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path: root/src/gallium/drivers/nvfx/nvfx_state_emit.c
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#include "nv30/nv30_context.h"
#include "nv40/nv40_context.h"
#include "nvfx_state.h"
#include "draw/draw_context.h"

#define RENDER_STATES(name, nvxx, vbo) \
static struct nvfx_state_entry *name##_render_states[] = { \
	&nvfx_state_framebuffer, \
	&nvfx_state_rasterizer, \
	&nvfx_state_scissor, \
	&nvfx_state_stipple, \
	&nvxx##_state_fragprog, \
	&nvxx##_state_fragtex, \
	&nvxx##_state_vertprog, \
	&nvfx_state_blend, \
	&nvfx_state_blend_colour, \
	&nvfx_state_zsa, \
	&nvfx_state_sr, \
	&nvfx_state_viewport, \
	&nvxx##_state_##vbo, \
	NULL \
}

RENDER_STATES(nv30, nv30, vbo);
RENDER_STATES(nv30_swtnl, nv30, vbo); /* TODO: replace with vtxfmt once draw is unified */
RENDER_STATES(nv40, nv40, vbo);
RENDER_STATES(nv40_swtnl, nv40, vtxfmt);

static void
nvfx_state_do_validate(struct nvfx_context *nvfx,
		       struct nvfx_state_entry **states)
{
	while (*states) {
		struct nvfx_state_entry *e = *states;

		if (nvfx->dirty & e->dirty.pipe) {
			if (e->validate(nvfx))
				nvfx->state.dirty |= (1ULL << e->dirty.hw);
		}

		states++;
	}
	nvfx->dirty = 0;
}

void
nvfx_state_emit(struct nvfx_context *nvfx)
{
	struct nvfx_state *state = &nvfx->state;
	struct nvfx_screen *screen = nvfx->screen;
	struct nouveau_channel *chan = screen->base.channel;
	struct nouveau_grobj *eng3d = screen->eng3d;
	unsigned i;
	uint64_t states;

	/* XXX: race conditions
	 */
	if (nvfx != screen->cur_ctx) {
		for (i = 0; i < NVFX_STATE_MAX; i++) {
			if (state->hw[i] && screen->state[i] != state->hw[i])
				state->dirty |= (1ULL << i);
		}

		screen->cur_ctx = nvfx;
	}

	for (i = 0, states = state->dirty; states; i++) {
		if (!(states & (1ULL << i)))
			continue;
		so_ref (state->hw[i], &nvfx->screen->state[i]);
		if (state->hw[i])
			so_emit(chan, nvfx->screen->state[i]);
		states &= ~(1ULL << i);
	}

	/* TODO: could nv30 need this or something similar too? */
	if(nvfx->is_nv4x) {
		if (state->dirty & ((1ULL << NVFX_STATE_FRAGPROG) |
				    (1ULL << NVFX_STATE_FRAGTEX0))) {
			BEGIN_RING(chan, eng3d, NV40TCL_TEX_CACHE_CTL, 1);
			OUT_RING  (chan, 2);
			BEGIN_RING(chan, eng3d, NV40TCL_TEX_CACHE_CTL, 1);
			OUT_RING  (chan, 1);
		}
	}
	state->dirty = 0;
}

void
nvfx_state_flush_notify(struct nouveau_channel *chan)
{
	struct nvfx_context *nvfx = chan->user_private;
	struct nvfx_state *state = &nvfx->state;
	unsigned i, samplers;

	so_emit_reloc_markers(chan, state->hw[NVFX_STATE_FB]);
	for (i = 0, samplers = state->fp_samplers; i < 16 && samplers; i++) {
		if (!(samplers & (1 << i)))
			continue;
		so_emit_reloc_markers(chan,
				      state->hw[NVFX_STATE_FRAGTEX0+i]);
		samplers &= ~(1ULL << i);
	}
	so_emit_reloc_markers(chan, state->hw[NVFX_STATE_FRAGPROG]);
	if (state->hw[NVFX_STATE_VTXBUF] && nvfx->render_mode == HW)
		so_emit_reloc_markers(chan, state->hw[NVFX_STATE_VTXBUF]);
}

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->pipe.flush(&nvfx->pipe, 0, NULL);
		nvfx->dirty |= (NVFX_NEW_VIEWPORT |
				NVFX_NEW_VERTPROG |
				NVFX_NEW_ARRAYS);
		nvfx->render_mode = HW;
	}

	if(!nvfx->is_nv4x)
		nvfx_state_do_validate(nvfx, nv30_render_states);
	else
		nvfx_state_do_validate(nvfx, nv40_render_states);

	if (nvfx->fallback_swtnl || nvfx->fallback_swrast)
		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);

	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);
	}

	if(!nvfx->is_nv4x)
		nvfx_state_do_validate(nvfx, nv30_swtnl_render_states);
	else
		nvfx_state_do_validate(nvfx, nv40_swtnl_render_states);

	if (nvfx->fallback_swrast) {
		NOUVEAU_ERR("swtnl->swrast 0x%08x\n", nvfx->fallback_swrast);
		return FALSE;
	}

	nvfx->draw_dirty = 0;
	return TRUE;
}