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📄 radeon_state.c

📁 h内核
💻 C
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					   directly address/clear 4x4 tiles instead of 8x2 * 4x4					   macro tiles, though would still need clear mask for					   right/bottom if truely 4x4 granularity is desired ? */					OUT_RING( tileoffset * 16 );					/* the number of tiles to clear */					OUT_RING( nrtilesx + 1 );					/* clear mask : chooses the clearing pattern. */					OUT_RING( clearmask );					ADVANCE_RING();					tileoffset += depthpixperline >> 5;				}			}			else { /* rv 100 */				/* rv100 might not need 64 pix alignment, who knows */				/* offsets are, hmm, weird */				tileoffset = ((pbox[i].y1 >> 4) * depthpixperline + pbox[i].x1) >> 6;				nrtilesx = ((pbox[i].x2 & ~63) - (pbox[i].x1 & ~63)) >> 4;				nrtilesy = (pbox[i].y2 >> 4) - (pbox[i].y1 >> 4);				for (j = 0; j <= nrtilesy; j++) {					BEGIN_RING( 4 );					OUT_RING( CP_PACKET3( RADEON_3D_CLEAR_ZMASK, 2 ) );					OUT_RING( tileoffset * 128 );					/* the number of tiles to clear */					OUT_RING( nrtilesx + 4 );					/* clear mask : chooses the clearing pattern. */					OUT_RING( clearmask );					ADVANCE_RING();					tileoffset += depthpixperline >> 6;				}			}		}		/* TODO don't always clear all hi-level z tiles */		if ((dev_priv->flags & CHIP_HAS_HIERZ) && (dev_priv->microcode_version==UCODE_R200)			&& (flags & RADEON_USE_HIERZ))		/* r100 and cards without hierarchical z-buffer have no high-level z-buffer */		/* FIXME : the mask supposedly contains low-res z values. So can't set		   just to the max (0xff? or actually 0x3fff?), need to take z clear		   value into account? */		{			BEGIN_RING( 4 );			OUT_RING( CP_PACKET3( RADEON_3D_CLEAR_HIZ, 2 ) );			OUT_RING( 0x0 ); /* First tile */			OUT_RING( 0x3cc0 );			OUT_RING( (0xff<<22)|(0xff<<6)| 0x003f003f);			ADVANCE_RING();		}	}	/* We have to clear the depth and/or stencil buffers by	 * rendering a quad into just those buffers.  Thus, we have to	 * make sure the 3D engine is configured correctly.	 */	if ((dev_priv->microcode_version == UCODE_R200) &&	    (flags & (RADEON_DEPTH | RADEON_STENCIL))) {		int tempPP_CNTL;		int tempRE_CNTL;		int tempRB3D_CNTL;		int tempRB3D_ZSTENCILCNTL;		int tempRB3D_STENCILREFMASK;		int tempRB3D_PLANEMASK;		int tempSE_CNTL;		int tempSE_VTE_CNTL;		int tempSE_VTX_FMT_0;		int tempSE_VTX_FMT_1;		int tempSE_VAP_CNTL;		int tempRE_AUX_SCISSOR_CNTL;		tempPP_CNTL = 0;		tempRE_CNTL = 0;		tempRB3D_CNTL = depth_clear->rb3d_cntl;		tempRB3D_ZSTENCILCNTL = depth_clear->rb3d_zstencilcntl;		tempRB3D_STENCILREFMASK = 0x0;		tempSE_CNTL = depth_clear->se_cntl;		/* Disable TCL */		tempSE_VAP_CNTL = (/* SE_VAP_CNTL__FORCE_W_TO_ONE_MASK |  */				   (0x9 << SE_VAP_CNTL__VF_MAX_VTX_NUM__SHIFT));		tempRB3D_PLANEMASK = 0x0;		tempRE_AUX_SCISSOR_CNTL = 0x0;		tempSE_VTE_CNTL =			SE_VTE_CNTL__VTX_XY_FMT_MASK |			SE_VTE_CNTL__VTX_Z_FMT_MASK;		/* Vertex format (X, Y, Z, W)*/		tempSE_VTX_FMT_0 =			SE_VTX_FMT_0__VTX_Z0_PRESENT_MASK |			SE_VTX_FMT_0__VTX_W0_PRESENT_MASK;		tempSE_VTX_FMT_1 = 0x0;		/* 		 * Depth buffer specific enables 		 */		if (flags & RADEON_DEPTH) {			/* Enable depth buffer */			tempRB3D_CNTL |= RADEON_Z_ENABLE;		} else {			/* Disable depth buffer */			tempRB3D_CNTL &= ~RADEON_Z_ENABLE;		}		/* 		 * Stencil buffer specific enables		 */		if ( flags & RADEON_STENCIL ) {			tempRB3D_CNTL |=  RADEON_STENCIL_ENABLE;			tempRB3D_STENCILREFMASK = clear->depth_mask; 		} else {			tempRB3D_CNTL &= ~RADEON_STENCIL_ENABLE;			tempRB3D_STENCILREFMASK = 0x00000000;		}		if (flags & RADEON_USE_COMP_ZBUF) {			tempRB3D_ZSTENCILCNTL |= RADEON_Z_COMPRESSION_ENABLE |				RADEON_Z_DECOMPRESSION_ENABLE;		}		if (flags & RADEON_USE_HIERZ) {			tempRB3D_ZSTENCILCNTL |= RADEON_Z_HIERARCHY_ENABLE;		}		BEGIN_RING( 26 );		RADEON_WAIT_UNTIL_2D_IDLE();		OUT_RING_REG( RADEON_PP_CNTL, tempPP_CNTL );		OUT_RING_REG( R200_RE_CNTL, tempRE_CNTL );		OUT_RING_REG( RADEON_RB3D_CNTL, tempRB3D_CNTL );		OUT_RING_REG( RADEON_RB3D_ZSTENCILCNTL,			      tempRB3D_ZSTENCILCNTL );		OUT_RING_REG( RADEON_RB3D_STENCILREFMASK, 			      tempRB3D_STENCILREFMASK );		OUT_RING_REG( RADEON_RB3D_PLANEMASK, tempRB3D_PLANEMASK );		OUT_RING_REG( RADEON_SE_CNTL, tempSE_CNTL );		OUT_RING_REG( R200_SE_VTE_CNTL, tempSE_VTE_CNTL );		OUT_RING_REG( R200_SE_VTX_FMT_0, tempSE_VTX_FMT_0 );		OUT_RING_REG( R200_SE_VTX_FMT_1, tempSE_VTX_FMT_1 );		OUT_RING_REG( R200_SE_VAP_CNTL, tempSE_VAP_CNTL );		OUT_RING_REG( R200_RE_AUX_SCISSOR_CNTL, 			      tempRE_AUX_SCISSOR_CNTL );		ADVANCE_RING();		/* Make sure we restore the 3D state next time.		 */		dev_priv->sarea_priv->ctx_owner = 0;		for ( i = 0 ; i < nbox ; i++ ) {						/* Funny that this should be required -- 			 *  sets top-left?			 */			radeon_emit_clip_rect( dev_priv,					       &sarea_priv->boxes[i] );			BEGIN_RING( 14 );			OUT_RING( CP_PACKET3( R200_3D_DRAW_IMMD_2, 12 ) );			OUT_RING( (RADEON_PRIM_TYPE_RECT_LIST |				   RADEON_PRIM_WALK_RING |				   (3 << RADEON_NUM_VERTICES_SHIFT)) );			OUT_RING( depth_boxes[i].ui[CLEAR_X1] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y1] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x3f800000 );			OUT_RING( depth_boxes[i].ui[CLEAR_X1] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y2] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x3f800000 );			OUT_RING( depth_boxes[i].ui[CLEAR_X2] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y2] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x3f800000 );			ADVANCE_RING();		}	} 	else if ( (flags & (RADEON_DEPTH | RADEON_STENCIL)) ) {		int tempRB3D_ZSTENCILCNTL = depth_clear->rb3d_zstencilcntl;		rb3d_cntl = depth_clear->rb3d_cntl;		if ( flags & RADEON_DEPTH ) {			rb3d_cntl |=  RADEON_Z_ENABLE;		} else {			rb3d_cntl &= ~RADEON_Z_ENABLE;		}		if ( flags & RADEON_STENCIL ) {			rb3d_cntl |=  RADEON_STENCIL_ENABLE;			rb3d_stencilrefmask = clear->depth_mask; /* misnamed field */		} else {			rb3d_cntl &= ~RADEON_STENCIL_ENABLE;			rb3d_stencilrefmask = 0x00000000;		