r300g: Atomize DSA.
Also a bit of ztop.
This commit is contained in:
@@ -28,7 +28,7 @@
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static void r300_blitter_save_states(struct r300_context* r300)
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{
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util_blitter_save_blend(r300->blitter, r300->blend_state.state);
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util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state);
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util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state);
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util_blitter_save_rasterizer(r300->blitter, r300->rs_state);
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util_blitter_save_fragment_shader(r300->blitter, r300->fs);
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util_blitter_save_vertex_shader(r300->blitter, r300->vs);
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@@ -121,6 +121,7 @@ static void r300_setup_atoms(struct r300_context* r300)
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R300_INIT_ATOM(blend);
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R300_INIT_ATOM(blend_color);
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R300_INIT_ATOM(clip);
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R300_INIT_ATOM(dsa);
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}
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struct pipe_context* r300_create_context(struct pipe_screen* screen,
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@@ -144,7 +144,6 @@ struct r300_ztop_state {
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uint32_t z_buffer_top; /* R300_ZB_ZTOP: 0x4f14 */
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};
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#define R300_NEW_DSA 0x00000008
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#define R300_NEW_FRAMEBUFFERS 0x00000010
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#define R300_NEW_FRAGMENT_SHADER 0x00000020
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#define R300_NEW_FRAGMENT_SHADER_CONSTANTS 0x00000040
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@@ -290,7 +289,7 @@ struct r300_context {
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/* Shader constants. */
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struct r300_constant_buffer shader_constants[PIPE_SHADER_TYPES];
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/* Depth, stencil, and alpha state. */
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struct r300_dsa_state* dsa_state;
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struct r300_atom dsa_state;
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/* Fragment shader. */
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struct r300_fragment_shader* fs;
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/* Framebuffer state. We currently don't need our own version of this. */
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@@ -107,9 +107,9 @@ void r300_emit_clip_state(struct r300_context* r300, void* state)
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}
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void r300_emit_dsa_state(struct r300_context* r300,
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struct r300_dsa_state* dsa)
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void r300_emit_dsa_state(struct r300_context* r300, void* state)
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{
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struct r300_dsa_state* dsa = (struct r300_dsa_state*)state;
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struct r300_screen* r300screen = r300_screen(r300->context.screen);
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CS_LOCALS(r300);
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@@ -983,10 +983,6 @@ void r300_emit_dirty_state(struct r300_context* r300)
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int i, dirty_tex = 0;
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boolean invalid = FALSE;
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if (!(r300->dirty_state)) {
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return;
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}
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/* Check size of CS. */
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/* Make sure we have at least 8*1024 spare dwords. */
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/* XXX It would be nice to know the number of dwords we really need to
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@@ -1069,11 +1065,6 @@ validate:
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}
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}
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if (r300->dirty_state & R300_NEW_DSA) {
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r300_emit_dsa_state(r300, r300->dsa_state);
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r300->dirty_state &= ~R300_NEW_DSA;
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}
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if (r300->dirty_state & R300_NEW_FRAGMENT_SHADER) {
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r300_emit_fragment_depth_config(r300, r300->fs);
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if (r300screen->caps->is_r500) {
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@@ -37,8 +37,7 @@ void r300_emit_blend_color_state(struct r300_context* r300, void* state);
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void r300_emit_clip_state(struct r300_context* r300, void* state);
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void r300_emit_dsa_state(struct r300_context* r300,
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struct r300_dsa_state* dsa);
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void r300_emit_dsa_state(struct r300_context* r300, void* state);
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void r300_emit_fragment_program_code(struct r300_context* r300,
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struct rX00_fragment_program_code* generic_code);
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@@ -463,8 +463,8 @@ static void r300_bind_dsa_state(struct pipe_context* pipe,
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{
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struct r300_context* r300 = r300_context(pipe);
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r300->dsa_state = (struct r300_dsa_state*)state;
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r300->dirty_state |= R300_NEW_DSA;
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r300->dsa_state.state = state;
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r300->dsa_state.dirty = TRUE;
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}
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/* Free DSA state. */
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@@ -523,9 +523,9 @@ static void
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r300->dirty_state |= R300_NEW_SCISSOR;
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}
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r300->dirty_state |= R300_NEW_FRAMEBUFFERS;
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r300->dirty_state |= R300_NEW_DSA;
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r300->blend_state.dirty = TRUE;
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r300->dsa_state.dirty = TRUE;
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}
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/* Create fragment shader state. */
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@@ -508,7 +508,7 @@ static boolean r300_dsa_alpha_test_enabled(struct r300_dsa_state* dsa)
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static void r300_update_ztop(struct r300_context* r300)
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{
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r300->ztop_state.z_buffer_top = R300_ZTOP_ENABLE;
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uint32_t ztop = r300->ztop_state.z_buffer_top;
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/* This is important enough that I felt it warranted a comment.
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*
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@@ -534,14 +534,20 @@ static void r300_update_ztop(struct r300_context* r300)
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*/
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/* ZS writes */
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if (r300_dsa_writes_depth_stencil(r300->dsa_state) &&
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(r300_dsa_alpha_test_enabled(r300->dsa_state) || /* (1) */
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r300->fs->info.uses_kill)) { /* (2) */
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r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE;
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} else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */
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r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE;
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} else if (r300->query_current) { /* (6) */
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r300->ztop_state.z_buffer_top = R300_ZTOP_DISABLE;
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if (r300_dsa_writes_depth_stencil(r300->dsa_state.state) &&
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(r300_dsa_alpha_test_enabled(r300->dsa_state.state) ||/* (1) */
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r300->fs->info.uses_kill)) { /* (2) */
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ztop = R300_ZTOP_DISABLE;
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} else if (r300_fragment_shader_writes_depth(r300->fs)) { /* (5) */
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ztop = R300_ZTOP_DISABLE;
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} else if (r300->query_current) { /* (6) */
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ztop = R300_ZTOP_DISABLE;
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} else {
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ztop = R300_ZTOP_ENABLE;
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}
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if (r300->ztop_state.z_buffer_top != ztop) {
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r300->ztop_state.z_buffer_top = ztop;
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}
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}
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@@ -553,8 +559,5 @@ void r300_update_derived_state(struct r300_context* r300)
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r300_update_derived_shader_state(r300);
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}
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if (r300->dirty_state &
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(R300_NEW_DSA | R300_NEW_FRAGMENT_SHADER | R300_NEW_QUERY)) {
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r300_update_ztop(r300);
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}
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r300_update_ztop(r300);
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}
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