/* * Copyright (C) 2009-2010 Francisco Jerez. * All Rights Reserved. * * 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. * */ #include #include "main/state.h" #include "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_fbo.h" #include "nouveau_util.h" #include "nv_object.xml.h" #include "nv10_3d.xml.h" #include "nv04_driver.h" #include "nv10_driver.h" 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 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); if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask) { if (context_chipset(ctx) >= 0x17) nv17_zclear(ctx, &buffers); else nv10_zclear(ctx, &buffers); /* Emit the zclear state if it's dirty */ _mesa_update_state(ctx); } nouveau_clear(ctx, buffers); } 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; struct gl_context *ctx; unsigned celsius_class; int ret; nctx = CALLOC_STRUCT(nouveau_context); if (!nctx) return NULL; ctx = &nctx->base; if (!nouveau_context_init(ctx, screen, visual, share_ctx)) goto fail; ctx->Extensions.ARB_texture_env_crossbar = true; ctx->Extensions.ARB_texture_env_combine = true; ctx->Extensions.ARB_texture_env_dot3 = true; ctx->Extensions.NV_texture_rectangle = true; /* GL constants. */ ctx->Const.MaxTextureLevels = 12; ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureMaxAnisotropy = 2; ctx->Const.MaxTextureLodBias = 15; ctx->Driver.Clear = nv10_clear; /* 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; 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, };