#define SVGA_TEX_UNITS 8
+#define SVGA_MAX_POINTSIZE 80.0
struct draw_vertex_shader;
struct svga_shader_result;
struct SVGACmdMemory;
+struct util_bitmask;
struct u_upload_mgr;
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
- unsigned stencil_ref:8;
unsigned stencil_mask:8;
unsigned stencil_writemask:8;
float slopescaledepthbias;
float depthbias;
float pointsize;
- float pointsize_min;
- float pointsize_max;
unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
unsigned need_pipeline:16; /* which prims do we need help for? */
unsigned view_max_lod;
};
+struct svga_velems_state {
+ unsigned count;
+ struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
+};
+
/* Use to calculate differences between state emitted to hardware and
* current driver-calculated state.
*/
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_velems_state *velems;
- struct pipe_texture *texture[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
+ struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
struct svga_fragment_shader *fs;
struct svga_vertex_shader *vs;
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
- struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS];
- struct pipe_buffer *cb[PIPE_SHADER_TYPES];
+ struct pipe_resource *cb[PIPE_SHADER_TYPES];
struct pipe_framebuffer_state framebuffer;
float depthscale;
+ /* Hack to limit the number of different render targets between
+ * flushes. Helps avoid blowing out our surface cache in EXA.
+ */
+ int nr_fbs;
+
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct pipe_blend_color blend_color;
+ struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
- const unsigned *edgeflags;
-
unsigned num_samplers;
- unsigned num_textures;
- unsigned num_vertex_elements;
+ unsigned num_sampler_views;
unsigned num_vertex_buffers;
unsigned reduced_prim;
struct svga_hw_view_state
{
- struct pipe_texture *texture;
+ struct pipe_resource *texture;
struct svga_sampler_view *v;
unsigned min_lod;
unsigned max_lod;
unsigned ts[16][TS_MAX];
float cb[PIPE_SHADER_TYPES][CB_MAX][4];
- unsigned shader_id[PIPE_SHADER_TYPES];
-
struct svga_shader_result *fs;
struct svga_shader_result *vs;
struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
boolean new_vdecl;
} swtnl;
+ /* Bitmask of used shader IDs */
+ struct util_bitmask *fs_bm;
+ struct util_bitmask *vs_bm;
+
struct {
unsigned dirty[4];
unsigned texture_timestamp;
- unsigned next_fs_id;
- unsigned next_vs_id;
-
- /* Internally generated shaders:
- */
- unsigned white_fs_id;
/*
*/
#define SVGA_NEW_FRAME_BUFFER 0x800
#define SVGA_NEW_STIPPLE 0x1000
#define SVGA_NEW_SCISSOR 0x2000
-#define SVGA_NEW_BLEND_COLOR 0x5000
+#define SVGA_NEW_BLEND_COLOR 0x4000
#define SVGA_NEW_CLIP 0x8000
#define SVGA_NEW_VIEWPORT 0x10000
#define SVGA_NEW_PRESCALE 0x20000
#define SVGA_NEW_NEED_SWTNL 0x400000
#define SVGA_NEW_FS_RESULT 0x800000
#define SVGA_NEW_VS_RESULT 0x1000000
-#define SVGA_NEW_EDGEFLAGS 0x2000000
-#define SVGA_NEW_ZERO_STRIDE 0x4000000
-#define SVGA_NEW_TEXTURE_FLAGS 0x8000000
+#define SVGA_NEW_ZERO_STRIDE 0x2000000
+#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
+#define SVGA_NEW_STENCIL_REF 0x8000000
void svga_hwtnl_flush_retry( struct svga_context *svga );
+struct pipe_context *
+svga_context_create(struct pipe_screen *screen,
+ void *priv);
+
/***********************************************************************
* Inline conversion functions. These are better-typed than the