END_CS;
}
+void r300_emit_vertex_buffer(struct r300_context* r300)
+{
+ CS_LOCALS(r300);
+
+ debug_printf("r300: Preparing vertex buffer %p for render, "
+ "vertex size %d\n", r300->vbo,
+ r300->vertex_info.vinfo.size);
+ /* Set the pointer to our vertex buffer. The emitted values are this:
+ * PACKET3 [3D_LOAD_VBPNTR]
+ * COUNT [1]
+ * FORMAT [size | stride << 8]
+ * OFFSET [offset into BO]
+ * VBPNTR [relocated BO]
+ */
+ BEGIN_CS(7);
+ OUT_CS_PKT3(R300_PACKET3_3D_LOAD_VBPNTR, 3);
+ OUT_CS(1);
+ OUT_CS(r300->vertex_info.vinfo.size |
+ (r300->vertex_info.vinfo.size << 8));
+ OUT_CS(r300->vbo_offset);
+ OUT_CS_RELOC(r300->vbo, 0, RADEON_GEM_DOMAIN_GTT, 0, 0);
+ END_CS;
+}
+
void r300_emit_vertex_format_state(struct r300_context* r300)
{
int i;
void r300_emit_dirty_state(struct r300_context* r300)
{
struct r300_screen* r300screen = r300_screen(r300->context.screen);
+ struct r300_texture* tex;
int i;
int dirty_tex = 0;
- if (!(r300->dirty_hw)) {
+ if (!(r300->dirty_state)) {
return;
}
r300_update_derived_state(r300);
/* XXX check size */
- struct r300_texture* fb_tex =
- (struct r300_texture*)r300->framebuffer_state.cbufs[0];
- r300->winsys->add_buffer(r300->winsys, fb_tex->buffer,
- 0, RADEON_GEM_DOMAIN_VRAM);
+ /* Color buffers... */
+ for (i = 0; i < r300->framebuffer_state.nr_cbufs; i++) {
+ tex = (struct r300_texture*)r300->framebuffer_state.cbufs[i];
+ //assert(tex && tex->buffer && "cbuf is marked, but NULL!");
+ if (!tex->buffer) return;
+ r300->winsys->add_buffer(r300->winsys, tex->buffer,
+ 0, RADEON_GEM_DOMAIN_VRAM);
+ }
+ /* ...depth buffer... */
+ if (r300->framebuffer_state.zsbuf) {
+ tex = (struct r300_texture*)r300->framebuffer_state.zsbuf;
+ //assert(tex && tex->buffer && "zsbuf is marked, but NULL!");
+ if (!tex->buffer) return;
+ r300->winsys->add_buffer(r300->winsys, tex->buffer,
+ 0, RADEON_GEM_DOMAIN_VRAM);
+ }
+ /* ...and vertex buffer. */
+ if (r300->vbo) {
+ r300->winsys->add_buffer(r300->winsys, r300->vbo,
+ RADEON_GEM_DOMAIN_GTT, 0);
+ } else {
+ debug_printf("No VBO while emitting dirty state!\n");
+ }
+
if (r300->winsys->validate(r300->winsys)) {
/* XXX */
r300->context.flush(&r300->context, 0, NULL);
r300_emit_vertex_format_state(r300);
r300->dirty_state &= ~R300_NEW_VERTEX_FORMAT;
}
+
+ /* Finally, emit the VBO. */
+ r300_emit_vertex_buffer(r300);
+
+ r300->dirty_hw++;
}
CS_LOCALS(r300);
- /* Make sure that all possible state is emitted. */
- r300_emit_dirty_state(r300);
+ r300->vbo = render->vbo;
+ r300->vbo_offset = render->vbo_offset;
- debug_printf("r300: Preparing vertex buffer %p for render, "
- "vertex size %d, vertex count %d\n", render->vbo,
- r300->vertex_info.vinfo.size, count);
- /* Set the pointer to our vertex buffer. The emitted values are this:
- * PACKET3 [3D_LOAD_VBPNTR]
- * COUNT [1]
- * FORMAT [size | stride << 8]
- * OFFSET [0]
- * VBPNTR [relocated BO]
- */
- BEGIN_CS(7);
- OUT_CS_PKT3(R300_PACKET3_3D_LOAD_VBPNTR, 3);
- OUT_CS(1);
- OUT_CS(r300->vertex_info.vinfo.size |
- (r300->vertex_info.vinfo.size << 8));
- OUT_CS(render->vbo_offset);
- OUT_CS_RELOC(render->vbo, 0, RADEON_GEM_DOMAIN_GTT, 0, 0);
- END_CS;
+ r300_emit_dirty_state(r300);
}
static void r300_render_draw_arrays(struct vbuf_render* render,