2 * Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
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 * on the rights to use, copy, modify, merge, publish, distribute, sub
8 * license, and/or sell copies of the Software, and to permit persons to whom
9 * the Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
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 AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
21 * USE OR OTHER DEALINGS IN THE SOFTWARE. */
23 /* r300_emit: Functions for emitting state. */
25 #include "r300_emit.h"
27 void r300_emit_blend_state(struct r300_context
* r300
,
28 struct r300_blend_state
* blend
)
32 OUT_CS_REG_SEQ(R300_RB3D_CBLEND
, 2);
33 OUT_CS(blend
->blend_control
);
34 OUT_CS(blend
->alpha_blend_control
);
35 OUT_CS_REG(R300_RB3D_ROPCNTL
, blend
->rop
);
36 OUT_CS_REG(R300_RB3D_DITHER_CTL
, blend
->dither
);
40 void r300_emit_blend_color_state(struct r300_context
* r300
,
41 struct r300_blend_color_state
* bc
)
43 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
46 if (r300screen
->caps
->is_r500
) {
48 OUT_CS_REG_SEQ(R500_RB3D_CONSTANT_COLOR_AR
, 2);
49 OUT_CS(bc
->blend_color_red_alpha
);
50 OUT_CS(bc
->blend_color_green_blue
);
54 OUT_CS_REG(R300_RB3D_BLEND_COLOR
, bc
->blend_color
);
59 void r300_emit_clip_state(struct r300_context
* r300
,
60 struct pipe_clip_state
* clip
)
63 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
66 if (r300screen
->caps
->has_tcl
) {
67 BEGIN_CS(5 + (6 * 4));
68 OUT_CS_REG(R300_VAP_PVS_VECTOR_INDX_REG
,
69 (r300screen
->caps
->is_r500
?
70 R500_PVS_UCP_START
: R300_PVS_UCP_START
));
71 OUT_CS_ONE_REG(R300_VAP_PVS_UPLOAD_DATA
, 6 * 4);
72 for (i
= 0; i
< 6; i
++) {
73 OUT_CS_32F(clip
->ucp
[i
][0]);
74 OUT_CS_32F(clip
->ucp
[i
][1]);
75 OUT_CS_32F(clip
->ucp
[i
][2]);
76 OUT_CS_32F(clip
->ucp
[i
][3]);
78 OUT_CS_REG(R300_VAP_CLIP_CNTL
, ((1 << clip
->nr
) - 1) |
79 R300_PS_UCP_MODE_CLIP_AS_TRIFAN
);
83 OUT_CS_REG(R300_VAP_CLIP_CNTL
, R300_CLIP_DISABLE
);
89 void r300_emit_dsa_state(struct r300_context
* r300
,
90 struct r300_dsa_state
* dsa
)
92 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
95 BEGIN_CS(r300screen
->caps
->is_r500
? 8 : 8);
96 OUT_CS_REG(R300_FG_ALPHA_FUNC
, dsa
->alpha_function
);
97 /* XXX figure out the r300 counterpart for this */
98 if (r300screen
->caps
->is_r500
) {
99 /* OUT_CS_REG(R500_FG_ALPHA_VALUE, dsa->alpha_reference); */
101 OUT_CS_REG_SEQ(R300_ZB_CNTL
, 3);
102 OUT_CS(dsa
->z_buffer_control
);
