#include "pipe/p_defines.h"
#include "pipe/p_state.h"
+#include "util/os_time.h"
+
#include "util/u_blitter.h"
#include "util/list.h"
#include "svga_winsys.h"
#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"
-
+#include "svga_debug.h"
/** Non-GPU queries for gallium HUD */
+enum svga_hud {
/* per-frame counters */
-#define SVGA_QUERY_NUM_DRAW_CALLS (PIPE_QUERY_DRIVER_SPECIFIC + 0)
-#define SVGA_QUERY_NUM_FALLBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 1)
-#define SVGA_QUERY_NUM_FLUSHES (PIPE_QUERY_DRIVER_SPECIFIC + 2)
-#define SVGA_QUERY_NUM_VALIDATIONS (PIPE_QUERY_DRIVER_SPECIFIC + 3)
-#define SVGA_QUERY_MAP_BUFFER_TIME (PIPE_QUERY_DRIVER_SPECIFIC + 4)
-#define SVGA_QUERY_NUM_RESOURCES_MAPPED (PIPE_QUERY_DRIVER_SPECIFIC + 5)
-#define SVGA_QUERY_NUM_BYTES_UPLOADED (PIPE_QUERY_DRIVER_SPECIFIC + 6)
+ SVGA_QUERY_NUM_DRAW_CALLS = PIPE_QUERY_DRIVER_SPECIFIC,
+ SVGA_QUERY_NUM_FALLBACKS,
+ SVGA_QUERY_NUM_FLUSHES,
+ SVGA_QUERY_NUM_VALIDATIONS,
+ SVGA_QUERY_MAP_BUFFER_TIME,
+ SVGA_QUERY_NUM_BUFFERS_MAPPED,
+ SVGA_QUERY_NUM_TEXTURES_MAPPED,
+ SVGA_QUERY_NUM_BYTES_UPLOADED,
+ SVGA_QUERY_NUM_COMMAND_BUFFERS,
+ SVGA_QUERY_COMMAND_BUFFER_SIZE,
+ SVGA_QUERY_FLUSH_TIME,
+ SVGA_QUERY_SURFACE_WRITE_FLUSHES,
+ SVGA_QUERY_NUM_READBACKS,
+ SVGA_QUERY_NUM_RESOURCE_UPDATES,
+ SVGA_QUERY_NUM_BUFFER_UPLOADS,
+ SVGA_QUERY_NUM_CONST_BUF_UPDATES,
+ SVGA_QUERY_NUM_CONST_UPDATES,
+ SVGA_QUERY_NUM_SHADER_RELOCATIONS,
+ SVGA_QUERY_NUM_SURFACE_RELOCATIONS,
/* running total counters */
-#define SVGA_QUERY_MEMORY_USED (PIPE_QUERY_DRIVER_SPECIFIC + 7)
-#define SVGA_QUERY_NUM_SHADERS (PIPE_QUERY_DRIVER_SPECIFIC + 8)
-#define SVGA_QUERY_NUM_RESOURCES (PIPE_QUERY_DRIVER_SPECIFIC + 9)
-#define SVGA_QUERY_NUM_STATE_OBJECTS (PIPE_QUERY_DRIVER_SPECIFIC + 10)
-#define SVGA_QUERY_NUM_SURFACE_VIEWS (PIPE_QUERY_DRIVER_SPECIFIC + 11)
+ SVGA_QUERY_MEMORY_USED,
+ SVGA_QUERY_NUM_SHADERS,
+ SVGA_QUERY_NUM_RESOURCES,
+ SVGA_QUERY_NUM_STATE_OBJECTS,
+ SVGA_QUERY_NUM_SURFACE_VIEWS,
+ SVGA_QUERY_NUM_GENERATE_MIPMAP,
+ SVGA_QUERY_NUM_FAILED_ALLOCATIONS,
+ SVGA_QUERY_NUM_COMMANDS_PER_DRAW,
+ SVGA_QUERY_SHADER_MEM_USED,
+
/*SVGA_QUERY_MAX has to be last because it is size of an array*/
-#define SVGA_QUERY_MAX (PIPE_QUERY_DRIVER_SPECIFIC + 12)
+ SVGA_QUERY_MAX
+};
/**
* Maximum supported number of constant buffers per shader
unsigned need_white_fragments:1;
unsigned independent_blend_enable:1;
unsigned alpha_to_coverage:1;
+ unsigned alpha_to_one:1;
unsigned blend_color_alpha:1; /**< set blend color to alpha value */
+ unsigned logicop_enabled:1;
+ unsigned logicop_mode:5;
/** Per-render target state */
struct {
uint8_t srcblend;
uint8_t dstblend;
uint8_t blendeq;
-
+
boolean separate_alpha_blend_enable;
uint8_t srcblend_alpha;
uint8_t dstblend_alpha;
unsigned alphatestenable:1;
unsigned alphafunc:8;
-
+
struct {
unsigned enabled:1;
unsigned func:8;
unsigned zfail:8;
unsigned pass:8;
} stencil[2];
-
+
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
float depthbias;
float pointsize;
