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-rw-r--r--xc/programs/Xserver/hw/xfree86/drivers/ati/r128_driver.c320
-rw-r--r--xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_accel.c14
-rw-r--r--xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.c375
-rw-r--r--xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.h3
-rw-r--r--xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_driver.c298
5 files changed, 665 insertions, 345 deletions
diff --git a/xc/programs/Xserver/hw/xfree86/drivers/ati/r128_driver.c b/xc/programs/Xserver/hw/xfree86/drivers/ati/r128_driver.c
index 24838a0a3..1f2fe0ac7 100644
--- a/xc/programs/Xserver/hw/xfree86/drivers/ati/r128_driver.c
+++ b/xc/programs/Xserver/hw/xfree86/drivers/ati/r128_driver.c
@@ -1656,170 +1656,170 @@ Bool R128ScreenInit(int scrnIndex, ScreenPtr pScreen, int argc, char **argv)
/* Memory manager setup */
#ifdef XF86DRI
if (info->directRenderingEnabled) {
- FBAreaPtr fbarea;
- int width_bytes = (pScrn->displayWidth *
- info->CurrentLayout.pixel_bytes);
- int cpp = info->CurrentLayout.pixel_bytes;
- int bufferSize = pScrn->virtualY * width_bytes;
- int l, total;
- int scanlines;
-
- switch (info->CCEMode) {
- case R128_DEFAULT_CCE_PIO_MODE:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in PIO mode\n");
- break;
- case R128_DEFAULT_CCE_BM_MODE:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in BM mode\n");
- break;
- default:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in UNKNOWN mode\n");
- break;
- }
-
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB AGP aperture\n", info->agpSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for the ring buffer\n", info->ringSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for vertex/indirect buffers\n", info->bufSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for AGP textures\n", info->agpTexSize);
-
- /* Try for front, back, depth, and two framebuffers worth of
- * pixmap cache. Should be enough for a fullscreen background
- * image plus some leftovers.
- */
- info->textureSize = info->FbMapSize - 5 * bufferSize;
-
- /* If that gives us less than half the available memory, let's
- * be greedy and grab some more. Sorry, I care more about 3D
- * performance than playing nicely, and you'll get around a full
- * framebuffer's worth of pixmap cache anyway.
- */
- if ( info->textureSize < (int)info->FbMapSize / 2 ) {
- info->textureSize = info->FbMapSize - 4 * bufferSize;
- }
- if ( info->textureSize > 0 ) {
- l = R128MinBits((info->textureSize-1) / R128_NR_TEX_REGIONS);
- if (l < R128_LOG_TEX_GRANULARITY) l = R128_LOG_TEX_GRANULARITY;
-
- /* Round the texture size up to the nearest whole number of
- * texture regions. Again, be greedy about this, don't
- * round down.
- */
- info->log2TexGran = l;
- info->textureSize = ((info->textureSize >> l) + 1) << l;
- } else {
- info->textureSize = 0;
- }
-
- total = info->FbMapSize - info->textureSize;
- scanlines = total / width_bytes;
- if (scanlines > 8191) scanlines = 8191;
-
- /* Recalculate the texture offset and size to accomodate any
- * rounding to a whole number of scanlines.
- * FIXME: Is this actually needed?
- */
- info->textureOffset = scanlines * width_bytes;
- info->textureSize = info->FbMapSize - info->textureOffset;
-
- /* Set a minimum usable local texture heap size. This will fit
- * two 256x256x32bpp textures.
- */
- if ( info->textureSize < 512 * 1024 ) {
- info->textureOffset = 0;
- info->textureSize = 0;
- }
-
- MemBox.x1 = 0;
- MemBox.y1 = 0;
- MemBox.x2 = pScrn->displayWidth;
- MemBox.y2 = scanlines;
-
- if (!xf86InitFBManager(pScreen, &MemBox)) {
- xf86DrvMsg(scrnIndex, X_ERROR,
- "Memory manager initialization to (%d,%d) (%d,%d) failed\n",
- MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
- return FALSE;
- } else {
- int width, height;
-
- xf86DrvMsg(scrnIndex, X_INFO,
- "Memory manager initialized to (%d,%d) (%d,%d)\n",
- MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
- if ((fbarea = xf86AllocateOffscreenArea(pScreen, pScrn->displayWidth,
- 2, 0, NULL, NULL, NULL))) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved area from (%d,%d) to (%d,%d)\n",
- fbarea->box.x1, fbarea->box.y1,
- fbarea->box.x2, fbarea->box.y2);
- } else {
- xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve area\n");
- }
- if (xf86QueryLargestOffscreenArea(pScreen, &width,
- &height, 0, 0, 0)) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Largest offscreen area available: %d x %d\n",
- width, height);
- }
- }
+ FBAreaPtr fbarea;
+ int width_bytes = (pScrn->displayWidth *
+ info->CurrentLayout.pixel_bytes);
+ int cpp = info->CurrentLayout.pixel_bytes;
+ int bufferSize = pScrn->virtualY * width_bytes;
+ int l, total;
+ int scanlines;
+
+ switch (info->CCEMode) {
+ case R128_DEFAULT_CCE_PIO_MODE:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in PIO mode\n");
+ break;
+ case R128_DEFAULT_CCE_BM_MODE:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in BM mode\n");
+ break;
+ default:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CCE in UNKNOWN mode\n");
+ break;
+ }
+
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB AGP aperture\n", info->agpSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for the ring buffer\n", info->ringSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for vertex/indirect buffers\n", info->bufSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for AGP textures\n", info->agpTexSize);
+
+ /* Try for front, back, depth, and two framebuffers worth of
+ * pixmap cache. Should be enough for a fullscreen background
+ * image plus some leftovers.
+ */
+ info->textureSize = info->FbMapSize - 5 * bufferSize;
+
+ /* If that gives us less than half the available memory, let's
+ * be greedy and grab some more. Sorry, I care more about 3D
+ * performance than playing nicely, and you'll get around a full
+ * framebuffer's worth of pixmap cache anyway.
