#include "nvfx_context.h" #include "nvfx_state.h" #include "nvfx_resource.h" #include "draw/draw_context.h" static boolean nvfx_state_validate_common(struct nvfx_context *nvfx) { struct nouveau_channel* chan = nvfx->screen->base.channel; unsigned dirty; unsigned still_dirty = 0; int all_swizzled = -1; boolean flush_tex_cache = FALSE; if(nvfx != nvfx->screen->cur_ctx) { nvfx->dirty = ~0; nvfx->hw_vtxelt_nr = 16; nvfx->screen->cur_ctx = nvfx; } /* These can trigger use the of 3D engine to copy temporaries. * That will recurse here and thus dirty all 3D state, so we need to this before anything else, and in a loop.. * This converges to having clean temps, then binding both fragtexes and framebuffers. */ while(nvfx->dirty & (NVFX_NEW_FB | NVFX_NEW_SAMPLER)) { if(nvfx->dirty & NVFX_NEW_SAMPLER) { nvfx->dirty &=~ NVFX_NEW_SAMPLER; nvfx_fragtex_validate(nvfx); // TODO: only set this if really necessary flush_tex_cache = TRUE; } if(nvfx->dirty & NVFX_NEW_FB) { nvfx->dirty &=~ NVFX_NEW_FB; all_swizzled = nvfx_framebuffer_prepare(nvfx); // TODO: make sure this doesn't happen, i.e. fbs have matching formats assert(all_swizzled >= 0); } } dirty = nvfx->dirty; if(nvfx->render_mode == HW) { if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_VERTCONST | NVFX_NEW_UCP)) { if(!nvfx_vertprog_validate(nvfx)) return FALSE; } if(dirty & NVFX_NEW_ARRAYS) { if(!nvfx_vbo_validate(nvfx)) return FALSE; } if(dirty & NVFX_NEW_INDEX) { if(nvfx->use_index_buffer) nvfx_idxbuf_validate(nvfx); else still_dirty = NVFX_NEW_INDEX; } } else { /* TODO: this looks a bit misdesigned */ if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_UCP)) nvfx_vertprog_validate(nvfx); if(dirty & (NVFX_NEW_ARRAYS | NVFX_NEW_INDEX | NVFX_NEW_FRAGPROG)) nvfx_vtxfmt_validate(nvfx); } if(dirty & NVFX_NEW_RAST) sb_emit(chan, nvfx->rasterizer->sb, nvfx->rasterizer->sb_len); if(dirty & NVFX_NEW_SCISSOR) nvfx_state_scissor_validate(nvfx); if(dirty & NVFX_NEW_STIPPLE) nvfx_state_stipple_validate(nvfx); if(dirty & (NVFX_NEW_FRAGPROG | NVFX_NEW_FRAGCONST | NVFX_NEW_VERTPROG | NVFX_NEW_SPRITE)) { nvfx_fragprog_validate(nvfx); if(dirty & NVFX_NEW_FRAGPROG) flush_tex_cache = TRUE; // TODO: do we need this? } if(all_swizzled >= 0) nvfx_framebuffer_validate(nvfx, all_swizzled); if(dirty & NVFX_NEW_BLEND) sb_emit(chan, nvfx->blend->sb, nvfx->blend->sb_len); if(dirty & NVFX_NEW_BCOL) nvfx_state_blend_colour_validate(nvfx); if(dirty & NVFX_NEW_ZSA) sb_emit(chan, nvfx->zsa->sb, nvfx->zsa->sb_len); if(dirty & NVFX_NEW_SR) nvfx_state_sr_validate(nvfx); /* All these dependencies are wrong, but otherwise etracer, neverball, foobillard, glest totally misrender TODO: find the right fix */ if(dirty & (NVFX_NEW_VIEWPORT | NVFX_NEW_RAST | NVFX_NEW_ZSA) || (all_swizzled >= 0)) { nvfx_state_viewport_validate(nvfx); } if(dirty & NVFX_NEW_ZSA || (all_swizzled >= 0)) { WAIT_RING(chan, 3); OUT_RING(chan, RING_3D(NV34TCL_DEPTH_WRITE_ENABLE, 2)); OUT_RING(chan, nvfx->framebuffer.zsbuf && nvfx->zsa->pipe.depth.writemask); OUT_RING(chan, nvfx->framebuffer.zsbuf && nvfx->zsa->pipe.depth.enabled); } if(flush_tex_cache) { // TODO: what about