float linewidth;
-
+
unsigned hw_fillmode:2; /* PIPE_POLYGON_MODE_x */
/** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
unsigned view_min_lod;
unsigned view_max_lod;
- SVGA3dSamplerId id;
+ SVGA3dSamplerId id[2];
};
SVGA3dElementLayoutId id; /**< VGPU10 */
};
+struct svga_constant_buffer {
+ struct svga_winsys_surface *handle;
+ unsigned size;
+};
+
/* Use to calculate differences between state emitted to hardware and
- * current driver-calculated state.
+ * current driver-calculated state.
*/
-struct svga_state
+struct svga_state
{
const struct svga_blend_state *blend;
const struct svga_depth_stencil_state *depth;
struct svga_vertex_shader *vs;
struct svga_geometry_shader *user_gs; /* user-specified GS */
struct svga_geometry_shader *gs; /* derived GS */
+ /* derived tessellation control shader */
+ struct svga_tcs_shader *tcs;
+ /* derived tessellation evaluation shader */
+ struct svga_tes_shader *tes;
+ struct svga_compute_shader *cs;
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
- struct pipe_index_buffer ib;
/** Constant buffers for each shader.
* The size should probably always match with that of
* svga_shader_emitter_v10.num_shader_consts.
int nr_fbs;
struct pipe_poly_stipple poly_stipple;
- struct pipe_scissor_state scissor;
+ struct pipe_scissor_state scissor[SVGA3D_DX_MAX_VIEWPORTS];
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
- struct pipe_viewport_state viewport;
+ struct pipe_viewport_state viewport[SVGA3D_DX_MAX_VIEWPORTS];
unsigned num_samplers[PIPE_SHADER_TYPES];
unsigned num_sampler_views[PIPE_SHADER_TYPES];
unsigned num_vertex_buffers;
- unsigned reduced_prim;
+ enum pipe_prim_type reduced_prim;
+
+ unsigned vertex_id_bias;
struct {
unsigned flag_1d;
} tex_flags;
unsigned sample_mask;
+ unsigned vertices_per_patch;
+ float default_tesslevels[6]; /* tessellation (outer[4] + inner[2]) levels */
+ struct {
+ /* Determine the layout of the grid (in block units) to be used. */
+ unsigned size[3];
+ /* If DispatchIndirect is used, this will has grid size info*/
+ struct pipe_resource *indirect;
+ } grid_info;
};
struct svga_prescale {
boolean enabled;
};
+struct svga_depthrange {
+ float zmin;
+ float zmax;
+};
/* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
*/
struct svga_hw_clear_state
{
+ struct pipe_framebuffer_state framebuffer;
+
+ /* VGPU9 only */
SVGA3dRect viewport;
+ struct svga_depthrange depthrange;
- struct {
- float zmin, zmax;
- } depthrange;
-
- struct pipe_framebuffer_state framebuffer;
- struct svga_prescale prescale;
+ /* VGPU10 state */
+ SVGA3dViewport viewports[SVGA3D_DX_MAX_VIEWPORTS];
+ struct svga_prescale prescale[SVGA3D_DX_MAX_VIEWPORTS];
+ struct pipe_scissor_state scissors[SVGA3D_DX_MAX_VIEWPORTS];
+ unsigned num_prescale;
+
+ unsigned num_rendertargets;
+ struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
+ struct pipe_surface *dsv;
};
struct svga_hw_view_state
struct svga_sampler_view *v;
unsigned min_lod;
unsigned max_lod;
- int dirty;
+ boolean dirty;
};
/* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
*/
struct svga_hw_draw_state
{
+ /** VGPU9 rasterization state */
unsigned rs[SVGA3D_RS_MAX];
+ /** VGPU9 texture sampler and bindings state */
unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX];
+
+ /** VGPU9 texture views */
+ unsigned num_views;
+ unsigned num_backed_views; /* views with backing copy of texture */
+ struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
+
+ /** VGPU9 constant buffer values */
float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4];
+ /** Currently bound shaders */
struct svga_shader_variant *fs;
struct svga_shader_variant *vs;
struct svga_shader_variant *gs;
- struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
- unsigned num_views;
- struct pipe_resource *constbuf[PIPE_SHADER_TYPES];
+ struct svga_shader_variant *tcs;
+ struct svga_shader_variant *tes;
+ struct svga_shader_variant *cs;
+
+ /** Currently bound constant buffer, per shader stage */
+ struct pipe_resource *constbuf[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS];
+ struct svga_constant_buffer constbufoffsets[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS];
- /* Bitmask of enabled constant bufffers */
+ /** Bitmask of enabled constant buffers */
unsigned enabled_constbufs[PIPE_SHADER_TYPES];
- /* VGPU10 HW state (used to prevent emitting redundant state) */
+ /**
+ * These are used to reduce the number of times we call u_upload_unmap()
+ * while updating the zero-th/default VGPU10 constant buffer.
+ */
+ struct pipe_resource *const0_buffer;
+ struct svga_winsys_surface *const0_handle;
+
+ /** VGPU10 HW state (used to prevent emitting redundant state) */
SVGA3dDepthStencilStateId depth_stencil_id;
unsigned stencil_ref;
SVGA3dBlendStateId blend_id;
SVGA3dElementLayoutId layout_id;
SVGA3dPrimitiveType topology;
- struct svga_winsys_surface *ib; /**< index buffer for drawing */
+ /** Vertex buffer state */
+ SVGA3dVertexBuffer vbuffer_attrs[PIPE_MAX_ATTRIBS];
+ struct pipe_resource *vbuffers[PIPE_MAX_ATTRIBS];
+ unsigned num_vbuffers;
+
+ struct pipe_resource *ib; /**< index buffer for drawing */
SVGA3dSurfaceFormat ib_format;
unsigned ib_offset;
unsigned num_samplers[PIPE_SHADER_TYPES];
SVGA3dSamplerId samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
- /* used for rebinding */
unsigned num_sampler_views[PIPE_SHADER_TYPES];
+ struct pipe_sampler_view
+ *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
+
+ /* used for rebinding */
unsigned default_constbuf_size[PIPE_SHADER_TYPES];
+
+ boolean rasterizer_discard; /* set if rasterization is disabled */
+ boolean has_backed_views; /* set if any of the rtv/dsv is a backed surface view */
};
struct svga_winsys_context *swc;
struct blitter_context *blitter;
struct u_upload_mgr *const0_upload;
+ struct u_upload_mgr *tex_upload;
struct {
boolean no_swtnl;
/* incremented for each shader */
unsigned shader_id;
- unsigned disable_shader;
-
boolean no_line_width;
boolean force_hw_line_stipple;
- /** To report perf/conformance/etc issues to the state tracker */
