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#include "nvfx_context.h"
/* Having this depend on FB and RAST looks wrong, but it seems
necessary to make this work on nv3x
TODO: find the right fix
*/
static boolean
nvfx_state_viewport_validate(struct nvfx_context *nvfx)
{
struct pipe_viewport_state *vpt = &nvfx->viewport;
struct nouveau_stateobj *so;
so = so_new(2, 9, 0);
so_method(so, nvfx->screen->eng3d,
NV34TCL_VIEWPORT_TRANSLATE_X, 8);
if(nvfx->render_mode == HW) {
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, nvfx->screen->eng3d, 0x1d78, 1);
so_data (so, 1);
} else {
so_data (so, fui(0.0f));
so_data (so, fui(0.0f));
so_data (so, fui(0.0f));
so_data (so, fui(0.0f));
so_data (so, fui(1.0f));
so_data (so, fui(1.0f));
so_data (so, fui(1.0f));
so_data (so, fui(1.0f));
so_method(so, nvfx->screen->eng3d, 0x1d78, 1);
so_data (so, nvfx->is_nv4x ? 0x110 : 1);
}
so_ref(so, &nvfx->state.hw[NVFX_STATE_VIEWPORT]);
so_ref(NULL, &so);
return TRUE;
}
struct nvfx_state_entry nvfx_state_viewport = {
.validate = nvfx_state_viewport_validate,
.dirty = {
.pipe = NVFX_NEW_VIEWPORT | NVFX_NEW_FB | NVFX_NEW_RAST,
.hw = NVFX_STATE_VIEWPORT
}
};
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