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-rw-r--r--src/radeon_textured_videofuncs.c95
1 files changed, 32 insertions, 63 deletions
diff --git a/src/radeon_textured_videofuncs.c b/src/radeon_textured_videofuncs.c
index 908f4b67..44f7228c 100644
--- a/src/radeon_textured_videofuncs.c
+++ b/src/radeon_textured_videofuncs.c
@@ -1486,22 +1486,12 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
pPriv->drw_y + pPriv->dst_h,
pPriv->vsync);
- /*
- * 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.
- */
+ BEGIN_ACCEL(2);
+ OUT_ACCEL_REG(R300_SC_SCISSOR0, ((0 << R300_SCISSOR_X_SHIFT) |
+ (0 << R300_SCISSOR_Y_SHIFT)));
+ OUT_ACCEL_REG(R300_SC_SCISSOR1, ((8191 << R300_SCISSOR_X_SHIFT) |
+ (8191 << R300_SCISSOR_Y_SHIFT)));
+ FINISH_ACCEL();
while (nBox--) {
int srcX, srcY, srcw, srch;
@@ -1524,27 +1514,6 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
ErrorF("src: %d, %d, %d, %d\n", srcX, srcY, srcw, srch);
#endif
- 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, (((dstX + 1088) << R300_SCISSOR_X_SHIFT) |
- ((dstY + 1088) << R300_SCISSOR_Y_SHIFT)));
- OUT_ACCEL_REG(R300_SC_SCISSOR1, (((dstX + dstw + 1088 - 1) << R300_SCISSOR_X_SHIFT) |
- ((dstY + dsth + 1088 - 1) << R300_SCISSOR_Y_SHIFT)));
- } else {
- OUT_ACCEL_REG(R300_SC_SCISSOR0, (((dstX) << R300_SCISSOR_X_SHIFT) |
- ((dstY) << R300_SCISSOR_Y_SHIFT)));
- OUT_ACCEL_REG(R300_SC_SCISSOR1, (((dstX + dstw - 1) << R300_SCISSOR_X_SHIFT) |
- ((dstY + dsth - 1) << R300_SCISSOR_Y_SHIFT)));
- }
- FINISH_ACCEL();
- }
-
#ifdef ACCEL_CP
if (info->ChipFamily < CHIP_FAMILY_R200) {
BEGIN_RING(3 * vtx_count + 3);
@@ -1558,12 +1527,12 @@ 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(3 * vtx_count + 4);
+ BEGIN_RING(4 * 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 |
+ 4 * vtx_count));
+ OUT_RING(RADEON_CP_VC_CNTL_PRIM_TYPE_QUAD_LIST |
RADEON_CP_VC_CNTL_PRIM_WALK_RING |
- (3 << RADEON_CP_VC_CNTL_NUM_SHIFT));
+ (4 << RADEON_CP_VC_CNTL_NUM_SHIFT));
} else {
BEGIN_RING(3 * vtx_count + 2);
OUT_RING(CP_PACKET3(R200_CP_PACKET3_3D_DRAW_IMMD_2,
@@ -1574,7 +1543,7 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
}
#else /* ACCEL_CP */
if (IS_R300_3D || IS_R500_3D)
- BEGIN_ACCEL(2 + vtx_count * 3);
+ BEGIN_ACCEL(2 + vtx_count * 4);
else
BEGIN_ACCEL(1 + vtx_count * 3);
@@ -1584,9 +1553,9 @@ 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_TRIANGLE_LIST |
+ OUT_ACCEL_REG(RADEON_SE_VF_CNTL, (RADEON_VF_PRIM_TYPE_QUAD_LIST |
RADEON_VF_PRIM_WALK_DATA |
- (3 << RADEON_VF_NUM_VERTICES_SHIFT)));
+ (4 << RADEON_VF_NUM_VERTICES_SHIFT)));
else
OUT_ACCEL_REG(RADEON_SE_VF_CNTL, (RADEON_VF_PRIM_TYPE_RECTANGLE_LIST |
RADEON_VF_PRIM_WALK_DATA |
@@ -1595,31 +1564,31 @@ FUNC_NAME(RADEONDisplayTexturedVideo)(ScrnInfoPtr pScrn, RADEONPortPrivPtr pPriv
#endif
if (pPriv->bicubic_enabled) {
/*
- * This code is only executed on >= R200, so we don't
+ * This code is only executed on >= R300, 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);
+ 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),
+ (float)srcX / info->accel_state->texW[0], (float)(srcY + srch) / info->accel_state->texH[0],
+ (float)srcX + 0.5, (float)(srcY + srch) + 0.5);
+ VTX_OUT_FILTER((float)(dstX + dstw), (float)(dstY + dsth),
+ (float)(srcX + srcw) / info->accel_state->texW[0], (float)(srcY + srch) / info->accel_state->texH[0],
+ (float)(srcX + srcw) + 0.5, (float)(srcY + srch) + 0.5);
+ VTX_OUT_FILTER((float)(dstX + dstw), (float)dstY,
+ (float)(srcX + srcw) / info->accel_state->texW[0], (float)srcY / info->accel_state->texH[0],
+ (float)(srcX + srcw) + 0.5, (float)srcY + 0.5);
} else {
if (IS_R300_3D || IS_R500_3D) {
- /*
- * 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]);
+ 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]);
} else {
/*
* Just render a quad (using three coords).