Rename NvCmd and VnCmd

This commit is contained in:
plutooo 2018-04-15 19:48:59 +02:00
parent f06eac773c
commit e689d9a1fb
8 changed files with 44 additions and 43 deletions

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@ -1,5 +0,0 @@
enum {
NvCmdCommon_BindObject = 0
};
void nvCmdsInit(NvCmdList* cmds);

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@ -1,3 +1,7 @@
enum {
NvCmdCommon_BindObject = 0
};
typedef struct {
NvGpu* parent;
NvCmdList cmd_list;
@ -6,10 +10,12 @@ typedef struct {
NvBuffer const_buffer0;
} Vn;
#define VnCmd(vn, ...) \
NvCmd(&(vn)->cmd_list, __VA_ARGS__)
#define vnAddCmd(vn, ...) \
nvCmdListAddCmd(&(vn)->cmd_list, __VA_ARGS__)
static inline Result vnSubmit(Vn* v) {
NvFence f;
return nvGpfifoSubmit(&v->parent->gpfifo, &v->cmd_list, &f);
}
Result vnInit(Vn* vn, NvGpu* parent);

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@ -14,7 +14,7 @@ u64 nvCmdListGetListSize(NvCmdList* c);
u32* nvCmdListInsert(NvCmdList* c, size_t num_cmds);
#define NvCmd(cmd_list, ...) do { \
#define nvCmdListAddCmd(cmd_list, ...) do { \
u32 _[] = { __VA_ARGS__ }; \
memcpy(nvCmdListInsert(cmd_list, sizeof(_)/4), _, sizeof(_)); \
} while (0)

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@ -4,13 +4,13 @@
void vnClearBuffer(
Vn* vn, NvBuffer* buf, u32 width, u32 height, float colors[4])
{
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_ClearColor, f2i(colors[0]), f2i(colors[1]), f2i(colors[2]), f2i(colors[3])),
NvIncr(0, NvReg3D_ScreenScissorHorizontal, 0 | (width << 16), 0 | (height << 16)),
NvIncr(0, NvReg3D_RenderTargetControl, (076543210 << 4) | 1)); // bit0 probably enables RT #0
iova_t gpu_addr = nvBufferGetGpuAddr(buf);
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_RenderTargetNAddr + 0x10*0,
gpu_addr >> 32, gpu_addr,
width, height,
@ -22,10 +22,10 @@ void vnClearBuffer(
));
// Disable zeta + multisample
VnCmd(vn, NvImm(0, 0x54E, 0), NvImm(0, 0x54D, 0));
vnAddCmd(vn, NvImm(0, 0x54E, 0), NvImm(0, 0x54D, 0));
// Only layer 0.
int z;
for (z=0; z<1; z++)
VnCmd(vn, NvImm(0, NvReg3D_ClearBufferTrigger, 0x3c | (z << 10)));
vnAddCmd(vn, NvImm(0, NvReg3D_ClearBufferTrigger, 0x3c | (z << 10)));
}

