1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#ifndef I830CONTEXT_INC
29#define I830CONTEXT_INC
30
31#include "intel_context.h"
32
33#define I830_FALLBACK_TEXTURE		 0x1000
34#define I830_FALLBACK_COLORMASK		 0x2000
35#define I830_FALLBACK_STENCIL		 0x4000
36#define I830_FALLBACK_STIPPLE		 0x8000
37#define I830_FALLBACK_LOGICOP		 0x20000
38#define I830_FALLBACK_DRAW_OFFSET	 0x200000
39
40#define I830_UPLOAD_CTX              0x1
41#define I830_UPLOAD_BUFFERS          0x2
42#define I830_UPLOAD_STIPPLE          0x4
43#define I830_UPLOAD_INVARIENT        0x8
44#define I830_UPLOAD_RASTER_RULES     0x10
45#define I830_UPLOAD_TEX(i)           (0x10<<(i))
46#define I830_UPLOAD_TEXBLEND(i)      (0x100<<(i))
47#define I830_UPLOAD_TEX_ALL          (0x0f0)
48#define I830_UPLOAD_TEXBLEND_ALL     (0xf00)
49
50/* State structure offsets - these will probably disappear.
51 */
52#define I830_DESTREG_CBUFADDR0 0
53#define I830_DESTREG_CBUFADDR1 1
54#define I830_DESTREG_DBUFADDR0 2
55#define I830_DESTREG_DBUFADDR1 3
56#define I830_DESTREG_DV0 4
57#define I830_DESTREG_DV1 5
58#define I830_DESTREG_SENABLE 6
59#define I830_DESTREG_SR0 7
60#define I830_DESTREG_SR1 8
61#define I830_DESTREG_SR2 9
62#define I830_DESTREG_DRAWRECT0 10
63#define I830_DESTREG_DRAWRECT1 11
64#define I830_DESTREG_DRAWRECT2 12
65#define I830_DESTREG_DRAWRECT3 13
66#define I830_DESTREG_DRAWRECT4 14
67#define I830_DESTREG_DRAWRECT5 15
68#define I830_DEST_SETUP_SIZE 16
69
70#define I830_CTXREG_STATE1		0
71#define I830_CTXREG_STATE2		1
72#define I830_CTXREG_STATE3		2
73#define I830_CTXREG_STATE4		3
74#define I830_CTXREG_STATE5		4
75#define I830_CTXREG_IALPHAB		5
76#define I830_CTXREG_STENCILTST		6
77#define I830_CTXREG_ENABLES_1		7
78#define I830_CTXREG_ENABLES_2		8
79#define I830_CTXREG_AA			9
80#define I830_CTXREG_FOGCOLOR		10
81#define I830_CTXREG_BLENDCOLOR0		11
82#define I830_CTXREG_BLENDCOLOR1		12
83#define I830_CTXREG_VF			13
84#define I830_CTXREG_VF2			14
85#define I830_CTXREG_MCSB0		15
86#define I830_CTXREG_MCSB1		16
87#define I830_CTX_SETUP_SIZE		17
88
89#define I830_STPREG_ST0        0
90#define I830_STPREG_ST1        1
91#define I830_STP_SETUP_SIZE    2
92
93#define I830_TEXREG_TM0LI      0        /* load immediate 2 texture map n */
94#define I830_TEXREG_TM0S1      1
95#define I830_TEXREG_TM0S2      2
96#define I830_TEXREG_TM0S3      3
97#define I830_TEXREG_TM0S4      4
98#define I830_TEXREG_MCS	       5        /* _3DSTATE_MAP_COORD_SETS */
99#define I830_TEXREG_CUBE       6        /* _3DSTATE_MAP_SUBE */
100#define I830_TEX_SETUP_SIZE    7
101
102#define I830_TEXBLEND_SIZE	12      /* (4 args + op) * 2 + COLOR_FACTOR */
103
104enum {
105   I830_RASTER_RULES,
106   I830_RASTER_RULES_SIZE
107};
108
109struct i830_texture_object
110{
111   struct intel_texture_object intel;
112   GLuint Setup[I830_TEX_SETUP_SIZE];
113};
114
115#define I830_TEX_UNITS 4
116
117struct i830_hw_state
118{
119   GLuint Ctx[I830_CTX_SETUP_SIZE];
120   GLuint Buffer[I830_DEST_SETUP_SIZE];
121   GLuint Stipple[I830_STP_SETUP_SIZE];
122   GLuint RasterRules[I830_RASTER_RULES_SIZE];
123   GLuint Tex[I830_TEX_UNITS][I830_TEX_SETUP_SIZE];
124   GLuint TexBlend[I830_TEX_UNITS][I830_TEXBLEND_SIZE];
125   GLuint TexBlendWordsUsed[I830_TEX_UNITS];
126
127   struct intel_region *draw_region;
128   struct intel_region *depth_region;
129
130   /* Regions aren't actually that appropriate here as the memory may
131    * be from a PBO or FBO.  Will have to do this for draw and depth for
132    * FBO's...
133    */
134   drm_intel_bo *tex_buffer[I830_TEX_UNITS];
135   GLuint tex_offset[I830_TEX_UNITS];
136
137   GLuint emitted;              /* I810_UPLOAD_* */
138   GLuint active;
139};
140
141struct i830_context
142{
143   struct intel_context intel;
144
145   GLuint lodbias_tm0s3[MAX_TEXTURE_UNITS];
146   GLbitfield64 last_index_bitset;
147
148   struct i830_hw_state state;
149};
150
151
152
153
154#define I830_STATECHANGE(i830, flag)				\
155do {								\
156   INTEL_FIREVERTICES( &i830->intel );				\
157   i830->state.emitted &= ~flag;					\
158} while (0)
159
160#define I830_ACTIVESTATE(i830, flag, mode)	\
161do {						\
162   INTEL_FIREVERTICES( &i830->intel );		\
163   if (mode)					\
164      i830->state.active |= flag;		\
165   else						\
166      i830->state.active &= ~flag;		\
167} while (0)
168
169/* i830_vtbl.c
170 */
171extern void i830InitVtbl(struct i830_context *i830);
172
173extern void
174i830_state_draw_region(struct intel_context *intel,
175                       struct i830_hw_state *state,
176                       struct intel_region *color_region,
177                       struct intel_region *depth_region);
178/* i830_context.c
179 */
180extern bool
181i830CreateContext(const struct gl_config * mesaVis,
182                  __DRIcontext * driContextPriv,
183                  void *sharedContextPrivate);
184
185/* i830_tex.c, i830_texstate.c
186 */
187extern void i830UpdateTextureState(struct intel_context *intel);
188
189extern void i830InitTextureFuncs(struct dd_function_table *functions);
190
191/* i830_texblend.c
192 */
193extern GLuint i830SetTexEnvCombine(struct i830_context *i830,
194                                   const struct gl_tex_env_combine_state
195                                   *combine, GLint blendUnit, GLuint texel_op,
196                                   GLuint * state, const GLfloat * factor);
197
198extern void i830EmitTextureBlend(struct i830_context *i830);
199
200
201/* i830_state.c
202 */
203extern void i830InitStateFuncs(struct dd_function_table *functions);
204
205extern void i830EmitState(struct i830_context *i830);
206
207extern void i830InitState(struct i830_context *i830);
208extern void i830_update_provoking_vertex(struct gl_context *ctx);
209
210/*======================================================================
211 * Inline conversion functions.  These are better-typed than the
212 * macros used previously:
213 */
214static INLINE struct i830_context *
215i830_context(struct gl_context * ctx)
216{
217   return (struct i830_context *) ctx;
218}
219
220#endif
221