radeon_span.c revision cea0c2b14426bf315ae606656274dae5eedd1b6a
1/************************************************************************** 2 3Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved. 4Copyright 2000, 2001 ATI Technologies Inc., Ontario, Canada, and 5 VA Linux Systems Inc., Fremont, California. 6 7The Weather Channel (TM) funded Tungsten Graphics to develop the 8initial release of the Radeon 8500 driver under the XFree86 license. 9This notice must be preserved. 10 11All Rights Reserved. 12 13Permission is hereby granted, free of charge, to any person obtaining 14a copy of this software and associated documentation files (the 15"Software"), to deal in the Software without restriction, including 16without limitation the rights to use, copy, modify, merge, publish, 17distribute, sublicense, and/or sell copies of the Software, and to 18permit persons to whom the Software is furnished to do so, subject to 19the following conditions: 20 21The above copyright notice and this permission notice (including the 22next paragraph) shall be included in all copies or substantial 23portions of the Software. 24 25THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 26EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 27MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 28IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 29LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 30OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 31WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 32 33**************************************************************************/ 34 35/* 36 * Authors: 37 * Kevin E. Martin <martin@valinux.com> 38 * Gareth Hughes <gareth@valinux.com> 39 * Keith Whitwell <keith@tungstengraphics.com> 40 * 41 */ 42 43#include "glheader.h" 44#include "swrast/swrast.h" 45 46#include "radeon_context.h" 47#include "radeon_ioctl.h" 48#include "radeon_state.h" 49#include "radeon_span.h" 50#include "radeon_tex.h" 51 52#include "drirenderbuffer.h" 53 54#define DBG 0 55 56/* 57 * Note that all information needed to access pixels in a renderbuffer 58 * should be obtained through the gl_renderbuffer parameter, not per-context 59 * information. 60 */ 61#define LOCAL_VARS \ 62 driRenderbuffer *drb = (driRenderbuffer *) rb; \ 63 const __DRIdrawablePrivate *dPriv = drb->dPriv; \ 64 const GLuint bottom = dPriv->h - 1; \ 65 GLubyte *buf = (GLubyte *) drb->flippedData \ 66 + (dPriv->y * drb->flippedPitch + dPriv->x) * drb->cpp; \ 67 GLuint p; \ 68 (void) p; 69 70#define LOCAL_DEPTH_VARS \ 71 driRenderbuffer *drb = (driRenderbuffer *) rb; \ 72 const __DRIdrawablePrivate *dPriv = drb->dPriv; \ 73 const GLuint bottom = dPriv->h - 1; \ 74 GLuint xo = dPriv->x; \ 75 GLuint yo = dPriv->y; \ 76 GLubyte *buf = (GLubyte *) drb->Base.Data; 77 78#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS 79 80#define Y_FLIP(Y) (bottom - (Y)) 81 82#define HW_LOCK() 83 84#define HW_UNLOCK() 85 86/* ================================================================ 87 * Color buffer 88 */ 89 90/* 16 bit, RGB565 color spanline and pixel functions 91 */ 92#define SPANTMP_PIXEL_FMT GL_RGB 93#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5 94 95#define TAG(x) radeon##x##_RGB565 96#define TAG2(x,y) radeon##x##_RGB565##y 97#define GET_PTR(X,Y) (buf + ((Y) * drb->flippedPitch + (X)) * 2) 98#include "spantmp2.h" 99 100/* 32 bit, ARGB8888 color spanline and pixel functions 101 */ 102#define SPANTMP_PIXEL_FMT GL_BGRA 103#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV 104 105#define TAG(x) radeon##x##_ARGB8888 106#define TAG2(x,y) radeon##x##_ARGB8888##y 107#define GET_PTR(X,Y) (buf + ((Y) * drb->flippedPitch + (X)) * 4) 108#include "spantmp2.h" 109 110/* ================================================================ 111 * Depth buffer 112 */ 113 114/* The Radeon family has depth tiling on all the time, so we have to convert 115 * the x,y coordinates into the memory bus address (mba) in the same 116 * manner as the engine. In each case, the linear block address (ba) 117 * is calculated, and then wired with x and y to produce the final 118 * memory address. 