1 /* 2 * Copyright (c) 2014-2015 Etnaviv Project 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sub license, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the 12 * next paragraph) shall be included in all copies or substantial portions 13 * of the Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21 * DEALINGS IN THE SOFTWARE. 22 * 23 * Authors: 24 * Wladimir J. van der Laan <laanwj (at) gmail.com> 25 */ 26 27 #include "etnaviv_emit.h" 28 29 #include "etnaviv_blend.h" 30 #include "etnaviv_compiler.h" 31 #include "etnaviv_context.h" 32 #include "etnaviv_rasterizer.h" 33 #include "etnaviv_resource.h" 34 #include "etnaviv_rs.h" 35 #include "etnaviv_screen.h" 36 #include "etnaviv_shader.h" 37 #include "etnaviv_texture.h" 38 #include "etnaviv_translate.h" 39 #include "etnaviv_uniforms.h" 40 #include "etnaviv_util.h" 41 #include "etnaviv_zsa.h" 42 #include "hw/common.xml.h" 43 #include "hw/state.xml.h" 44 #include "hw/state_blt.xml.h" 45 #include "util/u_math.h" 46 47 /* Queue a STALL command (queues 2 words) */ 48 static inline void 49 CMD_STALL(struct etna_cmd_stream *stream, uint32_t from, uint32_t to) 50 { 51 etna_cmd_stream_emit(stream, VIV_FE_STALL_HEADER_OP_STALL); 52 etna_cmd_stream_emit(stream, VIV_FE_STALL_TOKEN_FROM(from) | VIV_FE_STALL_TOKEN_TO(to)); 53 } 54 55 void 56 etna_stall(struct etna_cmd_stream *stream, uint32_t from, uint32_t to) 57 { 58 bool blt = (from == SYNC_RECIPIENT_BLT) || (to == SYNC_RECIPIENT_BLT); 59 etna_cmd_stream_reserve(stream, blt ? 8 : 4); 60 61 if (blt) { 62 etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0); 63 etna_cmd_stream_emit(stream, 1); 64 } 65 66 /* TODO: set bit 28/29 of token after BLT COPY_BUFFER */ 67 etna_emit_load_state(stream, VIVS_GL_SEMAPHORE_TOKEN >> 2, 1, 0); 68 etna_cmd_stream_emit(stream, VIVS_GL_SEMAPHORE_TOKEN_FROM(from) | VIVS_GL_SEMAPHORE_TOKEN_TO(to)); 69 70 if (from == SYNC_RECIPIENT_FE) { 71 /* if the frontend is to be stalled, queue a STALL frontend command */ 72 CMD_STALL(stream, from, to); 73 } else { 74 /* otherwise, load the STALL token state */ 75 etna_emit_load_state(stream, VIVS_GL_STALL_TOKEN >> 2, 1, 0); 76 etna_cmd_stream_emit(stream, VIVS_GL_STALL_TOKEN_FROM(from) | VIVS_GL_STALL_TOKEN_TO(to)); 77 } 78 79 if (blt) { 80 etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0); 81 etna_cmd_stream_emit(stream, 0); 82 } 83 } 84 85 #define EMIT_STATE(state_name, src_value) \ 86 etna_coalsence_emit(stream, &coalesce, VIVS_##state_name, src_value) 87 88 #define EMIT_STATE_FIXP(state_name, src_value) \ 89 etna_coalsence_emit_fixp(stream, &coalesce, VIVS_##state_name, src_value) 90 91 #define EMIT_STATE_RELOC(state_name, src_value) \ 92 etna_coalsence_emit_reloc(stream, &coalesce, VIVS_##state_name, src_value) 93 94 #define ETNA_3D_CONTEXT_SIZE (400) /* keep this number above "Total state updates (fixed)" from gen_weave_state tool */ 95 96 static unsigned 97 required_stream_size(struct etna_context *ctx) 98 { 99 unsigned size = ETNA_3D_CONTEXT_SIZE; 100 101 /* stall + flush */ 102 size += 2 + 4; 103 104 /* vertex elements */ 105 size += ctx->vertex_elements->num_elements + 1; 106 107 /* uniforms - worst case (2 words per uniform load) */ 108 size += ctx->shader.vs->uniforms.const_count * 2; 109 size += ctx->shader.fs->uniforms.const_count * 2; 110 111 /* shader */ 112 size += ctx->shader_state.vs_inst_mem_size + 1; 113 size += ctx->shader_state.ps_inst_mem_size + 1; 114 115 /* DRAW_INDEXED_PRIMITIVES command */ 116 size += 6; 117 118 /* reserve for alignment etc. */ 119 size += 64; 120 121 return size; 122 } 123 124 /* Emit state that only exists on HALTI5+ */ 125 static void 126 emit_halti5_only_state(struct etna_context *ctx, int vs_output_count) 127 { 128 struct etna_cmd_stream *stream = ctx->stream; 129 uint32_t dirty = ctx->dirty; 130 struct etna_coalesce coalesce; 131 132 etna_coalesce_start(stream, &coalesce); 133 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 134 /* Magic states (load balancing, inter-unit sync, buffers) */ 135 /*00870*/ EMIT_STATE(VS_HALTI5_OUTPUT_COUNT, vs_output_count | ((vs_output_count * 0x10) << 8)); 136 /*008A0*/ EMIT_STATE(VS_HALTI5_UNK008A0, 0x0001000e | ((0x110/vs_output_count) << 20)); 137 for (int x = 0; x < 4; ++x) { 138 /*008E0*/ EMIT_STATE(VS_HALTI5_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]); 139 } 140 } 141 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { 142 for (int x = 0; x < 4; ++x) { 143 /*008C0*/ EMIT_STATE(VS_HALTI5_INPUT(x), ctx->shader_state.VS_INPUT[x]); 144 } 145 } 146 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 147 /*00A90*/ EMIT_STATE(PA_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS); 148 /*00AA8*/ EMIT_STATE(PA_VS_OUTPUT_COUNT, vs_output_count); 149 /*01080*/ EMIT_STATE(PS_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS); 150 /*03888*/ EMIT_STATE(GL_HALTI5_SH_SPECIALS, ctx->shader_state.GL_HALTI5_SH_SPECIALS); 151 } 152 etna_coalesce_end(stream, &coalesce); 153 } 154 155 /* Emit state that no longer exists on HALTI5 */ 156 static void 157 emit_pre_halti5_state(struct etna_context *ctx) 158 { 159 struct etna_cmd_stream *stream = ctx->stream; 160 uint32_t dirty = ctx->dirty; 161 struct etna_coalesce coalesce; 162 163 etna_coalesce_start(stream, &coalesce); 164 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 165 /*00800*/ EMIT_STATE(VS_END_PC, ctx->shader_state.VS_END_PC); 166 } 167 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 168 for (int x = 0; x < 4; ++x) { 169 /*00810*/ EMIT_STATE(VS_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]); 170 } 171 } 172 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { 173 for (int x = 0; x < 4; ++x) { 174 /*00820*/ EMIT_STATE(VS_INPUT(x), ctx->shader_state.VS_INPUT[x]); 175 } 176 } 177 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 178 /*00838*/ EMIT_STATE(VS_START_PC, ctx->shader_state.VS_START_PC); 179 } 180 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 181 for (int x = 0; x < 10; ++x) { 182 /*00A40*/ EMIT_STATE(PA_SHADER_ATTRIBUTES(x), ctx->shader_state.PA_SHADER_ATTRIBUTES[x]); 183 } 184 } 185 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { 186 /*00E04*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E04, ctx->framebuffer.RA_MULTISAMPLE_UNK00E04); 187 for (int x = 0; x < 4; ++x) { 188 /*00E10*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E10(x), ctx->framebuffer.RA_MULTISAMPLE_UNK00E10[x]); 189 } 190 for (int x = 0; x < 16; ++x) { 191 /*00E40*/ EMIT_STATE(RA_CENTROID_TABLE(x), ctx->framebuffer.RA_CENTROID_TABLE[x]); 192 } 193 } 194 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { 195 /*01000*/ EMIT_STATE(PS_END_PC, ctx->shader_state.PS_END_PC); 196 } 197 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { 198 /*01018*/ EMIT_STATE(PS_START_PC, ctx->shader_state.PS_START_PC); 199 } 200 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 201 /*03820*/ EMIT_STATE(GL_VARYING_NUM_COMPONENTS, ctx->shader_state.GL_VARYING_NUM_COMPONENTS); 202 for (int x = 0; x < 2; ++x) { 203 /*03828*/ EMIT_STATE(GL_VARYING_COMPONENT_USE(x), ctx->shader_state.GL_VARYING_COMPONENT_USE[x]); 204 } 205 } 206 etna_coalesce_end(stream, &coalesce); 207 } 208 209 /* Weave state before draw operation. This function merges all the compiled 210 * state blocks under the context into one device register state. Parts of 211 * this state that are changed since last call (dirty) will be uploaded as 212 * state changes in the command buffer. */ 213 void 214 etna_emit_state(struct etna_context *ctx) 215 { 216 struct etna_cmd_stream *stream = ctx->stream; 217 218 /* Pre-reserve the command buffer space which we are likely to need. 219 * This must cover all the state emitted below, and the following 220 * draw command. */ 221 etna_cmd_stream_reserve(stream, required_stream_size(ctx)); 222 223 uint32_t dirty = ctx->dirty; 224 225 /* Pre-processing: see what caches we need to flush before making state changes. */ 226 uint32_t to_flush = 0; 227 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { 228 /* Need flush COLOR when changing PE.COLOR_FORMAT.OVERWRITE. */ 229 #if 0 230 /* TODO*/ 231 if ((ctx->gpu3d.PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE) != 232 (etna_blend_state(ctx->blend)->PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE)) 