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authorPierre Ossman <pierre@ossman.eu>2008-12-03 21:49:37 +0100
committerPierre Ossman <pierre@ossman.eu>2008-12-04 22:20:56 +0100
commitd1690f5cc096e2f735c8b407c370a1c1cd7a8afc (patch)
tree28d23088139de1800fb7d18c692d2f1c2df1f24b /src/radeon_textured_videofuncs.c
parent4d98acbca2e630056bf56cdcd0e23007fded2ced (diff)
Improve tearing avoidance for Xvideo in two steps
- Fix up VLINE handling to trigger whenever scanout is outside the visible area. - Render the video as a scissored triangle as R300+ cannot render a quad in a single pass.
Diffstat (limited to 'src/radeon_textured_videofuncs.c')
-rw-r--r--src/radeon_textured_videofuncs.c121
1 files changed, 81 insertions, 40 deletions
diff --git a/src/radeon_textured_videofuncs.c b/src/radeon_textured_videofuncs.c
index edd322b3..ddf2df63 100644
--- a/src/radeon_textured_videofuncs.c
+++ b/src/radeon_textured_videofuncs.c
@@ -1475,6 +1475,44 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
}
}
+ /*
+ * Rendering of the actual polygon is done in two different
+ * ways depending on chip generation:
+ *
+ * < R300:
+ *
+ * These chips can render a rectangle in one pass, so
+ * handling is pretty straight-forward.
+ *
+ * >= R300:
+ *
+ * These chips can accept a quad, but will render it as
+ * two triangles which results in a diagonal tear. Instead
+ * We render a single, large triangle and use the scissor
+ * functionality to restrict it to the desired rectangle.
+ */
+
+ if (IS_R300_3D || IS_R500_3D) {
+ /*
+ * Set up the scissor area to that of the output size.
+ */
+
+ BEGIN_ACCEL(2);
+ if (IS_R300_3D) {
+ /* R300 has an offset */
+ OUT_ACCEL_REG(R300_SC_SCISSOR0, (((pPriv->drw_x + 1088) << R300_SCISSOR_X_SHIFT) |
+ ((pPriv->drw_y + 1088) << R300_SCISSOR_Y_SHIFT)));
+ OUT_ACCEL_REG(R300_SC_SCISSOR1, (((pPriv->drw_x + pPriv->dst_w + 1088 - 1) << R300_SCISSOR_X_SHIFT) |
+ ((pPriv->drw_y + pPriv->dst_h + 1088 - 1) << R300_SCISSOR_Y_SHIFT)));
+ } else {
+ OUT_ACCEL_REG(R300_SC_SCISSOR0, (((pPriv->drw_x) << R300_SCISSOR_X_SHIFT) |
+ ((pPriv->drw_y) << R300_SCISSOR_Y_SHIFT)));
+ OUT_ACCEL_REG(R300_SC_SCISSOR1, (((pPriv->drw_x + pPriv->dst_w - 1) << R300_SCISSOR_X_SHIFT) |
+ ((pPriv->drw_y + pPriv->dst_h - 1) << R300_SCISSOR_Y_SHIFT)));
+ }
+ FINISH_ACCEL();
+ }
+
FUNC_NAME(RADEONWaitForVLine)(pScrn, pPixmap,
radeon_covering_crtc_num(pScrn,
pPriv->drw_x,
@@ -1486,7 +1524,6 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
while (nBox--) {
int srcX, srcY, srcw, srch;
int dstX, dstY, dstw, dsth;
- xPointFixed srcTopLeft, srcTopRight, srcBottomLeft, srcBottomRight;
dstX = pBox->x1 + dstxoff;
dstY = pBox->y1 + dstyoff;
dstw = pBox->x2 - pBox->x1;
@@ -1500,16 +1537,6 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
srcw = (pPriv->src_w * dstw) / pPriv->dst_w;
srch = (pPriv->src_h * dsth) / pPriv->dst_h;
- srcTopLeft.x = IntToxFixed(srcX);
- srcTopLeft.y = IntToxFixed(srcY);
- srcTopRight.x = IntToxFixed(srcX + srcw);
- srcTopRight.y = IntToxFixed(srcY);