+ */
+ if (info->textureSize < (int)info->FbMapSize / 2) {
+ info->textureSize = info->FbMapSize - 4 * bufferSize;
+ }
+
+ if (info->textureSize > 0) {
+ l = R128MinBits((info->textureSize-1) / R128_NR_TEX_REGIONS);
+ if (l < R128_LOG_TEX_GRANULARITY) l = R128_LOG_TEX_GRANULARITY;
+
+ /* Round the texture size up to the nearest whole number of
+ * texture regions. Again, be greedy about this, don't
+ * round down.
+ */
+ info->log2TexGran = l;
+ info->textureSize = (info->textureSize >> l) << l;
+ } else {
+ info->textureSize = 0;
+ }
+
+ /* Set a minimum usable local texture heap size. This will fit
+ * two 256x256x32bpp textures.
+ */
+ if (info->textureSize < 512 * 1024) {
+ info->textureOffset = 0;
+ info->textureSize = 0;
+ }
+
+ total = info->FbMapSize - info->textureSize;
+ scanlines = total / width_bytes;
+ if (scanlines > 8191) scanlines = 8191;
+
+ /* Recalculate the texture offset and size to accomodate any
+ * rounding to a whole number of scanlines.
+ */
+ info->textureOffset = scanlines * width_bytes;
+
+ MemBox.x1 = 0;
+ MemBox.y1 = 0;
+ MemBox.x2 = pScrn->displayWidth;
+ MemBox.y2 = scanlines;
+
+ if (!xf86InitFBManager(pScreen, &MemBox)) {
+ xf86DrvMsg(scrnIndex, X_ERROR,
+ "Memory manager initialization to (%d,%d) (%d,%d) failed\n",
+ MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
+ return FALSE;
+ } else {
+ int width, height;
+
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Memory manager initialized to (%d,%d) (%d,%d)\n",
+ MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
+ if ((fbarea = xf86AllocateOffscreenArea(pScreen,
+ pScrn->displayWidth,
+ 2, 0, NULL, NULL, NULL))) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved area from (%d,%d) to (%d,%d)\n",
+ fbarea->box.x1, fbarea->box.y1,
+ fbarea->box.x2, fbarea->box.y2);
+ } else {
+ xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve area\n");
+ }
+ if (xf86QueryLargestOffscreenArea(pScreen, &width,
+ &height, 0, 0, 0)) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Largest offscreen area available: %d x %d\n",
+ width, height);
+ }
+ }
/* Allocate the shared back buffer */
- if ((fbarea = xf86AllocateOffscreenArea(pScreen,
- pScrn->virtualX,
- pScrn->virtualY,
- 32, NULL, NULL, NULL))) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved back buffer from (%d,%d) to (%d,%d)\n",
- fbarea->box.x1, fbarea->box.y1,
- fbarea->box.x2, fbarea->box.y2);
-
- info->backX = fbarea->box.x1;
- info->backY = fbarea->box.y1;
- info->backOffset = (fbarea->box.y1 * width_bytes +
- fbarea->box.x1 * cpp);
- info->backPitch = pScrn->displayWidth;
- } else {
- xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve back buffer\n");
- info->backX = -1;
- info->backY = -1;
- info->backOffset = -1;
- info->backPitch = -1;
- }
+ if ((fbarea = xf86AllocateOffscreenArea(pScreen,
+ pScrn->virtualX,
+ pScrn->virtualY,
+ 32, NULL, NULL, NULL))) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved back buffer from (%d,%d) to (%d,%d)\n",
+ fbarea->box.x1, fbarea->box.y1,
+ fbarea->box.x2, fbarea->box.y2);
+
+ info->backX = fbarea->box.x1;
+ info->backY = fbarea->box.y1;
+ info->backOffset = (fbarea->box.y1 * width_bytes +
+ fbarea->box.x1 * cpp);
+ info->backPitch = pScrn->displayWidth;
+ } else {
+ xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve back buffer\n");
+ info->backX = -1;
+ info->backY = -1;
+ info->backOffset = -1;
+ info->backPitch = -1;
+ }
/* Allocate the shared depth buffer */
- if ((fbarea = xf86AllocateOffscreenArea(pScreen,
- pScrn->virtualX,
- pScrn->virtualY + 1,
- 32, NULL, NULL, NULL))) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved depth buffer from (%d,%d) to (%d,%d)\n",
- fbarea->box.x1, fbarea->box.y1,
- fbarea->box.x2, fbarea->box.y2);
-
- info->depthX = fbarea->box.x1;
- info->depthY = fbarea->box.y1;
- info->depthOffset = (fbarea->box.y1 * width_bytes +
- fbarea->box.x1 * cpp);
- info->depthPitch = pScrn->displayWidth;
- info->spanOffset = ((fbarea->box.y2 - 1) * width_bytes +
- fbarea->box.x1 * cpp);
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved depth span from (%d,%d) offset 0x%x\n",
- fbarea->box.x1, fbarea->box.y2 - 1, info->spanOffset);
- } else {
- xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve depth buffer\n");
- info->depthX = -1;
- info->depthY = -1;
- info->depthOffset = -1;
- info->depthPitch = -1;
- info->spanOffset = -1;
- }
-
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved %d kb for textures at offset 0x%x\n",
- info->textureSize/1024, total);
+ if ((fbarea = xf86AllocateOffscreenArea(pScreen,
+ pScrn->virtualX,
+ pScrn->virtualY + 1,
