#include "nouveau_screen.h"
#include "nouveau_state.h"
-#include "nouveau_bo_state.h"
+#include "nouveau_scratch.h"
#include "nouveau_render.h"
-#include "main/bitset.h"
+#include "util/bitset.h"
enum nouveau_fallback {
HWTNL = 0,
SWRAST,
};
+#define BUFCTX_FB 0
+#define BUFCTX_VTX 1
+#define BUFCTX_TEX(i) (2 + (i))
+
struct nouveau_hw_state {
- struct nouveau_channel *chan;
-
- struct nouveau_notifier *ntfy;
- struct nouveau_grobj *eng3d;
- struct nouveau_grobj *eng3dm;
- struct nouveau_grobj *surf3d;
- struct nouveau_grobj *m2mf;
- struct nouveau_grobj *surf2d;
- struct nouveau_grobj *rop;
- struct nouveau_grobj *patt;
- struct nouveau_grobj *rect;
- struct nouveau_grobj *swzsurf;
- struct nouveau_grobj *sifm;
+ struct nouveau_object *chan;
+ struct nouveau_client *client;
+ struct nouveau_pushbuf *pushbuf;
+ struct nouveau_bufctx *bufctx;
+
+ struct nouveau_object *null;
+ struct nouveau_object *ntfy;
+ struct nouveau_object *eng3d;
+ struct nouveau_object *eng3dm;
+ struct nouveau_object *surf3d;
+ struct nouveau_object *m2mf;
+ struct nouveau_object *surf2d;
+ struct nouveau_object *rop;
+ struct nouveau_object *patt;
+ struct nouveau_object *rect;
+ struct nouveau_object *swzsurf;
+ struct nouveau_object *sifm;
};
struct nouveau_context {
- GLcontext base;
+ struct gl_context base;
__DRIcontext *dri_context;
struct nouveau_screen *screen;
BITSET_DECLARE(dirty, MAX_NOUVEAU_STATE);
enum nouveau_fallback fallback;
+ struct nouveau_bo *fence;
+
struct nouveau_hw_state hw;
- struct nouveau_bo_state bo;
struct nouveau_render_state render;
+ struct nouveau_scratch_state scratch;
+
+ struct {
+ GLboolean clear_blocked;
+ int clear_seq;
+ } hierz;
};
#define to_nouveau_context(ctx) ((struct nouveau_context *)(ctx))
(context_dev(ctx)->chipset)
#define context_chan(ctx) \
(to_nouveau_context(ctx)->hw.chan)
+#define context_client(ctx) \
+ (to_nouveau_context(ctx)->hw.client)
+#define context_push(ctx) \
+ (to_nouveau_context(ctx)->hw.pushbuf)
#define context_eng3d(ctx) \
(to_nouveau_context(ctx)->hw.eng3d)
#define context_drv(ctx) \
BITSET_SET(to_nouveau_context(ctx)->dirty, NOUVEAU_STATE_##s)
#define context_dirty_i(ctx, s, i) \
BITSET_SET(to_nouveau_context(ctx)->dirty, NOUVEAU_STATE_##s##0 + i)
+#define context_emit(ctx, s) \
+ context_drv(ctx)->emit[NOUVEAU_STATE_##s](ctx, NOUVEAU_STATE_##s)
GLboolean
-nouveau_context_create(const __GLcontextModes *visual, __DRIcontext *dri_ctx,
+nouveau_context_create(gl_api api,
+ const struct gl_config *visual, __DRIcontext *dri_ctx,
+ unsigned major_version, unsigned minor_version,
+ uint32_t flags, bool notify_reset, unsigned *error,
void *share_ctx);
GLboolean
-nouveau_context_init(GLcontext *ctx, struct nouveau_screen *screen,
- const GLvisual *visual, GLcontext *share_ctx);
+nouveau_context_init(struct gl_context *ctx, gl_api api,
+ struct nouveau_screen *screen,
+ const struct gl_config *visual, struct gl_context *share_ctx);
void
-nouveau_context_deinit(GLcontext *ctx);
+nouveau_context_deinit(struct gl_context *ctx);
void
nouveau_context_destroy(__DRIcontext *dri_ctx);
nouveau_context_unbind(__DRIcontext *dri_ctx);
void
-nouveau_fallback(GLcontext *ctx, enum nouveau_fallback mode);
+nouveau_fallback(struct gl_context *ctx, enum nouveau_fallback mode);
void
-nouveau_validate_framebuffer(GLcontext *ctx);
+nouveau_validate_framebuffer(struct gl_context *ctx);
#endif