nv30? if(nvfx->is_nv4x) { WAIT_RING(chan, 4); OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1)); OUT_RING(chan, 2); OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1)); OUT_RING(chan, 1); } } nvfx->dirty = dirty & still_dirty; unsigned render_temps = nvfx->state.render_temps; if(render_temps) { for(int i = 0; i < nvfx->framebuffer.nr_cbufs; ++i) { if(render_temps & (1 << i)) util_dirty_surface_set_dirty(nvfx_surface_get_dirty_surfaces(nvfx->framebuffer.cbufs[i]), (struct util_dirty_surface*)nvfx->framebuffer.cbufs[i]); } if(render_temps & 0x80) util_dirty_surface_set_dirty(nvfx_surface_get_dirty_surfaces(nvfx->framebuffer.zsbuf), (struct util_dirty_surface*)nvfx->framebuffer.zsbuf); } return TRUE; } void nvfx_state_emit(struct nvfx_context *nvfx) { struct nouveau_channel* chan = nvfx->screen->base.channel; /* we need to ensure there is enough space to output relocations in one go */ unsigned max_relocs = 0 + 16 /* vertex buffers, incl. dma flag */ + 2 /* index buffer plus format+dma flag */ + 2 * 5 /* 4 cbufs + zsbuf, plus dma objects */ + 2 * 16 /* fragment textures plus format+dma flag */ + 2 * 4 /* vertex textures plus format+dma flag */ + 1 /* fragprog incl dma flag */ ; MARK_RING(chan, max_relocs * 2, max_relocs * 2); nvfx_state_relocate(nvfx); } void nvfx_state_relocate(struct nvfx_context *nvfx) { nvfx_framebuffer_relocate(nvfx); nvfx_fragtex_relocate(nvfx); nvfx_fragprog_relocate(nvfx); if (nvfx->render_mode == HW) { nvfx_vbo_relocate(nvfx); if(nvfx->use_index_buffer) nvfx_idxbuf_relocate(nvfx); } } boolean nvfx_state_validate(struct nvfx_context *nvfx) { boolean was_sw = nvfx->fallback_swtnl ? TRUE : FALSE; if (nvfx->render_mode != HW) { /* Don't even bother trying to go back to hw if none * of the states that caused swtnl previously have changed. */ if ((nvfx->fallback_swtnl & nvfx->dirty) != nvfx->fallback_swtnl) return FALSE; /* Attempt to go to hwtnl again */ nvfx->dirty |= (NVFX_NEW_VIEWPORT | NVFX_NEW_VERTPROG | NVFX_NEW_ARRAYS); nvfx->render_mode = HW; } if(!nvfx_state_validate_common(nvfx)) return FALSE; if (was_sw) NOUVEAU_ERR("swtnl->hw\n"); return TRUE; } boolean nvfx_state_validate_swtnl(struct nvfx_context *nvfx) { struct draw_context *draw = nvfx->draw; /* Setup for swtnl */ if (nvfx->render_mode == HW) { NOUVEAU_ERR("hw->swtnl 0x%08x\n", nvfx->fallback_swtnl); nvfx->pipe.flush(&nvfx->pipe, 0, NULL); nvfx->dirty |= (NVFX_NEW_VIEWPORT | NVFX_NEW_VERTPROG | NVFX_NEW_ARRAYS); nvfx->render_mode = SWTNL; } if (nvfx->draw_dirty & NVFX_NEW_VERTPROG) draw_bind_vertex_shader(draw, nvfx->vertprog->draw); if (nvfx->draw_dirty & NVFX_NEW_RAST) draw_set_rasterizer_state(draw, &nvfx->rasterizer->pipe, nvfx->rasterizer); if (nvfx->draw_dirty & NVFX_NEW_UCP) draw_set_clip_state(draw, &nvfx->clip); if (nvfx->draw_dirty & NVFX_NEW_VIEWPORT) draw_set_viewport_state(draw, &nvfx->viewport); if (nvfx->draw_dirty & NVFX_NEW_ARRAYS) { draw_set_vertex_buffers(draw, nvfx->vtxbuf_nr, nvfx->vtxbuf); draw_set_vertex_elements(draw, nvfx->vtxelt->num_elements, nvfx->vtxelt->pipe); } nvfx_state_validate_common(nvfx); nvfx->draw_dirty = 0; return TRUE; }