103 OUT_CS(dsa
->z_stencil_control
);
104 OUT_CS(dsa
->stencil_ref_mask
);
105 OUT_CS_REG(R300_ZB_ZTOP
, dsa
->z_buffer_top
);
106 if (r300screen
->caps
->is_r500
) {
107 /* OUT_CS_REG(R500_ZB_STENCILREFMASK_BF, dsa->stencil_ref_bf); */
112 void r300_emit_fragment_shader(struct r300_context
* r300
,
113 struct r3xx_fragment_shader
* fs
)
120 OUT_CS_REG(R300_US_CONFIG
, fs
->indirections
);
121 OUT_CS_REG(R300_US_PIXSIZE
, fs
->shader
.stack_size
);
122 /* XXX figure out exactly how big the sizes are on this reg */
123 OUT_CS_REG(R300_US_CODE_OFFSET
, 0x40);
124 /* XXX figure these ones out a bit better kthnx */
125 OUT_CS_REG(R300_US_CODE_ADDR_0
, 0x0);
126 OUT_CS_REG(R300_US_CODE_ADDR_1
, 0x0);
127 OUT_CS_REG(R300_US_CODE_ADDR_2
, 0x0);
128 OUT_CS_REG(R300_US_CODE_ADDR_3
, 0x40 | R300_RGBA_OUT
);
130 for (i
= 0; i
< fs
->alu_instruction_count
; i
++) {
131 OUT_CS_REG(R300_US_ALU_RGB_INST_0
+ (4 * i
),
132 fs
->instructions
[i
].alu_rgb_inst
);
133 OUT_CS_REG(R300_US_ALU_RGB_ADDR_0
+ (4 * i
),
134 fs
->instructions
[i
].alu_rgb_addr
);
135 OUT_CS_REG(R300_US_ALU_ALPHA_INST_0
+ (4 * i
),
136 fs
->instructions
[i
].alu_alpha_inst
);
137 OUT_CS_REG(R300_US_ALU_ALPHA_ADDR_0
+ (4 * i
),
138 fs
->instructions
[i
].alu_alpha_addr
);
144 void r500_emit_fragment_shader(struct r300_context
* r300
,
145 struct r5xx_fragment_shader
* fs
)
148 struct r300_constant_buffer
* constants
=
149 &r300
->shader_constants
[PIPE_SHADER_FRAGMENT
];
152 BEGIN_CS(9 + (fs
->instruction_count
* 6) + (constants
->count
? 3 : 0) +
153 (constants
->count
* 4));
154 OUT_CS_REG(R500_US_CONFIG
, R500_ZERO_TIMES_ANYTHING_EQUALS_ZERO
);
155 OUT_CS_REG(R500_US_PIXSIZE
, fs
->shader
.stack_size
);
156 OUT_CS_REG(R500_US_CODE_ADDR
, R500_US_CODE_START_ADDR(0) |
157 R500_US_CODE_END_ADDR(fs
->instruction_count
));
159 OUT_CS_REG(R500_GA_US_VECTOR_INDEX
, R500_GA_US_VECTOR_INDEX_TYPE_INSTR
);
160 OUT_CS_ONE_REG(R500_GA_US_VECTOR_DATA
, fs
->instruction_count
* 6);
161 for (i
= 0; i
< fs
->instruction_count
; i
++) {
162 OUT_CS(fs
->instructions
[i
].inst0
);
163 OUT_CS(fs
->instructions
[i
].inst1
);
164 OUT_CS(fs
->instructions
[i
].inst2
);
165 OUT_CS(fs
->instructions
[i
].inst3
);
166 OUT_CS(fs
->instructions
[i
].inst4
);
167 OUT_CS(fs
->instructions
[i
].inst5
);
170 if (constants
->count
) {
171 OUT_CS_REG(R500_GA_US_VECTOR_INDEX
,
172 R500_GA_US_VECTOR_INDEX_TYPE_CONST
);
173 OUT_CS_ONE_REG(R500_GA_US_VECTOR_DATA
, constants
->count
* 4);
174 for (i
= 0; i
