1/********************************************************** 2 * Copyright 2008-2009 VMware, Inc. All rights reserved. 3 * 4 * Permission is hereby granted, free of charge, to any person 5 * obtaining a copy of this software and associated documentation 6 * files (the "Software"), to deal in the Software without 7 * restriction, including without limitation the rights to use, copy, 8 * modify, merge, publish, distribute, sublicense, and/or sell copies 9 * of the Software, and to permit persons to whom the Software is 10 * furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice shall be 13 * included in all copies or substantial portions of the Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS 19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 * SOFTWARE. 23 * 24 **********************************************************/ 25 26#ifndef SVGA_CONTEXT_H 27#define SVGA_CONTEXT_H 28 29 30#include "pipe/p_context.h" 31#include "pipe/p_defines.h" 32#include "pipe/p_state.h" 33 34#include "util/u_double_list.h" 35 36#include "tgsi/tgsi_scan.h" 37 38#include "svga_state.h" 39#include "svga_tgsi.h" 40#include "svga_hw_reg.h" 41#include "svga3d_shaderdefs.h" 42 43 44struct draw_vertex_shader; 45struct draw_fragment_shader; 46struct svga_shader_result; 47struct SVGACmdMemory; 48struct util_bitmask; 49struct u_upload_mgr; 50 51 52struct svga_shader 53{ 54 const struct tgsi_token *tokens; 55 56 struct tgsi_shader_info info; 57 58 struct svga_shader_result *results; 59 60 unsigned id; /**< for debugging only */ 61}; 62 63struct svga_fragment_shader 64{ 65 struct svga_shader base; 66 67 struct draw_fragment_shader *draw_shader; 68 69 /** Mask of which generic varying variables are read by this shader */ 70 unsigned generic_inputs; 71 /** Table mapping original TGSI generic indexes to low integers */ 72 int8_t generic_remap_table[MAX_GENERIC_VARYING]; 73}; 74 75struct svga_vertex_shader 76{ 77 struct svga_shader base; 78 79 struct draw_vertex_shader *draw_shader; 80}; 81 82 83struct svga_cache_context; 84struct svga_tracked_state; 85 86struct svga_blend_state { 87 88 boolean need_white_fragments; 89 90 /* Should be per-render-target: 91 */ 92 struct { 93 uint8_t writemask; 94 95 boolean blend_enable; 96 uint8_t srcblend; 97 uint8_t dstblend; 98 uint8_t blendeq; 99 100 boolean separate_alpha_blend_enable; 101 uint8_t srcblend_alpha; 102 uint8_t dstblend_alpha; 103 uint8_t blendeq_alpha; 104 105 } rt[1]; 106}; 107 108struct svga_depth_stencil_state { 109 unsigned zfunc:8; 110 unsigned zenable:1; 111 unsigned zwriteenable:1; 112 113 unsigned alphatestenable:1; 114 unsigned alphafunc:8; 115 116 struct { 117 unsigned enabled:1; 118 unsigned func:8; 119 unsigned fail:8; 120 unsigned zfail:8; 121 unsigned pass:8; 122 } stencil[2]; 123 124 /* SVGA3D has one ref/mask/writemask triple shared between front & 125 * back face stencil. We really need two: 126 */ 127 unsigned stencil_mask:8; 128 unsigned stencil_writemask:8; 129 130 float alpharef; 131}; 132 133#define SVGA_UNFILLED_DISABLE 0 134#define SVGA_UNFILLED_LINE 1 135#define SVGA_UNFILLED_POINT 2 136 137#define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS) 138#define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES) 139#define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES) 140 141struct svga_rasterizer_state { 142 struct pipe_rasterizer_state templ; /* needed for draw module */ 143 144 unsigned shademode:8; 145 unsigned cullmode:8; 146 unsigned scissortestenable:1; 147 unsigned multisampleantialias:1; 148 unsigned antialiasedlineenable:1; 149 unsigned lastpixel:1; 150 unsigned pointsprite:1; 151 152 unsigned linepattern; 153 154 float slopescaledepthbias; 155 float depthbias; 156 float pointsize; 157 158 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */ 159 160 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */ 161 unsigned need_pipeline:16; 162 163 /** For debugging: */ 164 const char* need_pipeline_tris_str; 165 const char* need_pipeline_lines_str; 166 const char* need_pipeline_points_str; 167}; 168 169struct svga_sampler_state { 170 unsigned mipfilter; 171 unsigned magfilter; 172 unsigned minfilter; 173 unsigned aniso_level; 174 float lod_bias; 175 unsigned addressu; 176 unsigned addressv; 177 unsigned addressw; 178 unsigned bordercolor; 179 unsigned normalized_coords:1; 180 unsigned compare_mode:1; 181 unsigned compare_func:3; 182 183 unsigned min_lod; 184 unsigned view_min_lod; 185 unsigned view_max_lod; 186}; 187 188struct svga_velems_state { 189 unsigned count; 190 struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS]; 191}; 192 193/* Use to calculate differences between state emitted to hardware and 194 * current driver-calculated state. 