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/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR 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 "r300_blit.h"
/* Does a "paint" into the specified rectangle.
* Returns 1 on success, 0 on error. */
int r300_fill_blit(struct r300_context* r300,
unsigned cpp,
short dst_pitch,
struct pipe_buffer* dst_buffer,
unsigned dst_offset,
short x, short y,
short w, short h,
unsigned color)
{
CS_LOCALS(r300);
uint32_t dest_type;
#if 0
/* Check for fallbacks. */
/* XXX we can do YUV surfaces, too, but only in 3D mode. Hmm... */
switch(cpp) {
case 2:
case 6:
dest_type = ATI_DATATYPE_CI8;
break;
case 4:
dest_type = ATI_DATATYPE_RGB565;
break;
case 8:
dest_type = ATI_DATATYPE_ARGB8888;
break;
default:
/* Whatever this is, we can't fill it. (Yet.) */
return 0;
}
/* XXX odds are *incredibly* good that we were in 3D just a bit ago,
* so flush here first. */
BEGIN_CS(10 + 2 + 2);
/* Set up the 2D engine. */
OUT_CS_REG(RADEON_DEFAULT_SC_BOTTOM_RIGHT,
RADEON_DEFAULT_SC_RIGHT_MAX | RADEON_DEFAULT_SC_BOTTOM_MAX);
OUT_CS_REG(RADEON_DP_GUI_MASTER_CNTL,
RADEON_GMC_DST_PITCH_OFFSET_CNTL |
RADEON_GMC_BRUSH_SOLID_COLOR |
(dest_type << 8) |
RADEON_GMC_SRC_DATATYPE_COLOR |
RADEON_ROP3_P |
RADEON_GMC_CLR_CMP_CNTL_DIS);
/* XXX pack this? */
OUT_CS_REG(RADEON_DP_BRUSH_FRGD_CLR, color);
OUT_CS_REG(RADEON_DP_BRUSH_BKGD_CLR, 0x00000000);
OUT_CS_REG(RADEON_DP_SRC_FRGD_CLR, 0xffffffff);
OUT_CS_REG(RADEON_DP_SRC_BKGD_CLR, 0x00000000);
/* XXX what should this be? */
OUT_CS_REG(RADEON_DP_WRITE_MASK, 0x00000000);
OUT_CS_REG(RADEON_DP_CNTL,
RADEON_DST_X_LEFT_TO_RIGHT | RADEON_DST_Y_TOP_TO_BOTTOM);
OUT_CS_REG(RADEON_DST_PITCH_OFFSET, 0x0);
OUT_CS_RELOC(dst_buffer, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);
/* Do the actual paint. */
OUT_CS_REG(RADEON_DST_Y_X, (y << 16) | x);
OUT_CS_REG(RADEON_DST_HEIGHT_WIDTH, (h << 16) | w);
/* Let the 2D engine settle. */
OUT_CS_REG(RADEON_DSTCACHE_CTLSTAT, RADEON_RB2D_DC_FLUSH_ALL);
OUT_CS_REG(RADEON_WAIT_UNTIL,
RADEON_WAIT_2D_IDLECLEAN | RADEON_WAIT_DMA_GUI_IDLE);
END_CS;
#endif
return 1;
}
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