- srcBottomLeft.x = IntToxFixed(srcX);
- srcBottomLeft.y = IntToxFixed(srcY + srch);
- srcBottomRight.x = IntToxFixed(srcX + srcw);
- srcBottomRight.y = IntToxFixed(srcY + srch);
-
-
#if 0
ErrorF("dst: %d, %d, %d, %d\n", dstX, dstY, dstw, dsth);
ErrorF("src: %d, %d, %d, %d\n", srcX, srcY, srcw, srch);
@@ -1528,12 +1555,12 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
RADEON_CP_VC_CNTL_VTX_FMT_RADEON_MODE |
(3 << RADEON_CP_VC_CNTL_NUM_SHIFT));
} else if (IS_R300_3D || IS_R500_3D) {
- BEGIN_RING(4 * vtx_count + 4);
- OUT_RING(CP_PACKET3(R200_CP_PACKET3_3D_DRAW_IMMD_2,
- 4 * vtx_count));
- OUT_RING(RADEON_CP_VC_CNTL_PRIM_TYPE_QUAD_LIST |
- RADEON_CP_VC_CNTL_PRIM_WALK_RING |
- (4 << RADEON_CP_VC_CNTL_NUM_SHIFT));
+ BEGIN_RING(3 * vtx_count + 4);
+ OUT_RING(CP_PACKET3(R200_CP_PACKET3_3D_DRAW_IMMD_2,
+ 3 * vtx_count));
+ OUT_RING(RADEON_CP_VC_CNTL_PRIM_TYPE_TRI_LIST |
+ RADEON_CP_VC_CNTL_PRIM_WALK_RING |
+ (3 << RADEON_CP_VC_CNTL_NUM_SHIFT));
} else {
BEGIN_RING(3 * vtx_count + 2);
OUT_RING(CP_PACKET3(R200_CP_PACKET3_3D_DRAW_IMMD_2,
@@ -1544,7 +1571,7 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
}
#else /* ACCEL_CP */
if (IS_R300_3D || IS_R500_3D)
- BEGIN_ACCEL(2 + vtx_count * 4);
+ BEGIN_ACCEL(2 + vtx_count * 3);
else
BEGIN_ACCEL(1 + vtx_count * 3);
@@ -1554,9 +1581,9 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
RADEON_VF_RADEON_MODE |
(3 << RADEON_VF_NUM_VERTICES_SHIFT)));
else if (IS_R300_3D || IS_R500_3D)
- OUT_ACCEL_REG(RADEON_SE_VF_CNTL, (RADEON_VF_PRIM_TYPE_QUAD_LIST |
+ OUT_ACCEL_REG(RADEON_SE_VF_CNTL, (RADEON_VF_PRIM_TYPE_TRIANGLE_LIST |
RADEON_VF_PRIM_WALK_DATA |
- (4 << RADEON_VF_NUM_VERTICES_SHIFT)));
+ (3 << RADEON_VF_NUM_VERTICES_SHIFT)));
else
OUT_ACCEL_REG(RADEON_SE_VF_CNTL, (RADEON_VF_PRIM_TYPE_RECTANGLE_LIST |
RADEON_VF_PRIM_WALK_DATA |
@@ -1564,29 +1591,43 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
#endif
if (pPriv->bicubic_enabled) {
- VTX_OUT_FILTER((float)dstX, (float)dstY,
- xFixedToFloat(srcTopLeft.x) / info->accel_state->texW[0], xFixedToFloat(srcTopLeft.y) / info->accel_state->texH[0],
- xFixedToFloat(srcTopLeft.x) + 0.5, xFixedToFloat(srcTopLeft.y) + 0.5);
- VTX_OUT_FILTER((float)dstX, (float)(dstY + dsth),
- xFixedToFloat(srcBottomLeft.x) / info->accel_state->texW[0], xFixedToFloat(srcBottomLeft.y) / info->accel_state->texH[0],
- xFixedToFloat(srcBottomLeft.x) + 0.5, xFixedToFloat(srcBottomLeft.y) + 0.5);
- VTX_OUT_FILTER((float)(dstX + dstw), (float)(dstY + dsth),
- xFixedToFloat(srcBottomRight.x) / info->accel_state->texW[0], xFixedToFloat(srcBottomRight.y) / info->accel_state->texH[0],
- xFixedToFloat(srcBottomRight.x) + 0.5, xFixedToFloat(srcBottomRight.y) + 0.5);
- VTX_OUT_FILTER((float)(dstX + dstw), (float)dstY,
- xFixedToFloat(srcTopRight.x) / info->accel_state->texW[0], xFixedToFloat(srcTopRight.y) / info->accel_state->texH[0],
- xFixedToFloat(srcTopRight.x) + 0.5, xFixedToFloat(srcTopRight.y) + 0.5);
+ /*
+ * This code is only executed on >= R200, so we don't
+ * have to deal with the legacy handling.
