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#include "nvfx_context.h"
#include "nvfx_state.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 = nvfx->dirty;
if(nvfx != nvfx->screen->cur_ctx)
dirty = ~0;
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;
}
}
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_FRAGPROG))
nvfx_vtxfmt_validate(nvfx);
}
if(dirty & NVFX_NEW_FB)
nvfx_state_framebuffer_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_fragprog_validate(nvfx);
if(dirty & NVFX_NEW_SAMPLER)
nvfx_fragtex_validate(nvfx);
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);
/* Having this depend on FB looks wrong, but it seems
necessary to make this work on nv3x
TODO: find the right fix
*/
if(dirty & (NVFX_NEW_VIEWPORT | NVFX_NEW_FB))
nvfx_state_viewport_validate(nvfx);
/* TODO: could nv30 need this or something similar too? */
if((dirty & (NVFX_NEW_FRAGPROG | NVFX_NEW_SAMPLER)) && 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 = 0;
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);
}
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);
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;
}
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