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#include "pipe/p_shader_tokens.h"
#include "util/u_inlines.h"
#include "util/u_pack_color.h"
#include "draw/draw_context.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pipe.h"
#include "nvfx_context.h"
#include "nvfx_resource.h"
struct nvfx_render_stage {
struct draw_stage stage;
struct nvfx_context *nvfx;
unsigned prim;
};
static INLINE struct nvfx_render_stage *
nvfx_render_stage(struct draw_stage *stage)
{
return (struct nvfx_render_stage *)stage;
}
static void
nvfx_render_flush(struct draw_stage *stage, unsigned flags)
{
struct nvfx_render_stage *rs = nvfx_render_stage(stage);
struct nvfx_context *nvfx = rs->nvfx;
struct nouveau_channel *chan = nvfx->screen->base.channel;
struct nouveau_grobj *eng3d = nvfx->screen->eng3d;
if (rs->prim != NV30_3D_VERTEX_BEGIN_END_STOP) {
BEGIN_RING(chan, eng3d, NV30_3D_VERTEX_BEGIN_END, 1);
OUT_RING(chan, NV30_3D_VERTEX_BEGIN_END_STOP);
rs->prim = NV30_3D_VERTEX_BEGIN_END_STOP;
}
}
static INLINE void
nvfx_render_prim(struct draw_stage *stage, struct prim_header *prim,
unsigned mode, unsigned count)
{
struct nvfx_render_stage *rs = nvfx_render_stage(stage);
struct nvfx_context *nvfx = rs->nvfx;
struct nvfx_screen *screen = nvfx->screen;
struct nouveau_channel *chan = screen->base.channel;
struct nouveau_grobj *eng3d = screen->eng3d;
boolean no_elements = nvfx->vertprog->draw_no_elements;
unsigned num_attribs = nvfx->vertprog->draw_elements;
/* we need to account the flush as well here even if it is done afterthis
* function
*/
if (AVAIL_RING(chan) < ((1 + count * num_attribs * 4) + 6 + 64)) {
nvfx_render_flush(stage, 0);
FIRE_RING(chan);
nvfx_state_emit(nvfx);
assert(AVAIL_RING(chan) >= ((1 + count * num_attribs * 4) + 6 + 64));
}
/* Switch primitive modes if necessary */
if (rs->prim != mode) {
if (rs->prim != NV30_3D_VERTEX_BEGIN_END_STOP) {
BEGIN_RING(chan, eng3d, NV30_3D_VERTEX_BEGIN_END, 1);
OUT_RING(chan, NV30_3D_VERTEX_BEGIN_END_STOP);
}
/* XXX: any command a lot of times seems to (mostly) fix corruption that would otherwise happen */
/* this seems to cause issues on nv3x, and also be unneeded there */
if(nvfx->is_nv4x)
{
int i;
for(i = 0; i < 32; ++i)
{
BEGIN_RING(chan, eng3d, 0x1dac, 1);
OUT_RING(chan, 0);
}
}
BEGIN_RING(chan, eng3d, NV30_3D_VERTEX_BEGIN_END, 1);
OUT_RING (chan, mode);
rs->prim = mode;
}
if(no_elements) {
BEGIN_RING_NI(chan, eng3d, NV30_3D_VERTEX_DATA, 4);
OUT_RING(chan, 0);
OUT_RING(chan, 0);
OUT_RING(chan, 0);
OUT_RING(chan, 0);
} else {
BEGIN_RING_NI(chan, eng3d, NV30_3D_VERTEX_DATA, num_attribs * 4 * count);
for (unsigned i = 0; i < count; ++i)
{
struct vertex_header* v = prim->v[i];
/* TODO: disable divide where it's causing the problem, and remove this hack */
OUT_RING(chan, fui(v->data[0][0] / v->data[0][3]));
OUT_RING(chan, fui(v->data[0][1] / v->data[0][3]));
OUT_RING(chan, fui(v->data[0][2] / v->data[0][3]));
OUT_RING(chan, fui(1.0f / v->data[0][3]));
OUT_RINGp(chan, &v->data[1][0], 4 * (num_attribs - 1));
}
}
}
static void
nvfx_render_point(struct draw_stage *draw, struct prim_header *prim)
{
nvfx_render_prim(draw, prim, NV30_3D_VERTEX_BEGIN_END_POINTS, 1);
}
static void
nvfx_render_line(struct draw_stage *draw, struct prim_header *prim)
{
nvfx_render_prim(draw, prim, NV30_3D_VERTEX_BEGIN_END_LINES, 2);
}
static void
nvfx_render_tri(struct draw_stage *draw, struct prim_header *prim)
{
nvfx_render_prim(draw, prim, NV30_3D_VERTEX_BEGIN_END_TRIANGLES, 3);
}
static void
nvfx_render_reset_stipple_counter(struct draw_stage *draw)
{
/* this doesn't really seem to work, but it matters rather little */
nvfx_render_flush(draw, 0);
}
static void
nvfx_render_destroy(struct draw_stage *draw)
{
FREE(draw);
}
struct draw_stage *
nvfx_draw_render_stage(struct nvfx_context *nvfx)
{
struct nvfx_render_stage *render = CALLOC_STRUCT(nvfx_render_stage);
render->nvfx = nvfx;
render->stage.draw = nvfx->draw;
render->stage.point = nvfx_render_point;
render->stage.line = nvfx_render_line;
render->stage.tri = nvfx_render_tri;
render->stage.flush = nvfx_render_flush;
render->stage.reset_stipple_counter = nvfx_render_reset_stipple_counter;
render->stage.destroy = nvfx_render_destroy;
return &render->stage;
}
void
nvfx_draw_vbo_swtnl(struct pipe_context *pipe, const struct pipe_draw_info* info)
{
struct nvfx_context *nvfx = nvfx_context(pipe);
unsigned i;
void *map;
if (!nvfx_state_validate_swtnl(nvfx))
return;
nvfx_state_emit(nvfx);
/* these must be passed without adding the offsets */
for (i = 0; i < nvfx->vtxbuf_nr; i++) {
map = nvfx_buffer(nvfx->vtxbuf[i].buffer)->data;
draw_set_mapped_vertex_buffer(nvfx->draw, i, map);
}
map = NULL;
if (info->indexed && nvfx->idxbuf.buffer)
map = nvfx_buffer(nvfx->idxbuf.buffer)->data;
draw_set_mapped_index_buffer(nvfx->draw, map);
if (nvfx->constbuf[PIPE_SHADER_VERTEX]) {
const unsigned nr = nvfx->constbuf_nr[PIPE_SHADER_VERTEX];
map = nvfx_buffer(nvfx->constbuf[PIPE_SHADER_VERTEX])->data;
draw_set_mapped_constant_buffer(nvfx->draw, PIPE_SHADER_VERTEX, 0,
map, nr);
}
draw_vbo(nvfx->draw, info);
draw_flush(nvfx->draw);
}
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