_level, src_box->x, src_box->y, src_layer, src_box->width, src_box->height); if (ret) return; } } static void nvc0_clear_render_target(struct pipe_context *pipe, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct nvc0_context *nv50 = nvc0_context(pipe); struct nvc0_screen *screen = nv50->screen; struct nouveau_channel *chan = screen->base.channel; struct nv50_surface *sf = nv50_surface(dst); struct nv04_resource *res = nv04_resource(sf->base.texture); unsigned z; BEGIN_RING(chan, RING_3D(CLEAR_COLOR(0)), 4); OUT_RINGf (chan, color->f[0]); OUT_RINGf (chan, color->f[1]); OUT_RINGf (chan, color->f[2]); OUT_RINGf (chan, color->f[3]); if (MARK_RING(chan, 18, 2)) return; BEGIN_RING(chan, RING_3D(SCREEN_SCISSOR_HORIZ), 2); OUT_RING (chan, ( width << 16) | dstx); OUT_RING (chan, (height << 16) | dsty); BEGIN_RING(chan, RING_3D(RT_CONTROL), 1); OUT_RING (chan, 1); BEGIN_RING(chan, RING_3D(RT_ADDRESS_HIGH(0)), 9); OUT_RESRCh(chan, res, sf->offset, NOUVEAU_BO_WR); OUT_RESRCl(chan, res, sf->offset, NOUVEAU_BO_WR); if (likely(nouveau_bo_tile_layout(res->bo))) { struct nv50_miptree *mt = nv50_miptree(dst->texture); OUT_RING(chan, sf->width); OUT_RING(chan, sf->height); OUT_RING(chan, nvc0_format_table[dst->format].rt); OUT_RING(chan, (mt->layout_3d << 16) | mt->level[sf->base.u.tex.level].tile_mode); OUT_RING(chan, dst->u.tex.first_layer + sf->depth); OUT_RING(chan, mt->layer_stride >> 2); OUT_RING(chan, dst->u.tex.first_layer); } else { if (res->base.target == PIPE_BUFFER) { OUT_RING(chan, 262144); OUT_RING(chan, 1); } else { OUT_RING(chan, nv50_miptree(&res->base)->level[0].pitch); OUT_RING(chan, sf->height); } OUT_RING(chan, nvc0_format_table[sf->base.format].rt); OUT_RING(chan, 1 << 12); OUT_RING(chan, 1); OUT_RING(chan, 0); OUT_RING(chan, 0); IMMED_RING(chan, RING_3D(ZETA_ENABLE), 0); /* tiled textures don't have to be fenced, they're not mapped directly */ nvc0_resource_fence(res, NOUVEAU_BO_WR); } for (z = 0; z < sf->depth; ++z) { BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, 0x3c | (z << NVC0_3D_CLEAR_BUFFERS_LAYER__SHIFT)); } nv50->dirty |= NVC0_NEW_FRAMEBUFFER; } static void nvc0_clear_depth_stencil(struct pipe_context *pipe, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct nvc0_context *nv50 = nvc0_context(pipe); struct nvc0_screen *screen = nv50->screen; struct nouveau_channel *chan = screen->base.channel; struct nv50_miptree *mt = nv50_miptree(dst->texture); struct nv50_surface *sf = nv50_surface(dst); struct nouveau_bo *bo = mt->base.bo; uint32_t mode = 0; int unk = mt->base.base.target == PIPE_TEXTURE_2D; unsigned z; if (clear_flags & PIPE_CLEAR_DEPTH) { BEGIN_RING(chan, RING_3D(CLEAR_DEPTH), 1); OUT_RINGf (chan, depth); mode |= NVC0_3D_CLEAR_BUFFERS_Z; } if (clear_flags & PIPE_CLEAR_STENCIL) { BEGIN_RING(chan, RING_3D(CLEAR_STENCIL), 1); OUT_RING (chan, stencil & 0xff); mode |= NVC0_3D_CLEAR_BUFFERS_S; } if (MARK_RING(chan, 20, 2)) return; BEGIN_RING(chan, RING_3D(SCREEN_SCISSOR_HORIZ), 2); OUT_RING (chan, ( width << 16) | dstx); OUT_RING (chan, (height << 16) | dsty); BEGIN_RING(chan, RING_3D(ZETA_ADDRESS_HIGH), 5); OUT_RELOCh(chan, bo, sf->offset, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); OUT_RELOCl(chan, bo, sf->offset, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); OUT_RING (chan, nvc0_format_table[dst->format].rt); OUT_RING (chan, mt->level[sf->base.u.tex.level].tile_mode); OUT_RING (chan, mt->layer_stride >> 2); BEGIN_RING(chan, RING_3D(ZETA_ENABLE), 1); OUT_RING (chan, 1); BEGIN_RING(chan, RING_3D(ZETA_HORIZ), 3); OUT_RING (chan, sf->width); OUT_RING (chan, sf->height); OUT_RING (chan, (unk << 16) | (dst->u.tex.first_layer + sf->depth)); BEGIN_RING(chan, RING_3D(ZETA_BASE_LAYER), 1); OUT_RING (chan, dst->u.tex.first_layer); for (z = 0; z < sf->depth; ++z) { BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, mode | (z << NVC0_3D_CLEAR_BUFFERS_LAYER__SHIFT)); } nv50->dirty |= NVC0_NEW_FRAMEBUFFER; } void nvc0_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct nvc0_context *nvc0 = nvc0_context(pipe); struct nouveau_channel *chan = nvc0->screen->base.channel; struct pipe_framebuffer_state *fb = &nvc0->framebuffer; unsigned i; uint32_t mode = 0; /* don't need NEW_BLEND, COLOR_MASK doesn't affect CLEAR_BUFFERS */ if (!nvc0_state_validate(nvc0, NVC0_NEW_FRAMEBUFFER, 9 + (fb->nr_cbufs * 2))) return; if (buffers & PIPE_CLEAR_COLOR && fb->nr_cbufs) { BEGIN_RING(chan, RING_3D(CLEAR_COLOR(0)), 4); OUT_RINGf (chan, color->f[0]); OUT_RINGf (chan, color->f[1]); OUT_RINGf (chan, color->f[2]); OUT_RINGf (chan, color->f[3]); mode = NVC0_3D_CLEAR_BUFFERS_R | NVC0_3D_CLEAR_BUFFERS_G | NVC0_3D_CLEAR_BUFFERS_B | NVC0_3D_CLEAR_BUFFERS_A; } if (buffers & PIPE_CLEAR_DEPTH) { BEGIN_RING(chan, RING_3D(CLEAR_DEPTH), 1); OUT_RING (chan, fui(depth)); mode |= NVC0_3D_CLEAR_BUFFERS_Z; } if (buffers & PIPE_CLEAR_STENCIL) { BEGIN_RING(chan, RING_3D(CLEAR_STENCIL), 1); OUT_RING (chan, stencil & 0xff); mode |= NVC0_3D_CLEAR_BUFFERS_S; } BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, mode); for (i = 1; i < fb->nr_cbufs; i++) { BEGIN_RING(chan, RING_3D(CLEAR_BUFFERS), 1); OUT_RING (chan, (i << 6) | 0x3c); } } 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_UINT) * 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_UINT: case PIPE_FORMAT_S8_UINT_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_UINT: 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_UINT: 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_UINT_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; }