meson: define driver dependencies
[mesa.git] / src / gallium / drivers / etnaviv / etnaviv_emit.c
1 /*
2 * Copyright (c) 2014-2015 Etnaviv Project
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sub license,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the
12 * next paragraph) shall be included in all copies or substantial portions
13 * of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 *
23 * Authors:
24 * Wladimir J. van der Laan <laanwj@gmail.com>
25 */
26
27 #include "etnaviv_emit.h"
28
29 #include "etnaviv_blend.h"
30 #include "etnaviv_compiler.h"
31 #include "etnaviv_context.h"
32 #include "etnaviv_rasterizer.h"
33 #include "etnaviv_resource.h"
34 #include "etnaviv_rs.h"
35 #include "etnaviv_screen.h"
36 #include "etnaviv_shader.h"
37 #include "etnaviv_texture.h"
38 #include "etnaviv_translate.h"
39 #include "etnaviv_uniforms.h"
40 #include "etnaviv_util.h"
41 #include "etnaviv_zsa.h"
42 #include "hw/common.xml.h"
43 #include "hw/state.xml.h"
44 #include "hw/state_blt.xml.h"
45 #include "util/u_math.h"
46
47 /* Queue a STALL command (queues 2 words) */
48 static inline void
49 CMD_STALL(struct etna_cmd_stream *stream, uint32_t from, uint32_t to)
50 {
51 etna_cmd_stream_emit(stream, VIV_FE_STALL_HEADER_OP_STALL);
52 etna_cmd_stream_emit(stream, VIV_FE_STALL_TOKEN_FROM(from) | VIV_FE_STALL_TOKEN_TO(to));
53 }
54
55 void
56 etna_stall(struct etna_cmd_stream *stream, uint32_t from, uint32_t to)
57 {
58 bool blt = (from == SYNC_RECIPIENT_BLT) || (to == SYNC_RECIPIENT_BLT);
59 etna_cmd_stream_reserve(stream, blt ? 8 : 4);
60
61 if (blt) {
62 etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0);
63 etna_cmd_stream_emit(stream, 1);
64 }
65
66 /* TODO: set bit 28/29 of token after BLT COPY_BUFFER */
67 etna_emit_load_state(stream, VIVS_GL_SEMAPHORE_TOKEN >> 2, 1, 0);
68 etna_cmd_stream_emit(stream, VIVS_GL_SEMAPHORE_TOKEN_FROM(from) | VIVS_GL_SEMAPHORE_TOKEN_TO(to));
69
70 if (from == SYNC_RECIPIENT_FE) {
71 /* if the frontend is to be stalled, queue a STALL frontend command */
72 CMD_STALL(stream, from, to);
73 } else {
74 /* otherwise, load the STALL token state */
75 etna_emit_load_state(stream, VIVS_GL_STALL_TOKEN >> 2, 1, 0);
76 etna_cmd_stream_emit(stream, VIVS_GL_STALL_TOKEN_FROM(from) | VIVS_GL_STALL_TOKEN_TO(to));
77 }
78
79 if (blt) {
80 etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0);
81 etna_cmd_stream_emit(stream, 0);
82 }
83 }
84
85 #define EMIT_STATE(state_name, src_value) \
86 etna_coalsence_emit(stream, &coalesce, VIVS_##state_name, src_value)
87
88 #define EMIT_STATE_FIXP(state_name, src_value) \
89 etna_coalsence_emit_fixp(stream, &coalesce, VIVS_##state_name, src_value)
90
91 #define EMIT_STATE_RELOC(state_name, src_value) \
92 etna_coalsence_emit_reloc(stream, &coalesce, VIVS_##state_name, src_value)
93
94 #define ETNA_3D_CONTEXT_SIZE (400) /* keep this number above "Total state updates (fixed)" from gen_weave_state tool */
95
96 static unsigned
97 required_stream_size(struct etna_context *ctx)
98 {
99 unsigned size = ETNA_3D_CONTEXT_SIZE;
100
101 /* stall + flush */
102 size += 2 + 4;
103
104 /* vertex elements */
105 size += ctx->vertex_elements->num_elements + 1;
106
107 /* uniforms - worst case (2 words per uniform load) */
108 size += ctx->shader.vs->uniforms.const_count * 2;
109 size += ctx->shader.fs->uniforms.const_count * 2;
110
111 /* shader */
112 size += ctx->shader_state.vs_inst_mem_size + 1;
113 size += ctx->shader_state.ps_inst_mem_size + 1;
114
115 /* DRAW_INDEXED_PRIMITIVES command */
116 size += 6;
117
118 /* reserve for alignment etc. */
119 size += 64;
120
121 return size;
122 }
123
124 /* Emit state that only exists on HALTI5+ */
125 static void
126 emit_halti5_only_state(struct etna_context *ctx, int vs_output_count)
127 {
128 struct etna_cmd_stream *stream = ctx->stream;
129 uint32_t dirty = ctx->dirty;
