#include "nv40_context.h" static boolean nv40_state_viewport_validate(struct nv40_context *nv40) { struct pipe_viewport_state *vpt = &nv40->viewport; struct nouveau_stateobj *so; unsigned bypass; if (nv40->render_mode == HW && !nv40->rasterizer->pipe.bypass_vs_clip_and_viewport) bypass = 0; else bypass = 1; if (nv40->state.hw[NV40_STATE_VIEWPORT] && (bypass || !(nv40->dirty & NV40_NEW_VIEWPORT)) && nv40->state.viewport_bypass == bypass) return FALSE; nv40->state.viewport_bypass = bypass; so = so_new(2, 9, 0); if (!bypass) { so_method(so, nv40->screen->curie, NV40TCL_VIEWPORT_TRANSLATE_X, 8); so_data (so, fui(vpt->translate[0])); so_data (so, fui(vpt->translate[1])); so_data (so, fui(vpt->translate[2])); so_data (so, fui(vpt->translate[3])); so_data (so, fui(vpt->scale[0])); so_data (so, fui(vpt->scale[1])); so_data (so, fui(vpt->scale[2])); so_data (so, fui(vpt->scale[3])); so_method(so, nv40->screen->curie, 0x1d78, 1); so_data (so, 1); } else { so_method(so, nv40->screen->curie, NV40TCL_VIEWPORT_TRANSLATE_X, 8); so_data (so, fui(0.0)); so_data (so, fui(0.0)); so_data (so, fui(0.0)); so_data (so, fui(0.0)); so_data (so, fui(1.0)); so_data (so, fui(1.0)); so_data (so, fui(1.0)); so_data (so, fui(0.0)); /* Not entirely certain what this is yet. The DDX uses this * value also as it fixes rendering when you pass * pre-transformed vertices to the GPU. My best gusss is that * this bypasses some culling/clipping stage. Might be worth * noting that points/lines are uneffected by whatever this * value fixes, only filled polygons are effected. */ so_method(so, nv40->screen->curie, 0x1d78, 1); so_data (so, 0x110); } so_ref(so, &nv40->state.hw[NV40_STATE_VIEWPORT]); so_ref(NULL, &so); return TRUE; } struct nv40_state_entry nv40_state_viewport = { .validate = nv40_state_viewport_validate, .dirty = { .pipe = NV40_NEW_VIEWPORT | NV40_NEW_RAST, .hw = NV40_STATE_VIEWPORT } };