/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #ifndef SVGA_CONTEXT_H #define SVGA_CONTEXT_H #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "util/u_double_list.h" #include "tgsi/tgsi_scan.h" #include "svga_state.h" #include "svga_tgsi.h" #include "svga_hw_reg.h" #include "svga3d_shaderdefs.h" struct draw_vertex_shader; struct draw_fragment_shader; struct svga_shader_result; struct SVGACmdMemory; struct util_bitmask; struct u_upload_mgr; struct svga_shader { const struct tgsi_token *tokens; struct tgsi_shader_info info; struct svga_shader_result *results; unsigned id; /**< for debugging only */ }; struct svga_fragment_shader { struct svga_shader base; struct draw_fragment_shader *draw_shader; /** Mask of which generic varying variables are read by this shader */ unsigned generic_inputs; /** Table mapping original TGSI generic indexes to low integers */ int8_t generic_remap_table[MAX_GENERIC_VARYING]; }; struct svga_vertex_shader { struct svga_shader base; struct draw_vertex_shader *draw_shader; }; struct svga_cache_context; struct svga_tracked_state; struct svga_blend_state { boolean need_white_fragments; /* Should be per-render-target: */ struct { uint8_t writemask; boolean blend_enable; uint8_t srcblend; uint8_t dstblend; uint8_t blendeq; boolean separate_alpha_blend_enable; uint8_t srcblend_alpha; uint8_t dstblend_alpha; uint8_t blendeq_alpha; } rt[1]; }; struct svga_depth_stencil_state { unsigned zfunc:8; unsigned zenable:1; unsigned zwriteenable:1; unsigned alphatestenable:1; unsigned alphafunc:8; struct { unsigned enabled:1; unsigned func:8; unsigned fail:8; unsigned zfail:8; unsigned pass:8; } stencil[2]; /* SVGA3D has one ref/mask/writemask triple shared between front & * back face stencil. We really need two: */ unsigned stencil_mask:8; unsigned stencil_writemask:8; float alpharef; }; #define SVGA_UNFILLED_DISABLE 0 #define SVGA_UNFILLED_LINE 1 #define SVGA_UNFILLED_POINT 2 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS) #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES) #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES) struct svga_rasterizer_state { struct pipe_rasterizer_state templ; /* needed for draw module */ unsigned shademode:8; unsigned cullmode:8; unsigned scissortestenable:1; unsigned multisampleantialias:1; unsigned antialiasedlineenable:1; unsigned lastpixel:1; unsigned pointsprite:1; unsigned linepattern; float slopescaledepthbias; float depthbias; float pointsize; unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */ /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */ unsigned need_pipeline:16; /** For debugging: */ const char* need_pipeline_tris_str; const char* need_pipeline_lines_str; const char* need_pipeline_points_str; }; struct svga_sampler_state { unsigned mipfilter; unsigned magfilter; unsigned minfilter; unsigned aniso_level; float lod_bias; unsigned addressu; unsigned addressv; unsigned addressw; unsigned bordercolor; unsigned normalized_coords:1; unsigned compare_mode:1; unsigned compare_func:3; unsigned min_lod; unsigned view_min_lod; unsigned view_max_lod; }; struct svga_velems_state { unsigned count; struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS]; }; /* Use to calculate differences between state emitted to hardware and * current driver-calculated state. */ struct svga_state { const struct svga_blend_state *blend; const struct svga_depth_stencil_state *depth; const struct svga_rasterizer_state *rast; const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS]; const struct svga_velems_state *velems; struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */ struct svga_fragment_shader *fs; struct svga_vertex_shader *vs; struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; struct pipe_index_buffer ib; struct pipe_resource *cb[PIPE_SHADER_TYPES]; struct pipe_framebuffer_state framebuffer; float depthscale; /* Hack to limit the number of different render targets between * flushes. Helps avoid blowing out our surface cache in EXA. */ int nr_fbs; struct pipe_poly_stipple poly_stipple; struct pipe_scissor_state scissor; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; struct pipe_clip_state clip; struct pipe_viewport_state viewport; unsigned num_samplers; unsigned num_sampler_views; unsigned num_vertex_buffers; unsigned reduced_prim; struct { unsigned flag_1d; unsigned flag_srgb; } tex_flags; boolean any_user_vertex_buffers; }; struct svga_prescale { float translate[4]; float scale[4]; boolean enabled; }; /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR ) */ struct svga_hw_clear_state { struct { unsigned x,y,w,h; } viewport; struct { float zmin, zmax; } depthrange; struct pipe_framebuffer_state framebuffer; struct svga_prescale prescale; }; struct svga_hw_view_state { struct pipe_resource *texture; struct svga_sampler_view *v; unsigned min_lod; unsigned max_lod; int dirty; }; /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW ) */ struct svga_hw_draw_state { unsigned