130 struct etna_coalesce coalesce;
131
132 etna_coalesce_start(stream, &coalesce);
133 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
134 /* Magic states (load balancing, inter-unit sync, buffers) */
135 /*00870*/ EMIT_STATE(VS_HALTI5_OUTPUT_COUNT, vs_output_count | ((vs_output_count * 0x10) << 8));
136 /*008A0*/ EMIT_STATE(VS_HALTI5_UNK008A0, 0x0001000e | ((0x110/vs_output_count) << 20));
137 for (int x = 0; x < 4; ++x) {
138 /*008E0*/ EMIT_STATE(VS_HALTI5_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]);
139 }
140 }
141 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) {
142 for (int x = 0; x < 4; ++x) {
143 /*008C0*/ EMIT_STATE(VS_HALTI5_INPUT(x), ctx->shader_state.VS_INPUT[x]);
144 }
145 }
146 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
147 /*00A90*/ EMIT_STATE(PA_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS);
148 /*00AA8*/ EMIT_STATE(PA_VS_OUTPUT_COUNT, vs_output_count);
149 /*01080*/ EMIT_STATE(PS_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS);
150 /*03888*/ EMIT_STATE(GL_HALTI5_SH_SPECIALS, ctx->shader_state.GL_HALTI5_SH_SPECIALS);
151 }
152 etna_coalesce_end(stream, &coalesce);
153 }
154
155 /* Emit state that no longer exists on HALTI5 */
156 static void
157 emit_pre_halti5_state(struct etna_context *ctx)
158 {
159 struct etna_cmd_stream *stream = ctx->stream;
160 uint32_t dirty = ctx->dirty;
161 struct etna_coalesce coalesce;
162
163 etna_coalesce_start(stream, &coalesce);
164 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
165 /*00800*/ EMIT_STATE(VS_END_PC, ctx->shader_state.VS_END_PC);
166 }
167 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
168 for (int x = 0; x < 4; ++x) {
169 /*00810*/ EMIT_STATE(VS_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]);
170 }
171 }
172 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) {
173 for (int x = 0; x < 4; ++x) {
174 /*00820*/ EMIT_STATE(VS_INPUT(x), ctx->shader_state.VS_INPUT[x]);
175 }
176 }
177 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
178 /*00838*/ EMIT_STATE(VS_START_PC, ctx->shader_state.VS_START_PC);
179 }
180 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
181 for (int x = 0; x < 10; ++x) {
182 /*00A40*/ EMIT_STATE(PA_SHADER_ATTRIBUTES(x), ctx->shader_state.PA_SHADER_ATTRIBUTES[x]);
183 }
184 }
185 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
186 /*00E04*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E04, ctx->framebuffer.RA_MULTISAMPLE_UNK00E04);
187 for (int x = 0; x < 4; ++x) {
188 /*00E10*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E10(x), ctx->framebuffer.RA_MULTISAMPLE_UNK00E10[x]);
189 }
190 for (int x = 0; x < 16; ++x) {
191 /*00E40*/ EMIT_STATE(RA_CENTROID_TABLE(x), ctx->framebuffer.RA_CENTROID_TABLE[x]);
192 }
193 }
194 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) {
195 /*01000*/ EMIT_STATE(PS_END_PC, ctx->shader_state.PS_END_PC);
196 }
197 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) {
198 /*01018*/ EMIT_STATE(PS_START_PC, ctx->shader_state.PS_START_PC);
199 }
200 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
201 /*03820*/ EMIT_STATE(GL_VARYING_NUM_COMPONENTS, ctx->shader_state.GL_VARYING_NUM_COMPONENTS);
202 for (int x = 0; x < 2; ++x) {
203 /*03828*/ EMIT_STATE(GL_VARYING_COMPONENT_USE(x), ctx->shader_state.GL_VARYING_COMPONENT_USE[x]);
204 }
205 }
206 etna_coalesce_end(stream, &coalesce);
207 }
208
209 /* Weave state before draw operation. This function merges all the compiled
210 * state blocks under the context into one device register state. Parts of
211 * this state that are changed since last call (dirty) will be uploaded as
212 * state changes in the command buffer. */
213 void
214 etna_emit_state(struct etna_context *ctx)
215 {
216 struct etna_cmd_stream *stream = ctx->stream;
217
218 /* Pre-reserve the command buffer space which we are likely to need.
