if (draw == NULL)
goto fail;
+ if (!draw_init(draw))
+ goto fail;
+
++ draw->pipe = pipe;
++
+ return draw;
+
+fail:
+ draw_destroy( draw );
+ return NULL;
+}
+
+boolean draw_init(struct draw_context *draw)
+{
+ /*
+ * Note that several functions compute the clipmask of the predefined
+ * formats with hardcoded formulas instead of using these. So modifications
+ * here must be reflected there too.
+ */
+
ASSIGN_4V( draw->plane[0], -1, 0, 0, 1 );
ASSIGN_4V( draw->plane[1], 1, 0, 0, 1 );
ASSIGN_4V( draw->plane[2], 0, -1, 0, 1 );
void (*driver_bind_sampler_states)(struct pipe_context *, unsigned,
void **);
- void (*driver_set_sampler_textures)(struct pipe_context *, unsigned,
- struct pipe_texture **);
++
+ void (*driver_set_sampler_views)(struct pipe_context *,
+ unsigned,
+ struct pipe_sampler_view **);
-
- struct pipe_context *pipe;
};
static boolean
aaline_create_texture(struct aaline_stage *aaline)
{
- struct pipe_context *pipe = aaline->pipe;
+ struct pipe_context *pipe = aaline->stage.draw->pipe;
struct pipe_screen *screen = pipe->screen;
- struct pipe_texture texTemp;
+ struct pipe_resource texTemp;
+ struct pipe_sampler_view viewTempl;
uint level;
memset(&texTemp, 0, sizeof(texTemp));
draw->suspend_flushing = TRUE;
aaline->driver_bind_sampler_states(pipe, num_samplers, aaline->state.sampler);
- aaline->driver_set_sampler_textures(pipe, num_samplers, aaline->state.texture);
+ aaline->driver_set_sampler_views(pipe, num_samplers, aaline->state.sampler_views);
+
+ /* Disable triangle culling, stippling, unfilled mode etc. */
+ r = draw_get_rasterizer_no_cull(draw, rast->scissor, rast->flatshade);
+ pipe->bind_rasterizer_state(pipe, r);
+
draw->suspend_flushing = FALSE;
/* now really draw first line */
aaline->driver_bind_fs_state(pipe, aaline->fs->driver_fs);
aaline->driver_bind_sampler_states(pipe, aaline->num_samplers,
aaline->state.sampler);
- aaline->driver_set_sampler_textures(pipe, aaline->num_textures,
- aaline->state.texture);
+ aaline->driver_set_sampler_views(pipe,
+ aaline->num_sampler_views,
+ aaline->state.sampler_views);
+
+ /* restore original rasterizer state */
+ if (draw->rast_handle) {
+ pipe->bind_rasterizer_state(pipe, draw->rast_handle);
+ }
+
draw->suspend_flushing = FALSE;
draw->extra_shader_outputs.slot = 0;
}
if (aaline->sampler_cso)
- aaline->pipe->delete_sampler_state(aaline->pipe, aaline->sampler_cso);
+ pipe->delete_sampler_state(pipe, aaline->sampler_cso);
if (aaline->texture)
- pipe_texture_reference(&aaline->texture, NULL);
+ pipe_resource_reference(&aaline->texture, NULL);
+
+ if (aaline->sampler_view) {
+ pipe_sampler_view_reference(&aaline->sampler_view, NULL);
+ }
draw_free_temp_verts( stage );
/* save current */
for (i = 0; i < num; i++) {
- pipe_texture_reference(&aaline->state.texture[i], texture[i]);
+ pipe_sampler_view_reference(&aaline->state.sampler_views[i], views[i]);
}
for ( ; i < PIPE_MAX_SAMPLERS; i++) {
- pipe_texture_reference(&aaline->state.texture[i], NULL);
+ pipe_sampler_view_reference(&aaline->state.sampler_views[i], NULL);
}
- aaline->num_textures = num;
+ aaline->num_sampler_views = num;
/* pass-through */
- aaline->driver_set_sampler_views(aaline->pipe, num, views);
- aaline->driver_set_sampler_textures(pipe, num, texture);
++ aaline->driver_set_sampler_views(pipe, num, views);
}
/*
* Create drawing context and plug our rendering stage into it.
