svga: implement point sprite suppport
[mesa.git] / src / gallium / drivers / svga / svga_context.h
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
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9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #ifndef SVGA_CONTEXT_H
27 #define SVGA_CONTEXT_H
28
29
30 #include "pipe/p_context.h"
31 #include "pipe/p_defines.h"
32 #include "pipe/p_state.h"
33
34 #include "util/u_double_list.h"
35
36 #include "tgsi/tgsi_scan.h"
37
38 #include "svga_state.h"
39
40
41 #define SVGA_TEX_UNITS 8
42 #define SVGA_MAX_POINTSIZE 80.0
43
44 struct draw_vertex_shader;
45 struct svga_shader_result;
46 struct SVGACmdMemory;
47 struct util_bitmask;
48 struct u_upload_mgr;
49
50
51 struct svga_shader
52 {
53 const struct tgsi_token *tokens;
54
55 struct tgsi_shader_info info;
56
57 struct svga_shader_result *results;
58
59 unsigned id;
60
61 boolean use_sm30;
62 };
63
64 struct svga_fragment_shader
65 {
66 struct svga_shader base;
67 };
68
69 struct svga_vertex_shader
70 {
71 struct svga_shader base;
72
73 struct draw_vertex_shader *draw_shader;
74 };
75
76
77 struct svga_cache_context;
78 struct svga_tracked_state;
79
80 struct svga_blend_state {
81
82 boolean need_white_fragments;
83
84 /* Should be per-render-target:
85 */
86 struct {
87 uint8_t writemask;
88
89 boolean blend_enable;
90 uint8_t srcblend;
91 uint8_t dstblend;
92 uint8_t blendeq;
93
94 boolean separate_alpha_blend_enable;
95 uint8_t srcblend_alpha;
96 uint8_t dstblend_alpha;
97 uint8_t blendeq_alpha;
98
99 } rt[1];
100 };
101
102 struct svga_depth_stencil_state {
103 unsigned zfunc:8;
104 unsigned zenable:1;
105 unsigned zwriteenable:1;
106
107 unsigned alphatestenable:1;
108 unsigned alphafunc:8;
109
110 struct {
111 unsigned enabled:1;
112 unsigned func:8;
113 unsigned fail:8;
114 unsigned zfail:8;
115 unsigned pass:8;
116 } stencil[2];
117
118 /* SVGA3D has one ref/mask/writemask triple shared between front &
119 * back face stencil. We really need two:
120 */
121 unsigned stencil_mask:8;
122 unsigned stencil_writemask:8;
123
124 float alpharef;
125 };
126
127 #define SVGA_UNFILLED_DISABLE 0
128 #define SVGA_UNFILLED_LINE 1
129 #define SVGA_UNFILLED_POINT 2
130
131 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
132 #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
133 #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
134
135 struct svga_rasterizer_state {
136 struct pipe_rasterizer_state templ; /* needed for draw module */
137
138 unsigned shademode:8;
139 unsigned cullmode:8;
140 unsigned scissortestenable:1;
141 unsigned multisampleantialias:1;
142 unsigned antialiasedlineenable:1;
143 unsigned lastpixel:1;
144 unsigned pointsprite:1;
145
146 unsigned linepattern;
147
148 float slopescaledepthbias;
149 float depthbias;
150 float pointsize;
151
152 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
153
154 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
155 unsigned need_pipeline:16;
156
157 /** For debugging: */
158 const char* need_pipeline_tris_str;
159 const char* need_pipeline_lines_str;
160 const char* need_pipeline_points_str;
161 };
162
163 struct svga_sampler_state {
164 unsigned mipfilter;
165 unsigned magfilter;
166 unsigned minfilter;
167 unsigned aniso_level;
168 float lod_bias;
169 unsigned addressu;
170 unsigned addressv;
171 unsigned addressw;
172 unsigned bordercolor;
173 unsigned normalized_coords:1;
174 unsigned compare_mode:1;
175 unsigned compare_func:3;
176
177 unsigned min_lod;
178 unsigned view_min_lod;
179 unsigned view_max_lod;
180 };
181
182 struct svga_velems_state {
183 unsigned count;
184 struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
185 };
186
187 /* Use to calculate differences between state emitted to hardware and
188 * current driver-calculated state.
