1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
24 **********************************************************/
26 #ifndef SVGA_CONTEXT_H
27 #define SVGA_CONTEXT_H
30 #include "pipe/p_context.h"
31 #include "pipe/p_defines.h"
32 #include "pipe/p_state.h"
34 #include "util/u_double_list.h"
36 #include "tgsi/tgsi_scan.h"
38 #include "svga_state.h"
39 #include "svga_tgsi.h"
40 #include "svga_hw_reg.h"
41 #include "svga3d_shaderdefs.h"
44 #define SVGA_TEX_UNITS 8
45 #define SVGA_MAX_POINTSIZE 80.0
47 struct draw_vertex_shader
;
48 struct svga_shader_result
;
56 const struct tgsi_token
*tokens
;
58 struct tgsi_shader_info info
;
60 struct svga_shader_result
*results
;
67 struct svga_fragment_shader
69 struct svga_shader base
;
71 /** Mask of which generic varying variables are read by this shader */
72 unsigned generic_inputs
;
73 /** Table mapping original TGSI generic indexes to low integers */
74 int8_t generic_remap_table
[MAX_GENERIC_VARYING
];
77 struct svga_vertex_shader
79 struct svga_shader base
;
81 struct draw_vertex_shader
*draw_shader
;
85 struct svga_cache_context
;
86 struct svga_tracked_state
;
88 struct svga_blend_state
{
90 boolean need_white_fragments
;
92 /* Should be per-render-target:
102 boolean separate_alpha_blend_enable
;
103 uint8_t srcblend_alpha
;
104 uint8_t dstblend_alpha
;
105 uint8_t blendeq_alpha
;
110 struct svga_depth_stencil_state
{
113 unsigned zwriteenable
:1;
115 unsigned alphatestenable
:1;
116 unsigned alphafunc
:8;
126 /* SVGA3D has one ref/mask/writemask triple shared between front &
127 * back face stencil. We really need two:
129 unsigned stencil_mask
:8;
130 unsigned stencil_writemask
:8;
135 #define SVGA_UNFILLED_DISABLE 0
136 #define SVGA_UNFILLED_LINE 1
137 #define SVGA_UNFILLED_POINT 2
139 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
140 #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
141 #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
143 struct svga_rasterizer_state
{
144 struct pipe_rasterizer_state templ
; /* needed for draw module */
146 unsigned shademode
:8;
148 unsigned scissortestenable
:1;
149 unsigned multisampleantialias
:1;
150 unsigned antialiasedlineenable
:1;
151 unsigned lastpixel
:1;
152 unsigned pointsprite
:1;
154 unsigned linepattern
;
156 float slopescaledepthbias
;
160 unsigned hw_unfilled
:16; /* PIPE_POLYGON_MODE_x */
162 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
163 unsigned need_pipeline
:16;
165 /** For debugging: */
166 const char* need_pipeline_tris_str
;
167 const char* need_pipeline_lines_str
;
168 const char* need_pipeline_points_str
;
171 struct svga_sampler_state
{
175 unsigned aniso_level
;
180 unsigned bordercolor
;
181 unsigned normalized_coords
:1;
182 unsigned compare_mode
:1;
183 unsigned compare_func
:3;
186 unsigned view_min_lod
;
187 unsigned view_max_lod
;
190 struct svga_velems_state
{
192 struct pipe_vertex_element velem
[PIPE_MAX_ATTRIBS
];
195 /* Use to calculate differences between state emitted to hardware and
196 * current driver-calculated state.
200 const struct svga_blend_state
*blend
;
201 const struct svga_depth_stencil_state
*depth
;
202 const struct svga_rasterizer_state
*rast
;
203 const struct svga_sampler_state
*sampler
[PIPE_MAX_SAMPLERS
];
204 const struct svga_velems_state
*velems
;
206 struct pipe_sampler_view
*sampler_views
[PIPE_MAX_SAMPLERS
]; /* or texture ID's? */
207 struct svga_fragment_shader
*fs
;
208 struct svga_vertex_shader
*vs
;
210 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
211 struct pipe_index_buffer ib
;
212 struct pipe_resource
*cb
[PIPE_SHADER_TYPES
];
214 struct pipe_framebuffer_state framebuffer
;
217 /* Hack to limit the number of different render targets between
218 * flushes. Helps avoid blowing out our surface cache in EXA.