+ 32, NULL, NULL, NULL))) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved depth buffer from (%d,%d) to (%d,%d)\n",
+ fbarea->box.x1, fbarea->box.y1,
+ fbarea->box.x2, fbarea->box.y2);
+
+ info->depthX = fbarea->box.x1;
+ info->depthY = fbarea->box.y1;
+ info->depthOffset = (fbarea->box.y1 * width_bytes +
+ fbarea->box.x1 * cpp);
+ info->depthPitch = pScrn->displayWidth;
+ info->spanOffset = ((fbarea->box.y2 - 1) * width_bytes +
+ fbarea->box.x1 * cpp);
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved depth span from (%d,%d) offset 0x%x\n",
+ fbarea->box.x1, fbarea->box.y2 - 1, info->spanOffset);
+ } else {
+ xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve depth buffer\n");
+ info->depthX = -1;
+ info->depthY = -1;
+ info->depthOffset = -1;
+ info->depthPitch = -1;
+ info->spanOffset = -1;
+ }
+
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved %d kb for textures at offset 0x%x\n",
+ info->textureSize/1024, info->textureOffset);
}
else
#endif
diff --git a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_accel.c b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_accel.c
index 4572c766b..26da62ba1 100644
--- a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_accel.c
+++ b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_accel.c
@@ -1062,8 +1062,15 @@ drmBufPtr RADEONCPGetBuffer( ScrnInfoPtr pScrn )
int size = 0;
int ret, i = 0;
- /* We obviously don't need this... */
- dma.context = 0xcafebabe /* driContextPriv->hHWContext */;
+#if 0
+ /* FIXME: pScrn->pScreen has not been initialized when this is first
+ called from RADEONSelectBuffer via RADEONDRICPInit. We could use
+ the screen index from pScrn, which is initialized, and then get
+ the screen from screenInfo.screens[index], but that is a hack. */
+ dma.context = DRIGetContext(pScrn->pScreen);
+#else
+ dma.context = 0x00000001; /* This is the X server's context */
+#endif
dma.send_count = 0;
dma.send_list = NULL;
dma.send_sizes = NULL;
@@ -1150,9 +1157,6 @@ void RADEONCPReleaseIndirect( ScrnInfoPtr pScrn )
start, buffer->used, 1 );
}
-
-/* FIXME: When direct rendering is enabled, we should use the CP to
- draw 2D commands */
static void RADEONCPAccelInit(ScrnInfoPtr pScrn, XAAInfoRecPtr a)
{
RADEONInfoPtr info = RADEONPTR(pScrn);
diff --git a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.c b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.c
index edaec9095..dd5fa4251 100644
--- a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.c
+++ b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.c
@@ -313,16 +313,124 @@ static void RADEONDRISwapContext(ScreenPtr pScreen, DRISyncType syncType,
}
}
+#if 0
+/* The Radeon has depth tiling on all the time, so we have to convert
+ * the x,y coordinates into the memory bus address (mba) in the same
+ * manner as the engine. In each case, the linear block address (ba)
+ * is calculated, and then wired with x and y to produce the final
+ * memory address.
+ */
+static CARD32 radeon_mba_z16(RADEONInfoPtr info,
+ int x, int y)
+{
+ CARD32 pitch = info->frontPitch;
+ CARD32 ba, address = 0; /* a[0] = 0 */
+
+ ba = (y / 16) * (pitch / 32) + (x / 32);
+
+ address |= (x & 0x7) << 1; /* a[1..3] = x[0..2] */
+ address |= (y & 0x7) << 4; /* a[4..6] = y[0..2] */
+ address |= (x & 0x8) << 4; /* a[7] = x[3] */
+ address |= (ba & 0x3) << 8; /* a[8..9] = ba[0..1] */
+ address |= (y & 0x8) << 7; /* a[10] = y[3] */
+ address |= ((x & 0x10) ^ (y & 0x10)) << 7; /* a[11] = x[4] ^ y[4] */
+ address |= (ba & ~0x3) << 10; /* a[12..] = ba[2..] */
+
+ return address;
+}
+
+static CARD32 radeon_mba_z32(RADEONInfoPtr info,
+ int x, int y)
+{
+ CARD32 pitch = info->frontPitch;
+ CARD32 ba, address = 0; /* a[0..1] = 0 */
+
+ ba = (y / 16) * (pitch / 16) + (x / 16);
+
+ address |= (x & 0x7) << 2; /* a[2..4] = x[0..2] */
+ address |= (y & 0x3) << 5; /* a[5..6] = y[0..1] */
+ address |=
+ (((x & 0x10) >> 2) ^ (y & 0x4)) << 5; /* a[7] = x[4] ^ y[2] */
+ address |= (ba & 0x3) << 8; /* a[8..9] = ba[0..1] */
+
+ address |= (y & 0x8) << 7; /* a[10] = y[3] */
+ address |=
+ (((x & 0x8) << 1) ^ (y & 0x10)) << 7; /* a[11] = x[3] ^ y[4] */
+ address |= (ba & ~0x3) << 10; /* a[12..] = ba[2..] */
+
+ return address;
+}
+
+/* 16-bit depth buffer functions */
+#define WRITE_DEPTH16(_x, _y, d) \
+ *(CARD16 *)(buf + radeon_mba_z16(info, (_x), (_y))) = (d)
+
+#define READ_DEPTH16(d, _x, _y) \
+ (d) = *(CARD16 *)(buf + radeon_mba_z16(info, (_x), (_y)))
+
+/* 24 bit depth, 8 bit stencil depthbuffer functions */
+#define WRITE_DEPTH32(_x, _y, d) \
+do { \
+ CARD32 tmp = *(CARD32 *)(buf + radeon_mba_z32(info, (_x), (_y))); \
+ tmp &= 0xff000000; \
+ tmp |= ((d) & 0x00ffffff); \
+ *(CARD32 *)(buf + radeon_mba_z32(info, (_x), (_y))) = tmp; \
