dri/nouveau: Optimize VBO binding re-emission.
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parent
57382e71ef
commit
e89af20926
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@ -67,7 +67,7 @@ vbo_init_arrays(struct gl_context *ctx, const struct _mesa_index_buffer *ib,
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nouveau_init_array(&render->attrs[attr], attr,
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get_array_stride(ctx, array),
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array->Size, array->Type,
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array->BufferObj,
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imm ? array->BufferObj : NULL,
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array->Ptr, imm);
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}
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}
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@ -85,12 +85,14 @@ vbo_deinit_arrays(struct gl_context *ctx, const struct _mesa_index_buffer *ib,
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FOR_EACH_BOUND_ATTR(render, i, attr) {
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struct nouveau_array *a = &render->attrs[attr];
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if (render->mode == IMM)
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nouveau_bo_ref(NULL, &a->bo);
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nouveau_deinit_array(a);
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render->map[i] = -1;
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}
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render->attr_count = 0;
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context_bctx(ctx, VERTEX);
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}
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/* Make some rendering decisions from the GL context. */
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@ -180,7 +182,7 @@ vbo_choose_attrs(struct gl_context *ctx, const struct gl_client_array **arrays)
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(ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS))
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vbo_emit_attr(ctx, arrays, VERT_ATTRIB_NORMAL);
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if (ctx->Light.Enabled) {
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if (ctx->Light.Enabled && render->mode == IMM) {
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vbo_emit_attr(ctx, arrays, MAT(FRONT_AMBIENT));
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vbo_emit_attr(ctx, arrays, MAT(FRONT_DIFFUSE));
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vbo_emit_attr(ctx, arrays, MAT(FRONT_SPECULAR));
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@ -258,38 +260,94 @@ vbo_maybe_split(struct gl_context *ctx, const struct gl_client_array **arrays,
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/* VBO rendering path. */
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static GLboolean
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check_update_array(struct nouveau_array *a, unsigned offset,
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struct nouveau_bo *bo, int *pdelta)
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{
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int delta = *pdelta;
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GLboolean dirty;
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if (a->bo == bo) {
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if (delta < 0)
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delta = (offset - (long)a->offset) / a->stride;
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dirty = (delta < 0 ||
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offset != (a->offset + delta * a->stride));
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} else {
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dirty = GL_TRUE;
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}
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*pdelta = (dirty ? 0 : delta);
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return dirty;
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}
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static void
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vbo_bind_vertices(struct gl_context *ctx, const struct gl_client_array **arrays,
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GLint basevertex, GLuint min_index, GLuint max_index)
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int base, unsigned min_index, unsigned max_index, int *pdelta)
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{
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struct nouveau_render_state *render = to_render_state(ctx);
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int i, attr;
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struct nouveau_channel *chan = context_chan(ctx);
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struct nouveau_bo *bo[NUM_VERTEX_ATTRS];
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unsigned offset[NUM_VERTEX_ATTRS];
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GLboolean dirty = GL_FALSE;
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int i, j, attr;
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RENDER_LOCALS(ctx);
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*pdelta = -1;
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FOR_EACH_BOUND_ATTR(render, i, attr) {
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const struct gl_client_array *array = arrays[attr];
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struct nouveau_array *a = &render->attrs[attr];
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unsigned delta = (basevertex + min_index)
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* array->StrideB;
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unsigned delta = (base + min_index) * array->StrideB;
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bo[i] = NULL;
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if (_mesa_is_bufferobj(array->BufferObj)) {
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struct nouveau_bufferobj *nbo =
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to_nouveau_bufferobj(array->BufferObj);
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if (a->bo) {
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/* Array in a buffer obj. */
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a->offset = (intptr_t)array->Ptr + delta;
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} else {
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int j, n = max_index - min_index + 1;
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char *sp = (char *)array->Ptr + delta;
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char *dp = nouveau_get_scratch(
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ctx, n * a->stride, &a->bo, &a->offset);
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nouveau_bo_ref(nbo->bo, &bo[i]);
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offset[i] = delta + (intptr_t)array->Ptr;
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/* Array in client memory, move it to
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* a scratch buffer obj. */
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} else {
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int n = max_index - min_index + 1;
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char *sp = (char *)array->Ptr + delta;
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char *dp = nouveau_get_scratch(ctx, n * a->stride,
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&bo[i], &offset[i]);
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/* Array in client memory, move it to a