233 #endif 234 to_flush |= VIVS_GL_FLUSH_CACHE_COLOR; 235 } 236 if (unlikely(dirty & (ETNA_DIRTY_TEXTURE_CACHES))) 237 to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE; 238 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) /* Framebuffer config changed? */ 239 to_flush |= VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH; 240 if (DBG_ENABLED(ETNA_DBG_CFLUSH_ALL)) 241 to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE | VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH; 242 243 if (to_flush) { 244 etna_set_state(stream, VIVS_GL_FLUSH_CACHE, to_flush); 245 etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE); 246 } 247 248 /* Flush TS cache before changing TS configuration. */ 249 if (unlikely(dirty & ETNA_DIRTY_TS)) { 250 etna_set_state(stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH); 251 } 252 253 /* If MULTI_SAMPLE_CONFIG.MSAA_SAMPLES changed, clobber affected shader 254 * state to make sure it is always rewritten. */ 255 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { 256 if ((ctx->gpu3d.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK) != 257 (ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK)) { 258 /* XXX what does the GPU set these states to on MSAA samples change? 259 * Does it do the right thing? 260 * (increase/decrease as necessary) or something else? Just set some 261 * invalid value until we know for 262 * sure. */ 263 ctx->gpu3d.PS_INPUT_COUNT = 0xffffffff; 264 ctx->gpu3d.PS_TEMP_REGISTER_CONTROL = 0xffffffff; 265 } 266 } 267 268 /* Update vertex elements. This is different from any of the other states, in that 269 * a) the number of vertex elements written matters: so write only active ones 270 * b) the vertex element states must all be written: do not skip entries that stay the same */ 271 if (dirty & (ETNA_DIRTY_VERTEX_ELEMENTS)) { 272 if (ctx->specs.halti >= 5) { 273 /*17800*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG0(0), 274 ctx->vertex_elements->num_elements, 275 ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG0); 276 /*17A00*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_SCALE(0), 277 ctx->vertex_elements->num_elements, 278 ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE); 279 /*17A80*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG1(0), 280 ctx->vertex_elements->num_elements, 281 ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG1); 282 } else { 283 /* Special case: vertex elements must always be sent in full if changed */ 284 /*00600*/ etna_set_state_multi(stream, VIVS_FE_VERTEX_ELEMENT_CONFIG(0), 285 ctx->vertex_elements->num_elements, 286 ctx->vertex_elements->FE_VERTEX_ELEMENT_CONFIG); 287 if (ctx->specs.halti >= 2) { 288 /*00780*/ etna_set_state_multi(stream, VIVS_FE_GENERIC_ATTRIB_SCALE(0), 289 ctx->vertex_elements->num_elements, 290 ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE); 291 } 292 } 293 } 294 unsigned vs_output_count = etna_rasterizer_state(ctx->rasterizer)->point_size_per_vertex 295 ? ctx->shader_state.VS_OUTPUT_COUNT_PSIZE 296 : ctx->shader_state.VS_OUTPUT_COUNT; 297 298 /* The following code is originally generated by gen_merge_state.py, to 299 * emit state in increasing order of address (this makes it possible to merge 300 * consecutive register updates into one SET_STATE command) 301 * 302 * There have been some manual changes, where the weaving operation is not 303 * simply bitwise or: 304 * - scissor fixp 305 * - num vertex elements 306 * - scissor handling 307 * - num samplers 308 * - texture lod 309 * - ETNA_DIRTY_TS 310 * - removed ETNA_DIRTY_BASE_SETUP statements -- these are guaranteed to not 311 * change anyway 312 * - PS / framebuffer interaction for MSAA 313 * - move update of GL_MULTI_SAMPLE_CONFIG first 314 * - add unlikely()/likely() 315 */ 316 struct etna_coalesce coalesce; 317 318 etna_coalesce_start(stream, &coalesce); 319 320 /* begin only EMIT_STATE -- make sure no new etna_reserve calls are done here 321 * directly 322 * or indirectly */ 323 /* multi sample config is set first, and outside of the normal sorting 324 * order, as changing the multisample state clobbers PS.INPUT_COUNT (and 325 * possibly PS.TEMP_REGISTER_CONTROL). 