195 */ 196struct svga_state 197{ 198 const struct svga_blend_state *blend; 199 const struct svga_depth_stencil_state *depth; 200 const struct svga_rasterizer_state *rast; 201 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS]; 202 const struct svga_velems_state *velems; 203 204 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */ 205 struct svga_fragment_shader *fs; 206 struct svga_vertex_shader *vs; 207 208 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; 209 struct pipe_index_buffer ib; 210 struct pipe_resource *cb[PIPE_SHADER_TYPES]; 211 212 struct pipe_framebuffer_state framebuffer; 213 float depthscale; 214 215 /* Hack to limit the number of different render targets between 216 * flushes. Helps avoid blowing out our surface cache in EXA. 217 */ 218 int nr_fbs; 219 220 struct pipe_poly_stipple poly_stipple; 221 struct pipe_scissor_state scissor; 222 struct pipe_blend_color blend_color; 223 struct pipe_stencil_ref stencil_ref; 224 struct pipe_clip_state clip; 225 struct pipe_viewport_state viewport; 226 227 unsigned num_samplers; 228 unsigned num_sampler_views; 229 unsigned num_vertex_buffers; 230 unsigned reduced_prim; 231 232 struct { 233 unsigned flag_1d; 234 unsigned flag_srgb; 235 } tex_flags; 236 237 boolean any_user_vertex_buffers; 238}; 239 240struct svga_prescale { 241 float translate[4]; 242 float scale[4]; 243 boolean enabled; 244}; 245 246 247/* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR ) 248 */ 249struct svga_hw_clear_state 250{ 251 struct { 252 unsigned x,y,w,h; 253 } viewport; 254 255 struct { 256 float zmin, zmax; 257 } depthrange; 258 259 struct pipe_framebuffer_state framebuffer; 260 struct svga_prescale prescale; 261}; 262 263struct svga_hw_view_state 264{ 265 struct pipe_resource *texture; 266 struct svga_sampler_view *v; 267 unsigned min_lod; 268 unsigned max_lod; 269 int dirty; 270}; 271 272/* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW ) 273 */ 274struct svga_hw_draw_state 275{ 276 unsigned rs[SVGA3D_RS_MAX]; 277 unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX]; 278 float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4]; 279 280 struct svga_shader_result *fs; 281 struct svga_shader_result *vs; 282 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS]; 283 284 unsigned num_views; 285}; 286 287 288/* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL ) 289 */ 290struct svga_sw_state 291{ 292 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */ 293 294 /* which parts we need */ 295 boolean need_swvfetch; 296 boolean need_pipeline; 297 boolean need_swtnl; 298 299 /* Flag to make sure that need sw is on while 300 * updating state within a swtnl call. 301 */ 302 boolean in_swtnl_draw; 303}; 304 305 306/* Queue some state updates (like rss) and submit them to hardware in 307 * a single packet. 308 */ 309struct svga_hw_queue; 310 311struct svga_query; 312 313struct svga_context 314{ 315 struct pipe_context pipe; 316 struct svga_winsys_context *swc; 317 318 struct { 319 boolean no_swtnl; 320 boolean force_swtnl; 321 boolean use_min_mipmap; 322 323 /* incremented for each shader */ 324 unsigned shader_id; 325 326 unsigned disable_shader; 327 328 boolean no_line_width; 329 boolean force_hw_line_stipple; 330 } debug; 331 332 struct { 333 struct draw_context *draw; 334 struct vbuf_render *backend; 335 unsigned hw_prim; 336 boolean new_vbuf; 337 boolean new_vdecl; 338 } swtnl; 339 340 /* Bitmask of used shader IDs */ 341 struct util_bitmask *fs_bm; 342 struct util_bitmask *vs_bm; 343 344 struct { 345 unsigned dirty[SVGA_STATE_MAX]; 346 347 unsigned texture_timestamp; 348 349 /* 350 */ 