📄 ffb_context.c
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/* $Id: ffb_context.c,v 1.5 2001/08/09 17:47:51 davem Exp $ * ffb_context.c: Creator/Creator3D DRI/DRM context switching. * * Copyright (C) 2000 David S. Miller (davem@redhat.com) * * Almost entirely stolen from tdfx_context.c, see there * for authors. */#include <linux/sched.h>#include <asm/upa.h>#include "ffb.h"#include "drmP.h"#include "ffb_drv.h"static int DRM(alloc_queue) (drm_device_t * dev, int is_2d_only) { ffb_dev_priv_t *fpriv = (ffb_dev_priv_t *) dev->dev_private; int i; for (i = 0; i < FFB_MAX_CTXS; i++) { if (fpriv->hw_state[i] == NULL) break; } if (i == FFB_MAX_CTXS) return -1; fpriv->hw_state[i] = kmalloc(sizeof(struct ffb_hw_context), GFP_KERNEL); if (fpriv->hw_state[i] == NULL) return -1; fpriv->hw_state[i]->is_2d_only = is_2d_only; /* Plus one because 0 is the special DRM_KERNEL_CONTEXT. */ return i + 1;}static void ffb_save_context(ffb_dev_priv_t * fpriv, int idx){ ffb_fbcPtr ffb = fpriv->regs; struct ffb_hw_context *ctx; int i; ctx = fpriv->hw_state[idx - 1]; if (idx == 0 || ctx == NULL) return; if (ctx->is_2d_only) { /* 2D applications only care about certain pieces * of state. */ ctx->drawop = upa_readl(&ffb->drawop); ctx->ppc = upa_readl(&ffb->ppc); ctx->wid = upa_readl(&ffb->wid); ctx->fg = upa_readl(&ffb->fg); ctx->bg = upa_readl(&ffb->bg); ctx->xclip = upa_readl(&ffb->xclip); ctx->fbc = upa_readl(&ffb->fbc); ctx->rop = upa_readl(&ffb->rop); ctx->cmp = upa_readl(&ffb->cmp); ctx->matchab = upa_readl(&ffb->matchab); ctx->magnab = upa_readl(&ffb->magnab); ctx->pmask = upa_readl(&ffb->pmask); ctx->xpmask = upa_readl(&ffb->xpmask); ctx->lpat = upa_readl(&ffb->lpat); ctx->fontxy = upa_readl(&ffb->fontxy); ctx->fontw = upa_readl(&ffb->fontw); ctx->fontinc = upa_readl(&ffb->fontinc); /* stencil/stencilctl only exists on FFB2+ and later * due to the introduction of 3DRAM-III. */ if (fpriv->ffb_type == ffb2_vertical_plus || fpriv->ffb_type == ffb2_horizontal_plus) { ctx->stencil = upa_readl(&ffb->stencil); ctx->stencilctl = upa_readl(&ffb->stencilctl); } for (i = 0; i < 32; i++) ctx->area_pattern[i] = upa_readl(&ffb->pattern[i]); ctx->ucsr = upa_readl(&ffb->ucsr); return; } /* Fetch drawop. */ ctx->drawop = upa_readl(&ffb->drawop); /* If we were saving the vertex registers, this is where * we would do it. We would save 32 32-bit words starting * at ffb->suvtx. */ /* Capture rendering attributes. */ ctx->ppc = upa_readl(&ffb->ppc); /* Pixel Processor Control */ ctx->wid = upa_readl(&ffb->wid); /* Current WID */ ctx->fg = upa_readl(&ffb->fg); /* Constant FG color */ ctx->bg = upa_readl(&ffb->bg); /* Constant BG color */ ctx->consty = upa_readl(&ffb->consty); /* Constant Y */ ctx->constz = upa_readl(&ffb->constz); /* Constant Z */ ctx->xclip = upa_readl(&ffb->xclip); /* X plane clip */ ctx->dcss = upa_readl(&ffb->dcss); /* Depth Cue Scale Slope */ ctx->vclipmin = upa_readl(&ffb->vclipmin); /* Primary XY clip, minimum */ ctx->vclipmax = upa_readl(&ffb->vclipmax); /* Primary XY clip, maximum */ ctx->vclipzmin = upa_readl(&ffb->vclipzmin); /* Primary Z clip, minimum */ ctx->vclipzmax = upa_readl(&ffb->vclipzmax); /* Primary Z clip, maximum */ ctx->dcsf = upa_readl(&ffb->dcsf); /* Depth Cue Scale Front Bound */ ctx->dcsb = upa_readl(&ffb->dcsb); /* Depth Cue Scale Back Bound */ ctx->dczf = upa_readl(&ffb->dczf); /* Depth Cue