* Handles blending and (presumably) depth and stencil testing.
*/
-#define BRW_FALLBACK_TEXTURE 0x1
+
#define BRW_MAX_CURBE (32*16)
struct brw_context;
#define BRW_NEW_PRIMITIVE 0x40
#define BRW_NEW_CONTEXT 0x80
#define BRW_NEW_WM_INPUT_DIMENSIONS 0x100
-#define BRW_NEW_INPUT_VARYING 0x200
#define BRW_NEW_PSP 0x800
#define BRW_NEW_WM_SURFACES 0x1000
#define BRW_NEW_FENCE 0x2000
#define BRW_NEW_DEPTH_BUFFER 0x20000
#define BRW_NEW_NR_WM_SURFACES 0x40000
#define BRW_NEW_NR_VS_SURFACES 0x80000
+#define BRW_NEW_INDEX_BUFFER 0x100000
struct brw_state_flags {
/** State update flags signalled by mesa internals */
GLuint id; /**< serial no. to identify frag progs, never re-used */
GLboolean isGLSL; /**< really, any IF/LOOP/CONT/BREAK instructions */
- dri_bo *const_buffer; /** Program constant buffer/surface */
GLboolean use_const_buffer;
+ dri_bo *const_buffer; /** Program constant buffer/surface */
+
+ /** for debugging, which texture units are referenced */
+ GLbitfield tex_units_used;
};
GLuint curb_read_length;
GLuint urb_read_length;
GLuint total_grf;
- GLuint outputs_written;
+ GLbitfield64 outputs_written;
GLuint nr_params; /**< number of float params/constants */
GLuint inputs_read;
};
-/** Number of general purpose registers (VS, WM, etc) */
-#define BRW_MAX_GRF 128
-
/** Number of texture sampler units */
#define BRW_MAX_TEX_UNIT 16
+/** Max number of render targets in a shader */
+#define BRW_MAX_DRAW_BUFFERS 4
+
/**
* Size of our surface binding table for the WM.
* This contains pointers to the drawing surfaces and current texture
* objects and shader constant buffers (+2).
*/
-#define BRW_WM_MAX_SURF (MAX_DRAW_BUFFERS + BRW_MAX_TEX_UNIT + 1)
+#define BRW_WM_MAX_SURF (BRW_MAX_DRAW_BUFFERS + BRW_MAX_TEX_UNIT + 1)
/**
* Helpers to convert drawing buffers, textures and constant buffers
* to surface binding table indexes, for WM.
*/
#define SURF_INDEX_DRAW(d) (d)
-#define SURF_INDEX_FRAG_CONST_BUFFER (MAX_DRAW_BUFFERS)
-#define SURF_INDEX_TEXTURE(t) (MAX_DRAW_BUFFERS + 1 + (t))
+#define SURF_INDEX_FRAG_CONST_BUFFER (BRW_MAX_DRAW_BUFFERS)
+#define SURF_INDEX_TEXTURE(t) (BRW_MAX_DRAW_BUFFERS + 1 + (t))
/**
* Size of surface binding table for the VS.
GLuint nr_reloc_bufs;
dri_bo *bo;
- GLuint data_size;
struct brw_cache_item *next;
};
struct brw_cache_item **items;
GLuint size, n_items;
- GLuint key_size[BRW_MAX_CACHE]; /* for fixed-size keys */
GLuint aux_size[BRW_MAX_CACHE];
char *name[BRW_MAX_CACHE];
struct brw_vertex_element {
const struct gl_client_array *glarray;
+ /** The corresponding Mesa vertex attribute */
+ gl_vert_attrib attrib;
/** Size of a complete element */
GLuint element_size;
/** Number of uploaded elements for this input. */
struct brw_vertex_info {
- GLuint varying; /* varying:1[VERT_ATTRIB_MAX] */
GLuint sizes[ATTRIB_BIT_DWORDS * 2]; /* sizes:2[VERT_ATTRIB_MAX] */
};
-
-
-
-/* Cache for TNL programs.
- */
-struct brw_tnl_cache_item {
- GLuint hash;
- void *key;
- void *data;
- struct brw_tnl_cache_item *next;
-};
-
-struct brw_tnl_cache {
- struct brw_tnl_cache_item **items;
- GLuint size, n_items;
-};
-
struct brw_query_object {
struct gl_query_object Base;
unsigned int count;
};
+
+/**
+ * brw_context is derived from intel_context.
+ */
struct brw_context
{
- struct intel_context intel;
+ struct intel_context intel; /**< base class, must be first field */
GLuint primitive;
GLboolean emit_state_always;
- GLboolean tmp_fallback;
- GLboolean no_batch_wrap;
-
+ GLboolean has_surface_tile_offset;
+ GLboolean has_compr4;
+ GLboolean has_negative_rhw_bug;
+ GLboolean has_aa_line_parameters;
+;
struct {
struct brw_state_flags dirty;
struct {
struct brw_vertex_element inputs[VERT_ATTRIB_MAX];
+ struct brw_vertex_element *enabled[VERT_ATTRIB_MAX];
+ GLuint nr_enabled;
+
#define BRW_NR_UPLOAD_BUFS 17
#define BRW_UPLOAD_INIT_SIZE (128*1024)
*/
const struct _mesa_index_buffer *ib;
+ /* Updates to these fields are signaled by BRW_NEW_INDEX_BUFFER. */
dri_bo *bo;
unsigned int offset;
+ unsigned int size;
+ /* Offset to index buffer index to use in CMD_3D_PRIM so that we can
+ * avoid re-uploading the IB packet over and over if we're actually
+ * referencing the same index buffer.
+ */
+ unsigned int start_vertex_offset;
} ib;
/* Active vertex program:
*/
GLuint next_free_page;
+ /* hw-dependent 3DSTATE_VF_STATISTICS opcode */
+ uint32_t CMD_VF_STATISTICS;
+ /* hw-dependent 3DSTATE_PIPELINE_SELECT opcode */
+ uint32_t CMD_PIPELINE_SELECT;
+ int vs_max_threads;
+ int wm_max_threads;
/* BRW_NEW_URB_ALLOCATIONS:
*/
GLuint clip_start;
GLuint sf_start;
GLuint cs_start;
+ GLuint size; /* Hardware URB size, in KB. */
} urb;
struct brw_wm_prog_data *prog_data;
struct brw_wm_compile *compile_data;
- /* Input sizes, calculated from active vertex program:
+ /** Input sizes, calculated from active vertex program.
+ * One bit per fragment program input attribute.
*/
- GLuint input_size_masks[4];
+ GLbitfield input_size_masks[4];
/** Array of surface default colors (texture border color) */
dri_bo *sdc_bo[BRW_MAX_TEX_UNIT];
/*======================================================================
* brw_tex.c
*/
-void brwUpdateTextureState( struct intel_context *intel );
-void brw_FrameBufferTexInit( struct brw_context *brw,
- struct intel_region *region );
-void brw_FrameBufferTexDestroy( struct brw_context *brw );
void brw_validate_textures( struct brw_context *brw );
*/
void brw_upload_cs_urb_state(struct brw_context *brw);
+/* brw_disasm.c */
+int brw_disasm (FILE *file, struct brw_instruction *inst);
/*======================================================================
* Inline conversion functions. These are better-typed than the
return (const struct brw_fragment_program *) p;
}
-
-
-#define DO_SETUP_BITS ((1<<(FRAG_ATTRIB_MAX)) - 1)
-
#endif