326 */ 327 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_SAMPLE_MASK))) { 328 uint32_t val = VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES(ctx->sample_mask); 329 val |= ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG; 330 331 /*03818*/ EMIT_STATE(GL_MULTI_SAMPLE_CONFIG, val); 332 } 333 if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) { 334 /*00644*/ EMIT_STATE_RELOC(FE_INDEX_STREAM_BASE_ADDR, &ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR); 335 /*00648*/ EMIT_STATE(FE_INDEX_STREAM_CONTROL, ctx->index_buffer.FE_INDEX_STREAM_CONTROL); 336 } 337 if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) { 338 /*00674*/ EMIT_STATE(FE_PRIMITIVE_RESTART_INDEX, ctx->index_buffer.FE_PRIMITIVE_RESTART_INDEX); 339 } 340 if (likely(dirty & (ETNA_DIRTY_VERTEX_BUFFERS))) { 341 if (ctx->specs.halti >= 2) { /* HALTI2+: NFE_VERTEX_STREAMS */ 342 for (int x = 0; x < ctx->vertex_buffer.count; ++x) { 343 /*14600*/ EMIT_STATE_RELOC(NFE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR); 344 } 345 for (int x = 0; x < ctx->vertex_buffer.count; ++x) { 346 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { 347 /*14640*/ EMIT_STATE(NFE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL); 348 } 349 } 350 for (int x = 0; x < ctx->vertex_buffer.count; ++x) { 351 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { 352 /*14680*/ EMIT_STATE(NFE_VERTEX_STREAMS_UNK14680(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_UNK14680); 353 } 354 } 355 } else if(ctx->specs.stream_count >= 1) { /* hw w/ multiple vertex streams */ 356 for (int x = 0; x < ctx->vertex_buffer.count; ++x) { 357 /*00680*/ EMIT_STATE_RELOC(FE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR); 358 } 359 for (int x = 0; x < ctx->vertex_buffer.count; ++x) { 360 if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { 361 /*006A0*/ EMIT_STATE(FE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL); 362 } 363 } 364 } else { /* hw w/ single vertex stream */ 365 /*0064C*/ EMIT_STATE_RELOC(FE_VERTEX_STREAM_BASE_ADDR, &ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_BASE_ADDR); 366 /*00650*/ EMIT_STATE(FE_VERTEX_STREAM_CONTROL, ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_CONTROL); 367 } 368 } 369 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_RASTERIZER))) { 370 371 /*00804*/ EMIT_STATE(VS_OUTPUT_COUNT, vs_output_count); 372 } 373 if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { 374 /*00808*/ EMIT_STATE(VS_INPUT_COUNT, ctx->shader_state.VS_INPUT_COUNT); 375 /*0080C*/ EMIT_STATE(VS_TEMP_REGISTER_CONTROL, ctx->shader_state.VS_TEMP_REGISTER_CONTROL); 376 } 377 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 378 /*00830*/ EMIT_STATE(VS_LOAD_BALANCING, ctx->shader_state.VS_LOAD_BALANCING); 379 } 380 if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) { 381 /*00A00*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_X, ctx->viewport.PA_VIEWPORT_SCALE_X); 382 /*00A04*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_Y, ctx->viewport.PA_VIEWPORT_SCALE_Y); 383 /*00A08*/ EMIT_STATE(PA_VIEWPORT_SCALE_Z, ctx->viewport.PA_VIEWPORT_SCALE_Z); 384 /*00A0C*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_X, ctx->viewport.PA_VIEWPORT_OFFSET_X); 385 /*00A10*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_Y, ctx->viewport.PA_VIEWPORT_OFFSET_Y); 386 /*00A14*/ EMIT_STATE(PA_VIEWPORT_OFFSET_Z, ctx->viewport.PA_VIEWPORT_OFFSET_Z); 387 } 388 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { 389 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); 390 391 /*00A18*/ EMIT_STATE(PA_LINE_WIDTH, rasterizer->PA_LINE_WIDTH); 392 /*00A1C*/ EMIT_STATE(PA_POINT_SIZE, rasterizer->PA_POINT_SIZE); 393 /*00A28*/ EMIT_STATE(PA_SYSTEM_MODE, rasterizer->PA_SYSTEM_MODE); 394 } 395 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 396 /*00A30*/ EMIT_STATE(PA_ATTRIBUTE_ELEMENT_COUNT, ctx->shader_state.PA_ATTRIBUTE_ELEMENT_COUNT); 397 } 398 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_SHADER))) { 399 uint32_t val = etna_rasterizer_state(ctx->rasterizer)->PA_CONFIG; 400 /*00A34*/ EMIT_STATE(PA_CONFIG, val & ctx->shader_state.PA_CONFIG); 401 } 402 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { 403 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); 404 /*00A38*/ EMIT_STATE(PA_WIDE_LINE_WIDTH0, rasterizer->PA_LINE_WIDTH); 405 /*00A3C*/ EMIT_STATE(PA_WIDE_LINE_WIDTH1, rasterizer->PA_LINE_WIDTH); 406 } 407 if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER | 408 ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) { 409 /* this is a bit of a mess: rasterizer.scissor determines whether to use 410 * only the framebuffer scissor, or specific scissor state, and the 411 * viewport clips too so the logic spans four CSOs */ 412 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); 413 414 uint32_t scissor_left = 415 MAX2(ctx->framebuffer.SE_SCISSOR_LEFT, ctx->viewport.SE_SCISSOR_LEFT); 416 uint32_t scissor_top = 417 MAX2(ctx->framebuffer.SE_SCISSOR_TOP, ctx->viewport.SE_SCISSOR_TOP); 418 uint32_t scissor_right = 419 MIN2(ctx->framebuffer.SE_SCISSOR_RIGHT, ctx->viewport.SE_SCISSOR_RIGHT); 420 uint32_t scissor_bottom = 421 MIN2(ctx->framebuffer.SE_SCISSOR_BOTTOM, ctx->viewport.SE_SCISSOR_BOTTOM); 422 423 if (rasterizer->scissor) { 424 scissor_left = MAX2(ctx->scissor.SE_SCISSOR_LEFT, scissor_left); 425 scissor_top = MAX2(ctx->scissor.SE_SCISSOR_TOP, scissor_top); 426 scissor_right = MIN2(ctx->scissor.SE_SCISSOR_RIGHT, scissor_right); 427 scissor_bottom = MIN2(ctx->scissor.SE_SCISSOR_BOTTOM, scissor_bottom); 428 } 429 430 /*00C00*/ EMIT_STATE_FIXP(SE_SCISSOR_LEFT, scissor_left); 431 /*00C04*/ EMIT_STATE_FIXP(SE_SCISSOR_TOP, scissor_top); 432 /*00C08*/ EMIT_STATE_FIXP(SE_SCISSOR_RIGHT, scissor_right); 433 /*00C0C*/ EMIT_STATE_FIXP(SE_SCISSOR_BOTTOM, scissor_bottom); 434 } 435 if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { 436 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); 437 438 /*00C10*/ EMIT_STATE(SE_DEPTH_SCALE, rasterizer->SE_DEPTH_SCALE); 439 /*00C14*/ EMIT_STATE(SE_DEPTH_BIAS, rasterizer->SE_DEPTH_BIAS); 440 /*00C18*/ EMIT_STATE(SE_CONFIG, rasterizer->SE_CONFIG); 441 } 442 if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER | 443 ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) { 444 struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); 445 446 uint32_t clip_right = 447 MIN2(ctx->framebuffer.SE_CLIP_RIGHT, ctx->viewport.SE_CLIP_RIGHT); 448 uint32_t clip_bottom = 449 MIN2(ctx->framebuffer.SE_CLIP_BOTTOM, ctx->viewport.SE_CLIP_BOTTOM); 450 451 if (rasterizer->scissor) { 452 clip_right = MIN2(ctx->scissor.SE_CLIP_RIGHT, clip_right); 453 clip_bottom = MIN2(ctx->scissor.SE_CLIP_BOTTOM, clip_bottom); 454 } 455 456 /*00C20*/ EMIT_STATE_FIXP(SE_CLIP_RIGHT, clip_right); 457 /*00C24*/ EMIT_STATE_FIXP(SE_CLIP_BOTTOM, clip_bottom); 458 } 459 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 460 /*00E00*/ EMIT_STATE(RA_CONTROL, ctx->shader_state.RA_CONTROL); 461 } 462 if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { 463 /*01004*/ EMIT_STATE(PS_OUTPUT_REG, ctx->shader_state.PS_OUTPUT_REG); 464 /*01008*/ EMIT_STATE(PS_INPUT_COUNT, 465 ctx->framebuffer.msaa_mode 466 ? ctx->shader_state.PS_INPUT_COUNT_MSAA 467 : ctx->shader_state.PS_INPUT_COUNT); 468 /*0100C*/ EMIT_STATE(PS_TEMP_REGISTER_CONTROL, 469 ctx->framebuffer.msaa_mode 470 ? ctx->shader_state.PS_TEMP_REGISTER_CONTROL_MSAA 471 : ctx->shader_state.PS_TEMP_REGISTER_CONTROL); 472 /*01010*/ EMIT_STATE(PS_CONTROL, ctx->shader_state.PS_CONTROL); 473 } 474 if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_FRAMEBUFFER))) { 475 uint32_t val = etna_zsa_state(ctx->zsa)->PE_DEPTH_CONFIG; 476 /*01400*/ EMIT_STATE(PE_DEPTH_CONFIG, val | ctx->framebuffer.PE_DEPTH_CONFIG); 477 } 478 if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) { 479 /*01404*/ EMIT_STATE(PE_DEPTH_NEAR, ctx->viewport.PE_DEPTH_NEAR); 480 /*01408*/ EMIT_STATE(PE_DEPTH_FAR, ctx->viewport.PE_DEPTH_FAR); 481 } 482 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { 483 /*0140C*/ EMIT_STATE(PE_DEPTH_NORMALIZE, ctx->framebuffer.PE_DEPTH_NORMALIZE); 484 485 if (ctx->specs.pixel_pipes == 1) { 486 /*01410*/ EMIT_STATE_RELOC(PE_DEPTH_ADDR, &ctx->framebuffer.PE_DEPTH_ADDR); 487 } 488 489 /*01414*/ EMIT_STATE(PE_DEPTH_STRIDE, ctx->framebuffer.PE_DEPTH_STRIDE); 490 } 491 if (unlikely(dirty & (ETNA_DIRTY_ZSA))) { 492 uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_OP; 493 /*01418*/ EMIT_STATE(PE_STENCIL_OP, val); 494 } 495 if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_STENCIL_REF))) { 496 uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_CONFIG; 497 /*0141C*/ EMIT_STATE(PE_STENCIL_CONFIG, val | ctx->stencil_ref.PE_STENCIL_CONFIG); 498 } 499 if (unlikely(dirty & (ETNA_DIRTY_ZSA))) { 500 uint32_t val = etna_zsa_state(ctx->zsa)->PE_ALPHA_OP; 501 /*01420*/ EMIT_STATE(PE_ALPHA_OP, val); 502 } 503 if (unlikely(dirty & (ETNA_DIRTY_BLEND_COLOR))) { 504 /*01424*/ EMIT_STATE(PE_ALPHA_BLEND_COLOR, ctx->blend_color.PE_ALPHA_BLEND_COLOR); 505 } 506 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { 507 uint32_t val = etna_blend_state(ctx->blend)->PE_ALPHA_CONFIG; 508 /*01428*/ EMIT_STATE(PE_ALPHA_CONFIG, val); 509 } 510 if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) { 511 uint32_t val; 512 /* Use the components and overwrite bits in framebuffer.PE_COLOR_FORMAT 513 * as a mask to enable the bits from blend PE_COLOR_FORMAT */ 514 val = ~(VIVS_PE_COLOR_FORMAT_COMPONENTS__MASK | 515 VIVS_PE_COLOR_FORMAT_OVERWRITE); 516 val |= etna_blend_state(ctx->blend)->PE_COLOR_FORMAT; 517 val &= ctx->framebuffer.PE_COLOR_FORMAT; 518 /*0142C*/ EMIT_STATE(PE_COLOR_FORMAT, val); 519 } 520 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { 521 if (ctx->specs.pixel_pipes == 1) { 522 /*01430*/ EMIT_STATE_RELOC(PE_COLOR_ADDR, &ctx->framebuffer.PE_COLOR_ADDR); 523 /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE); 524 /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL); 525 } else if (ctx->specs.pixel_pipes == 2) { 526 /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE); 527 /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL); 528 /*01460*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(0), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[0]); 529 /*01464*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(1), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[1]); 530 /*01480*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(0), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[0]); 531 /*01484*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(1), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[1]); 532 } else { 533 abort(); 534 } 535 } 536 if (unlikely(dirty & (ETNA_DIRTY_STENCIL_REF))) { 537 /*014A0*/ EMIT_STATE(PE_STENCIL_CONFIG_EXT, ctx->stencil_ref.PE_STENCIL_CONFIG_EXT); 538 } 539 if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) { 540 struct etna_blend_state *blend = etna_blend_state(ctx->blend); 541 /*014A4*/ EMIT_STATE(PE_LOGIC_OP, blend->PE_LOGIC_OP | ctx->framebuffer.PE_LOGIC_OP); 542 } 543 if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { 544 struct etna_blend_state *blend = etna_blend_state(ctx->blend); 545 for (int x = 0; x < 2; ++x) { 546 /*014A8*/ EMIT_STATE(PE_DITHER(x), blend->PE_DITHER[x]); 547 } 548 } 549 if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_TS))) { 550 /*01654*/ EMIT_STATE(TS_MEM_CONFIG, ctx->framebuffer.TS_MEM_CONFIG); 551 /*01658*/ EMIT_STATE_RELOC(TS_COLOR_STATUS_BASE, &ctx->framebuffer.TS_COLOR_STATUS_BASE); 552 /*0165C*/ EMIT_STATE_RELOC(TS_COLOR_SURFACE_BASE, &ctx->framebuffer.TS_COLOR_SURFACE_BASE); 553 /*01660*/ EMIT_STATE(TS_COLOR_CLEAR_VALUE, ctx->framebuffer.TS_COLOR_CLEAR_VALUE); 554 /*01664*/ EMIT_STATE_RELOC(TS_DEPTH_STATUS_BASE, &ctx->framebuffer.TS_DEPTH_STATUS_BASE); 555 /*01668*/ EMIT_STATE_RELOC(TS_DEPTH_SURFACE_BASE, &ctx->framebuffer.TS_DEPTH_SURFACE_BASE); 556 /*0166C*/ EMIT_STATE(TS_DEPTH_CLEAR_VALUE, ctx->framebuffer.TS_DEPTH_CLEAR_VALUE); 557 } 558 if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { 559 /*0381C*/ EMIT_STATE(GL_VARYING_TOTAL_COMPONENTS, ctx->shader_state.GL_VARYING_TOTAL_COMPONENTS); 560 } 561 etna_coalesce_end(stream, &coalesce); 562 /* end only EMIT_STATE */ 563 564 /* Emit strongly architecture-specific state */ 565 if (ctx->specs.halti >= 5) 566 emit_halti5_only_state(ctx, vs_output_count); 567 else 568 emit_pre_halti5_state(ctx); 569 570 ctx->emit_texture_state(ctx); 571 572 /* Insert a FE/PE stall as changing the shader instructions (and maybe 573 * the uniforms) can corrupt the previous in-progress draw operation. 