r300g: Atomize DSA.

Also a bit of ztop.
This commit is contained in:
Corbin Simpson
2010-01-10 11:08:14 -08:00
parent 249374b853
commit 07ea7e6c80
7 changed files with 25 additions and 32 deletions
+1 -1
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@@ -28,7 +28,7 @@
static void r300_blitter_save_states(struct r300_context* r300) static void r300_blitter_save_states(struct r300_context* r300)
{ {
util_blitter_save_blend(r300->blitter, r300->blend_state.state); util_blitter_save_blend(r300->blitter, r300->blend_state.state);
util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state); util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state);
util_blitter_save_rasterizer(r300->blitter, r300->rs_state); util_blitter_save_rasterizer(r300->blitter, r300->rs_state);
util_blitter_save_fragment_shader(r300->blitter, r300->fs); util_blitter_save_fragment_shader(r300->blitter, r300->fs);
util_blitter_save_vertex_shader(r300->blitter, r300->vs); util_blitter_save_vertex_shader(r300->blitter, r300->vs);
+1
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@@ -121,6 +121,7 @@ static void r300_setup_atoms(struct r300_context* r300)
R300_INIT_ATOM(blend); R300_INIT_ATOM(blend);
R300_INIT_ATOM(blend_color); R300_INIT_ATOM(blend_color);
R300_INIT_ATOM(clip); R300_INIT_ATOM(clip);
R300_INIT_ATOM(dsa);
} }
struct pipe_context* r300_create_context(struct pipe_screen* screen, struct pipe_context* r300_create_context(struct pipe_screen* screen,
+1 -2
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@@ -144,7 +144,6 @@ struct r300_ztop_state {
uint32_t z_buffer_top; /* R300_ZB_ZTOP: 0x4f14 */ uint32_t z_buffer_top; /* R300_ZB_ZTOP: 0x4f14 */
}; };
#define R300_NEW_DSA 0x00000008
#define R300_NEW_FRAMEBUFFERS 0x00000010 #define R300_NEW_FRAMEBUFFERS 0x00000010
#define R300_NEW_FRAGMENT_SHADER 0x00000020 #define R300_NEW_FRAGMENT_SHADER 0x00000020
#define R300_NEW_FRAGMENT_SHADER_CONSTANTS 0x00000040 #define R300_NEW_FRAGMENT_SHADER_CONSTANTS 0x00000040
@@ -290,7 +289,7 @@ struct r300_context {
/* Shader constants. */ /* Shader constants. */
struct r300_constant_buffer shader_constants[PIPE_SHADER_TYPES]; struct r300_constant_buffer shader_constants[PIPE_SHADER_TYPES];
/* Depth, stencil, and alpha state. */ /* Depth, stencil, and alpha state. */
struct r300_dsa_state* dsa_state; struct r300_atom dsa_state;
/* Fragment shader. */ /* Fragment shader. */
struct r300_fragment_shader* fs; struct r300_fragment_shader* fs;
/* Framebuffer state. We currently don't need our own version of this. */ /* Framebuffer state. We currently don't need our own version of this. */
+2 -11
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@@ -107,9 +107,9 @@ void r300_emit_clip_state(struct r300_context* r300, void* state)
} }
void r300_emit_dsa_state(struct r300_context* r300, void r300_emit_dsa_state(struct r300_context* r300, void* state)
struct r300_dsa_state* dsa)
{ {
struct r300_dsa_state* dsa = (struct r300_dsa_state*)state;
struct r300_screen* r300screen = r300_screen(r300->context.screen); struct r300_screen* r300screen = r300_screen(r300->context.screen);
CS_LOCALS(r300); CS_LOCALS(r300);
@@ -983,10 +983,6 @@ void r300_emit_dirty_state(struct r300_context* r300)
int i, dirty_tex = 0; int i, dirty_tex = 0;
boolean invalid = FALSE; boolean invalid = FALSE;
if (!(r300->dirty_state)) {
return;
}
/* Check size of CS. */ /* Check size of CS. */
/* Make sure we have at least 8*1024 spare dwords. */ /* Make sure we have at least 8*1024 spare dwords. */
/* XXX It would be nice to know the number of dwords we really need to /* XXX It would be nice to know the number of dwords we really need to
@@ -1069,11 +1065,6 @@ validate:
} }
} }
