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/**********************************************************
* 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