+ /** To report perf/conformance/etc issues to the gallium frontend */
struct pipe_debug_callback callback;
} debug;
struct util_bitmask *query_id_bm;
struct {
- unsigned dirty[SVGA_STATE_MAX];
+ uint64_t dirty[SVGA_STATE_MAX];
/** bitmasks of which const buffers are changed */
unsigned dirty_constbufs[PIPE_SHADER_TYPES];
unsigned texture_timestamp;
- /*
- */
struct svga_sw_state sw;
struct svga_hw_draw_state hw_draw;
struct svga_hw_clear_state hw_clear;
} state;
- struct svga_state curr; /* state from the state tracker */
- unsigned dirty; /* statechanges since last update_state() */
+ struct svga_state curr; /* state from the gallium frontend */
+ uint64_t dirty; /* statechanges since last update_state() */
union {
struct {
unsigned vs:1;
unsigned fs:1;
unsigned gs:1;
+ unsigned tcs:1;
+ unsigned tes:1;
+ unsigned cs:1;
unsigned query:1;
} flags;
unsigned val;
struct util_bitmask *gb_query_alloc_mask; /**< gb query object allocation mask */
struct svga_qmem_alloc_entry *gb_query_map[SVGA_QUERY_MAX];
/**< query mem block mapping */
- struct svga_query *sq[SVGA_QUERY_MAX]; /**< queries currently in progress */
+ struct svga_query *sq[SVGA_QUERY_MAX+12]; /**< queries currently in progress */
+ /* The last 12 entries are for streamout
+ * queries for stream 0..3
+ */
/** List of buffers with queued transfers */
struct list_head dirty_buffers;
/** performance / info queries for HUD */
struct {
- uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
- uint64_t num_fallbacks; /**< SVGA_QUERY_NUM_FALLBACKS */
- uint64_t num_flushes; /**< SVGA_QUERY_NUM_FLUSHES */
- uint64_t num_validations; /**< SVGA_QUERY_NUM_VALIDATIONS */
- uint64_t map_buffer_time; /**< SVGA_QUERY_MAP_BUFFER_TIME */
- uint64_t num_resources_mapped; /**< SVGA_QUERY_NUM_RESOURCES_MAPPED */
- uint64_t num_shaders; /**< SVGA_QUERY_NUM_SHADERS */
- uint64_t num_state_objects; /**< SVGA_QUERY_NUM_STATE_OBJECTS */
- uint64_t num_surface_views; /**< SVGA_QUERY_NUM_SURFACE_VIEWS */
- uint64_t num_bytes_uploaded; /**< SVGA_QUERY_NUM_BYTES_UPLOADED */
+ uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
+ uint64_t num_fallbacks; /**< SVGA_QUERY_NUM_FALLBACKS */
+ uint64_t num_flushes; /**< SVGA_QUERY_NUM_FLUSHES */
+ uint64_t num_validations; /**< SVGA_QUERY_NUM_VALIDATIONS */
+ uint64_t map_buffer_time; /**< SVGA_QUERY_MAP_BUFFER_TIME */
+ uint64_t num_buffers_mapped; /**< SVGA_QUERY_NUM_BUFFERS_MAPPED */
+ uint64_t num_textures_mapped; /**< SVGA_QUERY_NUM_TEXTURES_MAPPED */
+ uint64_t num_command_buffers; /**< SVGA_QUERY_NUM_COMMAND_BUFFERS */
+ uint64_t command_buffer_size; /**< SVGA_QUERY_COMMAND_BUFFER_SIZE */
+ uint64_t flush_time; /**< SVGA_QUERY_FLUSH_TIME */
+ uint64_t surface_write_flushes; /**< SVGA_QUERY_SURFACE_WRITE_FLUSHES */
+ uint64_t num_readbacks; /**< SVGA_QUERY_NUM_READBACKS */
+ uint64_t num_resource_updates; /**< SVGA_QUERY_NUM_RESOURCE_UPDATES */
+ uint64_t num_buffer_uploads; /**< SVGA_QUERY_NUM_BUFFER_UPLOADS */
