r200: enable hw clears

This commit is contained in:
Dave Airlie 2009-03-10 19:03:07 +10:00
parent c122cc4097
commit 14c3bddbac
2 changed files with 235 additions and 20 deletions

View file

@ -621,6 +621,21 @@ struct r200_context {
GLboolean texmicrotile;
struct ati_fragment_shader *afs_loaded;
struct {
struct gl_fragment_program *bitmap_fp;
struct gl_vertex_program *passthrough_vp;
struct gl_fragment_program *saved_fp;
GLboolean saved_fp_enable;
struct gl_vertex_program *saved_vp;
GLboolean saved_vp_enable;
GLint saved_vp_x, saved_vp_y;
GLsizei saved_vp_width, saved_vp_height;
GLenum saved_matrix_mode;
} meta;
};
#define R200_CONTEXT(ctx) ((r200ContextPtr)(ctx->DriverCtx))

View file

@ -41,6 +41,20 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "main/context.h"
#include "swrast/swrast.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/depth.h"
#include "main/shaders.h"
#include "main/texstate.h"
#include "main/varray.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "main/stencil.h"
#include "main/matrix.h"
#include "main/attrib.h"
#include "main/enable.h"
#include "radeon_common.h"
#include "radeon_lock.h"
#include "r200_context.h"
@ -56,35 +70,220 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#define R200_TIMEOUT 512
#define R200_IDLE_RETRY 16
static void r200UserClear(GLcontext *ctx, GLuint flags)
static void
r200_meta_set_passthrough_transform(r200ContextPtr r200)
{
GLuint mask = 0;
GLcontext *ctx = r200->radeon.glCtx;
if (flags & RADEON_FRONT)
mask |= BUFFER_BIT_FRONT_LEFT;
r200->meta.saved_vp_x = ctx->Viewport.X;
r200->meta.saved_vp_y = ctx->Viewport.Y;
r200->meta.saved_vp_width = ctx->Viewport.Width;
r200->meta.saved_vp_height = ctx->Viewport.Height;
r200->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
if (flags & RADEON_BACK)
mask |= BUFFER_BIT_BACK_LEFT;
_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
if (flags & RADEON_DEPTH)
mask |= BUFFER_BIT_DEPTH;
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PushMatrix();
_mesa_LoadIdentity();
_mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
if (flags & RADEON_STENCIL)
mask |= BUFFER_BIT_STENCIL;
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PushMatrix();
_mesa_LoadIdentity();
}
#if 1
_swrast_Clear(ctx, mask);
#else
if (flags & (RADEON_FRONT | RADEON_BACK)) {
static void
r200_meta_restore_transform(r200ContextPtr r200)
{
_mesa_MatrixMode(GL_PROJECTION);
_mesa_PopMatrix();
_mesa_MatrixMode(GL_MODELVIEW);
_mesa_PopMatrix();
_mesa_MatrixMode(r200->meta.saved_matrix_mode);
_mesa_Viewport(r200->meta.saved_vp_x, r200->meta.saved_vp_y,
r200->meta.saved_vp_width, r200->meta.saved_vp_height);
}
/**
* Perform glClear where mask contains only color, depth, and/or stencil.
*
* The implementation is based on calling into Mesa to set GL state and
* performing normal triangle rendering. The intent of this path is to
* have as generic a path as possible, so that any driver could make use of
* it.
*/
static void radeon_clear_tris(GLcontext *ctx, GLbitfield mask)
{
r200ContextPtr rmesa = R200_CONTEXT(ctx);
GLfloat vertices[4][3];
GLfloat color[4][4];
GLfloat dst_z;
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
GLboolean saved_shader_program = 0;
unsigned int saved_active_texture;
assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_CURRENT_BIT |
GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
saved_active_texture = ctx->Texture.CurrentUnit;
/* Disable existing GL state we don't want to apply to a clear. */
_mesa_Disable(GL_ALPHA_TEST);
_mesa_Disable(GL_BLEND);
_mesa_Disable(GL_CULL_FACE);
_mesa_Disable(GL_FOG);
_mesa_Disable(GL_POLYGON_SMOOTH);
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_POLYGON_OFFSET_FILL);
_mesa_Disable(GL_LIGHTING);
_mesa_Disable(GL_CLIP_PLANE0);
_mesa_Disable(GL_CLIP_PLANE1);
_mesa_Disable(GL_CLIP_PLANE2);
_mesa_Disable(GL_CLIP_PLANE3);
_mesa_Disable(GL_CLIP_PLANE4);
_mesa_Disable(GL_CLIP_PLANE5);
if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
saved_fp_enable = GL_TRUE;
_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
}