219 * This must cover all the state emitted below, and the following
220 * draw command. */
221 etna_cmd_stream_reserve(stream, required_stream_size(ctx));
222
223 uint32_t dirty = ctx->dirty;
224
225 /* Pre-processing: see what caches we need to flush before making state changes. */
226 uint32_t to_flush = 0;
227 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) {
228 /* Need flush COLOR when changing PE.COLOR_FORMAT.OVERWRITE. */
229 #if 0
230 /* TODO*/
231 if ((ctx->gpu3d.PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE) !=
232 (etna_blend_state(ctx->blend)->PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE))
233 #endif
234 to_flush |= VIVS_GL_FLUSH_CACHE_COLOR;
235 }
236 if (unlikely(dirty & (ETNA_DIRTY_TEXTURE_CACHES)))
237 to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE;
238 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) /* Framebuffer config changed? */
239 to_flush |= VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH;
240 if (DBG_ENABLED(ETNA_DBG_CFLUSH_ALL))
241 to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE | VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH;
242
243 if (to_flush) {
244 etna_set_state(stream, VIVS_GL_FLUSH_CACHE, to_flush);
245 etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE);
246 }
247
248 /* Flush TS cache before changing TS configuration. */
249 if (unlikely(dirty & ETNA_DIRTY_TS)) {
250 etna_set_state(stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH);
251 }
252
253 /* If MULTI_SAMPLE_CONFIG.MSAA_SAMPLES changed, clobber affected shader
254 * state to make sure it is always rewritten. */
255 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
256 if ((ctx->gpu3d.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK) !=
257 (ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK)) {
258 /* XXX what does the GPU set these states to on MSAA samples change?
259 * Does it do the right thing?
260 * (increase/decrease as necessary) or something else? Just set some
261 * invalid value until we know for
262 * sure. */
263 ctx->gpu3d.PS_INPUT_COUNT = 0xffffffff;
264 ctx->gpu3d.PS_TEMP_REGISTER_CONTROL = 0xffffffff;
265 }
266 }
267
268 /* Update vertex elements. This is different from any of the other states, in that
269 * a) the number of vertex elements written matters: so write only active ones
270 * b) the vertex element states must all be written: do not skip entries that stay the same */
271 if (dirty & (ETNA_DIRTY_VERTEX_ELEMENTS)) {
272 if (ctx->specs.halti >= 5) {
273 /*17800*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG0(0),
274 ctx->vertex_elements->num_elements,
275 ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG0);
276 /*17A00*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_SCALE(0),
277 ctx->vertex_elements->num_elements,
278 ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE);
279 /*17A80*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG1(0),
280 ctx->vertex_elements->num_elements,
281 ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG1);
282 } else {
283 /* Special case: vertex elements must always be sent in full if changed */
284 /*00600*/ etna_set_state_multi(stream, VIVS_FE_VERTEX_ELEMENT_CONFIG(0),
285 ctx->vertex_elements->num_elements,
286 ctx->vertex_elements->FE_VERTEX_ELEMENT_CONFIG);
287 if (ctx->specs.halti >= 2) {
288 /*00780*/ etna_set_state_multi(stream, VIVS_FE_GENERIC_ATTRIB_SCALE(0),
289 ctx->vertex_elements->num_elements,
290 ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE);
291 }
292 }
293 }
294 unsigned vs_output_count = etna_rasterizer_state(ctx->rasterizer)->point_size_per_vertex
295 ? ctx->shader_state.VS_OUTPUT_COUNT_PSIZE
296 : ctx->shader_state.VS_OUTPUT_COUNT;
297
298 /* The following code is originally generated by gen_merge_state.py, to
299 * emit state in increasing order of address (this makes it possible to merge
300 * consecutive register updates into one SET_STATE command)
301 *
302 * There have been some manual changes, where the weaving operation is not
303 * simply bitwise or:
304 * - scissor fixp
305 * - num vertex elements
306 * - scissor handling
307 * - num samplers
308 * - texture lod
309 * - ETNA_DIRTY_TS
310 * - removed ETNA_DIRTY_BASE_SETUP statements -- these are guaranteed to not
311 * change anyway
312 * - PS / framebuffer interaction for MSAA
313 * - move update of GL_MULTI_SAMPLE_CONFIG first
314 * - add unlikely()/likely()
315 */
316 struct etna_coalesce coalesce;
317
318 etna_coalesce_start(stream, &coalesce);
319
320 /* begin only EMIT_STATE -- make sure no new etna_reserve calls are done here
321 * directly
322 * or indirectly */
323 /* multi sample config is set first, and outside of the normal sorting
324 * order, as changing the multisample state clobbers PS.INPUT_COUNT (and
325 * possibly PS.TEMP_REGISTER_CONTROL).
