#include "util/u_pack_color.h"
#include "util/u_debug.h"
+
+#include "pipe/p_config.h"
#include "pipe/internal/p_winsys_screen.h"
#include "r300_context.h"
#include "r300_reg.h"
#include "r300_state_inlines.h"
-#include "r300_state_shader.h"
+#include "r300_fs.h"
+#include "r300_vs.h"
/* r300_state: Functions used to intialize state context by translating
* Gallium state objects into semi-native r300 state objects. */
const struct pipe_constant_buffer* buffer)
{
struct r300_context* r300 = r300_context(pipe);
- int i = r300->shader_constants[shader].user_count;
/* This entire chunk of code seems ever-so-slightly baked.
* It's as if I've got pipe_buffer* matryoshkas... */
map, buffer->buffer->size);
pipe->winsys->buffer_unmap(pipe->winsys, buffer->buffer);
- r300->shader_constants[shader].user_count =
+ r300->shader_constants[shader].count =
buffer->buffer->size / (sizeof(float) * 4);
} else {
- r300->shader_constants[shader].user_count = 0;
+ r300->shader_constants[shader].count = 0;
}
r300->dirty_state |= R300_NEW_CONSTANTS;
-
- /* If the number of constants have changed, invalidate the shader. */
- if (r300->shader_constants[shader].user_count != i) {
- if (shader == PIPE_SHADER_FRAGMENT && r300->fs &&
- r300->fs->uses_imms) {
- r300->fs->translated = FALSE;
- r300_translate_fragment_shader(r300, r300->fs);
- } else if (shader == PIPE_SHADER_VERTEX && r300->vs &&
- r300->vs->uses_imms) {
- r300->vs->translated = FALSE;
- r300_translate_vertex_shader(r300, r300->vs);
- }
- }
}
/* Create a new depth, stencil, and alpha state based on the CSO dsa state.
dsa->alpha_reference = CLAMP(state->alpha.ref_value * 1023.0f,
0, 1023);
} else {
- dsa->z_buffer_top = R300_ZTOP_ENABLE;
+ /* XXX need to fix this to be dynamically set
+ dsa->z_buffer_top = R300_ZTOP_ENABLE; */
}
return (void*)dsa;
static void* r300_create_fs_state(struct pipe_context* pipe,
const struct pipe_shader_state* shader)
{
- struct r300_context* r300 = r300_context(pipe);
- struct r3xx_fragment_shader* fs = NULL;
+ struct r300_fragment_shader* fs = NULL;
- if (r300_screen(r300->context.screen)->caps->is_r500) {
- fs =
- (struct r3xx_fragment_shader*)CALLOC_STRUCT(r500_fragment_shader);
- } else {
- fs =
- (struct r3xx_fragment_shader*)CALLOC_STRUCT(r300_fragment_shader);
- }
+ fs = (struct r300_fragment_shader*)CALLOC_STRUCT(r300_fragment_shader);
/* Copy state directly into shader. */
fs->state = *shader;
static void r300_bind_fs_state(struct pipe_context* pipe, void* shader)
{
struct r300_context* r300 = r300_context(pipe);
- struct r3xx_fragment_shader* fs = (struct r3xx_fragment_shader*)shader;
+ struct r300_fragment_shader* fs = (struct r300_fragment_shader*)shader;
if (fs == NULL) {
r300->fs = NULL;
r300_translate_fragment_shader(r300, fs);
}
- fs->translated = TRUE;
r300->fs = fs;
r300->dirty_state |= R300_NEW_FRAGMENT_SHADER;
/* Delete fragment shader state. */
static void r300_delete_fs_state(struct pipe_context* pipe, void* shader)
{
- struct r3xx_fragment_shader* fs = (struct r3xx_fragment_shader*)shader;
+ struct r300_fragment_shader* fs = (struct r300_fragment_shader*)shader;
+ rc_constants_destroy(&fs->code.constants);
FREE(fs->state.tokens);
FREE(shader);
}
rs->enable_vte = !state->bypass_vs_clip_and_viewport;
+#ifdef PIPE_ARCH_LITTLE_ENDIAN
+ rs->vap_control_status = R300_VC_NO_SWAP;
+#else
+ rs->vap_control_status = R300_VC_32BIT_SWAP;
+#endif
+
/* If bypassing TCL, or if no TCL engine is present, turn off the HW TCL.
* Else, enable HW TCL and force Draw's TCL off. */
if (state->bypass_vs_clip_and_viewport ||
!r300_screen(pipe->screen)->caps->has_tcl) {
- rs->vap_control_status = R300_VAP_TCL_BYPASS;
+ rs->vap_control_status |= R300_VAP_TCL_BYPASS;
} else {
rs->rs.bypass_vs_clip_and_viewport = TRUE;
- rs->vap_control_status = 0;
}
rs->point_size = pack_float_16_6x(state->point_size) |
rs->color_control = R300_SHADE_MODEL_SMOOTH;
}
+ if (!state->flatshade_first) {
+ rs->color_control |= R300_GA_COLOR_CONTROL_PROVOKING_VERTEX_LAST;
+ }
+
return (void*)rs;
}
if (r300_screen(pipe->screen)->caps->has_tcl) {
struct r300_vertex_shader* vs = (struct r300_vertex_shader*)shader;
+ rc_constants_destroy(&vs->code.constants);
draw_delete_vertex_shader(r300->draw, vs->draw);
FREE(vs->state.tokens);
FREE(shader);