#include "pipe/p_state.h"
#include "util/u_blitter.h"
-#include "util/u_double_list.h"
+#include "util/list.h"
#include "tgsi/tgsi_scan.h"
+#include "svga_screen.h"
#include "svga_state.h"
-#include "svga_tgsi.h"
+#include "svga_winsys.h"
#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"
/** Non-GPU queries for gallium HUD */
-#define SVGA_QUERY_DRAW_CALLS (PIPE_QUERY_DRIVER_SPECIFIC + 0)
-#define SVGA_QUERY_FALLBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 1)
-#define SVGA_QUERY_MEMORY_USED (PIPE_QUERY_DRIVER_SPECIFIC + 2)
+/* 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)
+
+/* 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_MAX has to be last because it is size of an array*/
+#define SVGA_QUERY_MAX (PIPE_QUERY_DRIVER_SPECIFIC + 12)
+
+/**
+ * Maximum supported number of constant buffers per shader
+ */
+#define SVGA_MAX_CONST_BUFS 14
+/**
+ * Maximum constant buffer size that can be set in the
+ * DXSetSingleConstantBuffer command is
+ * DX10 constant buffer element count * 4 4-bytes components
+ */
+#define SVGA_MAX_CONST_BUF_SIZE (4096 * 4 * sizeof(int))
struct draw_vertex_shader;
struct draw_fragment_shader;
struct util_bitmask;
-struct svga_shader
-{
- const struct tgsi_token *tokens;
-
- struct tgsi_shader_info info;
-
- /** Head of linked list of variants */
- struct svga_shader_variant *variants;
-
- unsigned id; /**< for debugging only */
-};
-
-
-struct svga_fragment_shader
-{
- struct svga_shader base;
-
- struct draw_fragment_shader *draw_shader;
-
- /** Mask of which generic varying variables are read by this shader */
- unsigned generic_inputs;
- /** Table mapping original TGSI generic indexes to low integers */
- int8_t generic_remap_table[MAX_GENERIC_VARYING];
-};
-
-
-struct svga_vertex_shader
-{
- struct svga_shader base;
-
- struct draw_vertex_shader *draw_shader;
-};
-
-
struct svga_cache_context;
struct svga_tracked_state;
struct svga_blend_state {
+ unsigned need_white_fragments:1;
+ unsigned independent_blend_enable:1;
+ unsigned alpha_to_coverage:1;
+ unsigned blend_color_alpha:1; /**< set blend color to alpha value */
- boolean need_white_fragments;
-
- /* Should be per-render-target:
- */
+ /** Per-render target state */
struct {
uint8_t writemask;
uint8_t srcblend_alpha;
uint8_t dstblend_alpha;
uint8_t blendeq_alpha;
+ } rt[PIPE_MAX_COLOR_BUFS];
- } rt[1];
+ SVGA3dBlendStateId id; /**< vgpu10 */
};
struct svga_depth_stencil_state {
unsigned stencil_writemask:8;
float alpharef;
+
+ SVGA3dDepthStencilStateId id; /**< vgpu10 */
};
#define SVGA_UNFILLED_DISABLE 0
float pointsize;
float linewidth;
- unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
+ unsigned hw_fillmode:2; /* PIPE_POLYGON_MODE_x */
/** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
unsigned need_pipeline:16;
+ SVGA3dRasterizerStateId id; /**< vgpu10 */
+
/** For debugging: */
const char* need_pipeline_tris_str;
const char* need_pipeline_lines_str;
unsigned min_lod;
unsigned view_min_lod;
unsigned view_max_lod;
+
+ SVGA3dSamplerId id;
};
+
+struct svga_pipe_sampler_view
+{
+ struct pipe_sampler_view base;
+
+ SVGA3dShaderResourceViewId id;
+};
+
+
+static inline struct svga_pipe_sampler_view *
+svga_pipe_sampler_view(struct pipe_sampler_view *v)
+{
+ return (struct svga_pipe_sampler_view *) v;
+}
+
+
struct svga_velems_state {
unsigned count;
struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
+ SVGA3dDeclType decl_type[PIPE_MAX_ATTRIBS]; /**< vertex attrib formats */
+
+ /** Bitmasks indicating which attributes need format conversion */
+ unsigned adjust_attrib_range; /**< range adjustment */
+ unsigned attrib_is_pure_int; /**< pure int */
+ unsigned adjust_attrib_w_1; /**< set w = 1 */
+ unsigned adjust_attrib_itof; /**< int->float */
+ unsigned adjust_attrib_utof; /**< uint->float */
