#include "pipe/p_defines.h"
#include "pipe/p_state.h"
-#include "os/os_time.h"
+#include "util/os_time.h"
#include "util/u_blitter.h"
#include "util/list.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)
-#define SVGA_QUERY_COMMAND_BUFFER_SIZE (PIPE_QUERY_DRIVER_SPECIFIC + 7)
-#define SVGA_QUERY_FLUSH_TIME (PIPE_QUERY_DRIVER_SPECIFIC + 8)
-#define SVGA_QUERY_SURFACE_WRITE_FLUSHES (PIPE_QUERY_DRIVER_SPECIFIC + 9)
-#define SVGA_QUERY_NUM_READBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 10)
-#define SVGA_QUERY_NUM_RESOURCE_UPDATES (PIPE_QUERY_DRIVER_SPECIFIC + 11)
-#define SVGA_QUERY_NUM_BUFFER_UPLOADS (PIPE_QUERY_DRIVER_SPECIFIC + 12)
-#define SVGA_QUERY_NUM_CONST_BUF_UPDATES (PIPE_QUERY_DRIVER_SPECIFIC + 13)
-#define SVGA_QUERY_NUM_CONST_UPDATES (PIPE_QUERY_DRIVER_SPECIFIC + 14)
+ 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_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,
/* running total counters */
-#define SVGA_QUERY_MEMORY_USED (PIPE_QUERY_DRIVER_SPECIFIC + 15)
-#define SVGA_QUERY_NUM_SHADERS (PIPE_QUERY_DRIVER_SPECIFIC + 16)
-#define SVGA_QUERY_NUM_RESOURCES (PIPE_QUERY_DRIVER_SPECIFIC + 17)
-#define SVGA_QUERY_NUM_STATE_OBJECTS (PIPE_QUERY_DRIVER_SPECIFIC + 18)
-#define SVGA_QUERY_NUM_SURFACE_VIEWS (PIPE_QUERY_DRIVER_SPECIFIC + 19)
-#define SVGA_QUERY_NUM_GENERATE_MIPMAP (PIPE_QUERY_DRIVER_SPECIFIC + 20)
+ 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_MAX has to be last because it is size of an array*/
-#define SVGA_QUERY_MAX (PIPE_QUERY_DRIVER_SPECIFIC + 21)
+ 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 */
/** Per-render target state */
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 */
};
+
/* 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_geometry_shader *gs; /* derived GS */
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.
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;
struct {
unsigned flag_1d;
struct {
float zmin, zmax;
} depthrange;
-
+
struct pipe_framebuffer_state framebuffer;
struct svga_prescale prescale;
+
+ /* VGPU10 state */
+ unsigned num_rendertargets;
+ struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
+ struct pipe_surface *dsv;
};
struct svga_hw_view_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];
/** Bitmask of enabled constant buffers */
unsigned enabled_constbufs[PIPE_SHADER_TYPES];
+ /**
+ * 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;
struct pipe_sampler_view
*sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
- unsigned num_rendertargets;
- struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
- struct pipe_surface *dsv;
-
/* 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;
unsigned texture_timestamp;
- /*
- */
struct svga_sw_state sw;
struct svga_hw_draw_state hw_draw;
struct svga_hw_clear_state hw_clear;
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_buffers_mapped; /**< SVGA_QUERY_NUM_BUFFERS_MAPPED */
+ uint64_t num_textures_mapped; /**< SVGA_QUERY_NUM_TEXTURES_MAPPED */
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 */
/** Alternate rasterizer states created for point sprite */
struct svga_rasterizer_state *rasterizer_no_cull[2];
+
+ /** 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 */
};
/* A flag for each state_tracker state object:
#define SVGA_NEW_TEXTURE_CONSTS 0x80000000
-
-
-
-/***********************************************************************
- * svga_screen_texture.c:
- */
-void svga_mark_surfaces_dirty(struct svga_context *svga);
-
-
-
-
void svga_init_state_functions( struct svga_context *svga );
void svga_init_flush_functions( struct svga_context *svga );
void svga_init_string_functions( 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