222 struct pipe_poly_stipple poly_stipple
;
223 struct pipe_scissor_state scissor
;
224 struct pipe_blend_color blend_color
;
225 struct pipe_stencil_ref stencil_ref
;
226 struct pipe_clip_state clip
;
227 struct pipe_viewport_state viewport
;
229 unsigned num_samplers
;
230 unsigned num_sampler_views
;
231 unsigned num_vertex_buffers
;
232 unsigned reduced_prim
;
239 boolean any_user_vertex_buffers
;
241 unsigned zero_stride_vertex_elements
;
242 unsigned num_zero_stride_vertex_elements
;
243 /* ### maybe dynamically allocate this */
244 float zero_stride_constants
[PIPE_MAX_ATTRIBS
*4];
247 struct svga_prescale
{
254 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
256 struct svga_hw_clear_state
266 struct pipe_framebuffer_state framebuffer
;
267 struct svga_prescale prescale
;
270 struct svga_hw_view_state
272 struct pipe_resource
*texture
;
273 struct svga_sampler_view
*v
;
279 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
281 struct svga_hw_draw_state
283 unsigned rs
[SVGA3D_RS_MAX
];
284 unsigned ts
[SVGA3D_PIXEL_SAMPLERREG_MAX
][SVGA3D_TS_MAX
];
285 float cb
[PIPE_SHADER_TYPES
][SVGA3D_CONSTREG_MAX
][4];
287 struct svga_shader_result
*fs
;
288 struct svga_shader_result
*vs
;
289 struct svga_hw_view_state views
[PIPE_MAX_SAMPLERS
];
295 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
299 unsigned ve_format
[PIPE_MAX_ATTRIBS
]; /* NEW_VELEMENT */
301 /* which parts we need */
302 boolean need_swvfetch
;
303 boolean need_pipeline
;
306 /* Flag to make sure that need sw is on while
307 * updating state within a swtnl call.
309 boolean in_swtnl_draw
;
313 /* Queue some state updates (like rss) and submit them to hardware in
316 struct svga_hw_queue
;
322 struct pipe_context pipe
;
323 struct svga_winsys_context
*swc
;
328 boolean use_min_mipmap
;
330 /* incremented for each shader */
333 unsigned disable_shader
;
335 boolean no_line_width
;
336 boolean force_hw_line_stipple
;
340 struct draw_context
*draw
;
341 struct vbuf_render
*backend
;
347 /* Bitmask of used shader IDs */
348 struct util_bitmask
*fs_bm
;
349 struct util_bitmask
*vs_bm
;
352 unsigned dirty
[SVGA_STATE_MAX
];
354 unsigned texture_timestamp
;
358 struct svga_sw_state sw
;
359 struct svga_hw_draw_state hw_draw
;
360 struct svga_hw_clear_state hw_clear
;
363 struct svga_state curr
; /* state from the state tracker */
364 unsigned dirty
; /* statechanges since last update_state() */
367 unsigned rendertargets
:1;
368 unsigned texture_samplers
:1;
371 struct u_upload_mgr
*upload_ib
;
372 struct u_upload_mgr
*upload_vb
;
373 struct svga_hwtnl
*hwtnl
;
375 /** The occlusion query currently in progress */
376 struct svga_query
*sq
;
378 /** List of buffers with queued transfers */
379 struct list_head dirty_buffers
;
382 /* A flag for each state_tracker state object:
384 #define SVGA_NEW_BLEND 0x1
385 #define SVGA_NEW_DEPTH_STENCIL 0x2
386 #define SVGA_NEW_RAST 0x4
387 #define SVGA_NEW_SAMPLER 0x8
388 #define SVGA_NEW_TEXTURE 0x10
389 #define SVGA_NEW_VBUFFER 0x20
390 #define SVGA_NEW_VELEMENT 0x40
391 #define SVGA_NEW_FS 0x80
392 #define SVGA_NEW_VS 0x100
