svga_context.h revision f21669e9a2f07502e3c4b0633adcfab397fb0760
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