< constants
->count
; i
++) {
175 OUT_CS_32F(constants
->constants
[i
][0]);
176 OUT_CS_32F(constants
->constants
[i
][1]);
177 OUT_CS_32F(constants
->constants
[i
][2]);
178 OUT_CS_32F(constants
->constants
[i
][3]);
185 void r300_emit_fb_state(struct r300_context
* r300
,
186 struct pipe_framebuffer_state
* fb
)
188 struct r300_texture
* tex
;
193 BEGIN_CS((8 * fb
->nr_cbufs
) + (fb
->zsbuf
? 8 : 0) + 4);
194 for (i
= 0; i
< fb
->nr_cbufs
; i
++) {
195 tex
= (struct r300_texture
*)fb
->cbufs
[i
]->texture
;
196 assert(tex
&& tex
->buffer
&& "cbuf is marked, but NULL!");
197 pixpitch
= tex
->stride
/ tex
->tex
.block
.size
;
199 OUT_CS_REG_SEQ(R300_RB3D_COLOROFFSET0
+ (4 * i
), 1);
200 OUT_CS_RELOC(tex
->buffer
, 0, 0, RADEON_GEM_DOMAIN_VRAM
, 0);
202 OUT_CS_REG(R300_RB3D_COLORPITCH0
+ (4 * i
), pixpitch
|
203 r300_translate_colorformat(tex
->tex
.format
));
205 OUT_CS_REG(R300_US_OUT_FMT_0
+ (4 * i
),
206 r300_translate_out_fmt(fb
->cbufs
[i
]->format
));
210 tex
= (struct r300_texture
*)fb
->zsbuf
->texture
;
211 assert(tex
&& tex
->buffer
&& "zsbuf is marked, but NULL!");
212 pixpitch
= tex
->stride
/ tex
->tex
.block
.size
;
214 OUT_CS_REG_SEQ(R300_ZB_DEPTHOFFSET
, 1);
215 OUT_CS_RELOC(tex
->buffer
, 0, 0, RADEON_GEM_DOMAIN_VRAM
, 0);
217 OUT_CS_REG(R300_ZB_FORMAT
, r300_translate_zsformat(tex
->tex
.format
));
219 OUT_CS_REG(R300_ZB_DEPTHPITCH
, pixpitch
);
222 OUT_CS_REG(R300_RB3D_DSTCACHE_CTLSTAT
,
223 R300_RB3D_DSTCACHE_CTLSTAT_DC_FREE_FREE_3D_TAGS
|
224 R300_RB3D_DSTCACHE_CTLSTAT_DC_FLUSH_FLUSH_DIRTY_3D
);
225 OUT_CS_REG(R300_ZB_ZCACHE_CTLSTAT
,
226 R300_ZB_ZCACHE_CTLSTAT_ZC_FLUSH_FLUSH_AND_FREE
|
227 R300_ZB_ZCACHE_CTLSTAT_ZC_FREE_FREE
);
231 void r300_emit_rs_state(struct r300_context
* r300
, struct r300_rs_state
* rs
)
236 OUT_CS_REG(R300_VAP_CNTL_STATUS
, rs
->vap_control_status
);
237 OUT_CS_REG(R300_GA_POINT_SIZE
, rs
->point_size
);
238 OUT_CS_REG_SEQ(R300_GA_POINT_MINMAX
, 2);
239 OUT_CS(rs
->point_minmax
);
240 OUT_CS(rs
->line_control
);
241 OUT_CS_REG_SEQ(R300_SU_POLY_OFFSET_FRONT_SCALE
, 6);
242 OUT_CS(rs
->depth_scale_front
);
243 OUT_CS(rs
->depth_offset_front
);
244 OUT_CS(rs
->depth_scale_back
);
245 OUT_CS(rs
->depth_offset_back
);
246 OUT_CS(rs
->polygon_offset_enable
);
247 OUT_CS(rs
->cull_mode
);
248 OUT_CS_REG(R300_GA_LINE_STIPPLE_CONFIG
, rs
->line_stipple_config
);
249 OUT_CS_REG(R300_GA_LINE_STIPPLE_VALUE
, rs
->line_stipple_value
);
250 OUT_CS_REG(R300_GA_COLOR_CONTROL
, rs
->color_control