+ unsigned attrib_is_bgra; /**< R / B swizzling */
+ unsigned attrib_puint_to_snorm; /**< 10_10_10_2 packed uint -> snorm */
+ unsigned attrib_puint_to_uscaled; /**< 10_10_10_2 packed uint -> uscaled */
+ unsigned attrib_puint_to_sscaled; /**< 10_10_10_2 packed uint -> sscaled */
+
+ boolean need_swvfetch;
+
+ SVGA3dElementLayoutId id; /**< VGPU10 */
};
/* Use to calculate differences between state emitted to hardware and
const struct svga_blend_state *blend;
const struct svga_depth_stencil_state *depth;
const struct svga_rasterizer_state *rast;
- const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS];
+ const struct svga_sampler_state *sampler[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
const struct svga_velems_state *velems;
- struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
+ struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; /* or texture ID's? */
struct svga_fragment_shader *fs;
struct svga_vertex_shader *vs;
+ struct svga_geometry_shader *user_gs; /* user-specified GS */
+ struct svga_geometry_shader *gs; /* derived GS */
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
struct pipe_index_buffer ib;
- struct pipe_resource *cb[PIPE_SHADER_TYPES];
+ /** Constant buffers for each shader.
+ * The size should probably always match with that of
+ * svga_shader_emitter_v10.num_shader_consts.
+ */
+ struct pipe_constant_buffer constbufs[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS];
struct pipe_framebuffer_state framebuffer;
float depthscale;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
- unsigned num_samplers;
- unsigned num_sampler_views;
+ unsigned num_samplers[PIPE_SHADER_TYPES];
+ unsigned num_sampler_views[PIPE_SHADER_TYPES];
unsigned num_vertex_buffers;
unsigned reduced_prim;
unsigned flag_1d;
unsigned flag_srgb;
} tex_flags;
+
+ unsigned sample_mask;
};
struct svga_prescale {
*/
struct svga_hw_clear_state
{
- struct {
- unsigned x,y,w,h;
- } viewport;
+ SVGA3dRect viewport;
struct {
float zmin, zmax;
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];
+
+ /* Bitmask of enabled constant bufffers */
+ unsigned enabled_constbufs[PIPE_SHADER_TYPES];
+
+ /* VGPU10 HW state (used to prevent emitting redundant state) */
+ SVGA3dDepthStencilStateId depth_stencil_id;
+ unsigned stencil_ref;
+ SVGA3dBlendStateId blend_id;
+ float blend_factor[4];
+ unsigned blend_sample_mask;
+ SVGA3dRasterizerStateId rasterizer_id;
+ SVGA3dElementLayoutId layout_id;
+ SVGA3dPrimitiveType topology;
+
+ struct svga_winsys_surface *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];
+ unsigned default_constbuf_size[PIPE_SHADER_TYPES];
};
*/
struct svga_sw_state
{
- unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */
-
/* which parts we need */
boolean need_swvfetch;
boolean need_pipeline;
struct svga_hw_queue;
struct svga_query;
+struct svga_qmem_alloc_entry;
struct svga_context
{
struct pipe_context pipe;
struct svga_winsys_context *swc;
struct blitter_context *blitter;
+ struct u_upload_mgr *const0_upload;
struct {
boolean no_swtnl;
boolean no_line_width;
boolean force_hw_line_stipple;
+
+ /** To report perf/conformance/etc issues to the state tracker */
+ struct pipe_debug_callback callback;
} debug;
struct {
boolean new_vdecl;
} swtnl;
+ /* Bitmask of blend state objects IDs */
+ struct util_bitmask *blend_object_id_bm;
+
+ /* Bitmask of depth/stencil state objects IDs */
+ struct util_bitmask *ds_object_id_bm;
+
+ /* Bitmaks of input element object IDs */
+ struct util_bitmask *input_element_object_id_bm;
+
+ /* Bitmask of rasterizer object IDs */
+ struct util_bitmask *rast_object_id_bm;
+
+ /* Bitmask of sampler state objects IDs */
+ struct util_bitmask *sampler_object_id_bm;
+
+ /* Bitmask of sampler view IDs */
