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      1 /*
      2  * Copyright (C) 2009 Francisco Jerez.
      3  * All Rights Reserved.
      4  *
      5  * Permission is hereby granted, free of charge, to any person obtaining
      6  * a copy of this software and associated documentation files (the
      7  * "Software"), to deal in the Software without restriction, including
      8  * without limitation the rights to use, copy, modify, merge, publish,
      9  * distribute, sublicense, and/or sell copies of the Software, and to
     10  * permit persons to whom the Software is furnished to do so, subject to
     11  * the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the
     14  * next paragraph) shall be included in all copies or substantial
     15  * portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
     21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
     22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
     23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  *
     25  */
     26 
     27 #include "nouveau_driver.h"
     28 #include "nouveau_context.h"
     29 #include "nouveau_fbo.h"
     30 #include "nouveau_util.h"
     31 #include "nv04_3d.xml.h"
     32 #include "nv04_driver.h"
     33 
     34 static inline unsigned
     35 get_rt_format(mesa_format format)
     36 {
     37 	switch (format) {
     38 	case MESA_FORMAT_B8G8R8X8_UNORM:
     39 		return NV04_CONTEXT_SURFACES_3D_FORMAT_COLOR_X8R8G8B8_X8R8G8B8;
     40 	case MESA_FORMAT_B8G8R8A8_UNORM:
     41 		return NV04_CONTEXT_SURFACES_3D_FORMAT_COLOR_A8R8G8B8;
     42 	case MESA_FORMAT_B5G6R5_UNORM:
     43 		return NV04_CONTEXT_SURFACES_3D_FORMAT_COLOR_R5G6B5;
     44 	default:
     45 		assert(0);
     46 	}
     47 }
     48 
     49 void
     50 nv04_emit_framebuffer(struct gl_context *ctx, int emit)
     51 {
     52 	struct nouveau_pushbuf *push = context_push(ctx);
     53 	struct gl_framebuffer *fb = ctx->DrawBuffer;
     54 	struct nouveau_surface *s;
     55 	uint32_t rt_format = NV04_CONTEXT_SURFACES_3D_FORMAT_TYPE_PITCH;
     56 	uint32_t rt_pitch = 0, zeta_pitch = 0;
     57 	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;
     58 
     59 	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
     60 		return;
     61 
     62 	PUSH_RESET(push, BUFCTX_FB);
     63 
     64 	/* Render target */
     65 	if (fb->_ColorDrawBuffers[0]) {
     66 		s = &to_nouveau_renderbuffer(
     67 			fb->_ColorDrawBuffers[0])->surface;
     68 
     69 		rt_format |= get_rt_format(s->format);
     70 		zeta_pitch = rt_pitch = s->pitch;
     71 
     72 		BEGIN_NV04(push, NV04_SF3D(OFFSET_COLOR), 1);
     73 		PUSH_MTHDl(push, NV04_SF3D(OFFSET_COLOR), BUFCTX_FB,
     74 				 s->bo, 0, bo_flags);
     75 	}
     76 
     77 	/* depth/stencil */
     78 	if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
     79 		s = &to_nouveau_renderbuffer(
     80 			fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;
     81 
     82 		zeta_pitch = s->pitch;
     83 
     84 		BEGIN_NV04(push, NV04_SF3D(OFFSET_ZETA), 1);
     85 		PUSH_MTHDl(push, NV04_SF3D(OFFSET_ZETA), BUFCTX_FB,
     86 				 s->bo, 0, bo_flags);
     87 	}
     88 
     89 	BEGIN_NV04(push, NV04_SF3D(FORMAT), 1);
     90 	PUSH_DATA (push, rt_format);
     91 	BEGIN_NV04(push, NV04_SF3D(PITCH), 1);
     92 	PUSH_DATA (push, zeta_pitch << 16 | rt_pitch);
     93 
     94 	/* Recompute the scissor state. */
     95 	context_dirty(ctx, SCISSOR);
     96 	context_dirty(ctx, CONTROL);
     97 }
     98 
     99 void
    100 nv04_emit_scissor(struct gl_context *ctx, int emit)
    101 {
    102 	struct nouveau_pushbuf *push = context_push(ctx);
    103 	int x, y, w, h;
    104 
    105 	get_scissors(ctx->DrawBuffer, &x, &y, &w, &h);
    106 
    107 	BEGIN_NV04(push, NV04_SF3D(CLIP_HORIZONTAL), 2);
    108 	PUSH_DATA (push, w << 16 | x);
    109 	PUSH_DATA (push, h << 16 | y);
    110 }
    111