574 * Observed with amoeba on GC2000 during the right-to-left rendering 575 * of PI, and can cause GPU hangs immediately after. 576 * I summise that this is because the "new" locations at 0xc000 are not 577 * properly protected against updates as other states seem to be. Hence, 578 * we detect the "new" vertex shader instruction offset to apply this. */ 579 if (ctx->dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF) && ctx->specs.vs_offset > 0x4000) 580 etna_stall(ctx->stream, SYNC_RECIPIENT_FE, SYNC_RECIPIENT_PE); 581 582 /* We need to update the uniform cache only if one of the following bits are 583 * set in ctx->dirty: 584 * - ETNA_DIRTY_SHADER 585 * - ETNA_DIRTY_CONSTBUF 586 * - uniforms_dirty_bits 587 * 588 * In case of ETNA_DIRTY_SHADER we need load all uniforms from the cache. In 589 * all 590 * other cases we can load on the changed uniforms. 591 */ 592 static const uint32_t uniform_dirty_bits = 593 ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF; 594 595 if (dirty & (uniform_dirty_bits | ctx->shader.fs->uniforms_dirty_bits)) 596 etna_uniforms_write( 597 ctx, ctx->shader.vs, &ctx->constant_buffer[PIPE_SHADER_VERTEX], 598 ctx->shader_state.VS_UNIFORMS, &ctx->shader_state.vs_uniforms_size); 599 600 if (dirty & (uniform_dirty_bits | ctx->shader.vs->uniforms_dirty_bits)) 601 etna_uniforms_write( 602 ctx, ctx->shader.fs, &ctx->constant_buffer[PIPE_SHADER_FRAGMENT], 603 ctx->shader_state.PS_UNIFORMS, &ctx->shader_state.ps_uniforms_size); 604 605 /**** Large dynamically-sized state ****/ 606 bool do_uniform_flush = ctx->specs.halti < 5; 607 if (dirty & (ETNA_DIRTY_SHADER)) { 608 /* Special case: a new shader was loaded; simply re-load all uniforms and 609 * shader code at once */ 610 /* This sequence is special, do not change ordering unless necessary. According to comment 611 snippets in the Vivante kernel driver a process called "steering" goes on while programming 612 shader state. This (as I understand it) means certain unified states are "steered" 613 toward a specific shader unit (VS/PS/...) based on either explicit flags in register 614 00860, or what other state is written before "auto-steering". So this means some 615 state can legitimately be programmed multiple times. 616 */ 617 618 if (ctx->specs.halti >= 5) { /* ICACHE (HALTI5) */ 619 assert(ctx->shader_state.VS_INST_ADDR.bo && ctx->shader_state.PS_INST_ADDR.bo); 620 /* Set icache (VS) */ 621 etna_set_state(stream, VIVS_VS_NEWRANGE_LOW, 0); 622 etna_set_state(stream, VIVS_VS_NEWRANGE_HIGH, ctx->shader_state.vs_inst_mem_size / 4); 623 assert(ctx->shader_state.VS_INST_ADDR.bo); 624 etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR); 625 etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002); 626 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE); 627 etna_set_state(stream, VIVS_VS_ICACHE_COUNT, ctx->shader_state.vs_inst_mem_size / 4 - 1); 628 629 /* Set icache (PS) */ 630 etna_set_state(stream, VIVS_PS_NEWRANGE_LOW, 0); 631 etna_set_state(stream, VIVS_PS_NEWRANGE_HIGH, ctx->shader_state.ps_inst_mem_size / 4); 632 assert(ctx->shader_state.PS_INST_ADDR.bo); 633 etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR); 634 etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002); 635 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE); 636 etna_set_state(stream, VIVS_PS_ICACHE_COUNT, ctx->shader_state.ps_inst_mem_size / 4 - 1); 637 638 } else if (ctx->shader_state.VS_INST_ADDR.bo || ctx->shader_state.PS_INST_ADDR.bo) { 639 /* ICACHE (pre-HALTI5) */ 640 assert(ctx->specs.has_icache && ctx->specs.has_shader_range_registers); 641 /* Set icache (VS) */ 642 etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16); 643 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, 644 VIVS_VS_ICACHE_CONTROL_ENABLE | 645 