*/
- llvmpipe->draw = draw_create_with_llvm();
+#if USE_DRAW_LLVM
- llvmpipe->draw = draw_create();
++ llvmpipe->draw = draw_create_with_llvm(&llvmpipe->pipe);
+#else
- if (!llvmpipe->draw)
+ llvmpipe->draw = draw_create(&llvmpipe->pipe);
+#endif
+ if (!llvmpipe->draw)
goto fail;
/* FIXME: devise alternative to draw_texture_samplers */
nv50_init_surface_functions(nv50);
nv50_init_state_functions(nv50);
nv50_init_query_functions(nv50);
+ nv50_init_resource_functions(&nv50->pipe);
- nv50->draw = draw_create();
+ nv50->draw = draw_create(&nv50->pipe);
assert(nv50->draw);
draw_set_rasterize_stage(nv50->draw, nv50_draw_render_stage(nv50));
--- /dev/null
- nvfx->draw = draw_create();
+#include "draw/draw_context.h"
+#include "pipe/p_defines.h"
+
+#include "nvfx_context.h"
+#include "nvfx_screen.h"
+#include "nvfx_resource.h"
+
+static void
+nvfx_flush(struct pipe_context *pipe, unsigned flags,
+ struct pipe_fence_handle **fence)
+{
+ 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;
+
+ 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);
+ }
+
+ FIRE_RING(chan);
+ if (fence)
+ *fence = NULL;
+}
+
+static void
+nvfx_destroy(struct pipe_context *pipe)
+{
+ struct nvfx_context *nvfx = nvfx_context(pipe);
+
+ if (nvfx->draw)
+ draw_destroy(nvfx->draw);
+ FREE(nvfx);
+}
+
+struct pipe_context *
+nvfx_create(struct pipe_screen *pscreen, void *priv)
+{
+ struct nvfx_screen *screen = nvfx_screen(pscreen);
+ struct pipe_winsys *ws = pscreen->winsys;
+ struct nvfx_context *nvfx;
+ struct nouveau_winsys *nvws = screen->nvws;
+
+ nvfx = CALLOC(1, sizeof(struct nvfx_context));
+ if (!nvfx)
+ return NULL;
+ nvfx->screen = screen;
+
+ nvfx->nvws = nvws;
+
+ nvfx->pipe.winsys = ws;
+ nvfx->pipe.screen = pscreen;
+ nvfx->pipe.priv = priv;
+ nvfx->pipe.destroy = nvfx_destroy;
+ nvfx->pipe.draw_arrays = nvfx_draw_arrays;
+ nvfx->pipe.draw_elements = nvfx_draw_elements;
+ nvfx->pipe.clear = nvfx_clear;
+ nvfx->pipe.flush = nvfx_flush;
+
+ screen->base.channel->user_private = nvfx;
+
+ nvfx->is_nv4x = screen->is_nv4x;
+
+ nvfx_init_query_functions(nvfx);
+ nvfx_init_surface_functions(nvfx);
+ nvfx_init_state_functions(nvfx);
+ nvfx_init_resource_functions(&nvfx->pipe);
+
+ /* Create, configure, and install fallback swtnl path */
++ nvfx->draw = draw_create(&nvfx->pipe);
+ draw_wide_point_threshold(nvfx->draw, 9999999.0);
+ draw_wide_line_threshold(nvfx->draw, 9999999.0);
+ draw_enable_line_stipple(nvfx->draw, FALSE);
+ draw_enable_point_sprites(nvfx->draw, FALSE);
+ draw_set_rasterize_stage(nvfx->draw, nvfx_draw_render_stage(nvfx));
+
+ /* set these to that we init them on first validation */
+ nvfx->state.scissor_enabled = ~0;
+ nvfx->state.stipple_enabled = ~0;
+ return &nvfx->pipe;
+}
--- /dev/null
- draw_set_rasterizer_state(draw, &nvfx->rasterizer->pipe);
+#include "nvfx_context.h"
+#include "nvfx_state.h"
+#include "draw/draw_context.h"
+
+static boolean
+nvfx_state_validate_common(struct nvfx_context *nvfx)
+{
+ struct nouveau_channel* chan = nvfx->screen->base.channel;
+ unsigned dirty = nvfx->dirty;
+
+ if(nvfx != nvfx->screen->cur_ctx)
+ dirty = ~0;
+
+ if(nvfx->render_mode == HW)
+ {
+ if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_VERTCONST | NVFX_NEW_UCP))
+ {
+ if(!nvfx_vertprog_validate(nvfx))
+ return FALSE;
+ }
+
+ if(dirty & (NVFX_NEW_ARRAYS))
+ {
+ if(!nvfx_vbo_validate(nvfx))
+ return FALSE;
+ }
+ }
+ else
+ {
+ /* TODO: this looks a bit misdesigned */
+ if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_UCP))
+ nvfx_vertprog_validate(nvfx);
+
+ if(dirty & (NVFX_NEW_ARRAYS | NVFX_NEW_FRAGPROG))
+ nvfx_vtxfmt_validate(nvfx);
+ }
+
+ if(dirty & NVFX_NEW_FB)
+ nvfx_state_framebuffer_validate(nvfx);
+
+ if(dirty & NVFX_NEW_RAST)
