#include "drm.h"
#include "savage_drm.h"
#include "savage_init.h"
+#include "savage_3d_reg.h"
#include "mm.h"
#include "tnl/t_vertex.h"
-#include "savagetex.h"
-#include "savagedma.h"
+#include "texmem.h"
#include "xmlconfig.h"
#define SAVAGE_NEW_TEXTURE 0x1
#define SAVAGE_NEW_CULL 0x2
+/* What needs to be changed for the current vertex dma buffer?
+ * This will go away!
+ */
+#define SAVAGE_UPLOAD_LOCAL 0x1 /* DrawLocalCtrl (S4) or
+ DrawCtrl and ZBufCtrl (S3D) */
+#define SAVAGE_UPLOAD_TEX0 0x2 /* texture unit 0 */
+#define SAVAGE_UPLOAD_TEX1 0x4 /* texture unit 1 (S4 only) */
+#define SAVAGE_UPLOAD_FOGTBL 0x8 /* fog table */
+#define SAVAGE_UPLOAD_GLOBAL 0x10 /* most global regs */
+#define SAVAGE_UPLOAD_TEXGLOBAL 0x20 /* TexBlendColor (S4 only) */
/*define the max numer of vertex in vertex buf*/
#define SAVAGE_MAX_VERTEXS 0x10000
+/* Don't make it too big. We don't want to buffer up a whole frame
+ * that would force the application to wait later. */
+#define SAVAGE_CMDBUF_SIZE 1024
+
/* Use the templated vertex formats:
*/
#define TAG(x) savage##x
imesa->savageScreen->deviceID == CHIP_S3TRISTAR64CDDR )
+struct savage_vtxbuf_t {
+ GLuint total, used, flushed; /* in 32 bit units */
+ GLuint idx; /* for DMA buffers */
+ u_int32_t *buf;
+};
+
+struct savage_cmdbuf_t {
+ GLuint size; /* size in qwords */
+ drm_savage_cmd_header_t *base; /* initial state starts here */
+ drm_savage_cmd_header_t *start; /* drawing/state commands start here */
+ drm_savage_cmd_header_t *write; /* append stuff here */
+};
+
+struct savage_elt_t {
+ GLuint n; /* number of elts currently allocated */
+ drm_savage_cmd_header_t *cmd; /* the indexed drawing command */
+};
struct savage_context_t {
GLcontext *glCtx;
int lastTexHeap;
- savageTextureObjectPtr CurrentTexObj[2];
-
- struct savage_texture_object_t TexObjList[SAVAGE_NR_TEX_HEAPS];
- struct savage_texture_object_t SwappedOut;
-
- GLuint c_texupload;
- GLuint c_texusage;
- GLuint tex_thrash;
-
- GLuint TextureMode;
-
-
+ driTexHeap *textureHeaps[SAVAGE_NR_TEX_HEAPS];
+ driTextureObject swapped;
+
+ driTextureObject *CurrentTexObj[2];
+
/* Hardware state
*/
GLuint new_gl_state;
GLboolean ptexHack;
- GLuint BCIBase;
- GLuint MMIO_BASE;
+ /* Command buffer */
+ struct savage_cmdbuf_t cmdBuf;
- /* DMA command buffer */
- DMABuffer_t DMABuf;
+ /* Elt book-keeping */
+ struct savage_elt_t elts;
+ GLint firstElt;
+
+ /* Vertex buffers */
+ struct savage_vtxbuf_t dmaVtxBuf, clientVtxBuf;
+ struct savage_vtxbuf_t *vtxBuf;
/* aperture base */
- GLuint apertureBase[5];
+ GLubyte *apertureBase[5];
GLuint aperturePitch;
/* Manage hardware state */
GLuint dirty;
GLboolean lostContext;
- memHeap_t *texHeap[SAVAGE_NR_TEX_HEAPS];
GLuint bTexEn1;
/* One of the few bits of hardware state that can't be calculated
* completely on the fly:
*/
GLuint LcsCullMode;
+ GLuint texEnvColor;
/* Vertex state
*/
GLenum raster_primitive;
GLenum render_primitive;
- GLuint DrawPrimitiveCmd;
+ GLuint skip;
+ GLubyte HwPrim;
GLuint HwVertexSize;
/* Fallback rasterization functions
GLuint ClearColor;
GLfloat depth_scale;
GLfloat hw_viewport[16];
- /* DRI stuff */
- drmBufPtr vertex_dma_buffer;
+ /* DRI stuff */
+ GLuint bufferSize;
GLframebuffer *glBuffer;
/* These refer to the current draw (front vs. back) buffer:
*/
- char *drawMap; /* draw buffer address in virtual mem */
- char *readMap;
+ GLubyte *drawMap; /* draw buffer address in virtual mem */
+ GLubyte *readMap;
int drawX; /* origin of drawable in draw buffer */
int drawY;
GLuint numClipRects; /* cliprects for that buffer */
GLuint backup_streamFIFO;
GLuint NotFirstFrame;
+ GLboolean inSwap;
GLuint lastSwap;
- GLuint secondLastSwap;
GLuint ctxAge;
GLuint dirtyAge;
GLuint any_contend; /* throttle me harder */
- GLuint scissor;
- GLboolean scissorChanged;
- drm_clip_rect_t draw_rect;
- drm_clip_rect_t scissor_rect;
- drm_clip_rect_t tmp_boxes[2][SAVAGE_NR_SAREA_CLIPRECTS];
- /*Texture aging and DMA based aging*/
- unsigned int texAge[SAVAGE_NR_TEX_HEAPS];
+ /* Scissor state needs to be mirrored so buffered commands can be
+ * emitted with the old scissor state when scissor state changes.
+ */
+ struct {
+ GLboolean enabled;
+ GLint x, y;
+ GLsizei w, h;
+ } scissor;
drm_context_t hHWContext;
drm_hw_lock_t *driHwLock;
GLboolean hw_stencil;
- /*shadow pointer*/
- volatile GLuint *shadowPointer;
- volatile GLuint *eventTag1;
- GLuint shadowCounter;
- GLboolean shadowStatus;
+ /* Performance counters
+ */
+ GLuint c_textureSwaps;
/* Configuration cache
*/
driOptionCache optionCache;
- int texture_depth;
+ GLint texture_depth;
+ GLboolean no_rast;
+ GLboolean float_depth;
+ GLboolean enable_fastpath;
+ GLboolean enable_vdma;
+ GLboolean sync_frames;
};
#define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx))
#define DEBUG_FALLBACKS 0x001
#define DEBUG_VERBOSE_API 0x002
-#define DEBUG_VERBOSE_LRU 0x004
+#define DEBUG_VERBOSE_TEX 0x004
+#define DEBUG_VERBOSE_MSG 0x008
+#define DEBUG_DMA 0x010
+#define DEBUG_STATE 0x020
#define TARGET_FRONT 0x0
#define TARGET_BACK 0x1