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* scratch buffer obj. */
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for (j = 0; j < n; j++)
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memcpy(dp + j * a->stride,
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sp + j * array->StrideB,
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a->stride);
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}
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dirty |= check_update_array(a, offset[i], bo[i], pdelta);
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}
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TAG(render_bind_vertices)(ctx);
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*pdelta -= min_index;
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if (dirty) {
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/* Buffers changed, update the attribute binding. */
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FOR_EACH_BOUND_ATTR(render, i, attr) {
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struct nouveau_array *a = &render->attrs[attr];
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nouveau_bo_ref(NULL, &a->bo);
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a->offset = offset[i];
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a->bo = bo[i];
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}
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TAG(render_bind_vertices)(ctx);
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} else {
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/* Just cleanup. */
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FOR_EACH_BOUND_ATTR(render, i, attr)
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nouveau_bo_ref(NULL, &bo[i]);
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}
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BATCH_VALIDATE();
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}
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static void
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@ -300,7 +358,7 @@ vbo_draw_vbo(struct gl_context *ctx, const struct gl_client_array **arrays,
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{
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struct nouveau_channel *chan = context_chan(ctx);
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dispatch_t dispatch = get_array_dispatch(&to_render_state(ctx)->ib);
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int i, delta = -min_index, basevertex = 0;
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int i, delta = 0, basevertex = 0;
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RENDER_LOCALS(ctx);
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TAG(render_set_format)(ctx);
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@ -311,8 +369,8 @@ vbo_draw_vbo(struct gl_context *ctx, const struct gl_client_array **arrays,
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if (i == 0 || basevertex != prims[i].basevertex) {
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basevertex = prims[i].basevertex;
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vbo_bind_vertices(ctx, arrays, basevertex,
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min_index, max_index);
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vbo_bind_vertices(ctx, arrays, basevertex, min_index,
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max_index, &delta);
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}
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if (count > get_max_vertices(ctx, ib, AVAIL_RING(chan)))
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@ -138,7 +138,6 @@ nv10_render_bind_vertices(struct gl_context *ctx)
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{
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struct nouveau_render_state *render = to_render_state(ctx);
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struct nouveau_bo_context *bctx = context_bctx(ctx, VERTEX);
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struct nouveau_channel *chan = context_chan(ctx);
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struct nouveau_grobj *celsius = context_eng3d(ctx);
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int i, attr;
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@ -150,15 +149,16 @@ nv10_render_bind_vertices(struct gl_context *ctx)
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a->bo, a->offset,
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NOUVEAU_BO_GART | NOUVEAU_BO_RD);
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}
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BEGIN_RING(chan, celsius, NV10TCL_VERTEX_ARRAY_VALIDATE, 1);
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OUT_RING(chan, 0);
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}
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/* Vertex array rendering defs. */
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#define RENDER_LOCALS(ctx) \
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struct nouveau_grobj *celsius = context_eng3d(ctx)
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#define BATCH_VALIDATE() \
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BEGIN_RING(chan, celsius, NV10TCL_VERTEX_ARRAY_VALIDATE, 1); \
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OUT_RING(chan, 0)
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#define BATCH_BEGIN(prim) \
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BEGIN_RING(chan, celsius, NV10TCL_VERTEX_BUFFER_BEGIN_END, 1); \
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OUT_RING(chan, prim)
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@ -160,7 +160,6 @@ nv20_render_bind_vertices(struct gl_context *ctx)
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{
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struct nouveau_render_state *render = to_render_state(ctx);
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struct nouveau_bo_context *bctx = context_bctx(ctx, VERTEX);
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struct nouveau_channel *chan = context_chan(ctx);
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struct nouveau_grobj *kelvin = context_eng3d(ctx);
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int i, attr;
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@ -174,15 +173,16 @@ nv20_render_bind_vertices(struct gl_context *ctx)
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NOUVEAU_BO_LOW | NOUVEAU_BO_OR |
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NOUVEAU_BO_GART | NOUVEAU_BO_RD);
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}
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BEGIN_RING(chan, kelvin, NV20TCL_VTX_CACHE_INVALIDATE, 1);
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OUT_RING(chan, 0);
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}
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/* Vertex array rendering defs. */
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#define RENDER_LOCALS(ctx) \
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struct nouveau_grobj *kelvin = context_eng3d(ctx)
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#define BATCH_VALIDATE() \
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BEGIN_RING(chan, kelvin, NV20TCL_VTX_CACHE_INVALIDATE, 1); \
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OUT_RING(chan, 0)
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#define BATCH_BEGIN(prim) \
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BEGIN_RING(chan, kelvin, NV20TCL_VERTEX_BEGIN_END, 1); \
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OUT_RING(chan, prim)
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