+ struct util_bitmask *sampler_view_id_bm;
+
/* Bitmask of used shader IDs */
- struct util_bitmask *fs_bm;
- struct util_bitmask *vs_bm;
+ struct util_bitmask *shader_id_bm;
+
+ /* Bitmask of used surface view IDs */
+ struct util_bitmask *surface_view_id_bm;
+
+ /* Bitmask of used stream output IDs */
+ struct util_bitmask *stream_output_id_bm;
+
+ /* Bitmask of used query IDs */
+ struct util_bitmask *query_id_bm;
struct {
unsigned dirty[SVGA_STATE_MAX];
+ /** bitmasks of which const buffers are changed */
+ unsigned dirty_constbufs[PIPE_SHADER_TYPES];
+
unsigned texture_timestamp;
/*
struct svga_state curr; /* state from the state tracker */
unsigned dirty; /* statechanges since last update_state() */
- struct {
- unsigned rendertargets:1;
- unsigned texture_samplers:1;
+ union {
+ struct {
+ unsigned rendertargets:1;
+ unsigned texture_samplers:1;
+ unsigned constbufs:1;
+ unsigned vs:1;
+ unsigned fs:1;
+ unsigned gs:1;
+ unsigned query:1;
+ } flags;
+ unsigned val;
} rebind;
struct svga_hwtnl *hwtnl;
- /** The occlusion query currently in progress */
- struct svga_query *sq;
+ /** Queries states */
+ struct svga_winsys_gb_query *gb_query; /**< gb query object, one per context */
+ unsigned gb_query_len; /**< gb query object size */
+ 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 */
/** List of buffers with queued transfers */
struct list_head dirty_buffers;
- /** performance / info queries */
- uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
- uint64_t num_fallbacks; /**< SVGA_QUERY_FALLBACKS */
+ /** 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 */
+ } hud;
+
+ /** The currently bound stream output targets */
+ 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;
+
+ /** A blend state with blending disabled, for falling back to when blending
+ * is illegal (e.g. an integer texture is bound)
+ */
+ struct svga_blend_state *noop_blend;
+
+ struct {
+ struct pipe_resource *texture;
+ struct svga_pipe_sampler_view *sampler_view;
+ void *sampler;
+ } polygon_stipple;
+
+ /** 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 0x2
+#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_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
void svga_init_sampler_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_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_cleanup_vertex_state( struct svga_context *svga );
void svga_cleanup_tss_binding( struct svga_context *svga );
void svga_context_flush( struct svga_context *svga,
struct pipe_fence_handle **pfence );
+void svga_context_finish(struct svga_context *svga);
+
void svga_hwtnl_flush_retry( struct svga_context *svga );
void svga_hwtnl_flush_buffer( struct svga_context *svga,
struct pipe_resource *buffer );
struct pipe_context *
svga_context_create(struct pipe_screen *screen,
- void *priv);
+ void *priv, unsigned flags);
/***********************************************************************
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
-static INLINE struct svga_context *
+static inline struct svga_context *
svga_context( struct pipe_context *pipe )
{
return (struct svga_context *)pipe;
}
+static inline boolean
+svga_have_gb_objects(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->have_gb_objects;
+}
+
+static inline boolean
+svga_have_gb_dma(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->have_gb_dma;
+}
+
+static inline boolean
+svga_have_vgpu10(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->have_vgpu10;
+}
+
+static inline boolean
+svga_need_to_rebind_resources(const struct svga_context *svga)
+{
+ return svga_screen(svga->pipe.screen)->sws->need_to_rebind_resources;
+}
+
+static inline boolean
+svga_rects_equal(const SVGA3dRect *r1, const SVGA3dRect *r2)
+{
+ return memcmp(r1, r2, sizeof(*r1)) == 0;
+}
#endif