svga: fix typo
[mesa.git] / src / gallium / drivers / svga / svga_context.h
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
39 #define SVGA_TEX_UNITS 8
40
41 struct draw_vertex_shader;
42 struct svga_shader_result;
43 struct SVGACmdMemory;
44 struct u_upload_mgr;
45
46
47 struct svga_shader
48 {
49 const struct tgsi_token *tokens;
50
51 struct tgsi_shader_info info;
52
53 struct svga_shader_result *results;
54
55 unsigned id;
56
57 boolean use_sm30;
58 };
59
60 struct svga_fragment_shader
61 {
62 struct svga_shader base;
63 };
64
65 struct svga_vertex_shader
66 {
67 struct svga_shader base;
68
69 struct draw_vertex_shader *draw_shader;
70 };
71
72
73 struct svga_cache_context;
74 struct svga_tracked_state;
75
76 struct svga_blend_state {
77
78 boolean need_white_fragments;
79
80 /* Should be per-render-target:
81 */
82 struct {
83 uint8_t writemask;
84
85 boolean blend_enable;
86 uint8_t srcblend;
87 uint8_t dstblend;
88 uint8_t blendeq;
89
90 boolean separate_alpha_blend_enable;
91 uint8_t srcblend_alpha;
92 uint8_t dstblend_alpha;
93 uint8_t blendeq_alpha;
94
95 } rt[1];
96 };
97
98 struct svga_depth_stencil_state {
99 unsigned zfunc:8;
100 unsigned zenable:1;
101 unsigned zwriteenable:1;
102
103 unsigned alphatestenable:1;
104 unsigned alphafunc:8;
105
106 struct {
107 unsigned enabled:1;
108 unsigned func:8;
109 unsigned fail:8;
110 unsigned zfail:8;
111 unsigned pass:8;
112 } stencil[2];
113
114 /* SVGA3D has one ref/mask/writemask triple shared between front &
115 * back face stencil. We really need two:
116 */
117 unsigned stencil_ref:8;
118 unsigned stencil_mask:8;
119 unsigned stencil_writemask:8;
120
121 float alpharef;
122 };
123
124 #define SVGA_UNFILLED_DISABLE 0
125 #define SVGA_UNFILLED_LINE 1
126 #define SVGA_UNFILLED_POINT 2
127
128 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
129 #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
130 #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
131
132 struct svga_rasterizer_state {
133 struct pipe_rasterizer_state templ; /* needed for draw module */
134
135 unsigned shademode:8;
136 unsigned cullmode:8;
137 unsigned scissortestenable:1;
138 unsigned multisampleantialias:1;
139 unsigned antialiasedlineenable:1;
140 unsigned lastpixel:1;
141
142 unsigned linepattern;
143
144 float slopescaledepthbias;
145 float depthbias;
146 float pointsize;
147 float pointsize_min;
148 float pointsize_max;
149
150 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
151 unsigned need_pipeline:16; /* which prims do we need help for? */
152 };
153
154 struct svga_sampler_state {
155 unsigned mipfilter;
156 unsigned magfilter;
157 unsigned minfilter;
158 unsigned aniso_level;
159 float lod_bias;
160 unsigned addressu;
161 unsigned addressv;
162 unsigned addressw;
163 unsigned bordercolor;
164 unsigned normalized_coords:1;
165 unsigned compare_mode:1;
166 unsigned compare_func:3;
167
168 unsigned min_lod;
169 unsigned view_min_lod;
170 unsigned view_max_lod;
171 };
172
173 /* Use to calculate differences between state emitted to hardware and
174 * current driver-calculated state.
175 */
176 struct svga_state
177 {
178 const struct svga_blend_state *blend;
179 const struct svga_depth_stencil_state *depth;
180 const struct svga_rasterizer_state *rast;
181 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS];
182
183 struct pipe_texture *texture[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
184 struct svga_fragment_shader *fs;
185 struct svga_vertex_shader *vs;
186
187 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
188 struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS];
189 struct pipe_buffer *cb[PIPE_SHADER_TYPES];
190
191 struct pipe_framebuffer_state framebuffer;
192 float depthscale;
193
194 /* Hack to limit the number of different render targets between
195 * flushes. Helps avoid blowing out our surface cache in EXA.