Scale Z Front */ ctx->dczb = upa_readl(&ffb->dczb); /* Depth Cue Scale Z Back */ ctx->blendc = upa_readl(&ffb->blendc); /* Alpha Blend Control */ ctx->blendc1 = upa_readl(&ffb->blendc1); /* Alpha Blend Color 1 */ ctx->blendc2 = upa_readl(&ffb->blendc2); /* Alpha Blend Color 2 */ ctx->fbc = upa_readl(&ffb->fbc); /* Frame Buffer Control */ ctx->rop = upa_readl(&ffb->rop); /* Raster Operation */ ctx->cmp = upa_readl(&ffb->cmp); /* Compare Controls */ ctx->matchab = upa_readl(&ffb->matchab); /* Buffer A/B Match Ops */ ctx->matchc = upa_readl(&ffb->matchc); /* Buffer C Match Ops */ ctx->magnab = upa_readl(&ffb->magnab); /* Buffer A/B Magnitude Ops */ ctx->magnc = upa_readl(&ffb->magnc); /* Buffer C Magnitude Ops */ ctx->pmask = upa_readl(&ffb->pmask); /* RGB Plane Mask */ ctx->xpmask = upa_readl(&ffb->xpmask); /* X Plane Mask */ ctx->ypmask = upa_readl(&ffb->ypmask); /* Y Plane Mask */ ctx->zpmask = upa_readl(&ffb->zpmask); /* Z Plane Mask */ /* Auxiliary Clips. */ ctx->auxclip0min = upa_readl(&ffb->auxclip[0].min); ctx->auxclip0max = upa_readl(&ffb->auxclip[0].max); ctx->auxclip1min = upa_readl(&ffb->auxclip[1].min); ctx->auxclip1max = upa_readl(&ffb->auxclip[1].max); ctx->auxclip2min = upa_readl(&ffb->auxclip[2].min); ctx->auxclip2max = upa_readl(&ffb->auxclip[2].max); ctx->auxclip3min = upa_readl(&ffb->auxclip[3].min); ctx->auxclip3max = upa_readl(&ffb->auxclip[3].max); ctx->lpat = upa_readl(&ffb->lpat); /* Line Pattern */ ctx->fontxy = upa_readl(&ffb->fontxy); /* XY Font Coordinate */ ctx->fontw = upa_readl(&ffb->fontw); /* Font Width */ ctx->fontinc = upa_readl(&ffb->fontinc); /* Font X/Y Increment */ /* These registers/features only exist on FFB2 and later chips. */ if (fpriv->ffb_type >= ffb2_prototype) { ctx->dcss1 = upa_readl(&ffb->dcss1); /* Depth Cue Scale Slope 1 */ ctx->dcss2 = upa_readl(&ffb->dcss2); /* Depth Cue Scale Slope 2 */ ctx->dcss2 = upa_readl(&ffb->dcss3); /* Depth Cue Scale Slope 3 */ ctx->dcs2 = upa_readl(&ffb->dcs2); /* Depth Cue Scale 2 */ ctx->dcs3 = upa_readl(&ffb->dcs3); /* Depth Cue Scale 3 */ ctx->dcs4 = upa_readl(&ffb->dcs4); /* Depth Cue Scale 4 */ ctx->dcd2 = upa_readl(&ffb->dcd2); /* Depth Cue Depth 2 */ ctx->dcd3 = upa_readl(&ffb->dcd3); /* Depth Cue Depth 3 */ ctx->dcd4 = upa_readl(&ffb->dcd4); /* Depth Cue Depth 4 */ /* And stencil/stencilctl only exists on FFB2+ and later * due to the introduction of 3DRAM-III. */ if (fpriv->ffb_type == ffb2_vertical_plus || fpriv->ffb_type == ffb2_horizontal_plus) { ctx->stencil = upa_readl(&ffb->stencil); ctx->stencilctl = upa_readl(&ffb->stencilctl); } } /* Save the 32x32 area pattern. */ for (i = 0; i < 32; i++) ctx->area_pattern[i] = upa_readl(&ffb->pattern[i]); /* Finally, stash away the User Constol/Status Register. */ ctx->ucsr = upa_readl(&ffb->ucsr);}static void ffb_restore_context(ffb_dev_priv_t * fpriv, int old, int idx){ ffb_fbcPtr ffb = fpriv->regs; struct ffb_hw_context *ctx; int i; ctx = fpriv->hw_state[idx - 1]; if (idx == 0 || ctx == NULL) return; if (ctx->is_2d_only) { /* 2D applications only care about certain pieces * of state. */ upa_writel(ctx->drawop, &ffb->drawop); /* If we were restoring the vertex registers, this is where * we would do it. We would restore 32 32-bit words starting * at ffb->suvtx. */ upa_writel(ctx->ppc, &ffb->ppc); upa_writel(ctx->wid, &ffb->wid); upa_writel(ctx->fg, &ffb->fg); upa_writel(ctx->bg, &ffb->bg); upa_writel(ctx->xclip, &ffb->xclip); upa_writel(ctx->fbc, &ffb->fbc); upa_writel(ctx->rop, &ffb->rop); upa_writel(ctx->cmp, &ffb->cmp); upa_writel(ctx->matchab, &ffb->matchab); upa_writel(ctx->magnab, &ffb->magnab); upa_writel(ctx->pmask, &ffb->pmask); upa_writel(ctx->xpmask, &ffb->xpmask); upa_writel(ctx->lpat, &ffb->lpat); upa_writel(ctx->fontxy, &ffb->fontxy); upa_writel(ctx->fontw, &ffb->fontw); upa_writel(ctx->fontinc, &ffb->fontinc); /* stencil/stencilctl only exists on FFB2+ and later * due to the introduction of 3DRAM-III. */ if (fpriv->ffb_type == ffb2_vertical_plus || fpriv->ffb_type == ffb2_horizontal_plus) { upa_writel(ctx->stencil, &ffb->stencil); upa_writel(ctx->stencilctl, &ffb->stencilctl); upa_writel(0x80000000, &ffb->fbc); upa_writel((ctx->stencilctl | 0x80000), &ffb->rawstencilctl); upa_writel(ctx->fbc, &ffb->fbc); } for (i = 0; i < 32; i++) upa_writel(ctx->area_pattern[i], &ffb->pattern[i]); upa_writel((ctx->ucsr & 0xf0000), &ffb->ucsr); return; } /* Restore drawop. */ upa_writel(ctx->drawop, &ffb->drawop); /* If we were restoring the vertex registers, this is where * we would do it. We would restore 32 32-bit words starting * at ffb->suvtx. */ /* Restore rendering attributes. */ upa_writel(ctx->ppc, &ffb->ppc); /* Pixel Processor Control */ upa_writel(ctx->wid, &ffb->wid); /* Current WID */ upa_writel(ctx->fg, &ffb->fg); /* Constant FG color */ upa_writel(ctx->bg, &ffb->bg); /* Constant BG color */ upa_writel(ctx->consty, &ffb->consty); /* Constant Y */ upa_writel(ctx->constz, &ffb->constz); /* Constant Z */ upa_writel(ctx->xclip, &ffb->xclip); /* X plane clip */ upa_writel(ctx->dcss, &ffb->dcss); /* Depth Cue Scale Slope */ upa_writel(ctx->vclipmin, &ffb->vclipmin); /* Primary XY clip, minimum */ upa_writel(ctx->vclipmax, &ffb->vclipmax); /* Primary XY clip, maximum */ upa_writel(ctx->vclipzmin, &ffb->vclipzmin); /* Primary Z clip, minimum */ upa_writel(ctx->vclipzmax, &ffb->vclipzmax); /* Primary Z clip, maximum */ upa_writel(ctx->dcsf, &ffb->dcsf); /* Depth Cue Scale Front Bound */ upa_writel(ctx->dcsb, &ffb->dcsb); /* Depth Cue Scale Back Bound */ upa_writel(ctx->dczf, &ffb->dczf); /* Depth Cue Scale Z Front */ upa_writel(ctx->dczb, &ffb->dczb); /* Depth Cue Scale Z Back */ upa_writel(ctx->blendc, &ffb->blendc); /* Alpha Blend Control */ upa_writel(ctx->blendc1, &ffb->blendc1); /* Alpha Blend Color 1 */ upa_writel(ctx->blendc2, &ffb->blendc2); /* Alpha Blend Color 2 */ upa_writel(ctx->fbc, &ffb->fbc); /* Frame Buffer Control */ upa_writel(ctx->rop, &ffb->rop); /* Raster Operation */ upa_writel(ctx->cmp, &ffb->cmp); /* Compare Controls */ upa_writel(ctx->matchab, &ffb->matchab); /* Buffer A/B Match Ops */ upa_writel(ctx->matchc, &ffb->matchc); /* Buffer C Match Ops */ upa_writel(ctx->magnab, &ffb->magnab); /* Buffer A/B Magnitude Ops */ upa_writel(ctx->magnc, &ffb->magnc); /* Buffer C Magnitude Ops */ upa_writel(ctx->pmask, &ffb->pmask); /* RGB Plane Mask */ upa_writel(ctx->xpmask, &ffb->xpmask); /* X Plane Mask */ upa_writel(ctx->ypmask, &ffb->ypmask); /* Y Plane Mask */ upa_writel(ctx->zpmask, &ffb->zpmask); /* Z Plane Mask */ /* Auxiliary Clips. */ upa_writel(ctx->auxclip0min, &ffb->auxclip[0].min); upa_writel(ctx->auxclip0max, &ffb->auxclip[0].max); upa_writel(ctx->auxclip1min, &ffb->auxclip[1].min);
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