/* * Copyright 2008 Corbin Simpson * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "r300_blit.h" /* Does a "paint" into the specified rectangle. * Returns 1 on success, 0 on error. */ int r300_fill_blit(struct r300_context* r300, unsigned cpp, short dst_pitch, struct pipe_buffer* dst_buffer, unsigned dst_offset, short x, short y, short w, short h, unsigned color) { uint32_t dest_type; /* Check for fallbacks. */ /* XXX we can do YUV surfaces, too, but only in 3D mode. Hmm... */ switch(cpp) { case 2: case 6: dest_type = ATI_DATATYPE_CI8; break; case 4: dest_type = ATI_DATATYPE_RGB565; break; case 8: dest_type = ATI_DATATYPE_ARGB8888; break; default: /* Whatever this is, we can't fill it. (Yet.) */ return 0; } /* XXX odds are *incredibly* good that we were in 3D just a bit ago, * so flush here first. */ /* Set up the 2D engine. */ OUT_CS_REG(RADEON_DEFAULT_SC_BOTTOM_RIGHT, RADEON_DEFAULT_SC_RIGHT_MAX | RADEON_DEFAULT_SC_BOTTOM_MAX); /* XXX I have no idea what these flags mean, is this awesome? (y/n) */ OUT_CS_REG(RADEON_DP_GUI_MASTER_CNTL, RADEON_GMC_DST_PITCH_OFFSET_CNTL | RADEON_GMC_BRUSH_SOLID_COLOR | (dest_type << 8) | RADEON_GMC_SRC_DATATYPE_COLOR | /* XXX is this the right rop? */ RADEON_ROP3_ONE | RADEON_GMC_CLR_CMP_CNTL_DIS); /* XXX pack this? */ OUT_CS_REG(RADEON_DP_BRUSH_FRGD_CLR, color); OUT_CS_REG(RADEON_DP_BRUSH_BKGD_CLR, 0x00000000); OUT_CS_REG(RADEON_DP_SRC_FRGD_CLR, 0xffffffff); OUT_CS_REG(RADEON_DP_SRC_BKGD_CLR, 0x00000000); /* XXX what should this be? */ OUT_CS_REG(RADEON_DP_WRITE_MASK, 0x00000000); OUT_CS_REG(RADEON_DP_CNTL, RADEON_DST_X_LEFT_TO_RIGHT | RADEON_DST_Y_TOP_TO_BOTTOM); OUT_CS_REG(RADEON_DST_PITCH_OFFSET, 0x0); /* XXX fix this shit -> OUT_RELOC(dst, 0, RADEON_GEM_DOMAIN_VRAM) */ /* Do the actual paint. */ OUT_CS_REG(RADEON_DST_Y_X, (y << 16) | x); OUT_CS_REG(RADEON_DST_HEIGHT_WIDTH, (h << 16) | w); /* Let the 2D engine settle. */ OUT_CS_REG(RADEON_DSTCACHE_CTLSTAT, RADEON_RB2D_DC_FLUSH_ALL); OUT_CS_REG(RADEON_WAIT_UNTIL, RADEON_WAIT_2D_IDLECLEAN | RADEON_WAIT_DMA_GUI_IDLE); return 1; }