196 */
197 int nr_fbs;
198
199 struct pipe_poly_stipple poly_stipple;
200 struct pipe_scissor_state scissor;
201 struct pipe_blend_color blend_color;
202 struct pipe_clip_state clip;
203 struct pipe_viewport_state viewport;
204
205 const unsigned *edgeflags;
206
207 unsigned num_samplers;
208 unsigned num_textures;
209 unsigned num_vertex_elements;
210 unsigned num_vertex_buffers;
211 unsigned reduced_prim;
212
213 struct {
214 unsigned flag_1d;
215 unsigned flag_srgb;
216 } tex_flags;
217
218 boolean any_user_vertex_buffers;
219
220 unsigned zero_stride_vertex_elements;
221 unsigned num_zero_stride_vertex_elements;
222 /* ### maybe dynamically allocate this */
223 float zero_stride_constants[PIPE_MAX_ATTRIBS*4];
224 };
225
226 #define RS_MAX 97
227 #define TS_MAX 30
228 #define CB_MAX 256
229
230 struct svga_prescale {
231 float translate[4];
232 float scale[4];
233 boolean enabled;
234 };
235
236
237 /* Updated by calling svga_update_state( SVGA_STATE_HW_VIEWPORT )
238 */
239 struct svga_hw_clear_state
240 {
241 struct {
242 unsigned x,y,w,h;
243 } viewport;
244
245 struct {
246 float zmin, zmax;
247 } depthrange;
248
249 struct pipe_framebuffer_state framebuffer;
250 struct svga_prescale prescale;
251 };
252
253 struct svga_hw_view_state
254 {
255 struct pipe_texture *texture;
256 struct svga_sampler_view *v;
257 unsigned min_lod;
258 unsigned max_lod;
259 int dirty;
260 };
261
262 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
263 */
264 struct svga_hw_draw_state
265 {
266 unsigned rs[RS_MAX];
267 unsigned ts[16][TS_MAX];
268 float cb[PIPE_SHADER_TYPES][CB_MAX][4];
269
270 unsigned shader_id[PIPE_SHADER_TYPES];
271
272 struct svga_shader_result *fs;
273 struct svga_shader_result *vs;
274 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
275
276 unsigned num_views;
277 };
278
279
280 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
281 */
282 struct svga_sw_state
283 {
284 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */
285
286 /* which parts we need */
287 boolean need_swvfetch;
288 boolean need_pipeline;
289 boolean need_swtnl;
290 };
291
292
293 /* Queue some state updates (like rss) and submit them to hardware in
294 * a single packet.
295 */
296 struct svga_hw_queue;
297
298 struct svga_query;
299
300 struct svga_context
301 {
302 struct pipe_context pipe;
303 struct svga_winsys_context *swc;
304
305 struct {
306 boolean no_swtnl;
307 boolean force_swtnl;
308 boolean use_min_mipmap;
309
310 /* incremented for each shader */
311 unsigned shader_id;
312
313 unsigned disable_shader;
314 } debug;
315
316 struct {
317 struct draw_context *draw;
318 struct vbuf_render *backend;
319 unsigned hw_prim;
320 boolean new_vbuf;
321 boolean new_vdecl;
322 } swtnl;
323
324 struct {
325 unsigned dirty[4];
326
327 unsigned texture_timestamp;
328 unsigned next_fs_id;
329 unsigned next_vs_id;
330
331 /* Internally generated shaders:
332 */
333 unsigned white_fs_id;
334
335 /*
336 */
337 struct svga_sw_state sw;
338 struct svga_hw_draw_state hw_draw;
339 struct svga_hw_clear_state hw_clear;
340 } state;
341
342 struct svga_state curr; /* state from the state tracker */
343 unsigned dirty; /* statechanges since last update_state() */
344
345 struct u_upload_mgr *upload_ib;
346 struct u_upload_mgr *upload_vb;
347 struct svga_hwtnl *hwtnl;
348
349 /** The occlusion query currently in progress */
350 struct svga_query *sq;
351