326 */
327 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_SAMPLE_MASK))) {
328 uint32_t val = VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES(ctx->sample_mask);
329 val |= ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG;
330
331 /*03818*/ EMIT_STATE(GL_MULTI_SAMPLE_CONFIG, val);
332 }
333 if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) {
334 /*00644*/ EMIT_STATE_RELOC(FE_INDEX_STREAM_BASE_ADDR, &ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR);
335 /*00648*/ EMIT_STATE(FE_INDEX_STREAM_CONTROL, ctx->index_buffer.FE_INDEX_STREAM_CONTROL);
336 }
337 if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) {
338 /*00674*/ EMIT_STATE(FE_PRIMITIVE_RESTART_INDEX, ctx->index_buffer.FE_PRIMITIVE_RESTART_INDEX);
339 }
340 if (likely(dirty & (ETNA_DIRTY_VERTEX_BUFFERS))) {
341 if (ctx->specs.halti >= 2) { /* HALTI2+: NFE_VERTEX_STREAMS */
342 for (int x = 0; x < ctx->vertex_buffer.count; ++x) {
343 /*14600*/ EMIT_STATE_RELOC(NFE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR);
344 }
345 for (int x = 0; x < ctx->vertex_buffer.count; ++x) {
346 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) {
347 /*14640*/ EMIT_STATE(NFE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL);
348 }
349 }
350 for (int x = 0; x < ctx->vertex_buffer.count; ++x) {
351 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) {
352 /*14680*/ EMIT_STATE(NFE_VERTEX_STREAMS_UNK14680(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_UNK14680);
353 }
354 }
355 } else if(ctx->specs.stream_count >= 1) { /* hw w/ multiple vertex streams */
356 for (int x = 0; x < ctx->vertex_buffer.count; ++x) {
357 /*00680*/ EMIT_STATE_RELOC(FE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR);
358 }
359 for (int x = 0; x < ctx->vertex_buffer.count; ++x) {
360 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) {
361 /*006A0*/ EMIT_STATE(FE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL);
362 }
363 }
364 } else { /* hw w/ single vertex stream */
365 /*0064C*/ EMIT_STATE_RELOC(FE_VERTEX_STREAM_BASE_ADDR, &ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_BASE_ADDR);
366 /*00650*/ EMIT_STATE(FE_VERTEX_STREAM_CONTROL, ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_CONTROL);
367 }
368 }
369 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_RASTERIZER))) {
370
371 /*00804*/ EMIT_STATE(VS_OUTPUT_COUNT, vs_output_count);
372 }
373 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) {
374 /*00808*/ EMIT_STATE(VS_INPUT_COUNT, ctx->shader_state.VS_INPUT_COUNT);
375 /*0080C*/ EMIT_STATE(VS_TEMP_REGISTER_CONTROL, ctx->shader_state.VS_TEMP_REGISTER_CONTROL);
376 }
377 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
378 /*00830*/ EMIT_STATE(VS_LOAD_BALANCING, ctx->shader_state.VS_LOAD_BALANCING);
379 }
380 if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) {
381 /*00A00*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_X, ctx->viewport.PA_VIEWPORT_SCALE_X);
382 /*00A04*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_Y, ctx->viewport.PA_VIEWPORT_SCALE_Y);
383 /*00A08*/ EMIT_STATE(PA_VIEWPORT_SCALE_Z, ctx->viewport.PA_VIEWPORT_SCALE_Z);
384 /*00A0C*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_X, ctx->viewport.PA_VIEWPORT_OFFSET_X);
385 /*00A10*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_Y, ctx->viewport.PA_VIEWPORT_OFFSET_Y);
386 /*00A14*/ EMIT_STATE(PA_VIEWPORT_OFFSET_Z, ctx->viewport.PA_VIEWPORT_OFFSET_Z);
387 }
388 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) {
389 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer);
390
391 /*00A18*/ EMIT_STATE(PA_LINE_WIDTH, rasterizer->PA_LINE_WIDTH);
392 /*00A1C*/ EMIT_STATE(PA_POINT_SIZE, rasterizer->PA_POINT_SIZE);
393 /*00A28*/ EMIT_STATE(PA_SYSTEM_MODE, rasterizer->PA_SYSTEM_MODE);
394 }
395 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
396 /*00A30*/ EMIT_STATE(PA_ATTRIBUTE_ELEMENT_COUNT, ctx->shader_state.PA_ATTRIBUTE_ELEMENT_COUNT);
397 }
398 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_SHADER))) {
399 uint32_t val = etna_rasterizer_state(ctx->rasterizer)->PA_CONFIG;
400 /*00A34*/ EMIT_STATE(PA_CONFIG, val & ctx->shader_state.PA_CONFIG);
401 }
402 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) {
