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#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
}
};
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