+ uint64_t num_const_buf_updates; /**< SVGA_QUERY_NUM_CONST_BUF_UPDATES */
+ uint64_t num_const_updates; /**< SVGA_QUERY_NUM_CONST_UPDATES */
+ uint64_t num_shaders; /**< SVGA_QUERY_NUM_SHADERS */
+
+ /** The following are summed for SVGA_QUERY_NUM_STATE_OBJECTS */
+ uint64_t num_blend_objects;
+ uint64_t num_depthstencil_objects;
+ uint64_t num_rasterizer_objects;
+ uint64_t num_sampler_objects;
+ uint64_t num_samplerview_objects;
+ uint64_t num_vertexelement_objects;
+
+ uint64_t num_surface_views; /**< SVGA_QUERY_NUM_SURFACE_VIEWS */
+ uint64_t num_bytes_uploaded; /**< SVGA_QUERY_NUM_BYTES_UPLOADED */
+ uint64_t num_generate_mipmap; /**< SVGA_QUERY_NUM_GENERATE_MIPMAP */
+ uint64_t shader_mem_used; /**< SVGA_QUERY_SHADER_MEM_USED */
+
+ boolean uses_time; /**< os_time_get() calls needed? */
} hud;
/** The currently bound stream output targets */
+ boolean in_streamout; /* Set if streamout is active */
unsigned num_so_targets;
struct svga_winsys_surface *so_surfaces[SVGA3D_DX_MAX_SOTARGETS];
struct pipe_stream_output_target *so_targets[SVGA3D_DX_MAX_SOTARGETS];
struct svga_stream_output *current_so;
+ /**
+ * The following states are used in the workaround for auto draw with
+ * stream instancing.
+ */
+
+ /* Last bound SO targets that can be used to get vertex count */
+ struct pipe_stream_output_target *vcount_so_targets[SVGA3D_DX_MAX_SOTARGETS];
+ unsigned vcount_buffer_stream; /* SO buffer to stream index mask */
+ struct pipe_query *so_queries[4]; /* SO stat queries for each stream */
+
/** A blend state with blending disabled, for falling back to when blending
* is illegal (e.g. an integer texture is bound)
*/
/** Alternate rasterizer states created for point sprite */
struct svga_rasterizer_state *rasterizer_no_cull[2];
-};
-
-/* A flag for each state_tracker state object:
- */
-#define SVGA_NEW_BLEND 0x1
-#define SVGA_NEW_DEPTH_STENCIL_ALPHA 0x2
-#define SVGA_NEW_RAST 0x4
-#define SVGA_NEW_SAMPLER 0x8
-#define SVGA_NEW_TEXTURE 0x10
-#define SVGA_NEW_VBUFFER 0x20
-#define SVGA_NEW_VELEMENT 0x40
-#define SVGA_NEW_FS 0x80
-#define SVGA_NEW_VS 0x100
-#define SVGA_NEW_FS_CONST_BUFFER 0x200
-#define SVGA_NEW_VS_CONST_BUFFER 0x400
-#define SVGA_NEW_FRAME_BUFFER 0x800
-#define SVGA_NEW_STIPPLE 0x1000
-#define SVGA_NEW_SCISSOR 0x2000
-#define SVGA_NEW_BLEND_COLOR 0x4000
-#define SVGA_NEW_CLIP 0x8000
-#define SVGA_NEW_VIEWPORT 0x10000
-#define SVGA_NEW_PRESCALE 0x20000
-#define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
-#define SVGA_NEW_TEXTURE_BINDING 0x80000
-#define SVGA_NEW_NEED_PIPELINE 0x100000
-#define SVGA_NEW_NEED_SWVFETCH 0x200000
-#define SVGA_NEW_NEED_SWTNL 0x400000
-#define SVGA_NEW_FS_VARIANT 0x800000
-#define SVGA_NEW_VS_VARIANT 0x1000000
-#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
-#define SVGA_NEW_STENCIL_REF 0x8000000
-#define SVGA_NEW_GS 0x10000000
-#define SVGA_NEW_GS_CONST_BUFFER 0x20000000
-#define SVGA_NEW_GS_VARIANT 0x40000000
+ /** Depth stencil state created to disable depth stencil test */
+ struct svga_depth_stencil_state *depthstencil_disable;
