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#include "draw/draw_context.h"
#include "pipe/p_defines.h"
#include "nv30_context.h"
#include "nvfx_screen.h"
static void
nv30_flush(struct pipe_context *pipe, unsigned flags,
struct pipe_fence_handle **fence)
{
struct nvfx_context *nvfx = nvfx_context(pipe);
struct nvfx_screen *screen = nvfx->screen;
struct nouveau_channel *chan = screen->base.channel;
struct nouveau_grobj *eng3d = screen->eng3d;
if (flags & PIPE_FLUSH_TEXTURE_CACHE) {
BEGIN_RING(chan, eng3d, 0x1fd8, 1);
OUT_RING (chan, 2);
BEGIN_RING(chan, eng3d, 0x1fd8, 1);
OUT_RING (chan, 1);
}
FIRE_RING(chan);
if (fence)
*fence = NULL;
}
static void
nv30_destroy(struct pipe_context *pipe)
{
struct nvfx_context *nvfx = nvfx_context(pipe);
unsigned i;
for (i = 0; i < NVFX_STATE_MAX; i++) {
if (nvfx->state.hw[i])
so_ref(NULL, &nvfx->state.hw[i]);
}
if (nvfx->draw)
draw_destroy(nvfx->draw);
FREE(nvfx);
}
struct pipe_context *
nv30_create(struct pipe_screen *pscreen, void *priv)
{
struct nvfx_screen *screen = nvfx_screen(pscreen);
struct pipe_winsys *ws = pscreen->winsys;
struct nvfx_context *nvfx;
struct nouveau_winsys *nvws = screen->nvws;
nvfx = CALLOC(1, sizeof(struct nvfx_context));
if (!nvfx)
return NULL;
nvfx->screen = screen;
nvfx->nvws = nvws;
nvfx->pipe.winsys = ws;
nvfx->pipe.screen = pscreen;
nvfx->pipe.priv = priv;
nvfx->pipe.destroy = nv30_destroy;
nvfx->pipe.draw_arrays = nv30_draw_arrays;
nvfx->pipe.draw_elements = nv30_draw_elements;
nvfx->pipe.clear = nv30_clear;
nvfx->pipe.flush = nv30_flush;
nvfx->pipe.is_texture_referenced = nouveau_is_texture_referenced;
nvfx->pipe.is_buffer_referenced = nouveau_is_buffer_referenced;
screen->base.channel->user_private = nvfx;
screen->base.channel->flush_notify = nv30_state_flush_notify;
nv30_init_query_functions(nvfx);
nv30_init_surface_functions(nvfx);
nv30_init_state_functions(nvfx);
nv30_init_transfer_functions(nvfx);
/* Create, configure, and install fallback swtnl path */
nvfx->draw = draw_create();
draw_wide_point_threshold(nvfx->draw, 9999999.0);
draw_wide_line_threshold(nvfx->draw, 9999999.0);
draw_enable_line_stipple(nvfx->draw, FALSE);
draw_enable_point_sprites(nvfx->draw, FALSE);
draw_set_rasterize_stage(nvfx->draw, nv30_draw_render_stage(nvfx));
return &nvfx->pipe;
}
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