diff options
-rw-r--r-- | src/radeon_textured_videofuncs.c | 95 |
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). |