if (r300->dirty_state & R300_NEW_DSA) {
r300_emit_dsa_state(r300, r300->dsa_state);
r300->dirty_state &= ~R300_NEW_DSA;
}
if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) { if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) {
r300_emit_fragment_depth_config(r300, r300->fs); r300_emit_fragment_depth_config(r300, r300->fs);
if (r300screen->caps->is_r500) { if (r300screen->caps->is_r500) {
+1 -2
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@@ -37,8 +37,7 @@ void r300_emit_blend_color_state(struct r300_context* r300, void* state);
void r300_emit_clip_state(struct r300_context* r300, void* state); void r300_emit_clip_state(struct r300_context* r300, void* state);
void r300_emit_dsa_state(struct r300_context* r300, void r300_emit_dsa_state(struct r300_context* r300, void* state);
struct r300_dsa_state* dsa);
void r300_emit_fragment_program_code(struct r300_context* r300, void r300_emit_fragment_program_code(struct r300_context* r300,
struct rX00_fragment_program_code* generic_code); struct rX00_fragment_program_code* generic_code);
+3 -3
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@@ -463,8 +463,8 @@ static void r300_bind_dsa_state(struct pipe_context* pipe,
{ {
struct r300_context* r300 = r300_context(pipe); struct r300_context* r300 = r300_context(pipe);
r300->dsa_state = (struct r300_dsa_state*)state; r300->dsa_state.state = state;
r300->dirty_state |= R300_NEW_DSA; r300->dsa_state.dirty = TRUE;
} }
/* Free DSA state. */ /* Free DSA state. */
@@ -523,9 +523,9 @@ static void
r300->dirty_state |= R300_NEW_SCISSOR; r300->dirty_state |= R300_NEW_SCISSOR;
} }
r300->dirty_state |= R300_NEW_FRAMEBUFFERS; r300->dirty_state |= R300_NEW_FRAMEBUFFERS;
r300->dirty_state |= R300_NEW_DSA;
r300->blend_state.dirty = TRUE; r300->blend_state.dirty = TRUE;
r300->dsa_state.dirty = TRUE;
} }
/* Create fragment shader state. */ /* Create fragment shader state. */
+16 -13
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@@ -508,7 +508,7 @@ static boolean r300_dsa_alpha_test_enabled(struct r300_dsa_state* dsa)
static void r300_update_ztop(struct r300_context* r300) static void r300_update_ztop(struct r300_context* r300)
{ {
r300->ztop_state.z_buffer_top = R300_ZTOP_ENABLE; uint32_t ztop = r300->ztop_state.z_buffer_top;
/* This is important enough that I felt it warranted a comment. /* This is important enough that I felt it warranted a comment.
* *
@@ -534,14 +534,20 @@ static void r300_update_ztop(struct r300_context* r300)
*/ */
/* ZS writes */ /* ZS writes */
if (r300_dsa_writes_depth_stencil(r300->dsa_state) && if (r300_dsa_writes_depth_stencil(r300->dsa_state.state) &&
(r300_dsa_alpha_test_enabled(r300->dsa_state) || /* (1) */ (r300_dsa_alpha_test_enabled(r300->dsa_state.state) ||/* (1) */
r300->fs->info.uses_kill)) { /* (2) */ r300->fs->info.uses_kill)) { /* (2) */
r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE; ztop = R300_ZTOP_DISABLE;
} else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */ } else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */
r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE; ztop = R300_ZTOP_DISABLE;
} else if (r300->query_current) { /* (6) */ } else if (r300->query_current) { /* (6) */
r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE; ztop = R300_ZTOP_DISABLE;
} else {
ztop = R300_ZTOP_ENABLE;
}
if (r300->ztop_state.z_buffer_top != ztop) {
r300->ztop_state.z_buffer_top = ztop;
} }
} }
@@ -553,8 +559,5 @@ void r300_update_derived_state(struct r300_context* r300)
r300_update_derived_shader_state(r300); r300_update_derived_shader_state(r300);
} }
if (r300->dirty_state & r300_update_ztop(r300);
(R300_NEW_DSA | R300_NEW_FRAGMENT_SHADER | R300_NEW_QUERY)) {
r300_update_ztop(r300);
}
} }