351 struct svga_sw_state sw; 352 struct svga_hw_draw_state hw_draw; 353 struct svga_hw_clear_state hw_clear; 354 } state; 355 356 struct svga_state curr; /* state from the state tracker */ 357 unsigned dirty; /* statechanges since last update_state() */ 358 359 struct { 360 unsigned rendertargets:1; 361 unsigned texture_samplers:1; 362 } rebind; 363 364 struct u_upload_mgr *upload_ib; 365 struct u_upload_mgr *upload_vb; 366 struct svga_hwtnl *hwtnl; 367 368 /** The occlusion query currently in progress */ 369 struct svga_query *sq; 370 371 /** List of buffers with queued transfers */ 372 struct list_head dirty_buffers; 373}; 374 375/* A flag for each state_tracker state object: 376 */ 377#define SVGA_NEW_BLEND 0x1 378#define SVGA_NEW_DEPTH_STENCIL 0x2 379#define SVGA_NEW_RAST 0x4 380#define SVGA_NEW_SAMPLER 0x8 381#define SVGA_NEW_TEXTURE 0x10 382#define SVGA_NEW_VBUFFER 0x20 383#define SVGA_NEW_VELEMENT 0x40 384#define SVGA_NEW_FS 0x80 385#define SVGA_NEW_VS 0x100 386#define SVGA_NEW_FS_CONST_BUFFER 0x200 387#define SVGA_NEW_VS_CONST_BUFFER 0x400 388#define SVGA_NEW_FRAME_BUFFER 0x800 389#define SVGA_NEW_STIPPLE 0x1000 390#define SVGA_NEW_SCISSOR 0x2000 391#define SVGA_NEW_BLEND_COLOR 0x4000 392#define SVGA_NEW_CLIP 0x8000 393#define SVGA_NEW_VIEWPORT 0x10000 394#define SVGA_NEW_PRESCALE 0x20000 395#define SVGA_NEW_REDUCED_PRIMITIVE 0x40000 396#define SVGA_NEW_TEXTURE_BINDING 0x80000 397#define SVGA_NEW_NEED_PIPELINE 0x100000 398#define SVGA_NEW_NEED_SWVFETCH 0x200000 399#define SVGA_NEW_NEED_SWTNL 0x400000 400#define SVGA_NEW_FS_RESULT 0x800000 401#define SVGA_NEW_VS_RESULT 0x1000000 402#define SVGA_NEW_TEXTURE_FLAGS 0x4000000 403#define SVGA_NEW_STENCIL_REF 0x8000000 404 405 406 407 408 409/*********************************************************************** 410 * svga_clear.c: 411 */ 412void svga_clear(struct pipe_context *pipe, 413 unsigned buffers, 414 const union pipe_color_union *color, 415 double depth, 416 unsigned stencil); 417 418 419/*********************************************************************** 420 * svga_screen_texture.c: 421 */ 422void svga_mark_surfaces_dirty(struct svga_context *svga); 423 424 425 426 427void svga_init_state_functions( struct svga_context *svga ); 428void svga_init_flush_functions( struct svga_context *svga ); 429void svga_init_string_functions( struct svga_context *svga ); 430void svga_init_blit_functions(struct svga_context *svga); 431 432void svga_init_blend_functions( struct svga_context *svga ); 433void svga_init_depth_stencil_functions( struct svga_context *svga ); 434void svga_init_misc_functions( struct svga_context *svga ); 435void svga_init_rasterizer_functions( struct svga_context *svga ); 436void svga_init_sampler_functions( struct svga_context *svga ); 437void svga_init_fs_functions( struct svga_context *svga ); 438void svga_init_vs_functions( struct svga_context *svga ); 439void svga_init_vertex_functions( struct svga_context *svga ); 440void svga_init_constbuffer_functions( struct svga_context *svga ); 441void svga_init_draw_functions( struct svga_context *svga ); 442void svga_init_query_functions( struct svga_context *svga ); 443void svga_init_surface_functions(struct svga_context *svga); 444 445void svga_cleanup_vertex_state( struct svga_context *svga ); 446void svga_cleanup_tss_binding( struct svga_context *svga ); 447void svga_cleanup_framebuffer( struct svga_context *svga ); 448 449void svga_context_flush( struct svga_context *svga, 450 struct pipe_fence_handle **pfence ); 451 452void svga_hwtnl_flush_retry( struct svga_context *svga ); 453void svga_hwtnl_flush_buffer( struct svga_context *svga, 454 struct pipe_resource *buffer ); 455 456void svga_surfaces_flush(struct svga_context *svga); 457 458struct pipe_context * 459svga_context_create(struct pipe_screen *screen, 460 void *priv); 461 462 463/*********************************************************************** 464 * Inline conversion functions. These are better-typed than the 465 * macros used previously: 466 */ 467static INLINE struct svga_context * 468svga_context( struct pipe_context *pipe ) 469{ 470 return (struct svga_context *)pipe; 471} 472 473 474 475#endif 476