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#include "nvfx_context.h"
#include "nvfx_state.h"
#include "draw/draw_context.h"
#define RENDER_STATES(name, vbo) \
static struct nvfx_state_entry *name##render_states[] = { \
&nvfx_state_framebuffer, \
&nvfx_state_rasterizer, \
&nvfx_state_scissor, \
&nvfx_state_stipple, \
&nvfx_state_fragprog, \
&nvfx_state_fragtex, \
&nvfx_state_vertprog, \
&nvfx_state_blend, \
&nvfx_state_blend_colour, \
&nvfx_state_zsa, \
&nvfx_state_sr, \
&nvfx_state_viewport, \
&nvfx_state_##vbo, \
NULL \
}
RENDER_STATES(, vbo);
RENDER_STATES(swtnl_, vtxfmt);
static void
nvfx_state_do_validate(struct nvfx_context *nvfx,
struct nvfx_state_entry **states)
{
while (*states) {
struct nvfx_state_entry *e = *states;
if (nvfx->dirty & e->dirty.pipe) {
if (e->validate(nvfx))
nvfx->state.dirty |= (1ULL << e->dirty.hw);
}
states++;
}
nvfx->dirty = 0;
}
void
nvfx_state_emit(struct nvfx_context *nvfx)
{
struct nvfx_state *state = &nvfx->state;
struct nvfx_screen *screen = nvfx->screen;
struct nouveau_channel *chan = screen->base.channel;
struct nouveau_grobj *eng3d = screen->eng3d;
unsigned i;
uint64_t states;
/* XXX: race conditions
*/
if (nvfx != screen->cur_ctx) {
for (i = 0; i < NVFX_STATE_MAX; i++) {
if (state->hw[i] && screen->state[i] != state->hw[i])
state->dirty |= (1ULL << i);
}
screen->cur_ctx = nvfx;
}
for (i = 0, states = state->dirty; states; i++) {
if (!(states & (1ULL << i)))
continue;
so_ref (state->hw[i], &nvfx->screen->state[i]);
if (state->hw[i])
so_emit(chan, nvfx->screen->state[i]);
states &= ~(1ULL << i);
}
/* TODO: could nv30 need this or something similar too? */
if(nvfx->is_nv4x) {
if (state->dirty & ((1ULL << NVFX_STATE_FRAGPROG) |
(1ULL << NVFX_STATE_FRAGTEX0))) {
BEGIN_RING(chan, eng3d, NV40TCL_TEX_CACHE_CTL, 1);
OUT_RING (chan, 2);
BEGIN_RING(chan, eng3d, NV40TCL_TEX_CACHE_CTL, 1);
OUT_RING (chan, 1);
}
}
state->dirty = 0;
/* 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)
{
struct nouveau_channel *chan = nvfx->screen->base.channel;
struct nvfx_state *state = &nvfx->state;
unsigned i, samplers;
so_emit_reloc_markers(chan, state->hw[NVFX_STATE_FB]);
for (i = 0, samplers = state->fp_samplers; i < 16 && samplers; i++) {
if (!(samplers & (1 << i)))
continue;
so_emit_reloc_markers(chan,
state->hw[NVFX_STATE_FRAGTEX0+i]);
samplers &= ~(1ULL << i);
}
so_emit_reloc_markers(chan, state->hw[NVFX_STATE_FRAGPROG]);
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->pipe.flush(&nvfx->pipe, 0, NULL);
nvfx->dirty |= (NVFX_NEW_VIEWPORT |
NVFX_NEW_VERTPROG |
NVFX_NEW_ARRAYS);
nvfx->render_mode = HW;
}
nvfx_state_do_validate(nvfx, render_states);
if (nvfx->fallback_swtnl || nvfx->fallback_swrast)
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_do_validate(nvfx, swtnl_render_states);
if (nvfx->fallback_swrast) {
NOUVEAU_ERR("swtnl->swrast 0x%08x\n", nvfx->fallback_swrast);
return FALSE;
}
nvfx->draw_dirty = 0;
return TRUE;
}
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