+ /** Current conditional rendering predicate */
+ struct {
+ SVGA3dQueryId query_id;
+ boolean cond;
+ } pred;
+ boolean render_condition;
+ boolean disable_rasterizer; /* Set if to disable rasterization */
-/***********************************************************************
- * svga_clear.c:
- */
-void svga_clear(struct pipe_context *pipe,
- unsigned buffers,
- const union pipe_color_union *color,
- double depth,
- unsigned stencil);
+ struct {
+ struct svga_tcs_shader *passthrough_tcs;
+ struct svga_vertex_shader *vs;
+ struct svga_tes_shader *tes;
+ unsigned vertices_per_patch;
+ boolean passthrough;
+ } tcs;
+};
-/***********************************************************************
- * svga_screen_texture.c:
+/* A flag for each frontend state object:
*/
-void svga_mark_surfaces_dirty(struct svga_context *svga);
-
-
+#define SVGA_NEW_BLEND ((uint64_t) 0x1)
+#define SVGA_NEW_DEPTH_STENCIL_ALPHA ((uint64_t) 0x2)
+#define SVGA_NEW_RAST ((uint64_t) 0x4)
+#define SVGA_NEW_SAMPLER ((uint64_t) 0x8)
+#define SVGA_NEW_TEXTURE ((uint64_t) 0x10)
+#define SVGA_NEW_VBUFFER ((uint64_t) 0x20)
+#define SVGA_NEW_VELEMENT ((uint64_t) 0x40)
+#define SVGA_NEW_FS ((uint64_t) 0x80)
+#define SVGA_NEW_VS ((uint64_t) 0x100)
+#define SVGA_NEW_FS_CONST_BUFFER ((uint64_t) 0x200)
+#define SVGA_NEW_VS_CONST_BUFFER ((uint64_t) 0x400)
+#define SVGA_NEW_FRAME_BUFFER ((uint64_t) 0x800)
+#define SVGA_NEW_STIPPLE ((uint64_t) 0x1000)
+#define SVGA_NEW_SCISSOR ((uint64_t) 0x2000)
+#define SVGA_NEW_BLEND_COLOR ((uint64_t) 0x4000)
+#define SVGA_NEW_CLIP ((uint64_t) 0x8000)
+#define SVGA_NEW_VIEWPORT ((uint64_t) 0x10000)
+#define SVGA_NEW_PRESCALE ((uint64_t) 0x20000)
+#define SVGA_NEW_REDUCED_PRIMITIVE ((uint64_t) 0x40000)
+#define SVGA_NEW_TEXTURE_BINDING ((uint64_t) 0x80000)
+#define SVGA_NEW_NEED_PIPELINE ((uint64_t) 0x100000)
+#define SVGA_NEW_NEED_SWVFETCH ((uint64_t) 0x200000)
+#define SVGA_NEW_NEED_SWTNL ((uint64_t) 0x400000)
+#define SVGA_NEW_FS_VARIANT ((uint64_t) 0x800000)
+#define SVGA_NEW_VS_VARIANT ((uint64_t) 0x1000000)
+#define SVGA_NEW_TEXTURE_FLAGS ((uint64_t) 0x4000000)
+#define SVGA_NEW_STENCIL_REF ((uint64_t) 0x8000000)
+#define SVGA_NEW_GS ((uint64_t) 0x10000000)
+#define SVGA_NEW_GS_CONST_BUFFER ((uint64_t) 0x20000000)
+#define SVGA_NEW_GS_VARIANT ((uint64_t) 0x40000000)
+#define SVGA_NEW_TEXTURE_CONSTS ((uint64_t) 0x80000000)
+#define SVGA_NEW_TCS ((uint64_t) 0x100000000)
+#define SVGA_NEW_TES ((uint64_t) 0x200000000)
+#define SVGA_NEW_TCS_VARIANT ((uint64_t) 0x400000000)
+#define SVGA_NEW_TES_VARIANT ((uint64_t) 0x800000000)
+#define SVGA_NEW_TCS_CONST_BUFFER ((uint64_t) 0x1000000000)
+#define SVGA_NEW_TES_CONST_BUFFER ((uint64_t) 0x2000000000)
+#define SVGA_NEW_TCS_PARAM ((uint64_t) 0x4000000000)
+#define SVGA_NEW_FS_CONSTS ((uint64_t) 0x8000000000)
+#define SVGA_NEW_VS_CONSTS ((uint64_t) 0x10000000000)
+#define SVGA_NEW_GS_CONSTS ((uint64_t) 0x20000000000)
+#define SVGA_NEW_TCS_CONSTS ((uint64_t) 0x40000000000)
