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authorFelix Kuehling <fxkuehl@gmx.de>2005-05-01 14:29:16 +0000
committerFelix Kuehling <fxkuehl@gmx.de>2005-05-01 14:29:16 +0000
commit5f0bf772557e3c62a77c686667d61aa26afd14e5 (patch)
tree3b6645633f027b1c7557fe06eb97c22ee7ef894d /src/mesa/drivers/dri/savage/savagestate.c
parent8af7ff1ded97af2f1d34b740cbbb2cf7f6d51603 (diff)
Fixed and cleaned up programming of watermark registers. There may be
a marginal speedup, but I'm not sure this has the same effect on all hardware. Tested on Savage IX and ProSavageDDR. For experimenting with different values see the macros at the start of savagestate.c.
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagestate.c')
-rw-r--r--src/mesa/drivers/dri/savage/savagestate.c125
1 files changed, 75 insertions, 50 deletions
diff --git a/src/mesa/drivers/dri/savage/savagestate.c b/src/mesa/drivers/dri/savage/savagestate.c
index 1a6a7f4579..7b58c817a2 100644
--- a/src/mesa/drivers/dri/savage/savagestate.c
+++ b/src/mesa/drivers/dri/savage/savagestate.c
@@ -48,6 +48,32 @@
#include "xmlpool.h"
+/* Savage4, ProSavage[DDR], SuperSavage watermarks */
+#define S4_ZRLO 24
+#define S4_ZRHI 24
+#define S4_ZWLO 0
+#define S4_ZWHI 0
+
+#define S4_DRLO 0
+#define S4_DRHI 0
+#define S4_DWLO 0
+#define S4_DWHI 0
+
+#define S4_TR 15
+
+/* Savage3D/MX/IX watermarks */
+#define S3D_ZRLO 8
+#define S3D_ZRHI 24
+#define S3D_ZWLO 0
+#define S3D_ZWHI 24
+
+#define S3D_DRLO 0
+#define S3D_DRHI 0
+#define S3D_DWLO 0
+#define S3D_DWHI 0
+
+#define S3D_TR 15
+
static void savageBlendFunc_s4(GLcontext *);
static void savageBlendFunc_s3d(GLcontext *);
@@ -105,7 +131,7 @@ static void savageBlendFunc_s4(GLcontext *ctx)
* test, and shading model)
*/
- imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = 0;
+ imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_FALSE;
/*
* blend modes
@@ -487,10 +513,6 @@ static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
imesa->regs.s4.zBufCtrl.ni.zCmpFunc = zmode;
imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = ctx->Depth.Mask;
imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
-#if 1
- imesa->regs.s4.zWatermarks.ni.wLow = 0;
-#endif
-
imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
}
else if (imesa->glCtx->Stencil.Enabled && imesa->hw_stencil)
@@ -500,7 +522,6 @@ static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = GL_FALSE;
imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
- imesa->regs.s4.zWatermarks.ni.wLow = 8;
}
else
{
@@ -518,7 +539,6 @@ static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
}
imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = GL_FALSE;
imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
- imesa->regs.s4.zWatermarks.ni.wLow = 8;
}
if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
@@ -557,9 +577,6 @@ static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
imesa->regs.s3d.zBufCtrl.ni.zUpdateEn = ctx->Depth.Mask;
imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
-#if 1
- imesa->regs.s3d.zWatermarks.ni.wLow = 0;
-#endif
}
else
{
@@ -575,7 +592,6 @@ static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
}
imesa->regs.s3d.zBufCtrl.ni.zUpdateEn = GL_FALSE;
imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_FALSE;
- imesa->regs.s3d.zWatermarks.ni.wLow = 8;
}
if (drawCtrl != imesa->regs.s3d.drawCtrl.ui ||
@@ -587,39 +603,11 @@ static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
static void savageDDDepthMask_s4(GLcontext *ctx, GLboolean flag)
{
- savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
- u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
-
- if (flag)
- {
- imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
- }
- else
- {
- imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
- }
savageDDDepthFunc_s4(ctx,ctx->Depth.Func);
-
- if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
- imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
}
static void savageDDDepthMask_s3d(GLcontext *ctx, GLboolean flag)
{
- savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
- u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
-
- if (flag)
- {
- imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
- }
- else
- {
- imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_FALSE;
- }
savageDDDepthFunc_s3d(ctx,ctx->Depth.Func);
-
- if (drawCtrl != imesa->regs.s3d.drawCtrl.ui)
- imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
}
@@ -1436,6 +1424,17 @@ static void savageUpdateRegister_s4(savageContextPtr imesa)
imesa->oldRegs.s4.texAddr[1].ui == imesa->regs.s4.texAddr[1].ui)
imesa->oldRegs.s4.texAddr[1].ui = 0xffffffff;
+ /* Fix up watermarks */
+ if (imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites) {
+ imesa->regs.s4.destTexWatermarks.ni.destWriteLow = 0;
+ imesa->regs.s4.destTexWatermarks.ni.destFlush = 1;
+ } else
+ imesa->regs.s4.destTexWatermarks.ni.destWriteLow = S4_DWLO;
+ if (imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites)
+ imesa->regs.s4.zWatermarks.ni.wLow = 0;
+ else
+ imesa->regs.s4.zWatermarks.ni.wLow = S4_ZWLO;
+
savageEmitChangedRegs (imesa, 0x1e, 0x39);
imesa->dirty=0;
@@ -1449,18 +1448,24 @@ static void savageUpdateRegister_s3d(savageContextPtr imesa)
imesa->oldRegs.s3d.texAddr.ui == imesa->regs.s3d.texAddr.ui)
imesa->oldRegs.s3d.texAddr.ui = 0xffffffff;
- /* Some temporary hacks to workaround lockups. Not sure if they are
- * still needed. But they work for now. */
- imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
- imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ /* Fix up watermarks */
+ if (imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites) {
+ imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = 0;
+ imesa->regs.s3d.destTexWatermarks.ni.destFlush = 1;
+ } else
+ imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = S3D_DWLO;
+ if (imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites)
+ imesa->regs.s3d.zWatermarks.ni.wLow = 0;
+ else
+ imesa->regs.s3d.zWatermarks.ni.wLow = S3D_ZWLO;
+
/* the savage3d uses two contiguous ranges of BCI registers:
* 0x18-0x1c and 0x20-0x38. Some texture registers need to be
* emitted in one chunk or we get some funky rendering errors. */
- /* FIXME: watermark registers aren't programmed correctly ATM */
savageEmitChangedRegs (imesa, 0x18, 0x19);
savageEmitChangedRegChunk (imesa, 0x1a, 0x1c);
- savageEmitChangedRegs (imesa, 0x20, 0x36);
+ savageEmitChangedRegs (imesa, 0x20, 0x38);
imesa->dirty=0;
}
@@ -1473,7 +1478,7 @@ void savageEmitOldState( savageContextPtr imesa )
savageEmitOldRegs (imesa, 0x1e, 0x39, GL_TRUE);
} else {
savageEmitOldRegs (imesa, 0x18, 0x1c, GL_TRUE);
- savageEmitOldRegs (imesa, 0x20, 0x36, GL_FALSE);
+ savageEmitOldRegs (imesa, 0x20, 0x38, GL_FALSE);
}
}
@@ -1529,8 +1534,18 @@ static void savageDDInitState_s4( savageContextPtr imesa )
imesa->regs.s4.zWatermarks.ui = 0x12000C04;
imesa->regs.s4.destTexWatermarks.ui = 0x40200400;
#else
- imesa->regs.s4.zWatermarks.ui = 0x16001808;
- imesa->regs.s4.destTexWatermarks.ui = 0x4f000000;
+ /*imesa->regs.s4.zWatermarks.ui = 0x16001808;*/
+ imesa->regs.s4.zWatermarks.ni.rLow = S4_ZRLO;
+ imesa->regs.s4.zWatermarks.ni.rHigh = S4_ZRHI;
+ imesa->regs.s4.zWatermarks.ni.wLow = S4_ZWLO;
+ imesa->regs.s4.zWatermarks.ni.wHigh = S4_ZWHI;
+ /*imesa->regs.s4.destTexWatermarks.ui = 0x4f000000;*/
+ imesa->regs.s4.destTexWatermarks.ni.destReadLow = S4_DRLO;
+ imesa->regs.s4.destTexWatermarks.ni.destReadHigh = S4_DRHI;
+ imesa->regs.s4.destTexWatermarks.ni.destWriteLow = S4_DWLO;
+ imesa->regs.s4.destTexWatermarks.ni.destWriteHigh = S4_DWHI;
+ imesa->regs.s4.destTexWatermarks.ni.texRead = S4_TR;
+ imesa->regs.s4.destTexWatermarks.ni.destFlush = 1;
#endif
imesa->regs.s4.drawCtrl0.ni.dPerfAccelEn = GL_TRUE;
@@ -1610,8 +1625,18 @@ static void savageDDInitState_s3d( savageContextPtr imesa )
imesa->regs.s3d.zWatermarks.ui = 0x12000C04;
imesa->regs.s3d.destTexWatermarks.ui = 0x40200400;
#else
- imesa->regs.s3d.zWatermarks.ui = 0x16001808;
- imesa->regs.s3d.destTexWatermarks.ui = 0x4f000000;
+ /*imesa->regs.s3d.zWatermarks.ui = 0x16001808;*/
+ imesa->regs.s3d.zWatermarks.ni.rLow = S3D_ZRLO;
+ imesa->regs.s3d.zWatermarks.ni.rHigh = S3D_ZRHI;
+ imesa->regs.s3d.zWatermarks.ni.wLow = S3D_ZWLO;
+ imesa->regs.s3d.zWatermarks.ni.wHigh = S3D_ZWHI;
+ /*imesa->regs.s3d.destTexWatermarks.ui = 0x4f000000;*/
+ imesa->regs.s3d.destTexWatermarks.ni.destReadLow = S3D_DRLO;
+ imesa->regs.s3d.destTexWatermarks.ni.destReadHigh = S3D_DRHI;
+ imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = S3D_DWLO;
+ imesa->regs.s3d.destTexWatermarks.ni.destWriteHigh = S3D_DWHI;
+ imesa->regs.s3d.destTexWatermarks.ni.texRead = S3D_TR;
+ imesa->regs.s3d.destTexWatermarks.ni.destFlush = 1;
#endif
imesa->regs.s3d.texCtrl.ni.dBias = 0x08;