);
254 void r300_emit_rs_block_state(struct r300_context
* r300
,
255 struct r300_rs_block
* rs
)
258 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
262 if (r300screen
->caps
->is_r500
) {
263 OUT_CS_REG_SEQ(R500_RS_IP_0
, 8);
265 OUT_CS_REG_SEQ(R300_RS_IP_0
, 8);
267 for (i
= 0; i
< 8; i
++) {
269 /* debug_printf("ip %d: 0x%08x\n", i, rs->ip[i]); */
272 OUT_CS_REG_SEQ(R300_RS_COUNT
, 2);
274 OUT_CS(rs
->inst_count
);
276 if (r300screen
->caps
->is_r500
) {
277 OUT_CS_REG_SEQ(R500_RS_INST_0
, 8);
279 OUT_CS_REG_SEQ(R300_RS_INST_0
, 8);
281 for (i
= 0; i
< 8; i
++) {
283 /* debug_printf("inst %d: 0x%08x\n", i, rs->inst[i]); */
286 /* debug_printf("count: 0x%08x inst_count: 0x%08x\n", rs->count,
287 * rs->inst_count); */
292 void r300_emit_scissor_state(struct r300_context
* r300
,
293 struct r300_scissor_state
* scissor
)
298 OUT_CS_REG_SEQ(R300_SC_SCISSORS_TL
, 2);
299 OUT_CS(scissor
->scissor_top_left
);
300 OUT_CS(scissor
->scissor_bottom_right
);
304 void r300_emit_texture(struct r300_context
* r300
,
305 struct r300_sampler_state
* sampler
,
306 struct r300_texture
* tex
,
312 OUT_CS_REG(R300_TX_FILTER0_0
+ (offset
* 4), sampler
->filter0
);
313 OUT_CS_REG(R300_TX_FILTER1_0
+ (offset
* 4), sampler
->filter1
);
314 OUT_CS_REG(R300_TX_BORDER_COLOR_0
+ (offset
* 4), sampler
->border_color
);
316 OUT_CS_REG(R300_TX_FORMAT0_0
+ (offset
* 4), tex
->state
.format0
);
317 OUT_CS_REG(R300_TX_FORMAT1_0
+ (offset
* 4), tex
->state
.format1
);
318 OUT_CS_REG(R300_TX_FORMAT2_0
+ (offset
* 4), tex
->state
.format2
);
319 OUT_CS_REG_SEQ(R300_TX_OFFSET_0
+ (offset
* 4), 1);
320 OUT_CS_RELOC(tex
->buffer
, 0,
321 RADEON_GEM_DOMAIN_GTT
| RADEON_GEM_DOMAIN_VRAM
, 0, 0);
325 void r300_emit_vertex_buffer(struct r300_context
* r300
)
329 debug_printf("r300: Preparing vertex buffer %p for render, "
330 "vertex size %d\n", r300
->vbo
,
331 r300
->vertex_info
.vinfo
.size
);
332 /* Set the pointer to our vertex buffer. The emitted values are this:
333 * PACKET3 [3D_LOAD_VBPNTR]
335 * FORMAT [size | stride << 8]
336 * OFFSET [offset into BO]
337 * VBPNTR [relocated BO]
340 OUT_CS_PKT3(R300_PACKET3_3D_LOAD_VBPNTR
, 3);
342 OUT_CS(r300
->vertex_info
.vinfo
.size
|
343 (r300
->vertex_info
.vinfo
.size
<< 8));
344 OUT_CS(r300
->vbo_offset
);
345 OUT_CS_RELOC(r300
->vbo
, 0, RADEON_GEM_DOMAIN_GTT
, 0, 0);
349 void r300_emit_vertex_format_state(struct r300_context
* r300
)
355 OUT_CS_REG(R300_VAP_VTX_SIZE
, r300
->vertex_info
.vinfo
.size
);