if ((flags & (RADEON_DEPTH | RADEON_STENCIL))
&& (flags & RADEON_CLEAR_FASTZ)) {
if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
saved_vp_enable = GL_TRUE;
_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
}
#endif
if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
saved_shader_program = ctx->Shader.CurrentProgram->Name;
_mesa_UseProgramObjectARB(0);
}
if (ctx->Texture._EnabledUnits != 0) {
int i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
_mesa_Disable(GL_TEXTURE_1D);
_mesa_Disable(GL_TEXTURE_2D);
_mesa_Disable(GL_TEXTURE_3D);
if (ctx->Extensions.ARB_texture_cube_map)
_mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
if (ctx->Extensions.NV_texture_rectangle)
_mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
if (ctx->Extensions.MESA_texture_array) {
_mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
_mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
}
}
}
r200_meta_set_passthrough_transform(rmesa);
for (i = 0; i < 4; i++) {
color[i][0] = ctx->Color.ClearColor[0];
color[i][1] = ctx->Color.ClearColor[1];
color[i][2] = ctx->Color.ClearColor[2];
color[i][3] = ctx->Color.ClearColor[3];
}
/* convert clear Z from [0,1] to NDC coord in [-1,1] */
dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
/* Prepare the vertices, which are the same regardless of which buffer we're
* drawing to.
*/
vertices[0][0] = fb->_Xmin;
vertices[0][1] = fb->_Ymin;
vertices[0][2] = dst_z;
vertices[1][0] = fb->_Xmax;
vertices[1][1] = fb->_Ymin;
vertices[1][2] = dst_z;
vertices[2][0] = fb->_Xmax;
vertices[2][1] = fb->_Ymax;
vertices[2][2] = dst_z;
vertices[3][0] = fb->_Xmin;
vertices[3][1] = fb->_Ymax;
vertices[3][2] = dst_z;
_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
_mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_COLOR_ARRAY);
_mesa_Enable(GL_VERTEX_ARRAY);
while (mask != 0) {
GLuint this_mask = 0;
if (mask & BUFFER_BIT_BACK_LEFT)
this_mask = BUFFER_BIT_BACK_LEFT;
else if (mask & BUFFER_BIT_FRONT_LEFT)
this_mask = BUFFER_BIT_FRONT_LEFT;
/* Clear depth/stencil in the same pass as color. */
this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
/* Select the current color buffer and use the color write mask if
* we have one, otherwise don't write any color channels.
*/
if (this_mask & BUFFER_BIT_FRONT_LEFT)
_mesa_DrawBuffer(GL_FRONT_LEFT);
else if (this_mask & BUFFER_BIT_BACK_LEFT)
_mesa_DrawBuffer(GL_BACK_LEFT);
else
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* Control writing of the depth clear value to depth. */
if (this_mask & BUFFER_BIT_DEPTH) {
_mesa_DepthFunc(GL_ALWAYS);
_mesa_Enable(GL_DEPTH_TEST);
} else {
_mesa_Disable(GL_DEPTH_TEST);
_mesa_DepthMask(GL_FALSE);
}
/* Control writing of the stencil clear value to stencil. */
if (this_mask & BUFFER_BIT_STENCIL) {
_mesa_Enable(GL_STENCIL_TEST);
_mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
_mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
ctx->Stencil.WriteMask[0]);
} else {
_mesa_Disable(GL_STENCIL_TEST);
}
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
mask &= ~this_mask;
}
r200_meta_restore_transform(rmesa);
_mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
if (saved_fp_enable)
_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
if (saved_vp_enable)
_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
if (saved_shader_program)
_mesa_UseProgramObjectARB(saved_shader_program);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
}
static void r200UserClear(GLcontext *ctx, GLuint mask)
{
radeon_clear_tris(ctx, mask);
}
static void r200KernelClear(GLcontext *ctx, GLuint flags)
@ -218,6 +417,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
GLuint flags = 0;
GLuint color_mask = 0;
GLint ret;
GLuint orig_mask = mask;
if ( R200_DEBUG & DEBUG_IOCTL ) {
fprintf( stderr, "r200Clear %x %d\n", mask, rmesa->radeon.sarea->pfCurrentPage);
@ -275,7 +475,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
}
if (rmesa->radeon.radeonScreen->kernel_mm)
r200UserClear(ctx, flags);
r200UserClear(ctx, orig_mask);
else
r200KernelClear(ctx, flags);