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@ -4,7 +4,7 @@
Result vnInit3D(Vn* vn) {
Result rc;
VnCmd(vn,
vnAddCmd(vn,
// ???
NvIncr(0, NvReg3D_MmeShadowScratch(0x1A), 0, 0xffffffff),
NvImm(0, NvReg3D_MmeShadowScratch(0x19), 0),
@ -26,10 +26,10 @@ Result vnInit3D(Vn* vn) {
size_t i;
for (i=0; i<16; i++) {
VnCmd(vn, NvImm(0, NvReg3D_ScissorEnable(i), 1));
vnAddCmd(vn, NvImm(0, NvReg3D_ScissorEnable(i), 1));
}
VnCmd(vn, NvImm(0, NvReg3D_PrimRestartWithDrawArrays, 1),
vnAddCmd(vn, NvImm(0, NvReg3D_PrimRestartWithDrawArrays, 1),
NvImm(0, NvReg3D_PointRasterRules, 0),
NvImm(0, NvReg3D_LinkedTsc, 0),
NvImm(0, NvReg3D_ProvokingVertexLast, 1),
@ -48,10 +48,10 @@ Result vnInit3D(Vn* vn) {
NvImm(0, 0x584, 0xe));
for (i=0; i<16; i++) {
VnCmd(vn, NvImm(0, NvReg3D_VertexStreamEnableDivisor(i), 0));
vnAddCmd(vn, NvImm(0, NvReg3D_VertexStreamEnableDivisor(i), 0));
}
VnCmd(
vnAddCmd(
vn,
NvImm(0, NvReg3D_VertexIdGenMode, 0),
NvImm(0, NvReg3D_ZcullStatCtrsEnable, 1),
@ -74,7 +74,7 @@ Result vnInit3D(Vn* vn) {
);
// Initializes some 2D things..
VnCmd(
vnAddCmd(
vn,
NvImm(3, 0xab, 3), // SetOperation?
NvImm(3, 0xa4, 0), // SetClipEnable
@ -88,7 +88,7 @@ Result vnInit3D(Vn* vn) {
// TODO: Call macro_14f(0x00419a04, 1, 1).
// TODO: Call macro_14f(0x00419a04, 2, 2).
VnCmd(
vnAddCmd(
vn,
// Reset Zcull.
NvImm(0, 0x65a, 0x11),
@ -108,7 +108,7 @@ Result vnInit3D(Vn* vn) {
return rc;
iova_t gpu_addr = nvBufferGetGpuAddr(&vn->vertex_runout);
VnCmd(vn, NvIncr(0, NvReg3D_VertexRunoutAddr, gpu_addr >> 32, gpu_addr));
vnAddCmd(vn, NvIncr(0, NvReg3D_VertexRunoutAddr, gpu_addr >> 32, gpu_addr));
// TODO: Call macro_206(0x194);
@ -127,7 +127,7 @@ Result vnInit3D(Vn* vn) {
gpu_addr = nvBufferGetGpuAddr(&vn->const_buffer0);
VnCmd(vn,
vnAddCmd(vn,
NvIncr(
0, NvReg3D_ConstantBufferSize,
0x5f00,
@ -137,12 +137,12 @@ Result vnInit3D(Vn* vn) {
gpu_addr += 0x5f00;
for (i=0; i<5; i++) {
VnCmd(vn, NvImm(0, NvReg3D_ConstantBufferBind(i), 1));
vnAddCmd(vn, NvImm(0, NvReg3D_ConstantBufferBind(i), 1));
}
// Bind const buffer index 2 to differnet buffers (each of size 0x200).
for (i=0; i<5; i++) {
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0,
NvReg3D_ConstantBufferSize,
0x5f00, // Size
@ -157,7 +157,7 @@ Result vnInit3D(Vn* vn) {
gpu_addr += 0x200;
}
VnCmd(vn,
vnAddCmd(vn,
NvImm(0, NvReg3D_BlendIndependent, 1),
NvImm(0, NvReg3D_EdgeFlag, 1),
NvImm(0, NvReg3D_ViewportTransformEnable, 1),
@ -168,7 +168,7 @@ Result vnInit3D(Vn* vn) {
// Reset all the viewports.
for (i=0; i<16; i++) {
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_ViewportScaleX(i),
f2i(0.5), /* ScaleX */
f2i(0.5), /* ScaleY */
@ -184,11 +184,11 @@ Result vnInit3D(Vn* vn) {
);
}
//VnCmd(vn, NvImm(0, NvReg3D_ScreenHorizontalControl, 0x10)); // FAULTY
//vnAddCmd(vn, NvImm(0, NvReg3D_ScreenHorizontalControl, 0x10)); // FAULTY
// Reset all the scissors.
for (i=0; i<16; i++) {
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_ScissorHorizontal(i),
(0xffff << 16) | 0, /* Horizontal */
(0xffff << 16) | 0 /* Vertical */
@ -197,20 +197,20 @@ Result vnInit3D(Vn* vn) {
}
// Setup RAM for macros.
VnCmd(vn,
vnAddCmd(vn,
NvImm(0, NvReg3D_MmeShadowRamControl, 1),
NvIncr(0, NvReg3D_MmeShadowScratch(0x1c),
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0xffffffff)
);
// Reset IndexArrayLimit.
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_IndexArrayLimit, 0xFF, 0xFFFFFFFF),
NvImm(0, NvReg3D_PrimRestartWithDrawArrays, 0)
);
// More RAM setup.
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvReg3D_MmeShadowScratch(0x2a), 0x0500055f),
NvIncr(0, NvReg3D_MmeShadowScratch(0x2b), 0x05000561),
NvIncr(0, NvReg3D_MmeShadowScratch(0x2c), 0x05000563),
@ -223,7 +223,7 @@ Result vnInit3D(Vn* vn) {
NvImm(0, NvReg3D_MmeShadowScratch(0x33), 0x200)
);
VnCmd(
vnAddCmd(
vn,
NvIncr(0, NvReg3D_SampleCountEnable, 1),
NvIncr(0, NvReg3D_ClipDistanceEnable, 0xff),
@ -237,9 +237,9 @@ Result vnInit3D(Vn* vn) {
// NvImm(0, 0xe2a, 0x184)); // MACRO CALL NOT IMPLEMENTED
// TODO: Call macro_206(0x184);
//VnCmd(vn, NvIncr(0, NvReg3D_ConstantBufferLoadN, 0x44fffe00));
//vnAddCmd(vn, NvIncr(0, NvReg3D_ConstantBufferLoadN, 0x44fffe00));
VnCmd(
vnAddCmd(
vn,
NvImm(0, NvReg3D_ZetaArrayMode, 1),
NvImm(0, NvReg3D_ConservativeRaster, 0),
@ -247,7 +247,7 @@ Result vnInit3D(Vn* vn) {
// TODO: Call macro_14f(0x00418800, 0, 0x01800000);
VnCmd(
vnAddCmd(
vn,
NvImm(0, NvReg3D_MmeShadowScratch(0x34), 0),
NvImm(0, 0xbb, 0),
@ -257,9 +257,9 @@ Result vnInit3D(Vn* vn) {
NvImm(0, NvReg3D_MultisampleCoverageToColor, 0)
);
//VnCmd(vn, NvIncr(0, NvReg3D_CodeAddr, 4, 0x00000000));
//vnAddCmd(vn, NvIncr(0, NvReg3D_CodeAddr, 4, 0x00000000));
VnCmd(vn,
vnAddCmd(vn,
NvImm(0, NvReg3D_MmeShadowScratch(0x27), 0x230),
NvImm(0, NvReg3D_MmeShadowScratch(0x23), 0x430),
NvImm(0, 0x5ad, 0)
@ -289,7 +289,7 @@ Result vnInit3D(Vn* vn) {
// TODO: Call macro_14f(0x00418e6c, 0x644, 0xffff);
// Setting up TiledCache and other stuff.
VnCmd(vn,
vnAddCmd(vn,
NvImm(0, 0x3d8, 0),
NvIncr(0, 0x3d9, 0x00800080),
NvIncr(0, 0x3da, 0x1109),
@ -318,14 +318,14 @@ Result vnInit3D(Vn* vn) {
*/
// Flush texture info cache.
VnCmd(vn,
vnAddCmd(vn,
NvImm(0, 0x4a2, 0),
NvImm(0, 0x369, 0x11),
NvImm(0, 0x50a, 0),
NvImm(0, 0x509, 0)
);
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, 0x1e9, 0x7ff8),
NvIncr(0, 0x1ea, 0x7ffc)
);