357 OUT_CS_REG_SEQ(R300_VAP_VTX_STATE_CNTL
, 2);
358 OUT_CS(r300
->vertex_info
.vinfo
.hwfmt
[0]);
359 OUT_CS(r300
->vertex_info
.vinfo
.hwfmt
[1]);
360 OUT_CS_REG_SEQ(R300_VAP_OUTPUT_VTX_FMT_0
, 2);
361 OUT_CS(r300
->vertex_info
.vinfo
.hwfmt
[2]);
362 OUT_CS(r300
->vertex_info
.vinfo
.hwfmt
[3]);
363 /* for (i = 0; i < 4; i++) {
364 * debug_printf("hwfmt%d: 0x%08x\n", i,
365 * r300->vertex_info.vinfo.hwfmt[i]);
368 OUT_CS_REG_SEQ(R300_VAP_PROG_STREAM_CNTL_0
, 8);
369 for (i
= 0; i
< 8; i
++) {
370 OUT_CS(r300
->vertex_info
.vap_prog_stream_cntl
[i
]);
371 /* debug_printf("prog_stream_cntl%d: 0x%08x\n", i,
372 * r300->vertex_info.vap_prog_stream_cntl[i]); */
374 OUT_CS_REG_SEQ(R300_VAP_PROG_STREAM_CNTL_EXT_0
, 8);
375 for (i
= 0; i
< 8; i
++) {
376 OUT_CS(r300
->vertex_info
.vap_prog_stream_cntl_ext
[i
]);
377 /* debug_printf("prog_stream_cntl_ext%d: 0x%08x\n", i,
378 * r300->vertex_info.vap_prog_stream_cntl_ext[i]); */
383 void r300_emit_vertex_shader(struct r300_context
* r300
,
384 struct r300_vertex_shader
* vs
)
387 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
388 struct r300_constant_buffer
* constants
=
389 &r300
->shader_constants
[PIPE_SHADER_VERTEX
];
392 if (!r300screen
->caps
->has_tcl
) {
393 debug_printf("r300: Implementation error: emit_vertex_shader called,"
394 " but has_tcl is FALSE!\n");
398 if (constants
->count
) {
399 BEGIN_CS(14 + (vs
->instruction_count
* 4) + (constants
->count
* 4));
401 BEGIN_CS(11 + (vs
->instruction_count
* 4));
404 /* R300_VAP_PVS_CODE_CNTL_0
405 * R300_VAP_PVS_CONST_CNTL
406 * R300_VAP_PVS_CODE_CNTL_1
407 * See the r5xx docs for instructions on how to use these.
408 * XXX these could be optimized to select better values... */
409 OUT_CS_REG_SEQ(R300_VAP_PVS_CODE_CNTL_0
, 3);
410 OUT_CS(R300_PVS_FIRST_INST(0) |
411 R300_PVS_XYZW_VALID_INST(vs
->instruction_count
- 1) |
412 R300_PVS_LAST_INST(vs
->instruction_count
- 1));
413 OUT_CS(R300_PVS_MAX_CONST_ADDR(constants
->count
- 1));
414 OUT_CS(vs
->instruction_count
- 1);
416 OUT_CS_REG(R300_VAP_PVS_VECTOR_INDX_REG
, 0);
417 OUT_CS_ONE_REG(R300_VAP_PVS_UPLOAD_DATA
, vs
->instruction_count
* 4);
418 for (i
= 0; i
< vs
->instruction_count
; i
++) {
419 OUT_CS(vs
->instructions
[i
].inst0
);
420 OUT_CS(vs
->instructions
[i
].inst1
);
421 OUT_CS(vs
->instructions
[i
].inst2
);
422 OUT_CS(vs
->instructions
[i
].inst3
);
425 if (constants
->count
) {
426 OUT_CS_REG(R300_VAP_PVS_VECTOR_INDX_REG
,
427 (r300screen
->caps
->is_r500
?