+} while (0)
+
+#define READ_DEPTH32(d, _x, _y) \
+ d = *(CARD32 *)(buf + radeon_mba_z32(info, (_x), (_y))) & 0x00ffffff
+
+/* Screen to screen copy of data in the depth buffer */
+static void RADEONScreenToScreenCopyDepth(ScrnInfoPtr pScrn,
+ int x1, int y1,
+ int x2, int y2,
+ int w, int h)
+{
+ RADEONInfoPtr info = RADEONPTR(pScrn);
+ int xstart, xend, xdir;
+ int ystart, yend, ydir;
+ int x, y, d;
+ unsigned char *buf = info->FB + info->depthOffset;
+
+ if (x1 < x2) xdir = -1, xstart = w-1, xend = 0;
+ else xdir = 1, xstart = 0, xend = w-1;
+
+ if (y1 < y2) ydir = -1, ystart = h-1, yend = 0;
+ else ydir = 1, ystart = 0, yend = h-1;
+
+ switch (pScrn->bitsPerPixel) {
+ case 16:
+ for (x = xstart; x != xend; x += xdir) {
+ for (y = ystart; y != yend; y += ydir) {
+ READ_DEPTH16(d, x1+x, y1+y);
+ WRITE_DEPTH16(x2+x, y2+y, d);
+ }
+ }
+ break;
+ case 32:
+ for (x = xstart; x != xend; x += xdir) {
+ for (y = ystart; y != yend; y += ydir) {
+ READ_DEPTH32(d, x1+x, y1+y);
+ WRITE_DEPTH32(x2+x, y2+y, d);
+ }
+ }
+ break;
+ default: break;
+ }
+}
+#endif
+
/* Initialize the state of the back and depth buffers. */
static void RADEONDRIInitBuffers(WindowPtr pWin, RegionPtr prgn, CARD32 index)
{
/* FIXME: This routine needs to have acceleration turned on */
- ScreenPtr pScreen = pWin->drawable.pScreen;
- ScrnInfoPtr pScrn = xf86Screens[pScreen->myNum];
- RADEONInfoPtr info = RADEONPTR(pScrn);
- BoxPtr pbox, pboxSave;
- int nbox, nboxSave;
- int depth;
+ ScreenPtr pScreen = pWin->drawable.pScreen;
+ ScrnInfoPtr pScrn = xf86Screens[pScreen->myNum];
+ RADEONInfoPtr info = RADEONPTR(pScrn);
+ RADEONSAREAPrivPtr pSAREAPriv;
+ BoxPtr pbox;
+ int nbox;
+ int depth;
/* FIXME: This should be based on the __GLXvisualConfig info */
switch (pScrn->bitsPerPixel) {
@@ -337,30 +445,45 @@ static void RADEONDRIInitBuffers(WindowPtr pWin, RegionPtr prgn, CARD32 index)
/* FIXME: Only initialize the back and depth buffers for contexts
that request them */
- pboxSave = pbox = REGION_RECTS(prgn);
- nboxSave = nbox = REGION_NUM_RECTS(prgn);
+ FLUSH_RING();
+
+ pSAREAPriv = (RADEONSAREAPrivPtr)DRIGetSAREAPrivate(pScreen);
+
+ pbox = REGION_RECTS(prgn);
+ nbox = REGION_NUM_RECTS(prgn);
- (*info->accel->SetupForSolidFill)(pScrn, 0, GXcopy, -1);
- RADEONSelectBuffer(pScrn, RADEON_BACK);
for (; nbox; nbox--, pbox++) {
- (*info->accel->SubsequentSolidFillRect)(pScrn,
- pbox->x1,
- pbox->y1,
- pbox->x2 - pbox->x1,
- pbox->y2 - pbox->y1);
+ int ret;
+
+ /* drmRadeonClear uses the clip rects to draw instead of the
+ rect passed to it; however, it uses the rect for the depth
+ clears */
+ pSAREAPriv->boxes[0].x1 = pbox->x1;
+ pSAREAPriv->boxes[0].x2 = pbox->x2;
+ pSAREAPriv->boxes[0].y1 = pbox->y1;
+ pSAREAPriv->boxes[0].y2 = pbox->y2;
+ pSAREAPriv->nbox = 1;
+
+ ret = drmRadeonClear(info->drmFD,
+ DRM_RADEON_BACK | DRM_RADEON_DEPTH,
+ pbox->x1,
+ pbox->y1,
+ pbox->x2 - pbox->x1,
+ pbox->y2 - pbox->y1,
+ 0, depth);
+ if (ret) {
+ xf86DrvMsg(pScrn->scrnIndex, X_ERROR,
+ "DRIInitBuffers timed out, resetting engine...\n");
+ RADEONEngineReset(pScrn);
+ RADEONEngineRestore(pScrn);
+ RADEONCP_RESET(pScrn, info);
+ RADEONCP_START(pScrn, info);
+ return;
+ }
}
- pbox = pboxSave;
- nbox = nboxSave;
-
- (*info->accel->SetupForSolidFill)(pScrn, depth, GXcopy, -1);
- RADEONSelectBuffer(pScrn, RADEON_DEPTH);
- for (; nbox; nbox--, pbox++)
- (*info->accel->SubsequentSolidFillRect)(pScrn,
- pbox->x1,
- pbox->y1,
- pbox->x2 - pbox->x1,
- pbox->y2 - pbox->y1);
+ /* Mark the X server as the last context owner */
+ pSAREAPriv->ctxOwner = DRIGetContext(pScreen);
RADEONSelectBuffer(pScrn, RADEON_FRONT);
info->accel->NeedToSync = TRUE;
@@ -498,10 +621,13 @@ static void RADEONDRIMoveBuffers(WindowPtr pParent, DDXPointRec ptOldOrg,
destx, desty,
w, h);
RADEONSelectBuffer(pScrn, RADEON_DEPTH);
- (*info->accel->SubsequentScreenToScreenCopy)(pScrn,
- x1, y1,
- destx, desty,
- w, h);
+#if 0
+ /* FIXME: This is disabled because it is much too slow */
+ RADEONScreenToScreenCopyDepth(pScrn,
+ x1, y1,
+ destx, desty,
+ w, h);
+#endif
}
RADEONSelectBuffer(pScrn, RADEON_FRONT);
@@ -806,7 +932,7 @@ static Bool RADEONDRIBufInit(RADEONInfoPtr info, ScreenPtr pScreen)
/* Initialize the CP state, and start the CP (if used by the X server) */
static void RADEONDRICPInit(ScrnInfoPtr pScrn)
{
- RADEONInfoPtr info = RADEONPTR(pScrn);
+ RADEONInfoPtr info = RADEONPTR(pScrn);
/* Turn on bus mastering */
info->BusCntl &= ~RADEON_BUS_MASTER_DIS;
@@ -816,6 +942,192 @@ static void RADEONDRICPInit(ScrnInfoPtr pScrn)
RADEONSelectBuffer(pScrn, RADEON_FRONT);
}
+/* Initialize the DRI specific hardware state stored in the SAREA.