403 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer);
404 /*00A38*/ EMIT_STATE(PA_WIDE_LINE_WIDTH0, rasterizer->PA_LINE_WIDTH);
405 /*00A3C*/ EMIT_STATE(PA_WIDE_LINE_WIDTH1, rasterizer->PA_LINE_WIDTH);
406 }
407 if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER |
408 ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) {
409 /* this is a bit of a mess: rasterizer.scissor determines whether to use
410 * only the framebuffer scissor, or specific scissor state, and the
411 * viewport clips too so the logic spans four CSOs */
412 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer);
413
414 uint32_t scissor_left =
415 MAX2(ctx->framebuffer.SE_SCISSOR_LEFT, ctx->viewport.SE_SCISSOR_LEFT);
416 uint32_t scissor_top =
417 MAX2(ctx->framebuffer.SE_SCISSOR_TOP, ctx->viewport.SE_SCISSOR_TOP);
418 uint32_t scissor_right =
419 MIN2(ctx->framebuffer.SE_SCISSOR_RIGHT, ctx->viewport.SE_SCISSOR_RIGHT);
420 uint32_t scissor_bottom =
421 MIN2(ctx->framebuffer.SE_SCISSOR_BOTTOM, ctx->viewport.SE_SCISSOR_BOTTOM);
422
423 if (rasterizer->scissor) {
424 scissor_left = MAX2(ctx->scissor.SE_SCISSOR_LEFT, scissor_left);
425 scissor_top = MAX2(ctx->scissor.SE_SCISSOR_TOP, scissor_top);
426 scissor_right = MIN2(ctx->scissor.SE_SCISSOR_RIGHT, scissor_right);
427 scissor_bottom = MIN2(ctx->scissor.SE_SCISSOR_BOTTOM, scissor_bottom);
428 }
429
430 /*00C00*/ EMIT_STATE_FIXP(SE_SCISSOR_LEFT, scissor_left);
431 /*00C04*/ EMIT_STATE_FIXP(SE_SCISSOR_TOP, scissor_top);
432 /*00C08*/ EMIT_STATE_FIXP(SE_SCISSOR_RIGHT, scissor_right);
433 /*00C0C*/ EMIT_STATE_FIXP(SE_SCISSOR_BOTTOM, scissor_bottom);
434 }
435 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) {
436 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer);
437
438 /*00C10*/ EMIT_STATE(SE_DEPTH_SCALE, rasterizer->SE_DEPTH_SCALE);
439 /*00C14*/ EMIT_STATE(SE_DEPTH_BIAS, rasterizer->SE_DEPTH_BIAS);
440 /*00C18*/ EMIT_STATE(SE_CONFIG, rasterizer->SE_CONFIG);
441 }
442 if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER |
443 ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) {
444 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer);
445
446 uint32_t clip_right =
447 MIN2(ctx->framebuffer.SE_CLIP_RIGHT, ctx->viewport.SE_CLIP_RIGHT);
448 uint32_t clip_bottom =
449 MIN2(ctx->framebuffer.SE_CLIP_BOTTOM, ctx->viewport.SE_CLIP_BOTTOM);
450
451 if (rasterizer->scissor) {
452 clip_right = MIN2(ctx->scissor.SE_CLIP_RIGHT, clip_right);
453 clip_bottom = MIN2(ctx->scissor.SE_CLIP_BOTTOM, clip_bottom);
454 }
455
456 /*00C20*/ EMIT_STATE_FIXP(SE_CLIP_RIGHT, clip_right);
457 /*00C24*/ EMIT_STATE_FIXP(SE_CLIP_BOTTOM, clip_bottom);
458 }
459 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
460 /*00E00*/ EMIT_STATE(RA_CONTROL, ctx->shader_state.RA_CONTROL);
461 }
462 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) {
463 /*01004*/ EMIT_STATE(PS_OUTPUT_REG, ctx->shader_state.PS_OUTPUT_REG);
464 /*01008*/ EMIT_STATE(PS_INPUT_COUNT,
465 ctx->framebuffer.msaa_mode
466 ? ctx->shader_state.PS_INPUT_COUNT_MSAA
467 : ctx->shader_state.PS_INPUT_COUNT);
468 /*0100C*/ EMIT_STATE(PS_TEMP_REGISTER_CONTROL,
469 ctx->framebuffer.msaa_mode
470 ? ctx->shader_state.PS_TEMP_REGISTER_CONTROL_MSAA
471 : ctx->shader_state.PS_TEMP_REGISTER_CONTROL);
472 /*01010*/ EMIT_STATE(PS_CONTROL, ctx->shader_state.PS_CONTROL);
473 }
474 if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_FRAMEBUFFER))) {
475 uint32_t val = etna_zsa_state(ctx->zsa)->PE_DEPTH_CONFIG;
476 /*01400*/ EMIT_STATE(PE_DEPTH_CONFIG, val | ctx->framebuffer.PE_DEPTH_CONFIG);
477 }
478 if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) {
479 /*01404*/ EMIT_STATE(PE_DEPTH_NEAR, ctx->viewport.PE_DEPTH_NEAR);
480 /*01408*/ EMIT_STATE(PE_DEPTH_FAR, ctx->viewport.PE_DEPTH_FAR);
481 }
482 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
483 /*0140C*/ EMIT_STATE(PE_DEPTH_NORMALIZE, ctx->framebuffer.PE_DEPTH_NORMALIZE);
484
485 if (ctx->specs.pixel_pipes == 1) {
486 /*01410*/ EMIT_STATE_RELOC(PE_DEPTH_ADDR, &ctx->framebuffer.PE_DEPTH_ADDR);
487 }
488
489 /*01414*/ EMIT_STATE(PE_DEPTH_STRIDE, ctx->framebuffer.PE_DEPTH_STRIDE);
490 }
491 if (unlikely(dirty & (ETNA_DIRTY_ZSA))) {
492 uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_OP;