428 R500_PVS_CONST_START
: R300_PVS_CONST_START
));
429 OUT_CS_ONE_REG(R300_VAP_PVS_UPLOAD_DATA
, constants
->count
* 4);
430 for (i
= 0; i
< constants
->count
; i
++) {
431 OUT_CS_32F(constants
->constants
[i
][0]);
432 OUT_CS_32F(constants
->constants
[i
][1]);
433 OUT_CS_32F(constants
->constants
[i
][2]);
434 OUT_CS_32F(constants
->constants
[i
][3]);
438 OUT_CS_REG(R300_VAP_CNTL
, R300_PVS_NUM_SLOTS(10) |
439 R300_PVS_NUM_CNTLRS(5) |
440 R300_PVS_NUM_FPUS(r300screen
->caps
->num_vert_fpus
) |
441 R300_PVS_VF_MAX_VTX_NUM(12));
442 OUT_CS_REG(R300_VAP_PVS_STATE_FLUSH_REG
, 0x0);
446 void r300_emit_viewport_state(struct r300_context
* r300
,
447 struct r300_viewport_state
* viewport
)
452 OUT_CS_REG_SEQ(R300_SE_VPORT_XSCALE
, 6);
453 OUT_CS_32F(viewport
->xscale
);
454 OUT_CS_32F(viewport
->xoffset
);
455 OUT_CS_32F(viewport
->yscale
);
456 OUT_CS_32F(viewport
->yoffset
);
457 OUT_CS_32F(viewport
->zscale
);
458 OUT_CS_32F(viewport
->zoffset
);
460 if (r300
->rs_state
->enable_vte
) {
461 OUT_CS_REG(R300_VAP_VTE_CNTL
, viewport
->vte_control
);
463 OUT_CS_REG(R300_VAP_VTE_CNTL
, 0);
468 void r300_flush_textures(struct r300_context
* r300
)
473 OUT_CS_REG(R300_TX_INVALTAGS
, 0);
474 OUT_CS_REG(R300_TX_ENABLE
, (1 << r300
->texture_count
) - 1);
478 /* Emit all dirty state. */
479 void r300_emit_dirty_state(struct r300_context
* r300
)
481 struct r300_screen
* r300screen
= r300_screen(r300
->context
.screen
);
482 struct r300_texture
* tex
;
483 int i
, dirty_tex
= 0;
484 boolean invalid
= FALSE
;
486 if (!(r300
->dirty_state
)) {
490 r300_update_derived_state(r300
);
494 /* Color buffers... */
495 for (i
= 0; i
< r300
->framebuffer_state
.nr_cbufs
; i
++) {
496 tex
= (struct r300_texture
*)r300
->framebuffer_state
.cbufs
[i
]->texture
;
497 assert(tex
&& tex
->buffer
&& "cbuf is marked, but NULL!");
498 if (!r300
->winsys
->add_buffer(r300
->winsys
, tex
->buffer
,
499 0, RADEON_GEM_DOMAIN_VRAM
)) {
500 r300
->context
.flush(&r300
->context
, 0, NULL
);
504 /* ...depth buffer... */
505 if (r300
->framebuffer_state
.zsbuf
) {
506 tex
= (struct r300_texture
*)r300
->framebuffer_state
.zsbuf
->texture
;
507 assert(tex
&& tex
->buffer
&& "zsbuf is marked, but NULL!");
508 if (!r300
->winsys
->add_buffer(r300
->winsys
, tex
->buffer
,
509 0, RADEON_GEM_DOMAIN_VRAM
)) {
510 r300
->context
.flush(&r300
->context
, 0, NULL
);
515 for (i
= 0; i
< r300
->texture_count
; i
++) {
516 tex
= r300
->textures
[i
];
517 assert(tex
&& tex
->buffer
&& "texture is marked, but NULL!");
518 if (!r300
->winsys
->add_buffer(r300
->winsys
, tex
->buffer
,
519 RADEON_GEM_DOMAIN_GTT
| RADEON_GEM_DOMAIN_VRAM
, 0)) {
520 r300
->context
.flush(&r300
->context
, 0, NULL
);
524 /* ...and vertex buffer. */
526 if (!r300
->winsys
->add_buffer(r300
->winsys
, r300
->vbo
,
527 RADEON_GEM_DOMAIN_GTT
, 0)) {
528 r300
->context
.flush(&r300
->context
, 0, NULL
);