+#define SVGA_NEW_TES_CONSTS ((uint64_t) 0x800000000000)
+#define SVGA_NEW_ALL ((uint64_t) 0xFFFFFFFFFFFFFFFF)
+
+#define SVGA_NEW_CONST_BUFFER \
+ (SVGA_NEW_FS_CONST_BUFFER | SVGA_NEW_VS_CONST_BUFFER | \
+ SVGA_NEW_GS_CONST_BUFFER | \
+ SVGA_NEW_TCS_CONST_BUFFER | SVGA_NEW_TES_CONST_BUFFER)
void svga_init_state_functions( struct svga_context *svga );
void svga_init_misc_functions( struct svga_context *svga );
void svga_init_rasterizer_functions( struct svga_context *svga );
void svga_init_sampler_functions( struct svga_context *svga );
+void svga_init_cs_functions( struct svga_context *svga );
void svga_init_fs_functions( struct svga_context *svga );
void svga_init_vs_functions( struct svga_context *svga );
void svga_init_gs_functions( struct svga_context *svga );
+void svga_init_ts_functions( struct svga_context *svga );
void svga_init_vertex_functions( struct svga_context *svga );
void svga_init_constbuffer_functions( struct svga_context *svga );
void svga_init_draw_functions( struct svga_context *svga );
void svga_init_query_functions( struct svga_context *svga );
void svga_init_surface_functions(struct svga_context *svga);
void svga_init_stream_output_functions( struct svga_context *svga );
+void svga_init_clear_functions( struct svga_context *svga );
void svga_cleanup_vertex_state( struct svga_context *svga );
+void svga_cleanup_sampler_state( struct svga_context *svga );
void svga_cleanup_tss_binding( struct svga_context *svga );
void svga_cleanup_framebuffer( struct svga_context *svga );
+void svga_cleanup_tcs_state( struct svga_context *svga );
void svga_context_flush( struct svga_context *svga,
struct pipe_fence_handle **pfence );
void svga_hwtnl_flush_retry( struct svga_context *svga );
void svga_hwtnl_flush_buffer( struct svga_context *svga,
struct pipe_resource *buffer );
+boolean svga_hwtnl_has_pending_prim(struct svga_hwtnl *);
void svga_surfaces_flush(struct svga_context *svga);
struct pipe_context *
svga_context_create(struct pipe_screen *screen,
- void *priv, unsigned flags);
+ void *priv, unsigned flags);
+void svga_toggle_render_condition(struct svga_context *svga,
+ boolean render_condition_enabled,
+ boolean on);
/***********************************************************************
* Inline conversion functions. These are better-typed than the
return (struct svga_context *)pipe;
}
+static inline struct svga_winsys_screen *
+svga_sws(struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws;
+}
static inline boolean
svga_have_gb_objects(const struct svga_context *svga)
return svga_screen(svga->pipe.screen)->sws->have_vgpu10;
}
+static inline boolean
+svga_have_sm4_1(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->have_sm4_1;
+}
+
+static inline boolean
+svga_have_sm5(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->have_sm5;
+}
+
static inline boolean
svga_need_to_rebind_resources(const struct svga_context *svga)
{
return memcmp(r1, r2, sizeof(*r1)) == 0;
}
+/**
+ * If the Gallium HUD is enabled, this will return the current time.
