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#include "draw/draw_context.h"
#include "pipe/p_defines.h"
#include "util/u_framebuffer.h"
#include "vl/vl_decoder.h"
#include "vl/vl_video_buffer.h"
#include "nvfx_context.h"
#include "nvfx_screen.h"
#include "nvfx_resource.h"
static void
nvfx_flush(struct pipe_context *pipe,
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;*/
/* XXX: we need to actually be intelligent here */
/* XXX This flag wasn't set by the state tracker anyway. */
/*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);
}*/
if (fence) {
/* horrific hack to make glFinish() work in the absence of
* having proper fences in nvfx. a pending rewrite will
* fix this properly, but may be a while off.
*/
MARK_RING(chan, 1, 1);
OUT_RELOC(chan, screen->fence, 0, NOUVEAU_BO_WR |
NOUVEAU_BO_DUMMY, 0, 0);
FIRE_RING(chan);
nouveau_bo_map(screen->fence, NOUVEAU_BO_RDWR);
nouveau_bo_unmap(screen->fence);
*fence = NULL;
} else {
FIRE_RING(chan);
}
}
static void
nvfx_destroy(struct pipe_context *pipe)
{
struct nvfx_context *nvfx = nvfx_context(pipe);
if(nvfx->dummy_fs)
pipe->delete_fs_state(pipe, nvfx->dummy_fs);
for(unsigned i = 0; i < nvfx->vtxbuf_nr; ++i)
pipe_resource_reference(&nvfx->vtxbuf[i].buffer, 0);
pipe_resource_reference(&nvfx->idxbuf.buffer, 0);
util_unreference_framebuffer_state(&nvfx->framebuffer);
for(unsigned i = 0; i < PIPE_MAX_SAMPLERS; ++i)
pipe_sampler_view_reference(&nvfx->fragment_sampler_views[i], 0);
if (nvfx->draw)
draw_destroy(nvfx->draw);
if(nvfx->screen->cur_ctx == nvfx)
nvfx->screen->cur_ctx = NULL;
FREE(nvfx);
}
struct pipe_context *
nvfx_create(struct pipe_screen *pscreen, void *priv)
{
struct nvfx_screen *screen = nvfx_screen(pscreen);
struct nvfx_context *nvfx;
nvfx = CALLOC(1, sizeof(struct nvfx_context));
if (!nvfx)
return NULL;
nvfx->screen = screen;
nvfx->pipe.screen = pscreen;
nvfx->pipe.priv = priv;
nvfx->pipe.destroy = nvfx_destroy;
nvfx->pipe.draw_vbo = nvfx_draw_vbo;
nvfx->pipe.clear = nvfx_clear;
nvfx->pipe.flush = nvfx_flush;
nvfx->is_nv4x = screen->is_nv4x;
nvfx->use_nv4x = screen->use_nv4x;
/* TODO: it seems that nv30 might have fixed function clipping usable with vertex programs
* However, my code for that doesn't work, so use vp clipping for all cards, which works.
*/
nvfx->use_vp_clipping = TRUE;
nvfx_init_query_functions(nvfx);
nvfx_init_surface_functions(nvfx);
nvfx_init_state_functions(nvfx);
nvfx_init_sampling_functions(nvfx);
nvfx_init_vbo_functions(nvfx);
nvfx_init_fragprog_functions(nvfx);
nvfx_init_vertprog_functions(nvfx);
nvfx_init_resource_functions(&nvfx->pipe);
nvfx_init_transfer_functions(&nvfx->pipe);
/* Create, configure, and install fallback swtnl path */
nvfx->draw = draw_create(&nvfx->pipe);
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, nvfx_draw_render_stage(nvfx));
/* set these to that we init them on first validation */
nvfx->state.scissor_enabled = ~0;
nvfx->hw_pointsprite_control = -1;
nvfx->hw_vp_output = -1;
nvfx->use_vertex_buffers = -1;
nvfx->relocs_needed = NVFX_RELOCATE_ALL;
LIST_INITHEAD(&nvfx->render_cache);
nvfx_context_init_vdec(nvfx);
return &nvfx->pipe;
}
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