nv50: fix IB index buffer path

Add missing VERTEX_END and treat unaligned offsets correctly.
This commit is contained in:
Christoph Bumiller 2011-03-02 22:36:22 +01:00
parent fa94f8b209
commit 0c0e996d59

View file

@ -538,7 +538,8 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
if (nouveau_resource_mapped_by_gpu(nv50->idxbuf.buffer)) {
struct nv04_resource *res = nv04_resource(nv50->idxbuf.buffer);
unsigned offset = res->offset + nv50->idxbuf.offset;
start += nv50->idxbuf.offset >> (index_size >> 1);
nouveau_buffer_adjust_score(&nv50->base, res, 1);
@ -552,9 +553,8 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
WAIT_RING (chan, 2);
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U32) | 0x30000, 0);
OUT_RING (chan, count);
nouveau_pushbuf_submit(chan, res->bo,
(start << 2) + offset,
(count << 2));
nouveau_pushbuf_submit(chan, res->bo, res->offset + start * 4,
count * 4);
}
break;
case 2:
@ -564,10 +564,11 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U16_SETUP), 1);
OUT_RING (chan, (start << 31) | count);
WAIT_RING (chan, 2);
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U16) | 0x30000, 0);
OUT_RING (chan, pb_words);
nouveau_pushbuf_submit(chan, res->bo,
(pb_start << 1) + offset, pb_words << 2);
nouveau_pushbuf_submit(chan, res->bo, res->offset + pb_start * 2,
pb_words * 4);
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U16_SETUP), 1);
OUT_RING (chan, 0);
break;
@ -579,10 +580,11 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U8_SETUP), 1);
OUT_RING (chan, (start << 30) | count);
WAIT_RING (chan, 2);
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U8) | 0x30000, 0);
OUT_RING (chan, pb_words);
nouveau_pushbuf_submit(chan, res->bo,
pb_start + offset, pb_words << 2);
nouveau_pushbuf_submit(chan, res->bo, res->offset + pb_start,
pb_words * 4);
BEGIN_RING(chan, RING_3D(VB_ELEMENT_U8_SETUP), 1);
OUT_RING (chan, 0);
break;
@ -591,6 +593,8 @@ nv50_draw_elements(struct nv50_context *nv50, boolean shorten,
assert(0);
return;
}
BEGIN_RING(chan, RING_3D(VERTEX_END_GL), 1);
OUT_RING (chan, 0);
nv50_resource_fence(res, NOUVEAU_BO_RD);