352 /** List of buffers with queued transfers */
353 struct list_head dirty_buffers;
354 };
355
356 /* A flag for each state_tracker state object:
357 */
358 #define SVGA_NEW_BLEND 0x1
359 #define SVGA_NEW_DEPTH_STENCIL 0x2
360 #define SVGA_NEW_RAST 0x4
361 #define SVGA_NEW_SAMPLER 0x8
362 #define SVGA_NEW_TEXTURE 0x10
363 #define SVGA_NEW_VBUFFER 0x20
364 #define SVGA_NEW_VELEMENT 0x40
365 #define SVGA_NEW_FS 0x80
366 #define SVGA_NEW_VS 0x100
367 #define SVGA_NEW_FS_CONST_BUFFER 0x200
368 #define SVGA_NEW_VS_CONST_BUFFER 0x400
369 #define SVGA_NEW_FRAME_BUFFER 0x800
370 #define SVGA_NEW_STIPPLE 0x1000
371 #define SVGA_NEW_SCISSOR 0x2000
372 #define SVGA_NEW_BLEND_COLOR 0x4000
373 #define SVGA_NEW_CLIP 0x8000
374 #define SVGA_NEW_VIEWPORT 0x10000
375 #define SVGA_NEW_PRESCALE 0x20000
376 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
377 #define SVGA_NEW_TEXTURE_BINDING 0x80000
378 #define SVGA_NEW_NEED_PIPELINE 0x100000
379 #define SVGA_NEW_NEED_SWVFETCH 0x200000
380 #define SVGA_NEW_NEED_SWTNL 0x400000
381 #define SVGA_NEW_FS_RESULT 0x800000
382 #define SVGA_NEW_VS_RESULT 0x1000000
383 #define SVGA_NEW_EDGEFLAGS 0x2000000
384 #define SVGA_NEW_ZERO_STRIDE 0x4000000
385 #define SVGA_NEW_TEXTURE_FLAGS 0x8000000
386
387
388
389
390
391 /***********************************************************************
392 * svga_clear.c:
393 */
394 void svga_clear(struct pipe_context *pipe,
395 unsigned buffers,
396 const float *rgba,
397 double depth,
398 unsigned stencil);
399
400
401 /***********************************************************************
402 * svga_screen_texture.c:
403 */
404 void svga_mark_surfaces_dirty(struct svga_context *svga);
405
406
407
408
409 void svga_init_state_functions( struct svga_context *svga );
410 void svga_init_flush_functions( struct svga_context *svga );
411 void svga_init_string_functions( struct svga_context *svga );
412 void svga_init_blit_functions(struct svga_context *svga);
413
414 void svga_init_blend_functions( struct svga_context *svga );
415 void svga_init_depth_stencil_functions( struct svga_context *svga );
416 void svga_init_misc_functions( struct svga_context *svga );
417 void svga_init_rasterizer_functions( struct svga_context *svga );
418 void svga_init_sampler_functions( struct svga_context *svga );
419 void svga_init_fs_functions( struct svga_context *svga );
420 void svga_init_vs_functions( struct svga_context *svga );
421 void svga_init_vertex_functions( struct svga_context *svga );
422 void svga_init_constbuffer_functions( struct svga_context *svga );
423 void svga_init_draw_functions( struct svga_context *svga );
424 void svga_init_query_functions( struct svga_context *svga );
425
426 void svga_cleanup_vertex_state( struct svga_context *svga );
427 void svga_cleanup_tss_binding( struct svga_context *svga );
428 void svga_cleanup_framebuffer( struct svga_context *svga );
429
430 void svga_context_flush( struct svga_context *svga,
431 struct pipe_fence_handle **pfence );
432
433 void svga_hwtnl_flush_retry( struct svga_context *svga );
434
435
436 /***********************************************************************
437 * Inline conversion functions. These are better-typed than the
438 * macros used previously:
439 */
440 static INLINE struct svga_context *
441 svga_context( struct pipe_context *pipe )
442 {
443 return (struct svga_context *)pipe;
444 }
445
446
447
448 #endif