static void nvfx_render_flush(struct draw_stage *stage, unsigned flags) { struct nvfx_render_stage *rs = nvfx_render_stage(stage); struct nvfx_context *nvfx = rs->nvfx; struct nouveau_channel *chan = nvfx->screen->base.channel; if (rs->prim != NV30_3D_VERTEX_BEGIN_END_STOP) { assert(AVAIL_RING(chan) >= 2); OUT_RING(chan, RING_3D(NV30_3D_VERTEX_BEGIN_END, 1)); OUT_RING(chan, NV30_3D_VERTEX_BEGIN_END_STOP); rs->prim = NV30_3D_VERTEX_BEGIN_END_STOP; } }
static void nvfx_render_flush(struct draw_stage *stage, unsigned flags) { struct nvfx_render_stage *rs = nvfx_render_stage(stage); struct nvfx_context *nvfx = rs->nvfx; struct nouveau_channel *chan = nvfx->screen->base.channel; struct nouveau_grobj *eng3d = nvfx->screen->eng3d; if (rs->prim != NV30_3D_VERTEX_BEGIN_END_STOP) { BEGIN_RING(chan, eng3d, NV30_3D_VERTEX_BEGIN_END, 1); OUT_RING(chan, NV30_3D_VERTEX_BEGIN_END_STOP); rs->prim = NV30_3D_VERTEX_BEGIN_END_STOP; } }
static INLINE void nvfx_render_prim(struct draw_stage *stage, struct prim_header *prim, unsigned mode, unsigned count) { struct nvfx_render_stage *rs = nvfx_render_stage(stage); struct nvfx_context *nvfx = rs->nvfx; struct nvfx_screen *screen = nvfx->screen; struct nouveau_channel *chan = screen->base.channel; boolean no_elements = nvfx->vertprog->draw_no_elements; unsigned num_attribs = nvfx->vertprog->draw_elements; /* we need to account the flush as well here even if it is done afterthis * function */ if (AVAIL_RING(chan) < ((1 + count * num_attribs * 4) + 6 + 64)) { nvfx_render_flush(stage, 0); FIRE_RING(chan); nvfx_state_emit(nvfx); assert(AVAIL_RING(chan) >= ((1 + count * num_attribs * 4) + 6 + 64)); } /* Switch primitive modes if necessary */ if (rs->prim != mode) { if (rs->prim != NV30_3D_VERTEX_BEGIN_END_STOP) { OUT_RING(chan, RING_3D(NV30_3D_VERTEX_BEGIN_END, 1)); OUT_RING(chan, NV30_3D_VERTEX_BEGIN_END_STOP); } /* XXX: any command a lot of times seems to (mostly) fix corruption that would otherwise happen */ /* this seems to cause issues on nv3x, and also be unneeded there */ if(nvfx->is_nv4x) { int i; for(i = 0; i < 32; ++i) { OUT_RING(chan, RING_3D(0x1dac, 1)); OUT_RING(chan, 0); } } OUT_RING(chan, RING_3D(NV30_3D_VERTEX_BEGIN_END, 1)); OUT_RING (chan, mode); rs->prim = mode; } OUT_RING(chan, RING_3D_NI(NV30_3D_VERTEX_DATA, num_attribs * 4 * count)); if(no_elements) { OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RING(chan, 0); } else { for (unsigned i = 0; i < count; ++i) { struct vertex_header* v = prim->v[i]; /* TODO: disable divide where it's causing the problem, and remove this hack */ OUT_RING(chan, fui(v->data[0][0] / v->data[0][3])); OUT_RING(chan, fui(v->data[0][1] / v->data[0][3])); OUT_RING(chan, fui(v->data[0][2] / v->data[0][3])); OUT_RING(chan, fui(1.0f / v->data[0][3])); OUT_RINGp(chan, &v->data[1][0], 4 * (num_attribs - 1)); } } }