493 /*01418*/ EMIT_STATE(PE_STENCIL_OP, val);
494 }
495 if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_STENCIL_REF))) {
496 uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_CONFIG;
497 /*0141C*/ EMIT_STATE(PE_STENCIL_CONFIG, val | ctx->stencil_ref.PE_STENCIL_CONFIG);
498 }
499 if (unlikely(dirty & (ETNA_DIRTY_ZSA))) {
500 uint32_t val = etna_zsa_state(ctx->zsa)->PE_ALPHA_OP;
501 /*01420*/ EMIT_STATE(PE_ALPHA_OP, val);
502 }
503 if (unlikely(dirty & (ETNA_DIRTY_BLEND_COLOR))) {
504 /*01424*/ EMIT_STATE(PE_ALPHA_BLEND_COLOR, ctx->blend_color.PE_ALPHA_BLEND_COLOR);
505 }
506 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) {
507 uint32_t val = etna_blend_state(ctx->blend)->PE_ALPHA_CONFIG;
508 /*01428*/ EMIT_STATE(PE_ALPHA_CONFIG, val);
509 }
510 if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) {
511 uint32_t val;
512 /* Use the components and overwrite bits in framebuffer.PE_COLOR_FORMAT
513 * as a mask to enable the bits from blend PE_COLOR_FORMAT */
514 val = ~(VIVS_PE_COLOR_FORMAT_COMPONENTS__MASK |
515 VIVS_PE_COLOR_FORMAT_OVERWRITE);
516 val |= etna_blend_state(ctx->blend)->PE_COLOR_FORMAT;
517 val &= ctx->framebuffer.PE_COLOR_FORMAT;
518 /*0142C*/ EMIT_STATE(PE_COLOR_FORMAT, val);
519 }
520 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) {
521 if (ctx->specs.pixel_pipes == 1) {
522 /*01430*/ EMIT_STATE_RELOC(PE_COLOR_ADDR, &ctx->framebuffer.PE_COLOR_ADDR);
523 /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE);
524 /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL);
525 } else if (ctx->specs.pixel_pipes == 2) {
526 /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE);
527 /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL);
528 /*01460*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(0), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[0]);
529 /*01464*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(1), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[1]);
530 /*01480*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(0), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[0]);
531 /*01484*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(1), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[1]);
532 } else {
533 abort();
534 }
535 }
536 if (unlikely(dirty & (ETNA_DIRTY_STENCIL_REF))) {
537 /*014A0*/ EMIT_STATE(PE_STENCIL_CONFIG_EXT, ctx->stencil_ref.PE_STENCIL_CONFIG_EXT);
538 }
539 if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) {
540 struct etna_blend_state *blend = etna_blend_state(ctx->blend);
541 /*014A4*/ EMIT_STATE(PE_LOGIC_OP, blend->PE_LOGIC_OP | ctx->framebuffer.PE_LOGIC_OP);
542 }
543 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) {
544 struct etna_blend_state *blend = etna_blend_state(ctx->blend);
545 for (int x = 0; x < 2; ++x) {
546 /*014A8*/ EMIT_STATE(PE_DITHER(x), blend->PE_DITHER[x]);
547 }
548 }
549 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_TS))) {
550 /*01654*/ EMIT_STATE(TS_MEM_CONFIG, ctx->framebuffer.TS_MEM_CONFIG);
551 /*01658*/ EMIT_STATE_RELOC(TS_COLOR_STATUS_BASE, &ctx->framebuffer.TS_COLOR_STATUS_BASE);
552 /*0165C*/ EMIT_STATE_RELOC(TS_COLOR_SURFACE_BASE, &ctx->framebuffer.TS_COLOR_SURFACE_BASE);
553 /*01660*/ EMIT_STATE(TS_COLOR_CLEAR_VALUE, ctx->framebuffer.TS_COLOR_CLEAR_VALUE);
554 /*01664*/ EMIT_STATE_RELOC(TS_DEPTH_STATUS_BASE, &ctx->framebuffer.TS_DEPTH_STATUS_BASE);
555 /*01668*/ EMIT_STATE_RELOC(TS_DEPTH_SURFACE_BASE, &ctx->framebuffer.TS_DEPTH_SURFACE_BASE);
556 /*0166C*/ EMIT_STATE(TS_DEPTH_CLEAR_VALUE, ctx->framebuffer.TS_DEPTH_CLEAR_VALUE);
557 }
558 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) {
559 /*0381C*/ EMIT_STATE(GL_VARYING_TOTAL_COMPONENTS, ctx->shader_state.GL_VARYING_TOTAL_COMPONENTS);
560 }
561 etna_coalesce_end(stream, &coalesce);
562 /* end only EMIT_STATE */
563
564 /* Emit strongly architecture-specific state */
565 if (ctx->specs.halti >= 5)
566 emit_halti5_only_state(ctx, vs_output_count);
567 else
568 emit_pre_halti5_state(ctx);
569
570 ctx->emit_texture_state(ctx);
571
572 /* Insert a FE/PE stall as changing the shader instructions (and maybe
573 * the uniforms) can corrupt the previous in-progress draw operation.