VIVS_VS_ICACHE_CONTROL_FLUSH_VS); 646 assert(ctx->shader_state.VS_INST_ADDR.bo); 647 etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR); 648 649 /* Set icache (PS) */ 650 etna_set_state(stream, VIVS_PS_RANGE, (ctx->shader_state.ps_inst_mem_size / 4 - 1) << 16); 651 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, 652 VIVS_VS_ICACHE_CONTROL_ENABLE | 653 VIVS_VS_ICACHE_CONTROL_FLUSH_PS); 654 assert(ctx->shader_state.PS_INST_ADDR.bo); 655 etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR); 656 } else { 657 /* Upload shader directly, first flushing and disabling icache if 658 * supported on this hw */ 659 if (ctx->specs.has_icache) { 660 etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, 661 VIVS_VS_ICACHE_CONTROL_FLUSH_PS | 662 VIVS_VS_ICACHE_CONTROL_FLUSH_VS); 663 } 664 if (ctx->specs.has_shader_range_registers) { 665 etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16); 666 etna_set_state(stream, VIVS_PS_RANGE, ((ctx->shader_state.ps_inst_mem_size / 4 - 1 + 0x100) << 16) | 667 0x100); 668 } 669 etna_set_state_multi(stream, ctx->specs.vs_offset, 670 ctx->shader_state.vs_inst_mem_size, 671 ctx->shader_state.VS_INST_MEM); 672 etna_set_state_multi(stream, ctx->specs.ps_offset, 673 ctx->shader_state.ps_inst_mem_size, 674 ctx->shader_state.PS_INST_MEM); 675 } 676 677 if (ctx->specs.has_unified_uniforms) { 678 etna_set_state(stream, VIVS_VS_UNIFORM_BASE, 0); 679 etna_set_state(stream, VIVS_PS_UNIFORM_BASE, ctx->specs.max_vs_uniforms); 680 } 681 682 if (do_uniform_flush) 683 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH); 684 etna_set_state_multi(stream, ctx->specs.vs_uniforms_offset, 685 ctx->shader_state.vs_uniforms_size, 686 ctx->shader_state.VS_UNIFORMS); 687 if (do_uniform_flush) 688 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS); 689 etna_set_state_multi(stream, ctx->specs.ps_uniforms_offset, 690 ctx->shader_state.ps_uniforms_size, 691 ctx->shader_state.PS_UNIFORMS); 692 693 /* Copy uniforms to gpu3d, so that incremental updates to uniforms are 694 * possible as long as the 695 * same shader remains bound */ 696 ctx->gpu3d.vs_uniforms_size = ctx->shader_state.vs_uniforms_size; 697 ctx->gpu3d.ps_uniforms_size = ctx->shader_state.ps_uniforms_size; 698 memcpy(ctx->gpu3d.VS_UNIFORMS, ctx->shader_state.VS_UNIFORMS, 699 ctx->shader_state.vs_uniforms_size * 4); 700 memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS, 701 ctx->shader_state.ps_uniforms_size * 4); 702 703 if (ctx->specs.halti >= 5) { 704 /* HALTI5 needs to be prompted to pre-fetch shaders */ 705 etna_set_state(stream, VIVS_VS_ICACHE_PREFETCH, 0x00000000); 706 etna_set_state(stream, VIVS_PS_ICACHE_PREFETCH, 0x00000000); 707 etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE); 708 } 709 } else { 710 /* ideally this cache would only be flushed if there are VS uniform changes */ 711 if (do_uniform_flush) 712 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH); 713 etna_coalesce_start(stream, &coalesce); 714 for (int x = 0; x < ctx->shader.vs->uniforms.const_count; ++x) { 715 if (ctx->gpu3d.VS_UNIFORMS[x] != ctx->shader_state.VS_UNIFORMS[x]) { 716 etna_coalsence_emit(stream, &coalesce, ctx->specs.vs_uniforms_offset + x*4, ctx->shader_state.VS_UNIFORMS[x]); 717 ctx->gpu3d.VS_UNIFORMS[x] = ctx->shader_state.VS_UNIFORMS[x]; 718 } 719 } 720 etna_coalesce_end(stream, &coalesce); 721 722 /* ideally this cache would only be flushed if there are PS uniform changes */ 723 if (do_uniform_flush) 724 etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS); 725 etna_coalesce_start(stream, &coalesce); 726 for (int x = 0; x < ctx->shader.fs->uniforms.const_count; ++x) { 727 if (ctx->gpu3d.PS_UNIFORMS[x] != ctx->shader_state.PS_UNIFORMS[x]) { 728 etna_coalsence_emit(stream, &coalesce, ctx->specs.ps_uniforms_offset + x*4, ctx->shader_state.PS_UNIFORMS[x]); 729 ctx->gpu3d.PS_UNIFORMS[x] = ctx->shader_state.PS_UNIFORMS[x]; 730 } 731 } 732 etna_coalesce_end(stream, &coalesce); 733 } 734 /**** End of state update ****/ 735 #undef EMIT_STATE 736 #undef EMIT_STATE_FIXP 737 #undef EMIT_STATE_RELOC 738 ctx->dirty = 0; 739 ctx->dirty_sampler_views = 0; 740 } 741