+ Currently, this involves setting up the 3D hardware state. */
+static void RADEONDRISAREAInit(ScreenPtr pScreen,
+ RADEONSAREAPrivPtr pSAREAPriv)
+{
+ ScrnInfoPtr pScrn = xf86Screens[pScreen->myNum];
+ RADEONInfoPtr info = RADEONPTR(pScrn);
+ radeon_context_regs_t *ctx;
+ radeon_texture_regs_t *tex;
+ CARD32 color_fmt, depth_fmt;
+ int i;
+
+ switch (info->CurrentLayout.pixel_code) {
+ case 16:
+ color_fmt = RADEON_COLOR_FORMAT_RGB565;
+ depth_fmt = RADEON_DEPTH_FORMAT_16BIT_INT_Z;
+ break;
+ case 32:
+ color_fmt = RADEON_COLOR_FORMAT_ARGB8888;
+ depth_fmt = RADEON_DEPTH_FORMAT_24BIT_INT_Z;
+ break;
+ default:
+ xf86DrvMsg(pScreen->myNum, X_ERROR,
+ "RADEONDRISAREAInit failed: Unsupported depth (%d bpp)\n",
+ info->CurrentLayout.pixel_code);
+ return;
+ }
+
+ /* Initialize the context state */
+ ctx = &pSAREAPriv->ContextState;
+
+ ctx->pp_misc = (RADEON_ALPHA_TEST_PASS |
+ RADEON_CHROMA_FUNC_FAIL |
+ RADEON_CHROMA_KEY_NEAREST |
+ RADEON_SHADOW_FUNC_EQUAL |
+ RADEON_SHADOW_PASS_1 |
+ RADEON_RIGHT_HAND_CUBE_OGL);
+
+ ctx->pp_fog_color = ((0x00000000 & RADEON_FOG_COLOR_MASK) |
+ RADEON_FOG_VERTEX |
+ RADEON_FOG_USE_DEPTH);
+
+ ctx->re_solid_color = 0x00000000;
+
+ ctx->rb3d_blendcntl = (RADEON_SRC_BLEND_GL_ONE |
+ RADEON_DST_BLEND_GL_ZERO );
+
+ ctx->rb3d_depthoffset = info->depthOffset;
+
+ ctx->rb3d_depthpitch = ((info->depthPitch & RADEON_DEPTHPITCH_MASK) |
+ RADEON_DEPTH_ENDIAN_NO_SWAP);
+
+ ctx->rb3d_zstencilcntl = (depth_fmt |
+ RADEON_Z_TEST_LESS |
+ RADEON_STENCIL_TEST_ALWAYS |
+ RADEON_STENCIL_S_FAIL_KEEP |
+ RADEON_STENCIL_ZPASS_KEEP |
+ RADEON_STENCIL_ZFAIL_KEEP |
+ RADEON_Z_WRITE_ENABLE);
+
+ ctx->pp_cntl = (RADEON_SCISSOR_ENABLE |
+ RADEON_ANTI_ALIAS_NONE);
+
+ ctx->rb3d_cntl = (RADEON_PLANE_MASK_ENABLE |
+ color_fmt |
+ RADEON_ZBLOCK16);
+
+ ctx->rb3d_coloroffset = (info->backOffset & RADEON_COLOROFFSET_MASK);
+
+ ctx->re_width_height = ((0x7ff << RADEON_RE_WIDTH_SHIFT) |
+ (0x7ff << RADEON_RE_HEIGHT_SHIFT));
+
+ ctx->rb3d_colorpitch = ((info->backPitch & RADEON_COLORPITCH_MASK) |
+ RADEON_COLOR_ENDIAN_NO_SWAP);
+
+ ctx->se_cntl = (RADEON_FFACE_CULL_CW |
+ RADEON_BFACE_SOLID |
+ RADEON_FFACE_SOLID |
+ RADEON_FLAT_SHADE_VTX_LAST |
+ RADEON_DIFFUSE_SHADE_GOURAUD |
+ RADEON_ALPHA_SHADE_GOURAUD |
+ RADEON_SPECULAR_SHADE_GOURAUD |
+ RADEON_FOG_SHADE_GOURAUD |
+ RADEON_VPORT_XY_XFORM_ENABLE |
+ RADEON_VTX_PIX_CENTER_OGL |
+ RADEON_ROUND_MODE_TRUNC |
+ RADEON_ROUND_PREC_8TH_PIX);
+
+ ctx->se_coord_fmt = (RADEON_VTX_XY_PRE_MULT_1_OVER_W0 |
+ RADEON_VTX_Z_PRE_MULT_1_OVER_W0 |
+ RADEON_TEX1_W_ROUTING_USE_Q1);
+
+ ctx->re_line_pattern = ((0x0000 & RADEON_LINE_PATTERN_MASK) |
+ (0 << RADEON_LINE_REPEAT_COUNT_SHIFT) |
+ (0 << RADEON_LINE_PATTERN_START_SHIFT) |
+ RADEON_LINE_PATTERN_LITTLE_BIT_ORDER);
+
+ ctx->re_line_state = ((0 << RADEON_LINE_CURRENT_PTR_SHIFT) |
+ (0 << RADEON_LINE_CURRENT_COUNT_SHIFT));
+
+ ctx->se_line_width = 0x0000000;
+
+ ctx->pp_lum_matrix = 0x00000000;
+
+ ctx->pp_rot_matrix_0 = 0x00000000;
+ ctx->pp_rot_matrix_1 = 0x00000000;
+
+ ctx->rb3d_stencilrefmask = ((0x00 << RADEON_STENCIL_REF_SHIFT) |
+ (0xff << RADEON_STENCIL_MASK_SHIFT) |
+ (0xff << RADEON_STENCIL_WRITEMASK_SHIFT));
+
+ ctx->rb3d_ropcntl = 0x00000000;
+ ctx->rb3d_planemask = 0xffffffff;
+
+ ctx->se_vport_xscale = 0x00000000;
+ ctx->se_vport_xoffset = 0x00000000;
+ ctx->se_vport_yscale = 0x00000000;
+ ctx->se_vport_yoffset = 0x00000000;
+ ctx->se_vport_zscale = 0x00000000;
+ ctx->se_vport_zoffset = 0x00000000;
+
+ ctx->se_cntl_status = (RADEON_VC_NO_SWAP |
+ RADEON_TCL_BYPASS);
+
+#ifdef TCL_ENABLE
+ /* FIXME: Obviously these need to be properly initialized */
+ ctx->se_tcl_material_emmissive.red = 0x00000000;
+ ctx->se_tcl_material_emmissive.green = 0x00000000;
+ ctx->se_tcl_material_emmissive.blue = 0x00000000;
+ ctx->se_tcl_material_emmissive.alpha = 0x00000000;
+
+ ctx->se_tcl_material_ambient.red = 0x00000000;
+ ctx->se_tcl_material_ambient.green = 0x00000000;
+ ctx->se_tcl_material_ambient.blue = 0x00000000;
+ ctx->se_tcl_material_ambient.alpha = 0x00000000;
+
+ ctx->se_tcl_material_diffuse.red = 0x00000000;
+ ctx->se_tcl_material_diffuse.green = 0x00000000;
+ ctx->se_tcl_material_diffuse.blue = 0x00000000;
