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 */
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);
+ WAIT_RING(chan, 4);
+ OUT_RING(chan, RING_3D(0x1fd8, 1));
+ OUT_RING(chan, 2);
+ OUT_RING(chan, RING_3D(0x1fd8, 1));
+ OUT_RING(chan, 1);
}
FIRE_RING(chan);
if (nvfx->draw)
draw_destroy(nvfx->draw);
+ if(nvfx->screen->cur_ctx == nvfx)
+ nvfx->screen->cur_ctx = NULL;
+
FREE(nvfx);
}
nvfx->pipe.clear = nvfx_clear;
nvfx->pipe.flush = nvfx_flush;
- screen->base.channel->user_private = nvfx;
-
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->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);