393 #define SVGA_NEW_FS_CONST_BUFFER 0x200
394 #define SVGA_NEW_VS_CONST_BUFFER 0x400
395 #define SVGA_NEW_FRAME_BUFFER 0x800
396 #define SVGA_NEW_STIPPLE 0x1000
397 #define SVGA_NEW_SCISSOR 0x2000
398 #define SVGA_NEW_BLEND_COLOR 0x4000
399 #define SVGA_NEW_CLIP 0x8000
400 #define SVGA_NEW_VIEWPORT 0x10000
401 #define SVGA_NEW_PRESCALE 0x20000
402 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
403 #define SVGA_NEW_TEXTURE_BINDING 0x80000
404 #define SVGA_NEW_NEED_PIPELINE 0x100000
405 #define SVGA_NEW_NEED_SWVFETCH 0x200000
406 #define SVGA_NEW_NEED_SWTNL 0x400000
407 #define SVGA_NEW_FS_RESULT 0x800000
408 #define SVGA_NEW_VS_RESULT 0x1000000
409 #define SVGA_NEW_ZERO_STRIDE 0x2000000
410 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000
411 #define SVGA_NEW_STENCIL_REF 0x8000000
417 /***********************************************************************
420 void svga_clear(struct pipe_context
*pipe
,
422 const union pipe_color_union
*color
,
427 /***********************************************************************
428 * svga_screen_texture.c:
430 void svga_mark_surfaces_dirty(struct svga_context
*svga
);
435 void svga_init_state_functions( struct svga_context
*svga
);
436 void svga_init_flush_functions( struct svga_context
*svga
);
437 void svga_init_string_functions( struct svga_context
*svga
);
438 void svga_init_blit_functions(struct svga_context
*svga
);
440 void svga_init_blend_functions( struct svga_context
*svga
);
441 void svga_init_depth_stencil_functions( struct svga_context
*svga
);
442 void svga_init_misc_functions( struct svga_context
*svga
);
443 void svga_init_rasterizer_functions( struct svga_context
*svga
);
444 void svga_init_sampler_functions( struct svga_context
*svga
);
445 void svga_init_fs_functions( struct svga_context
*svga
);
446 void svga_init_vs_functions( struct svga_context
*svga
);
447 void svga_init_vertex_functions( struct svga_context
*svga
);
448 void svga_init_constbuffer_functions( struct svga_context
*svga
);
449 void svga_init_draw_functions( struct svga_context
*svga
);
450 void svga_init_query_functions( struct svga_context
*svga
);
451 void svga_init_surface_functions(struct svga_context
*svga
);
453 void svga_cleanup_vertex_state( struct svga_context
*svga
);
454 void svga_cleanup_tss_binding( struct svga_context
*svga
);
455 void svga_cleanup_framebuffer( struct svga_context
*svga
);
457 void svga_context_flush( struct svga_context
*svga
,
458 struct pipe_fence_handle
**pfence
);
460 void svga_hwtnl_flush_retry( struct svga_context
*svga
);
461 void svga_hwtnl_flush_buffer( struct svga_context
*svga
,
462 struct pipe_resource
*buffer
);
464 void svga_surfaces_flush(struct svga_context
*svga
);
466 struct pipe_context
*
467 svga_context_create(struct pipe_screen
*screen
,
471 /***********************************************************************
472 * Inline conversion functions. These are better-typed than the
473 * macros used previously:
475 static INLINE
struct svga_context
*
476 svga_context( struct pipe_context
*pipe
)
478 return (struct svga_context
*)pipe
;