+ ctx->se_tcl_material_diffuse.alpha = 0x00000000;
+
+ ctx->se_tcl_material_specular.red = 0x00000000;
+ ctx->se_tcl_material_specular.green = 0x00000000;
+ ctx->se_tcl_material_specular.blue = 0x00000000;
+ ctx->se_tcl_material_specular.alpha = 0x00000000;
+
+ ctx->se_tcl_shininess = 0x00000000;
+ ctx->se_tcl_output_vtx_fmt = 0x00000000;
+ ctx->se_tcl_output_vtx_sel = 0x00000000;
+ ctx->se_tcl_matrix_select_0 = 0x00000000;
+ ctx->se_tcl_matrix_select_1 = 0x00000000;
+ ctx->se_tcl_ucp_vert_blend_ctl = 0x00000000;
+ ctx->se_tcl_texture_proc_ctl = 0x00000000;
+ ctx->se_tcl_light_model_ctl = 0x00000000;
+ for ( i = 0 ; i < 4 ; i++ ) {
+ ctx->se_tcl_per_light_ctl[i] = 0x00000000;
+ }
+#endif
+
+ ctx->re_top_left = ((0 << RADEON_RE_LEFT_SHIFT) |
+ (0 << RADEON_RE_TOP_SHIFT) );
+
+ ctx->re_misc = ((0 << RADEON_STIPPLE_X_OFFSET_SHIFT) |
+ (0 << RADEON_STIPPLE_Y_OFFSET_SHIFT) |
+ RADEON_STIPPLE_LITTLE_BIT_ORDER);
+
+ /* Initialize the texture state */
+ for (i = 0; i < RADEON_MAX_TEXTURE_UNITS; i++) {
+ tex = &pSAREAPriv->TexState[i];
+
+ tex->pp_txfilter = 0x00000000;
+ tex->pp_txformat = 0x00000000;
+ tex->pp_txoffset = 0x00000000;
+ tex->pp_txcblend = 0x00000000;
+ tex->pp_txablend = 0x00000000;
+ tex->pp_tfactor = 0x00000000;
+ tex->pp_border_color = 0x00000000;
+ }
+
+ /* Mark the context as dirty */
+ pSAREAPriv->dirty = RADEON_UPLOAD_ALL;
+
+ /* Mark the X server as the last context owner */
+ pSAREAPriv->ctxOwner = DRIGetContext(pScreen);
+}
+
/* Initialize the screen-specific data structures for the DRI and the
Radeon. This is the main entry point to the device-specific
initialization code. It calls device-independent DRI functions to
@@ -1032,6 +1344,7 @@ Bool RADEONDRIFinishScreenInit(ScreenPtr pScreen)
/* Initialize the SAREA private data structure */
pSAREAPriv = (RADEONSAREAPrivPtr)DRIGetSAREAPrivate(pScreen);
memset(pSAREAPriv, 0, sizeof(*pSAREAPriv));
+ RADEONDRISAREAInit(pScreen, pSAREAPriv);
pRADEONDRI = (RADEONDRIPtr)info->pDRIInfo->devPrivate;
diff --git a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.h b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.h
index d4c71aaba..b8116355e 100644
--- a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.h
+++ b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_dri.h
@@ -55,7 +55,8 @@
#define RADEON_CARD_TYPE_RADEON 1
-#define RADEON_BUFFER_ALIGN 4096
+/* Buffer are aligned on 4096 byte boundaries */
+#define RADEON_BUFFER_ALIGN 0x00000fff
#define RADEONCP_USE_RING_BUFFER(m) \
(((m) == RADEON_CSQ_PRIBM_INDDIS) || \
diff --git a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_driver.c b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_driver.c
index bdf39e83a..5e3007ba2 100644
--- a/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_driver.c
+++ b/xc/programs/Xserver/hw/xfree86/drivers/ati/radeon_driver.c
@@ -1561,154 +1561,156 @@ Bool RADEONScreenInit(int scrnIndex, ScreenPtr pScreen, int argc, char **argv)
/* Memory manager setup */
#ifdef XF86DRI
if (info->directRenderingEnabled) {
- FBAreaPtr fbarea;
- int width_bytes = (pScrn->displayWidth *
- info->CurrentLayout.pixel_bytes);
- int cpp = info->CurrentLayout.pixel_bytes;
- int bufferSize = pScrn->virtualY * width_bytes;
- int l, total;
- int scanlines;
-
- info->frontOffset = 0;
- info->frontPitch = pScrn->displayWidth;
-
- switch (info->CPMode) {
- case RADEON_DEFAULT_CP_PIO_MODE:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in PIO mode\n");
- break;
- case RADEON_DEFAULT_CP_BM_MODE:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in BM mode\n");
- break;
- default:
- xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in UNKNOWN mode\n");
- break;
- }
-
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB AGP aperture\n", info->agpSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for the ring buffer\n", info->ringSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for vertex/indirect buffers\n", info->bufSize);
- xf86DrvMsg(pScrn->scrnIndex, X_INFO,
- "Using %d MB for AGP textures\n", info->agpTexSize);
-
- /* Try for front, back, depth, and three framebuffers worth of
- * pixmap cache. Should be enough for a fullscreen background
- * image plus some leftovers.