532 debug_printf("No VBO while emitting dirty state!\n");
534 if (!r300
->winsys
->validate(r300
->winsys
)) {
535 r300
->context
.flush(&r300
->context
, 0, NULL
);
538 debug_printf("r300: Stuck in validation loop, gonna quit now.");
545 if (r300
->dirty_state
& R300_NEW_BLEND
) {
546 r300_emit_blend_state(r300
, r300
->blend_state
);
547 r300
->dirty_state
&= ~R300_NEW_BLEND
;
550 if (r300
->dirty_state
& R300_NEW_BLEND_COLOR
) {
551 r300_emit_blend_color_state(r300
, r300
->blend_color_state
);
552 r300
->dirty_state
&= ~R300_NEW_BLEND_COLOR
;
555 if (r300
->dirty_state
& R300_NEW_CLIP
) {
556 r300_emit_clip_state(r300
, &r300
->clip_state
);
557 r300
->dirty_state
&= ~R300_NEW_CLIP
;
560 if (r300
->dirty_state
& R300_NEW_DSA
) {
561 r300_emit_dsa_state(r300
, r300
->dsa_state
);
562 r300
->dirty_state
&= ~R300_NEW_DSA
;
565 if (r300
->dirty_state
& R300_NEW_FRAGMENT_SHADER
) {
566 if (r300screen
->caps
->is_r500
) {
567 r500_emit_fragment_shader(r300
,
568 (struct r5xx_fragment_shader
*)r300
->fs
);
570 r300_emit_fragment_shader(r300
,
571 (struct r3xx_fragment_shader
*)r300
->fs
);
573 r300
->dirty_state
&= ~R300_NEW_FRAGMENT_SHADER
;
576 if (r300
->dirty_state
& R300_NEW_FRAMEBUFFERS
) {
577 r300_emit_fb_state(r300
, &r300
->framebuffer_state
);
578 r300
->dirty_state
&= ~R300_NEW_FRAMEBUFFERS
;
581 if (r300
->dirty_state
& R300_NEW_RASTERIZER
) {
582 r300_emit_rs_state(r300
, r300
->rs_state
);
583 r300
->dirty_state
&= ~R300_NEW_RASTERIZER
;
586 if (r300
->dirty_state
& R300_NEW_RS_BLOCK
) {
587 r300_emit_rs_block_state(r300
, r300
->rs_block
);
588 r300
->dirty_state
&= ~R300_NEW_RS_BLOCK
;
591 if (r300
->dirty_state
& R300_NEW_SCISSOR
) {
592 r300_emit_scissor_state(r300
, r300
->scissor_state
);
593 r300
->dirty_state
&= ~R300_NEW_SCISSOR
;
596 /* Samplers and textures are tracked separately but emitted together. */
597 if (r300
->dirty_state
&
598 (R300_ANY_NEW_SAMPLERS
| R300_ANY_NEW_TEXTURES
)) {
599 for (i
= 0; i
< MIN2(r300
->sampler_count
, r300
->texture_count
); i
++) {
600 if (r300
->dirty_state
&
601 ((R300_NEW_SAMPLER
<< i
) | (R300_NEW_TEXTURE
<< i
))) {
602 r300_emit_texture(r300
,
603 r300
->sampler_states
[i
],
607 ~((R300_NEW_SAMPLER
<< i
) | (R300_NEW_TEXTURE
<< i
));
611 r300
->dirty_state
&= ~(R300_ANY_NEW_SAMPLERS
| R300_ANY_NEW_TEXTURES
);
614 if (r300
->dirty_state
& R300_NEW_VIEWPORT
) {
615 r300_emit_viewport_state(r300
, r300
->viewport_state
);
616 r300
->dirty_state
&= ~R300_NEW_VIEWPORT
;
620 r300_flush_textures(r300
);
623 if (r300
->dirty_state
& R300_NEW_VERTEX_FORMAT
) {
624 r300_emit_vertex_format_state(r300
);
625 r300
->dirty_state
&= ~R300_NEW_VERTEX_FORMAT
;
628 if (r300
->dirty_state
& R300_NEW_VERTEX_SHADER
) {
629 r300_emit_vertex_shader(r300
, r300
->vs
);
630 r300
->dirty_state
&= ~R300_NEW_VERTEX_SHADER
;
634 assert(r300->dirty_state == 0);
637 /* Finally, emit the VBO. */
638 r300_emit_vertex_buffer(r300
);