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@ -4,12 +4,12 @@
void vnSetRenderTargets(Vn* vn, VnRenderTargetConfig* targets, size_t num_targets) {
size_t i;
VnCmd(vn, NvIncr(0, NvReg3D_RenderTargetControl, (076543210 << 4) | num_targets));
vnAddCmd(vn, NvIncr(0, NvReg3D_RenderTargetControl, (076543210 << 4) | num_targets));
for (i=0; i<num_targets; i++) {
iova_t gpu_addr = nvBufferGetGpuAddr(targets[i].color_buffer);
VnCmd(
vnAddCmd(
vn,
NvIncr(0,
NvReg3D_RenderTargetAddr(i),

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@ -2,7 +2,7 @@
#include <string.h>
void vnSetViewport(Vn* vn, size_t index, VnViewportConfig* c) {
VnCmd(
vnAddCmd(
vn,
NvIncr(
0,

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@ -12,7 +12,7 @@ Result vnInit(Vn* vn, NvGpu* parent)
if (R_FAILED(rc))
return rc;
VnCmd(vn,
vnAddCmd(vn,
NvIncr(0, NvCmdCommon_BindObject, NvClassNumber_3D),
NvIncr(1, NvCmdCommon_BindObject, NvClassNumber_Compute),
NvIncr(2, NvCmdCommon_BindObject, NvClassNumber_Kepler),