- */
- info->textureSize = info->FbMapSize - 6 * bufferSize;
-
- /* If that gives us less than half the available memory, let's
- * be greedy and grab some more. Sorry, I care more about 3D
- * performance than playing nicely, and you'll get around a full
- * framebuffer's worth of pixmap cache anyway.
- */
- if ( info->textureSize < (int)info->FbMapSize / 2 ) {
- info->textureSize = info->FbMapSize - 5 * bufferSize;
- }
- if ( info->textureSize < (int)info->FbMapSize / 2 ) {
- info->textureSize = info->FbMapSize - 4 * bufferSize;
- }
-
- if ( info->textureSize > 0 ) {
- l = RADEONMinBits((info->textureSize-1) / RADEON_NR_TEX_REGIONS);
- if (l < RADEON_LOG_TEX_GRANULARITY) l = RADEON_LOG_TEX_GRANULARITY;
-
- /* Round the texture size up to the nearest whole number of
- * texture regions. Again, be greedy about this, don't
- * round down.
- */
- info->log2TexGran = l;
- info->textureSize = ((info->textureSize >> l) + 1) << l;
- } else {
- info->textureSize = 0;
- }
-
- total = (info->FbMapSize - info->textureSize
- - 2 * bufferSize + RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
- scanlines = total / width_bytes;
- if (scanlines > 8191) scanlines = 8191;
-
- xf86DrvMsg(scrnIndex, X_INFO,
- "total=0x%x tex=0x%x buf=0x%x rem=0x%x\n",
- info->FbMapSize, info->textureSize, bufferSize, total);
-
- MemBox.x1 = 0;
- MemBox.y1 = 0;
- MemBox.x2 = pScrn->displayWidth;
- MemBox.y2 = scanlines;
-
- if (!xf86InitFBManager(pScreen, &MemBox)) {
- xf86DrvMsg(scrnIndex, X_ERROR,
- "Memory manager initialization to (%d,%d) (%d,%d) failed\n",
- MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
- return FALSE;
- } else {
- int width, height;
-
- xf86DrvMsg(scrnIndex, X_INFO,
- "Memory manager initialized to (%d,%d) (%d,%d)\n",
- MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
- if ((fbarea = xf86AllocateOffscreenArea(pScreen, pScrn->displayWidth,
- 2, 0, NULL, NULL, NULL))) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved area from (%d,%d) to (%d,%d)\n",
- fbarea->box.x1, fbarea->box.y1,
- fbarea->box.x2, fbarea->box.y2);
- } else {
- xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve area\n");
- }
- if (xf86QueryLargestOffscreenArea(pScreen, &width,
- &height, 0, 0, 0)) {
- xf86DrvMsg(scrnIndex, X_INFO,
- "Largest offscreen area available: %d x %d\n",
- width, height);
- }
- }
-
- /* Recalculate the texture offset and size to accomodate any
- * rounding to a whole number of scanlines.
- * FIXME: Is this actually needed?
- */
- info->textureOffset = scanlines * width_bytes;
- info->textureSize = info->FbMapSize - info->textureOffset;
-
- /* Set a minimum usable local texture heap size. This will fit
- * two 256x256x32bpp textures.