119 * The chip will do address translation on its own if the surface registers 120 * are set up correctly. It is not quite enough to get it working with hyperz 121 * too... 122 */ 123 124static GLuint radeon_mba_z32(const driRenderbuffer * drb, GLint x, GLint y) 125{ 126 GLuint pitch = drb->pitch; 127 if (drb->depthHasSurface) { 128 return 4 * (x + y * pitch); 129 } else { 130 GLuint ba, address = 0; /* a[0..1] = 0 */ 131 132 ba = (y / 16) * (pitch / 16) + (x / 16); 133 134 address |= (x & 0x7) << 2; /* a[2..4] = x[0..2] */ 135 address |= (y & 0x3) << 5; /* a[5..6] = y[0..1] */ 136 address |= (((x & 0x10) >> 2) ^ (y & 0x4)) << 5; /* a[7] = x[4] ^ y[2] */ 137 address |= (ba & 0x3) << 8; /* a[8..9] = ba[0..1] */ 138 139 address |= (y & 0x8) << 7; /* a[10] = y[3] */ 140 address |= (((x & 0x8) << 1) ^ (y & 0x10)) << 7; /* a[11] = x[3] ^ y[4] */ 141 address |= (ba & ~0x3) << 10; /* a[12..] = ba[2..] */ 142 143 return address; 144 } 145} 146 147static INLINE GLuint 148radeon_mba_z16(const driRenderbuffer * drb, GLint x, GLint y) 149{ 150 GLuint pitch = drb->pitch; 151 if (drb->depthHasSurface) { 152 return 2 * (x + y * pitch); 153 } else { 154 GLuint ba, address = 0; /* a[0] = 0 */ 155 156 ba = (y / 16) * (pitch / 32) + (x / 32); 157 158 address |= (x & 0x7) << 1; /* a[1..3] = x[0..2] */ 159 address |= (y & 0x7) << 4; /* a[4..6] = y[0..2] */ 160 address |= (x & 0x8) << 4; /* a[7] = x[3] */ 161 address |= (ba & 0x3) << 8; /* a[8..9] = ba[0..1] */ 162 address |= (y & 0x8) << 7; /* a[10] = y[3] */ 163 address |= ((x & 0x10) ^ (y & 0x10)) << 7; /* a[11] = x[4] ^ y[4] */ 164 address |= (ba & ~0x3) << 10; /* a[12..] = ba[2..] */ 165 166 return address; 167 } 168} 169 170/* 16-bit depth buffer functions 171 */ 172#define WRITE_DEPTH( _x, _y, d ) \ 173 *(GLushort *)(buf + radeon_mba_z16( drb, _x + xo, _y + yo )) = d; 174 175#define READ_DEPTH( d, _x, _y ) \ 176 d = *(GLushort *)(buf + radeon_mba_z16( drb, _x + xo, _y + yo )); 177 178#define TAG(x) radeon##x##_z16 179#include "depthtmp.h" 180 181/* 24 bit depth, 8 bit stencil depthbuffer functions 182 */ 183#define WRITE_DEPTH( _x, _y, d ) \ 184do { \ 185 GLuint offset = radeon_mba_z32( drb, _x + xo, _y + yo ); \ 186 GLuint tmp = *(GLuint *)(buf + offset); \ 187 tmp &= 0xff000000; \ 188 tmp |= ((d) & 0x00ffffff); \ 189 *(GLuint *)(buf + offset) = tmp; \ 190} while (0) 191 192#define READ_DEPTH( d, _x, _y ) \ 193 d = *(GLuint *)(buf + radeon_mba_z32( drb, _x + xo, \ 194 _y + yo )) & 0x00ffffff; 195 196#define TAG(x) radeon##x##_z24_s8 197#include "depthtmp.h" 198 199/* ================================================================ 200 * Stencil buffer 201 */ 202 203/* 24 bit depth, 8 bit stencil depthbuffer functions 204 */ 205#define WRITE_STENCIL( _x, _y, d ) \ 206do { \ 207 GLuint offset = radeon_mba_z32( drb, _x + xo, _y + yo ); \ 208 GLuint tmp = *(GLuint *)(buf + offset); \ 209 tmp &= 0x00ffffff; \ 210 tmp |= (((d) & 0xff) << 24); \ 211 *(GLuint *)(buf + offset) = tmp; \ 212} while (0) 213 214#define READ_STENCIL( d, _x, _y ) \ 215do { \ 216 GLuint offset = radeon_mba_z32( drb, _x + xo, _y + yo ); \ 217 GLuint tmp = *(GLuint *)(buf + offset); \ 218 tmp &= 0xff000000; \ 219 d = tmp >> 24; \ 220} while (0) 221 222#define TAG(x) radeon##x##_z24_s8 223#include "stenciltmp.h" 224 225/* Move locking out to get reasonable span performance (10x better 226 * than doing this in HW_LOCK above). WaitForIdle() is the main 227 * culprit. 228 */ 229 230static void radeonSpanRenderStart(GLcontext * ctx) 231{ 232 radeonContextPtr rmesa = RADEON_CONTEXT(ctx); 233 RADEON_FIREVERTICES(rmesa); 234 LOCK_HARDWARE(rmesa); 235 radeonWaitForIdleLocked(rmesa); 236} 237 238static void radeonSpanRenderFinish(GLcontext * ctx) 239{ 240 radeonContextPtr rmesa = RADEON_CONTEXT(ctx); 241 _swrast_flush(ctx); 242 UNLOCK_HARDWARE(rmesa); 243} 244 245void radeonInitSpanFuncs(GLcontext * ctx) 246{ 247 struct swrast_device_driver *swdd = 248 _swrast_GetDeviceDriverReference(ctx); 249 swdd->SpanRenderStart = radeonSpanRenderStart; 250 swdd->SpanRenderFinish = radeonSpanRenderFinish; 251} 252 253/** 254 * Plug in the Get/Put routines for the given driRenderbuffer. 255 */ 256void radeonSetSpanFunctions(driRenderbuffer * drb, const GLvisual * vis) 257{ 258 if (drb->Base.InternalFormat == GL_RGBA) { 259 if (vis->redBits == 5 && vis->greenBits == 6 260 && vis->blueBits == 5) { 261 radeonInitPointers_RGB565(&drb->Base); 262 } else { 263 radeonInitPointers_ARGB8888(&drb->Base); 264 } 265 } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT16) { 266 radeonInitDepthPointers_z16(&drb->Base); 267 } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT24) { 268 radeonInitDepthPointers_z24_s8(&drb->Base); 269 } else if (drb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) { 270 radeonInitStencilPointers_z24_s8(&drb->Base); 271 } 272} 273