+ sb_emit(chan, nvfx->rasterizer->sb, nvfx->rasterizer->sb_len);
+
+ if(dirty & NVFX_NEW_SCISSOR)
+ nvfx_state_scissor_validate(nvfx);
+
+ if(dirty & NVFX_NEW_STIPPLE)
+ nvfx_state_stipple_validate(nvfx);
+
+ if(dirty & (NVFX_NEW_FRAGPROG | NVFX_NEW_FRAGCONST))
+ nvfx_fragprog_validate(nvfx);
+
+ if(dirty & NVFX_NEW_SAMPLER)
+ nvfx_fragtex_validate(nvfx);
+
+ if(dirty & NVFX_NEW_BLEND)
+ sb_emit(chan, nvfx->blend->sb, nvfx->blend->sb_len);
+
+ if(dirty & NVFX_NEW_BCOL)
+ nvfx_state_blend_colour_validate(nvfx);
+
+ if(dirty & NVFX_NEW_ZSA)
+ sb_emit(chan, nvfx->zsa->sb, nvfx->zsa->sb_len);
+
+ if(dirty & NVFX_NEW_SR)
+ nvfx_state_sr_validate(nvfx);
+
+/* Having this depend on FB looks wrong, but it seems
+ necessary to make this work on nv3x
+ TODO: find the right fix
+*/
+ if(dirty & (NVFX_NEW_VIEWPORT | NVFX_NEW_FB))
+ nvfx_state_viewport_validate(nvfx);
+
+ /* TODO: could nv30 need this or something similar too? */
+ if((dirty & (NVFX_NEW_FRAGPROG | NVFX_NEW_SAMPLER)) && nvfx->is_nv4x) {
+ WAIT_RING(chan, 4);
+ OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1));
+ OUT_RING(chan, 2);
+ OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1));
+ OUT_RING(chan, 1);
+ }
+ nvfx->dirty = 0;
+ return TRUE;
+}
+
+void
+nvfx_state_emit(struct nvfx_context *nvfx)
+{
+ struct nouveau_channel* chan = nvfx->screen->base.channel;
+ /* we need to ensure there is enough space to output relocations in one go */
+ unsigned max_relocs = 0
+ + 16 /* vertex buffers, incl. dma flag */
+ + 2 /* index buffer plus format+dma flag */
+ + 2 * 5 /* 4 cbufs + zsbuf, plus dma objects */
+ + 2 * 16 /* fragment textures plus format+dma flag */
+ + 2 * 4 /* vertex textures plus format+dma flag */
+ + 1 /* fragprog incl dma flag */
+ ;
+ MARK_RING(chan, max_relocs * 2, max_relocs * 2);
+ nvfx_state_relocate(nvfx);
+}
+
+void
+nvfx_state_relocate(struct nvfx_context *nvfx)
+{
+ nvfx_framebuffer_relocate(nvfx);
+ nvfx_fragtex_relocate(nvfx);
+ nvfx_fragprog_relocate(nvfx);
+ if (nvfx->render_mode == HW)
+ nvfx_vbo_relocate(nvfx);
+}
+
+boolean
+nvfx_state_validate(struct nvfx_context *nvfx)
+{
+ boolean was_sw = nvfx->fallback_swtnl ? TRUE : FALSE;
+
+ if (nvfx->render_mode != HW) {
+ /* Don't even bother trying to go back to hw if none
+ * of the states that caused swtnl previously have changed.
+ */
+ if ((nvfx->fallback_swtnl & nvfx->dirty)
+ != nvfx->fallback_swtnl)
+ return FALSE;
+
+ /* Attempt to go to hwtnl again */
+ nvfx->dirty |= (NVFX_NEW_VIEWPORT |
+ NVFX_NEW_VERTPROG |
+ NVFX_NEW_ARRAYS);
+ nvfx->render_mode = HW;
+ }
+
+ if(!nvfx_state_validate_common(nvfx))
+ return FALSE;
+
+ if (was_sw)
+ NOUVEAU_ERR("swtnl->hw\n");
+
+ return TRUE;
+}
+
+boolean
+nvfx_state_validate_swtnl(struct nvfx_context *nvfx)
+{
+ struct draw_context *draw = nvfx->draw;
+
+ /* Setup for swtnl */
+ if (nvfx->render_mode == HW) {
+ NOUVEAU_ERR("hw->swtnl 0x%08x\n", nvfx->fallback_swtnl);
+ nvfx->pipe.flush(&nvfx->pipe, 0, NULL);
+ nvfx->dirty |= (NVFX_NEW_VIEWPORT |
+ NVFX_NEW_VERTPROG |
+ NVFX_NEW_ARRAYS);
+ nvfx->render_mode = SWTNL;
+ }
+
+ if (nvfx->draw_dirty & NVFX_NEW_VERTPROG)
+ draw_bind_vertex_shader(draw, nvfx->vertprog->draw);
+
+ if (nvfx->draw_dirty & NVFX_NEW_RAST)
++ draw_set_rasterizer_state(draw, &nvfx->rasterizer->pipe,
++ nvfx->rasterizer);
+
+ if (nvfx->draw_dirty & NVFX_NEW_UCP)
+ draw_set_clip_state(draw, &nvfx->clip);
+
+ if (nvfx->draw_dirty & NVFX_NEW_VIEWPORT)
+ draw_set_viewport_state(draw, &nvfx->viewport);
+
+ if (nvfx->draw_dirty & NVFX_NEW_ARRAYS) {
+ draw_set_vertex_buffers(draw, nvfx->vtxbuf_nr, nvfx->vtxbuf);
+ draw_set_vertex_elements(draw, nvfx->vtxelt->num_elements, nvfx->vtxelt->pipe);
+ }
+
+ nvfx_state_validate_common(nvfx);
+
+ nvfx->draw_dirty = 0;
+ return TRUE;
+}