574 * Observed with amoeba on GC2000 during the right-to-left rendering
575 * of PI, and can cause GPU hangs immediately after.
576 * I summise that this is because the "new" locations at 0xc000 are not
577 * properly protected against updates as other states seem to be. Hence,
578 * we detect the "new" vertex shader instruction offset to apply this. */
579 if (ctx->dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF) && ctx->specs.vs_offset > 0x4000)
580 etna_stall(ctx->stream, SYNC_RECIPIENT_FE, SYNC_RECIPIENT_PE);
581
582 /* We need to update the uniform cache only if one of the following bits are
583 * set in ctx->dirty:
584 * - ETNA_DIRTY_SHADER
585 * - ETNA_DIRTY_CONSTBUF
586 * - uniforms_dirty_bits
587 *
588 * In case of ETNA_DIRTY_SHADER we need load all uniforms from the cache. In
589 * all
590 * other cases we can load on the changed uniforms.
591 */
592 static const uint32_t uniform_dirty_bits =
593 ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF;
594
595 if (dirty & (uniform_dirty_bits | ctx->shader.fs->uniforms_dirty_bits))
596 etna_uniforms_write(
597 ctx, ctx->shader.vs, &ctx->constant_buffer[PIPE_SHADER_VERTEX],
598 ctx->shader_state.VS_UNIFORMS, &ctx->shader_state.vs_uniforms_size);
599
600 if (dirty & (uniform_dirty_bits | ctx->shader.vs->uniforms_dirty_bits))
601 etna_uniforms_write(
602 ctx, ctx->shader.fs, &ctx->constant_buffer[PIPE_SHADER_FRAGMENT],
603 ctx->shader_state.PS_UNIFORMS, &ctx->shader_state.ps_uniforms_size);
604
605 /**** Large dynamically-sized state ****/
606 bool do_uniform_flush = ctx->specs.halti < 5;
607 if (dirty & (ETNA_DIRTY_SHADER)) {
608 /* Special case: a new shader was loaded; simply re-load all uniforms and
609 * shader code at once */
610 /* This sequence is special, do not change ordering unless necessary. According to comment
611 snippets in the Vivante kernel driver a process called "steering" goes on while programming
612 shader state. This (as I understand it) means certain unified states are "steered"
613 toward a specific shader unit (VS/PS/...) based on either explicit flags in register
614 00860, or what other state is written before "auto-steering". So this means some
615 state can legitimately be programmed multiple times.
616 */
617
618 if (ctx->specs.halti >= 5) { /* ICACHE (HALTI5) */
619 assert(ctx->shader_state.VS_INST_ADDR.bo && ctx->shader_state.PS_INST_ADDR.bo);
620 /* Set icache (VS) */
621 etna_set_state(stream, VIVS_VS_NEWRANGE_LOW, 0);
622 etna_set_state(stream, VIVS_VS_NEWRANGE_HIGH, ctx->shader_state.vs_inst_mem_size / 4);
623 assert(ctx->shader_state.VS_INST_ADDR.bo);
624 etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR);
625 etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002);
626 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE);
627 etna_set_state(stream, VIVS_VS_ICACHE_COUNT, ctx->shader_state.vs_inst_mem_size / 4 - 1);
628
629 /* Set icache (PS) */
630 etna_set_state(stream, VIVS_PS_NEWRANGE_LOW, 0);
631 etna_set_state(stream, VIVS_PS_NEWRANGE_HIGH, ctx->shader_state.ps_inst_mem_size / 4);
632 assert(ctx->shader_state.PS_INST_ADDR.bo);
633 etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR);
634 etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002);
635 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE);
636 etna_set_state(stream, VIVS_PS_ICACHE_COUNT, ctx->shader_state.ps_inst_mem_size / 4 - 1);
637
638 } else if (ctx->shader_state.VS_INST_ADDR.bo || ctx->shader_state.PS_INST_ADDR.bo) {
639 /* ICACHE (pre-HALTI5) */
640 assert(ctx->specs.has_icache && ctx->specs.has_shader_range_registers);
641 /* Set icache (VS) */
642 etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16);
643 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL,
644 VIVS_VS_ICACHE_CONTROL_ENABLE |
645 VIVS_VS_ICACHE_CONTROL_FLUSH_VS);
646 assert(ctx->shader_state.VS_INST_ADDR.bo);
647 etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR);
648
649 /* Set icache (PS) */
