{
if (surface) {
struct svga_surface *s = svga_surface(surface);
- swc->surface_relocation(swc, &id->sid, s->handle, flags);
+ swc->surface_relocation(swc, &id->sid, NULL, s->handle, flags);
id->face = s->real_face; /* faces have the same order */
id->mipmap = s->real_level;
}
else {
- swc->surface_relocation(swc, &id->sid, NULL, flags);
+ swc->surface_relocation(swc, &id->sid, NULL, NULL, flags);
id->face = 0;
id->mipmap = 0;
}
if (!cmd)
return PIPE_ERROR_OUT_OF_MEMORY;
- swc->surface_relocation(swc, &cmd->sid, sid, SVGA_RELOC_WRITE);
+ swc->surface_relocation(swc, &cmd->sid, NULL, sid, SVGA_RELOC_WRITE);
cmd->surfaceFlags = flags;
cmd->format = format;
if (!cmd)
return PIPE_ERROR_OUT_OF_MEMORY;
- swc->surface_relocation(swc, &cmd->sid, sid, SVGA_RELOC_READ);
+ swc->surface_relocation(swc, &cmd->sid, NULL, sid, SVGA_RELOC_READ);
swc->commit(swc);;
return PIPE_OK;
swc->region_relocation(swc, &cmd->guest.ptr, st->hwbuf, 0, region_flags);
cmd->guest.pitch = st->base.stride;
- swc->surface_relocation(swc, &cmd->host.sid, texture->handle, surface_flags);
+ swc->surface_relocation(swc, &cmd->host.sid, NULL,
+ texture->handle, surface_flags);
cmd->host.face = st->face; /* PIPE_TEX_FACE_* and SVGA3D_CUBEFACE_* match */
cmd->host.mipmap = st->base.level;
swc->region_relocation(swc, &cmd->guest.ptr, guest, 0, region_flags);
cmd->guest.pitch = 0;
- swc->surface_relocation(swc, &cmd->host.sid, host, surface_flags);
+ swc->surface_relocation(swc, &cmd->host.sid,
+ NULL, host, surface_flags);
cmd->host.face = 0;
cmd->host.mipmap = 0;
#define SVGA_BUFFER_USAGE_PINNED (1 << 0)
#define SVGA_BUFFER_USAGE_WRAPPED (1 << 1)
+#define SVGA_BUFFER_USAGE_SHADER (1 << 2)
-
-#define SVGA_RELOC_WRITE 0x1
-#define SVGA_RELOC_READ 0x2
+/**
+ * Relocation flags to help with dirty tracking
+ * SVGA_RELOC_WRITE - The command will cause a GPU write to this
+ * resource.
+ * SVGA_RELOC_READ - The command will cause a GPU read from this
+ * resource.
+ * SVGA_RELOC_INTERNAL The command will only transfer data internally
+ * within the resource, and optionally clear
+ * dirty bits
+ * SVGA_RELOC_DMA - Only set for resource buffer DMA uploads for winsys
+ * implementations that want to track the amount
+ * of such data referenced in the command stream.
+ */
+#define SVGA_RELOC_WRITE (1 << 0)
+#define SVGA_RELOC_READ (1 << 1)
+#define SVGA_RELOC_INTERNAL (1 << 2)
+#define SVGA_RELOC_DMA (1 << 3)
#define SVGA_FENCE_FLAG_EXEC (1 << 0)
#define SVGA_FENCE_FLAG_QUERY (1 << 1)
+
/** Opaque surface handle */
struct svga_winsys_surface;
+/** Opaque guest-backed objects */
+struct svga_winsys_gb_shader;
+
+
+
/**
* SVGA per-context winsys interface.
*/
*/
void
(*surface_relocation)(struct svga_winsys_context *swc,
- uint32 *sid,
+ uint32 *sid,
+ uint32 *mobid,
struct svga_winsys_surface *surface,
unsigned flags);
uint32 offset,
unsigned flags);
+ /**
+ * Emit a relocation for a guest-backed shader object.
+ *
+ * NOTE: Order of this call does matter. It should be the same order
+ * as relocations appear in the command buffer.
+ */
+ void
+ (*shader_relocation)(struct svga_winsys_context *swc,
+ uint32 *shid,
+ uint32 *mobid,
+ uint32 *offset,
+ struct svga_winsys_gb_shader *shader);
+
+ /**
+ * Emit a relocation for a guest-backed context.
+ *
+ * NOTE: Order of this call does matter. It should be the same order
+ * as relocations appear in the command buffer.
+ */
+ void
+ (*context_relocation)(struct svga_winsys_context *swc, uint32 *cid);
+
+ /**
+ * Emit a relocation for a guest Memory OBject.
+ *
+ * @param flags bitmask of SVGA_RELOC_* flags
+ * @param offset_into_mob Buffer starts at this offset into the MOB.
+ *
+ * Note that not all commands accept an offset into the MOB and
+ * those commands can't use suballocated buffer pools. To trap
+ * errors from improper buffer pool usage, set the offset_into_mob
+ * pointer to NULL.
+ */
+ void
+ (*mob_relocation)(struct svga_winsys_context *swc,
+ SVGAMobId *id,
+ uint32 *offset_into_mob,
+ struct svga_winsys_buffer *buffer,
+ uint32 offset,
+ unsigned flags);
+
void
(*commit)(struct svga_winsys_context *swc);
* global to the entire SVGA device.
*/
uint32 cid;
+
+ /**
+ ** BEGIN new functions for guest-backed surfaces.
+ **/
+
+ boolean have_gb_objects;
+
+ /**
+ * Map a guest-backed surface.
+ * \param flags bitmaks of PIPE_TRANSFER_x flags
+ *
+ * The surface_map() member is allowed to fail due to a
+ * shortage of command buffer space, if the
+ * PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE bit is set in flags.
+ * In that case, the caller must flush the current command
+ * buffer and reissue the map.
+ */
+ void *
+ (*surface_map)(struct svga_winsys_context *swc,
+ struct svga_winsys_surface *surface,
+ unsigned flags, boolean *retry);
+
+ /**
+ * Unmap a guest-backed surface.
+ * \param rebind returns a flag indicating whether the caller should
+ * issue a SVGA3D_BindGBSurface() call.
+ */
+ void
+ (*surface_unmap)(struct svga_winsys_context *swc,
+ struct svga_winsys_surface *surface,
+ boolean *rebind);
+
};
struct pipe_fence_handle *fence,
unsigned flag );
+
+ /**
+ ** BEGIN new functions for guest-backed surfaces.
+ **/
+
+ /** Are guest-backed objects enabled? */
+ bool have_gb_objects;
+
+ /** Can we do DMA with guest-backed objects enabled? */
+ bool have_gb_dma;
+
+ /**
+ * Create and define a GB shader.
+ */
+ struct svga_winsys_gb_shader *
+ (*shader_create)(struct svga_winsys_screen *sws,
+ SVGA3dShaderType type,
+ const uint32 *bytecode,
+ uint32 bytecodeLen);
+
+ /**
+ * Destroy a GB shader. It's safe to call this function even
+ * if the shader is referenced in a context's command stream.
+ */
+ void
+ (*shader_destroy)(struct svga_winsys_screen *sws,
+ struct svga_winsys_gb_shader *shader);
+
};