#include "nv10_context.h" #include "nv10_state.h" void nv10_emit_hw_state(struct nv10_context *nv10) { int i; if (nv10->dirty & NV10_NEW_FRAGPROG) { nv10_fragprog_bind(nv10, nv10->fragprog.current); /*XXX: clear NV10_NEW_FRAGPROG if no new program uploaded */ } if (nv10->dirty_samplers || (nv10->dirty & NV10_NEW_FRAGPROG)) { nv10_fragtex_bind(nv10); nv10->dirty &= ~NV10_NEW_FRAGPROG; } if (nv10->dirty & NV10_NEW_VERTPROG) { //nv10_vertprog_bind(nv10, nv10->vertprog.current); nv10->dirty &= ~NV10_NEW_VERTPROG; } if (nv10->dirty & NV10_NEW_VBO) { } nv10->dirty_samplers = 0; /* Emit relocs for every referenced buffer. * This is to ensure the bufmgr has an accurate idea of how * the buffer is used. This isn't very efficient, but we don't * seem to take a significant performance hit. Will be improved * at some point. Vertex arrays are emitted by nv10_vbo.c */ /* Render target */ // XXX figre out who's who for NV10TCL_DMA_* and fill accordingly // BEGIN_RING(celsius, NV10TCL_DMA_COLOR0, 1); // OUT_RELOCo(nv10->rt[0], NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); BEGIN_RING(celsius, NV10TCL_COLOR_OFFSET, 1); OUT_RELOCl(nv10->rt[0], 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); if (nv10->zeta) { // XXX // BEGIN_RING(celsius, NV10TCL_DMA_ZETA, 1); // OUT_RELOCo(nv10->zeta, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); BEGIN_RING(celsius, NV10TCL_ZETA_OFFSET, 1); OUT_RELOCl(nv10->zeta, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_WR); /* XXX for when we allocate LMA on nv17 */ /* BEGIN_RING(celsius, NV10TCL_LMA_DEPTH_OFFSET, 1); OUT_RELOCl(nv10->zeta+lma_offset);*/ } /* Texture images */ for (i = 0; i < 2; i++) { if (!(nv10->fp_samplers & (1 << i))) continue; BEGIN_RING(celsius, NV10TCL_TX_OFFSET(i), 1); OUT_RELOCl(nv10->tex[i].buffer, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_RD); BEGIN_RING(celsius, NV10TCL_TX_FORMAT(i), 1); OUT_RELOCd(nv10->tex[i].buffer, nv10->tex[i].format, NOUVEAU_BO_VRAM | NOUVEAU_BO_GART | NOUVEAU_BO_RD | NOUVEAU_BO_OR, NV10TCL_TX_FORMAT_DMA0, NV10TCL_TX_FORMAT_DMA1); } }