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#include "nv30_context.h"
static boolean
nv30_state_viewport_validate(struct nv30_context *nv30)
{
struct pipe_viewport_state *vpt = &nv30->viewport;
struct nouveau_stateobj *so;
unsigned bypass;
if (/*nv30->render_mode == HW &&*/
!nv30->rasterizer->pipe.bypass_vs_clip_and_viewport)
bypass = 0;
else
bypass = 1;
if (nv30->state.hw[NV30_STATE_VIEWPORT] &&
(bypass || !(nv30->dirty & NV30_NEW_VIEWPORT)) &&
nv30->state.viewport_bypass == bypass)
return FALSE;
nv30->state.viewport_bypass = bypass;
so = so_new(3, 10, 0);
if (!bypass) {
so_method(so, nv30->screen->rankine,
NV34TCL_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, nv30->screen->rankine, 0x1d78, 1);
so_data (so, 1);
*/ } else {
so_method(so, nv30->screen->rankine,
NV34TCL_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, nv30->screen->rankine, 0x1d78, 1);
so_data (so, 0x110);
*/ }
/* TODO/FIXME: never saw value 0x0110 in renouveau dumps, only 0x0001 */
so_method(so, nv30->screen->rankine, 0x1d78, 1);
so_data (so, 1);
so_ref(so, &nv30->state.hw[NV30_STATE_VIEWPORT]);
so_ref(NULL, &so);
return TRUE;
}
struct nv30_state_entry nv30_state_viewport = {
.validate = nv30_state_viewport_validate,
.dirty = {
.pipe = NV30_NEW_VIEWPORT | NV30_NEW_RAST,
.hw = NV30_STATE_VIEWPORT
}
};
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