+ * Otherwise, just return zero.
+ */
+static inline int64_t
+svga_get_time(struct svga_context *svga)
+{
+ return svga->hud.uses_time ? os_time_get() : 0;
+}
+
+/*
+ * The SVGA_TRY_XX family of macros can be used to optionally replace a
+ * function call with an error value, the purpose is to trigger and test
+ * retry path handling.
+ */
+#ifdef DEBUG
+
+/*
+ * Optionally replace a function call with a PIPE_ERROR_OUT_OF_MEMORY
+ * return value
+ */
+#define SVGA_TRY(_func) \
+ ((SVGA_DEBUG & DEBUG_RETRY) ? PIPE_ERROR_OUT_OF_MEMORY : (_func))
+
+/* Optionally replace a function call with a NULL return value */
+#define SVGA_TRY_PTR(_func) \
+ ((SVGA_DEBUG & DEBUG_RETRY) ? NULL : (_func))
+
+/*
+ * Optionally replace a function call with a NULL return value, and set
+ * the _retry parameter to TRUE.
+ */
+#define SVGA_TRY_MAP(_func, _retry) \
+ ((SVGA_DEBUG & DEBUG_RETRY) ? (_retry) = TRUE, NULL : (_func))
+#else
+
+#define SVGA_TRY(_func) (_func)
+
+#define SVGA_TRY_PTR(_func) (_func)
+
+#define SVGA_TRY_MAP(_func, _retry) (_func)
+#endif
+
+/**
+ * Enter retry processing after hitting out-of-command space
+ */
+static inline void
+svga_retry_enter(struct svga_context *svga)
+{
+ /* We shouldn't nest retries, but currently we do. */
+ if ((SVGA_DEBUG & DEBUG_RETRY) && svga->swc->in_retry) {
+ debug_printf("WARNING: Recursive retry. Level: %u.\n",
+ svga->swc->in_retry);
+ }
+ svga->swc->in_retry++;
+}
+
+/**
+ * Exit retry processing after hitting out-of-command space
+ */
+static inline void
+svga_retry_exit(struct svga_context *svga)
+{
+ assert(svga->swc->in_retry > 0);
+ svga->swc->in_retry--;
+}
+
+/**
+ * Perform a function call, and on failure flush the context and retry,
+ * asserting that the retry succeeded. On return, the boolean argument
+ * _retried indicates whether the function call was retried or not.
+ */
+#define SVGA_RETRY_CHECK(_svga, _func, _retried) \
+ do { \
+ enum pipe_error ret; \
+ \
+ ret = SVGA_TRY(_func); \
+ (_retried) = (ret != PIPE_OK); \
+ if (_retried) { \
+ svga_retry_enter(_svga); \
+ svga_context_flush(_svga, NULL); \
+ ret = (_func); \
+ assert(ret == PIPE_OK); \
+ svga_retry_exit(_svga); \
+ } \
+ } while(0)
+
+/**
+ * Perform a function call, and on failure flush the context and retry,
+ * asserting that the retry succeeded.
+ */
+#define SVGA_RETRY(_svga, _func) \
+ do { \
+ UNUSED boolean retried; \
+ \
+ SVGA_RETRY_CHECK(_svga, _func, retried); \
+ } while(0)
+
+/**
+ * Perform a function call, and on out-of-memory, flush the context and
+ * retry. The retry return value is stored in _ret for reuse.
+ */
+#define SVGA_RETRY_OOM(_svga, _ret, _func) \
+ do { \
+ (_ret) = SVGA_TRY(_func); \
+ if ((_ret) == PIPE_ERROR_OUT_OF_MEMORY) { \
+ svga_retry_enter(_svga); \
+ svga_context_flush(_svga, NULL); \
+ (_ret) = (_func); \
+ svga_retry_exit(_svga); \
+ } \
+ } while (0);
+
#endif