rs[SVGA3D_RS_MAX]; unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX]; float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4]; struct svga_shader_result *fs; struct svga_shader_result *vs; struct svga_hw_view_state views[PIPE_MAX_SAMPLERS]; unsigned num_views; }; /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL ) */ struct svga_sw_state { unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */ /* which parts we need */ boolean need_swvfetch; boolean need_pipeline; boolean need_swtnl; /* Flag to make sure that need sw is on while * updating state within a swtnl call. */ boolean in_swtnl_draw; }; /* Queue some state updates (like rss) and submit them to hardware in * a single packet. */ struct svga_hw_queue; struct svga_query; struct svga_context { struct pipe_context pipe; struct svga_winsys_context *swc; struct { boolean no_swtnl; boolean force_swtnl; boolean use_min_mipmap; /* incremented for each shader */ unsigned shader_id; unsigned disable_shader; boolean no_line_width; boolean force_hw_line_stipple; } debug; struct { struct draw_context *draw; struct vbuf_render *backend; unsigned hw_prim; boolean new_vbuf; boolean new_vdecl; } swtnl; /* Bitmask of used shader IDs */ struct util_bitmask *fs_bm; struct util_bitmask *vs_bm; struct { unsigned dirty[SVGA_STATE_MAX]; unsigned texture_timestamp; /* */ struct svga_sw_state sw; struct svga_hw_draw_state hw_draw; struct svga_hw_clear_state hw_clear; } state; struct svga_state curr; /* state from the state tracker */ unsigned dirty; /* statechanges since last update_state() */ struct { unsigned rendertargets:1; unsigned texture_samplers:1; } rebind; struct u_upload_mgr *upload_ib; struct u_upload_mgr *upload_vb; struct svga_hwtnl *hwtnl; /** The occlusion query currently in progress */ struct svga_query *sq; /** List of buffers with queued transfers */ struct list_head dirty_buffers; }; /* A flag for each state_tracker state object: */ #define SVGA_NEW_BLEND 0x1 #define SVGA_NEW_DEPTH_STENCIL 0x2 #define SVGA_NEW_RAST 0x4 #define SVGA_NEW_SAMPLER 0x8 #define SVGA_NEW_TEXTURE 0x10 #define SVGA_NEW_VBUFFER 0x20 #define SVGA_NEW_VELEMENT 0x40 #define SVGA_NEW_FS 0x80 #define SVGA_NEW_VS 0x100 #define SVGA_NEW_FS_CONST_BUFFER 0x200 #define SVGA_NEW_VS_CONST_BUFFER 0x400 #define SVGA_NEW_FRAME_BUFFER 0x800 #define SVGA_NEW_STIPPLE 0x1000 #define SVGA_NEW_SCISSOR 0x2000 #define SVGA_NEW_BLEND_COLOR 0x4000 #define SVGA_NEW_CLIP 0x8000 #define SVGA_NEW_VIEWPORT 0x10000 #define SVGA_NEW_PRESCALE 0x20000 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000 #define SVGA_NEW_TEXTURE_BINDING 0x80000 #define SVGA_NEW_NEED_PIPELINE 0x100000 #define SVGA_NEW_NEED_SWVFETCH 0x200000 #define SVGA_NEW_NEED_SWTNL 0x400000 #define SVGA_NEW_FS_RESULT 0x800000 #define SVGA_NEW_VS_RESULT 0x1000000 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000 #define SVGA_NEW_STENCIL_REF 0x8000000 /*********************************************************************** * svga_clear.c: */ void svga_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil); /*********************************************************************** * svga_screen_texture.c: */ void svga_mark_surfaces_dirty(struct svga_context *svga); void svga_init_state_functions( struct svga_context *svga ); void svga_init_flush_functions( struct svga_context *svga ); void svga_init_string_functions( struct svga_context *svga ); void svga_init_blit_functions(struct svga_context *svga); void svga_init_blend_functions( struct svga_context *svga ); void svga_init_depth_stencil_functions( struct svga_context *svga ); void svga_init_misc_functions( struct svga_context *svga ); void svga_init_rasterizer_functions( struct svga_context *svga ); void svga_init_sampler_functions( struct svga_context *svga ); void svga_init_fs_functions( struct svga_context *svga ); void svga_init_vs_functions( struct svga_context *svga ); void svga_init_vertex_functions( struct svga_context *svga ); void svga_init_constbuffer_functions( struct svga_context *svga ); void svga_init_draw_functions( struct svga_context *svga ); void svga_init_query_functions( struct svga_context *svga ); void svga_init_surface_functions(struct svga_context *svga); void svga_cleanup_vertex_state( struct svga_context *svga ); void svga_cleanup_tss_binding( struct svga_context *svga ); void svga_cleanup_framebuffer( struct svga_context *svga ); void svga_context_flush( struct svga_context *svga, struct pipe_fence_handle **pfence ); void svga_hwtnl_flush_retry( struct svga_context *svga ); void svga_hwtnl_flush_buffer( struct svga_context *svga, struct pipe_resource *buffer ); void svga_surfaces_flush(struct svga_context *svga); struct pipe_context * svga_context_create(struct pipe_screen *screen, void *priv); /*********************************************************************** * Inline conversion functions. These are better-typed than the * macros used previously: */ static INLINE struct svga_context * svga_context( struct pipe_context *pipe ) { return (struct svga_context *)pipe; } #endif