}		if (flags & RADEON_USE_COMP_ZBUF) {			tempRB3D_ZSTENCILCNTL |= RADEON_Z_COMPRESSION_ENABLE |				RADEON_Z_DECOMPRESSION_ENABLE;		}		if (flags & RADEON_USE_HIERZ) {			tempRB3D_ZSTENCILCNTL |= RADEON_Z_HIERARCHY_ENABLE;		}		BEGIN_RING( 13 );		RADEON_WAIT_UNTIL_2D_IDLE();		OUT_RING( CP_PACKET0( RADEON_PP_CNTL, 1 ) );		OUT_RING( 0x00000000 );		OUT_RING( rb3d_cntl );				OUT_RING_REG( RADEON_RB3D_ZSTENCILCNTL, tempRB3D_ZSTENCILCNTL );		OUT_RING_REG( RADEON_RB3D_STENCILREFMASK,			      rb3d_stencilrefmask );		OUT_RING_REG( RADEON_RB3D_PLANEMASK,			      0x00000000 );		OUT_RING_REG( RADEON_SE_CNTL,			      depth_clear->se_cntl );		ADVANCE_RING();		/* Make sure we restore the 3D state next time.		 */		dev_priv->sarea_priv->ctx_owner = 0;		for ( i = 0 ; i < nbox ; i++ ) {						/* Funny that this should be required -- 			 *  sets top-left?			 */			radeon_emit_clip_rect( dev_priv,					       &sarea_priv->boxes[i] );			BEGIN_RING( 15 );			OUT_RING( CP_PACKET3( RADEON_3D_DRAW_IMMD, 13 ) );			OUT_RING( RADEON_VTX_Z_PRESENT |				  RADEON_VTX_PKCOLOR_PRESENT);			OUT_RING( (RADEON_PRIM_TYPE_RECT_LIST |				   RADEON_PRIM_WALK_RING |				   RADEON_MAOS_ENABLE |				   RADEON_VTX_FMT_RADEON_MODE |				   (3 << RADEON_NUM_VERTICES_SHIFT)) );			OUT_RING( depth_boxes[i].ui[CLEAR_X1] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y1] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x0 );			OUT_RING( depth_boxes[i].ui[CLEAR_X1] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y2] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x0 );			OUT_RING( depth_boxes[i].ui[CLEAR_X2] );			OUT_RING( depth_boxes[i].ui[CLEAR_Y2] );			OUT_RING( depth_boxes[i].ui[CLEAR_DEPTH] );			OUT_RING( 0x0 );			ADVANCE_RING();		}	}	/* Increment the clear counter.  The client-side 3D driver must	 * wait on this value before performing the clear ioctl.  We	 * need this because the card's so damned fast...	 */	dev_priv->sarea_priv->last_clear++;	BEGIN_RING( 4 );	RADEON_CLEAR_AGE( dev_priv->sarea_priv->last_clear );	RADEON_WAIT_UNTIL_IDLE();	ADVANCE_RING();}static void radeon_cp_dispatch_swap( drm_device_t *dev ){	drm_radeon_private_t *dev_priv = dev->dev_private;	drm_radeon_sarea_t *sarea_priv = dev_priv->sarea_priv;	int nbox = sarea_priv->nbox;	drm_clip_rect_t *pbox = sarea_priv->boxes;	int i;	RING_LOCALS;	DRM_DEBUG( "\n" );	/* Do some trivial performance monitoring...	 */	if (dev_priv->do_boxes)		radeon_cp_performance_boxes( dev_priv );	/* Wait for the 3D stream to idle before dispatching the bitblt.	 * This will prevent data corruption between the two streams.	 */	BEGIN_RING( 2 );	RADEON_WAIT_UNTIL_3D_IDLE();	ADVANCE_RING();	for ( i = 0 ; i < nbox ; i++ ) {		int x = pbox[i].x1;		int y = pbox[i].y1;		int w = pbox[i].x2 - x;		int h = pbox[i].y2 - y;		DRM_DEBUG( "dispatch swap %d,%d-%d,%d\n",			   x, y, w, h );		BEGIN_RING( 7 );		OUT_RING( CP_PACKET3( RADEON_CNTL_BITBLT_MULTI, 5 ) );		OUT_RING( RADEON_GMC_SRC_PITCH_OFFSET_CNTL |			  RADEON_GMC_DST_PITCH_OFFSET_CNTL |			  RADEON_GMC_BRUSH_NONE |			  (dev_priv->color_fmt << 8) |			  RADEON_GMC_SRC_DATATYPE_COLOR |			  RADEON_ROP3_S |			  RADEON_DP_SRC_SOURCE_MEMORY |			  RADEON_GMC_CLR_CMP_CNTL_DIS |			  RADEON_GMC_WR_MSK_DIS );				/* Make this work even if front & back are flipped:		 */		if (dev_priv->current_page == 0) {			OUT_RING( dev_priv->back_pitch_offset );			OUT_RING( dev_priv->front_pitch_offset );		} 		else {			OUT_RING( dev_priv->front_pitch_offset );			OUT_RING( dev_priv->back_pitch_offset );		}		OUT_RING( (x << 16) | y );		OUT_RING( (x << 16) | y );		OUT_RING( (w << 16) | h );		ADVANCE_RING();	}	/* Increment the frame counter.  The client-side 3D driver must	 * throttle the framerate by waiting for this value before	 * performing the swapbuffer ioctl.	 */	dev_priv->sarea_priv->last_frame++;	BEGIN_RING( 4 );	RADEON_FRAME_AGE( dev_priv->sarea_priv->last_frame );	RADEON_WAIT_UNTIL_2D_IDLE();	ADVANCE_RING();}static void radeon_cp_dispatch_flip( drm_device_t *dev ){	drm_radeon_private_t *dev_priv = dev->dev_private;	drm_sarea_t *sarea = (drm_sarea_t *)dev_priv->sarea->handle;	int offset = (dev_priv->current_page == 1)		   ? dev_priv->front_offset : dev_priv->back_offset;	RING_LOCALS;	DRM_DEBUG( "%s: page=%d pfCurrentPage=%d\n", 		__FUNCTION__, 		dev_priv->current_page,		dev_priv->sarea_priv->pfCurrentPage);	/* Do some trivial performance monitoring...	 */	if (dev_priv->do_boxes) {		dev_priv->stats.boxes |= RADEON_BOX_FLIP;		radeon_cp_performance_boxes( dev_priv );	}	/* Update the frame offsets for both CRTCs	 */	BEGIN_RING( 6 );	RADEON_WAIT_UNTIL_3D_IDLE();	OUT_RING_REG( RADEON_CRTC_OFFSET, ( ( sarea->frame.y * dev_priv->front_pitch					      + sarea->frame.x 					      * ( dev_priv->color_fmt - 2 ) ) & ~7 )					  + offset );	OUT_RING_REG( RADEON_CRTC2_OFFSET, dev_priv->sarea_priv->crtc2_base					   + offset );	ADVANCE_RING();	/* Increment the frame counter.  The client-side 3D driver must	 * throttle the framerate by waiting for this value before	 * performing the swapbuffer ioctl.	 */	dev_priv->sarea_priv->last_frame++;	dev_priv->sarea_priv->pfCurrentPage = dev_priv->current_page =					      1 - dev_priv->current_page;	BEGIN_RING( 2 );	RADEON_FRAME_AGE( dev_priv->sarea_priv->last_frame );	ADVANCE_RING();}static int bad_prim_vertex_nr( int primitive, int nr ){	switch (primitive & RADEON_PRIM_TYPE_MASK) {	case RADEON_PRIM_TYPE_NONE:	case RADEON_PRIM_TYPE_POINT:		return nr < 1;	case RADEON_PRIM_TYPE_LINE:		return (nr & 1) || nr == 0;	case RADEON_PRIM_TYPE_LINE_STRIP:		return nr < 2;	case RADEON_PRIM_TYPE_TRI_LIST:	case RADEON_PRIM_TYPE_3VRT_POINT_LIST:	case RADEON_PRIM_TYPE_3VRT_LINE_LIST:	case RADEON_PRIM_TYPE_RECT_LIST:		return nr % 3 || nr == 0;	case RADEON_PRIM_TYPE_TRI_FAN:	case RADEON_PRIM_TYPE_TRI_STRIP:		return nr < 3;	default:		return 1;	}	}typedef struct {	unsigned int start;	unsigned int finish;	unsigned int prim;	unsigned int numverts;	unsigned int offset;   

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