- */
- if ( info->textureSize < 512 * 1024 ) {
- info->textureOffset = 0;
- info->textureSize = 0;
- }
-
- /* Allocate the shared back buffer */
- info->backOffset = total;
- info->backPitch = pScrn->displayWidth;
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved back buffer at offset 0x%x\n",
- info->backOffset);
-
- /* Allocate the shared depth buffer */
- info->depthOffset = (info->backOffset + bufferSize + RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
- info->depthPitch = pScrn->displayWidth;
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved depth buffer at offset 0x%x\n",
- info->depthOffset);
-
- info->textureOffset = (info->depthOffset + bufferSize + RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
- xf86DrvMsg(scrnIndex, X_INFO,
- "Reserved %d kb for textures at offset 0x%x\n",
- info->textureSize/1024, info->textureOffset);
-
- info->frontPitchOffset = (((info->frontPitch * cpp / 64) << 22) |
- (info->frontOffset >> 10));
-
- info->backPitchOffset = (((info->backPitch * cpp / 64) << 22) |
- (info->backOffset >> 10));
-
- info->depthPitchOffset = (((info->depthPitch * cpp / 64) << 22) |
- (info->depthOffset >> 10));
+ FBAreaPtr fbarea;
+ int width_bytes = (pScrn->displayWidth *
+ info->CurrentLayout.pixel_bytes);
+ int cpp = info->CurrentLayout.pixel_bytes;
+ int bufferSize = ((pScrn->virtualY * width_bytes + RADEON_BUFFER_ALIGN)
+ & ~RADEON_BUFFER_ALIGN);
+ int l;
+ int scanlines;
+
+ info->frontOffset = 0;
+ info->frontPitch = pScrn->displayWidth;
+
+ switch (info->CPMode) {
+ case RADEON_DEFAULT_CP_PIO_MODE:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in PIO mode\n");
+ break;
+ case RADEON_DEFAULT_CP_BM_MODE:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in BM mode\n");
+ break;
+ default:
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO, "CP in UNKNOWN mode\n");
+ break;
+ }
+
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB AGP aperture\n", info->agpSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for the ring buffer\n", info->ringSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for vertex/indirect buffers\n", info->bufSize);
+ xf86DrvMsg(pScrn->scrnIndex, X_INFO,
+ "Using %d MB for AGP textures\n", info->agpTexSize);
+
+ /* Try for front, back, depth, and three framebuffers worth of
+ * pixmap cache. Should be enough for a fullscreen background
+ * image plus some leftovers.
+ */
+ info->textureSize = info->FbMapSize - 6 * bufferSize;
+
+ /* If that gives us less than half the available memory, let's
+ * be greedy and grab some more. Sorry, I care more about 3D
+ * performance than playing nicely, and you'll get around a full
+ * framebuffer's worth of pixmap cache anyway.
+ */
+ if (info->textureSize < (int)info->FbMapSize / 2) {
+ info->textureSize = info->FbMapSize - 5 * bufferSize;
+ }
+ if (info->textureSize < (int)info->FbMapSize / 2) {
+ info->textureSize = info->FbMapSize - 4 * bufferSize;
+ }
+
+ /* Check to see if there is more room available after the 8192nd
+ scanline for textures */
+ if (info->FbMapSize - 8192*width_bytes - bufferSize*2
+ > info->textureSize) {
+ info->textureSize =
+ info->FbMapSize - 8192*width_bytes - bufferSize*2;
+ }
+
+ if (info->textureSize > 0) {
+ l = RADEONMinBits((info->textureSize-1) / RADEON_NR_TEX_REGIONS);
+ if (l < RADEON_LOG_TEX_GRANULARITY) l = RADEON_LOG_TEX_GRANULARITY;
+
+ /* Round the texture size up to the nearest whole number of
+ * texture regions. Again, be greedy about this, don't
+ * round down.
+ */
+ info->log2TexGran = l;
+ info->textureSize = (info->textureSize >> l) << l;
+ } else {
+ info->textureSize = 0;
+ }
+
+ /* Set a minimum usable local texture heap size. This will fit
+ * two 256x256x32bpp textures.
+ */
+ if (info->textureSize < 512 * 1024) {
+ info->textureOffset = 0;
+ info->textureSize = 0;
+ }
+
+ /* Reserve space for textures */
+ info->textureOffset = (info->FbMapSize - info->textureSize +
+ RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
+
+ /* Reserve space for the shared depth buffer */
+ info->depthOffset = (info->textureOffset - bufferSize +
+ RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
+ info->depthPitch = pScrn->displayWidth;
+
+ /* Reserve space for the shared back buffer */
+ info->backOffset = (info->depthOffset - bufferSize +
+ RADEON_BUFFER_ALIGN) & ~RADEON_BUFFER_ALIGN;
+ info->backPitch = pScrn->displayWidth;
+
+ scanlines = info->backOffset / width_bytes - 1;
+ if (scanlines > 8191) scanlines = 8191;
+
+ MemBox.x1 = 0;
+ MemBox.y1 = 0;
+ MemBox.x2 = pScrn->displayWidth;
+ MemBox.y2 = scanlines;
+
+ if (!xf86InitFBManager(pScreen, &MemBox)) {
+ xf86DrvMsg(scrnIndex, X_ERROR,
+ "Memory manager initialization to (%d,%d) (%d,%d) failed\n",
+ MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
+ return FALSE;
+ } else {
+ int width, height;
+
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Memory manager initialized to (%d,%d) (%d,%d)\n",
+ MemBox.x1, MemBox.y1, MemBox.x2, MemBox.y2);
+ if ((fbarea = xf86AllocateOffscreenArea(pScreen,
+ pScrn->displayWidth,
+ 2, 0, NULL, NULL, NULL))) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved area from (%d,%d) to (%d,%d)\n",
+ fbarea->box.x1, fbarea->box.y1,
+ fbarea->box.x2, fbarea->box.y2);
+ } else {
+ xf86DrvMsg(scrnIndex, X_ERROR, "Unable to reserve area\n");
+ }
+ if (xf86QueryLargestOffscreenArea(pScreen, &width,
+ &height, 0, 0, 0)) {
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Largest offscreen area available: %d x %d\n",
+ width, height);
+ }
+ }
+
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved back buffer at offset 0x%x\n",
+ info->backOffset);
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved depth buffer at offset 0x%x\n",
+ info->depthOffset);
+ xf86DrvMsg(scrnIndex, X_INFO,
+ "Reserved %d kb for textures at offset 0x%x\n",
+ info->textureSize/1024, info->textureOffset);
+
+ info->frontPitchOffset = (((info->frontPitch * cpp / 64) << 22) |
+ (info->frontOffset >> 10));
+
+ info->backPitchOffset = (((info->backPitch * cpp / 64) << 22) |
+ (info->backOffset >> 10));
+
+ info->depthPitchOffset = (((info->depthPitch * cpp / 64) << 22) |
+ (info->depthOffset >> 10));
}
else
#endif