+ */
+ VTX_OUT_FILTER((float)dstX, (float)dstY,
+ (float)srcX / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0],
+ (float)srcX + 0.5, (float)srcY + 0.5);
+ VTX_OUT_FILTER((float)dstX, (float)(dstY + dsth * 2),
+ (float)srcX / info->accel_state->texW[0], (float)(srcY + srch * 2) / info->accel_state->texH[0],
+ (float)srcX + 0.5, (float)(srcY + srch * 2) + 0.5);
+ VTX_OUT_FILTER((float)(dstX + dstw * 2), (float)dstY,
+ (float)(srcX + srcw * 2) / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0],
+ (float)(srcX + srcw * 2) + 0.5, (float)srcY + 0.5);
} else {
if (IS_R300_3D || IS_R500_3D) {
- VTX_OUT((float)dstX, (float)dstY,
- xFixedToFloat(srcTopLeft.x) / info->accel_state->texW[0], xFixedToFloat(srcTopLeft.y) / info->accel_state->texH[0]);
+ /*
+ * Render a big, scissored triangle. This means
+ * doubling the triangle size and adjusting
+ * texture coordinates.
+ */
+ VTX_OUT((float)dstX, (float)dstY,
+ (float)srcX / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0]);
+ VTX_OUT((float)dstX, (float)(dstY + dsth * 2),
+ (float)srcX / info->accel_state->texW[0], (float)(srcY + srch * 2) / info->accel_state->texH[0]);
+ VTX_OUT((float)(dstX + dstw * 2), (float)dstY,
+ (float)(srcX + srcw * 2) / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0]);
+ } else {
+ /*
+ * Just render a quad (using three coords).
+ */
+ VTX_OUT((float)dstX, (float)(dstY + dsth),
+ (float)srcX / info->accel_state->texW[0], (float)(srcY + srch) / info->accel_state->texH[0]);
+ VTX_OUT((float)(dstX + dstw), (float)(dstY + dsth),
+ (float)(srcX + srcw) / info->accel_state->texW[0], (float)(srcY + srch) / info->accel_state->texH[0]);
+ VTX_OUT((float)(dstX + dstw), (float)dstY,
+ (float)(srcX + srcw) / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0]);
}
- VTX_OUT((float)dstX, (float)(dstY + dsth),
- xFixedToFloat(srcBottomLeft.x) / info->accel_state->texW[0], xFixedToFloat(srcBottomLeft.y) / info->accel_state->texH[0]);
- VTX_OUT((float)(dstX + dstw), (float)(dstY + dsth),
- xFixedToFloat(srcBottomRight.x) / info->accel_state->texW[0], xFixedToFloat(srcBottomRight.y) / info->accel_state->texH[0]);
- VTX_OUT((float)(dstX + dstw), (float)dstY,
- xFixedToFloat(srcTopRight.x) / info->accel_state->texW[0], xFixedToFloat(srcTopRight.y) / info->accel_state->texH[0]);
}
if (IS_R300_3D || IS_R500_3D)