650 etna_set_state(stream, VIVS_PS_RANGE, (ctx->shader_state.ps_inst_mem_size / 4 - 1) << 16);
651 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL,
652 VIVS_VS_ICACHE_CONTROL_ENABLE |
653 VIVS_VS_ICACHE_CONTROL_FLUSH_PS);
654 assert(ctx->shader_state.PS_INST_ADDR.bo);
655 etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR);
656 } else {
657 /* Upload shader directly, first flushing and disabling icache if
658 * supported on this hw */
659 if (ctx->specs.has_icache) {
660 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL,
661 VIVS_VS_ICACHE_CONTROL_FLUSH_PS |
662 VIVS_VS_ICACHE_CONTROL_FLUSH_VS);
663 }
664 if (ctx->specs.has_shader_range_registers) {
665 etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16);
666 etna_set_state(stream, VIVS_PS_RANGE, ((ctx->shader_state.ps_inst_mem_size / 4 - 1 + 0x100) << 16) |
667 0x100);
668 }
669 etna_set_state_multi(stream, ctx->specs.vs_offset,
670 ctx->shader_state.vs_inst_mem_size,
671 ctx->shader_state.VS_INST_MEM);
672 etna_set_state_multi(stream, ctx->specs.ps_offset,
673 ctx->shader_state.ps_inst_mem_size,
674 ctx->shader_state.PS_INST_MEM);
675 }
676
677 if (ctx->specs.has_unified_uniforms) {
678 etna_set_state(stream, VIVS_VS_UNIFORM_BASE, 0);
679 etna_set_state(stream, VIVS_PS_UNIFORM_BASE, ctx->specs.max_vs_uniforms);
680 }
681
682 if (do_uniform_flush)
683 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH);
684 etna_set_state_multi(stream, ctx->specs.vs_uniforms_offset,
685 ctx->shader_state.vs_uniforms_size,
686 ctx->shader_state.VS_UNIFORMS);
687 if (do_uniform_flush)
688 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS);
689 etna_set_state_multi(stream, ctx->specs.ps_uniforms_offset,
690 ctx->shader_state.ps_uniforms_size,
691 ctx->shader_state.PS_UNIFORMS);
692
693 /* Copy uniforms to gpu3d, so that incremental updates to uniforms are
694 * possible as long as the
695 * same shader remains bound */
696 ctx->gpu3d.vs_uniforms_size = ctx->shader_state.vs_uniforms_size;
697 ctx->gpu3d.ps_uniforms_size = ctx->shader_state.ps_uniforms_size;
698 memcpy(ctx->gpu3d.VS_UNIFORMS, ctx->shader_state.VS_UNIFORMS,
699 ctx->shader_state.vs_uniforms_size * 4);
700 memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS,
701 ctx->shader_state.ps_uniforms_size * 4);
702
703 if (ctx->specs.halti >= 5) {
704 /* HALTI5 needs to be prompted to pre-fetch shaders */
705 etna_set_state(stream, VIVS_VS_ICACHE_PREFETCH, 0x00000000);
706 etna_set_state(stream, VIVS_PS_ICACHE_PREFETCH, 0x00000000);
707 etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE);
708 }
709 } else {
710 /* ideally this cache would only be flushed if there are VS uniform changes */
711 if (do_uniform_flush)
712 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH);
713 etna_coalesce_start(stream, &coalesce);
714 for (int x = 0; x < ctx->shader.vs->uniforms.const_count; ++x) {
715 if (ctx->gpu3d.VS_UNIFORMS[x] != ctx->shader_state.VS_UNIFORMS[x]) {
716 etna_coalsence_emit(stream, &coalesce, ctx->specs.vs_uniforms_offset + x*4, ctx->shader_state.VS_UNIFORMS[x]);
717 ctx->gpu3d.VS_UNIFORMS[x] = ctx->shader_state.VS_UNIFORMS[x];
718 }
719 }
720 etna_coalesce_end(stream, &coalesce);
721
722 /* ideally this cache would only be flushed if there are PS uniform changes */
723 if (do_uniform_flush)
724 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS);
725 etna_coalesce_start(stream, &coalesce);
726 for (int x = 0; x < ctx->shader.fs->uniforms.const_count; ++x) {
727 if (ctx->gpu3d.PS_UNIFORMS[x] != ctx->shader_state.PS_UNIFORMS[x]) {
728 etna_coalsence_emit(stream, &coalesce, ctx->specs.ps_uniforms_offset + x*4, ctx->shader_state.PS_UNIFORMS[x]);
729 ctx->gpu3d.PS_UNIFORMS[x] = ctx->shader_state.PS_UNIFORMS[x];
730 }
731 }
732 etna_coalesce_end(stream, &coalesce);
733 }
734 /**** End of state update ****/
735 #undef EMIT_STATE
736 #undef EMIT_STATE_FIXP
737 #undef EMIT_STATE_RELOC
738 ctx->dirty = 0;
739 ctx->dirty_sampler_views = 0;
740 }