#include "draw/draw_context.h"
#include "util/u_memory.h"
+#include "util/u_sampler.h"
#include "util/u_simple_list.h"
#include "util/u_upload_mgr.h"
struct r300_query *query, *temp;
struct r300_atom *atom;
+ if (r300->texkill_sampler) {
+ pipe_sampler_view_reference(
+ (struct pipe_sampler_view**)r300->texkill_sampler,
+ NULL);
+ }
+
util_blitter_destroy(r300->blitter);
draw_destroy(r300->draw);
r300_init_states(&r300->context);
+ /* The KIL opcode needs the first texture unit to be enabled
+ * on r3xx-r4xx. In order to calm down the CS checker, we bind this
+ * dummy texture there. */
+ if (!r300->screen->caps.is_r500) {
+ struct pipe_resource *tex;
+ struct pipe_resource rtempl = {{0}};
+ struct pipe_sampler_view vtempl = {{0}};
+
+ rtempl.target = PIPE_TEXTURE_2D;
+ rtempl.format = PIPE_FORMAT_I8_UNORM;
+ rtempl.bind = PIPE_BIND_SAMPLER_VIEW;
+ rtempl.width0 = 1;
+ rtempl.height0 = 1;
+ rtempl.depth0 = 1;
+ tex = screen->resource_create(screen, &rtempl);
+
+ u_sampler_view_default_template(&vtempl, tex, tex->format);
+
+ r300->texkill_sampler = (struct r300_sampler_view*)
+ r300->context.create_sampler_view(&r300->context, tex, &vtempl);
+
+ pipe_resource_reference(&tex, NULL);
+
+ /* This will make sure that the dummy texture is set up
+ * from the beginning even if an application does not use
+ * textures. */
+ r300->textures_state.dirty = TRUE;
+ }
+
return &r300->context;
no_upload_ib:
/* Vertex buffer for rendering. */
struct pipe_resource* vbo;
+ /* The KIL opcode needs the first texture unit to be enabled
+ * on r3xx-r4xx. In order to calm down the CS checker, we bind this
+ * dummy texture there. */
+ struct r300_sampler_view *texkill_sampler;
/* Offset into the VBO. */
size_t vbo_offset;
UTIL_FORMAT_SWIZZLE_X
};
+ /* The KIL opcode fix, see below. */
+ if (!count && !r300->screen->caps.is_r500)
+ count = 1;
+
state->tx_enable = 0;
state->count = 0;
size = 2;
size += 16;
state->count = i+1;
+ } else {
+ /* For the KIL opcode to work on r3xx-r4xx, the texture unit
+ * assigned to this opcode (it's always the first one) must be
+ * enabled. Otherwise the opcode doesn't work.
+ *
+ * In order to not depend on the fragment shader, we just make
+ * the first unit enabled all the time. */
+ if (i == 0 && !r300->screen->caps.is_r500) {
+ pipe_sampler_view_reference(
+ (struct pipe_sampler_view**)&state->sampler_views[i],
+ &r300->texkill_sampler->base);
+
+ state->tx_enable |= 1 << i;
+
+ texstate = &state->regs[i];
+
+ /* Just set some valid state. */
+ texstate->format = r300->texkill_sampler->format;
+ texstate->filter0 =
+ r300_translate_tex_filters(PIPE_TEX_FILTER_NEAREST,
+ PIPE_TEX_FILTER_NEAREST,
+ PIPE_TEX_FILTER_NEAREST,
+ FALSE);
+ texstate->filter1 = 0;
+ texstate->border_color = 0;
+
+ texstate->filter0 |= i << 28;
+ size += 16;
+ state->count = i+1;
+ }
}
}