189 */
190 struct svga_state
191 {
192 const struct svga_blend_state *blend;
193 const struct svga_depth_stencil_state *depth;
194 const struct svga_rasterizer_state *rast;
195 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS];
196 const struct svga_velems_state *velems;
197
198 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
199 struct svga_fragment_shader *fs;
200 struct svga_vertex_shader *vs;
201
202 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
203 struct pipe_index_buffer ib;
204 struct pipe_resource *cb[PIPE_SHADER_TYPES];
205
206 struct pipe_framebuffer_state framebuffer;
207 float depthscale;
208
209 /* Hack to limit the number of different render targets between
210 * flushes. Helps avoid blowing out our surface cache in EXA.
211 */
212 int nr_fbs;
213
214 struct pipe_poly_stipple poly_stipple;
215 struct pipe_scissor_state scissor;
216 struct pipe_blend_color blend_color;
217 struct pipe_stencil_ref stencil_ref;
218 struct pipe_clip_state clip;
219 struct pipe_viewport_state viewport;
220
221 unsigned num_samplers;
222 unsigned num_sampler_views;
223 unsigned num_vertex_buffers;
224 unsigned reduced_prim;
225
226 struct {
227 unsigned flag_1d;
228 unsigned flag_srgb;
229 } tex_flags;
230
231 boolean any_user_vertex_buffers;
232
233 unsigned zero_stride_vertex_elements;
234 unsigned num_zero_stride_vertex_elements;
235 /* ### maybe dynamically allocate this */
236 float zero_stride_constants[PIPE_MAX_ATTRIBS*4];
237 };
238
239 #define RS_MAX 97
240 #define TS_MAX 30
241 #define CB_MAX 256
242
243 struct svga_prescale {
244 float translate[4];
245 float scale[4];
246 boolean enabled;
247 };
248
249
250 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
251 */
252 struct svga_hw_clear_state
253 {
254 struct {
255 unsigned x,y,w,h;
256 } viewport;
257
258 struct {
259 float zmin, zmax;
260 } depthrange;
261
262 struct pipe_framebuffer_state framebuffer;
263 struct svga_prescale prescale;
264 };
265
266 struct svga_hw_view_state
267 {
268 struct pipe_resource *texture;
269 struct svga_sampler_view *v;
270 unsigned min_lod;
271 unsigned max_lod;
272 int dirty;
273 };
274
275 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
276 */
277 struct svga_hw_draw_state
278 {
279 unsigned rs[RS_MAX];
280 unsigned ts[16][TS_MAX];
281 float cb[PIPE_SHADER_TYPES][CB_MAX][4];
282
283 struct svga_shader_result *fs;
284 struct svga_shader_result *vs;
285 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
286
287 unsigned num_views;
288 };
289
290
291 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
292 */
293 struct svga_sw_state
294 {
295 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */
296
297 /* which parts we need */
298 boolean need_swvfetch;
299 boolean need_pipeline;
300 boolean need_swtnl;
301
302 /* Flag to make sure that need sw is on while
303 * updating state within a swtnl call.
304 */
305 boolean in_swtnl_draw;
306 };
307
308
309 /* Queue some state updates (like rss) and submit them to hardware in
310 * a single packet.
311 */
312 struct svga_hw_queue;
313
314 struct svga_query;
315
316 struct svga_context
317 {
318 struct pipe_context pipe;
319 struct svga_winsys_context *swc;
320
321 struct {
322 boolean no_swtnl;
323 boolean force_swtnl;
324 boolean use_min_mipmap;
325
326 /* incremented for each shader */
327 unsigned shader_id;
328
329 unsigned disable_shader;
330
331 boolean no_line_width;
332 boolean force_hw_line_stipple;
333 } debug;
334
335 struct {
336 struct draw_context *draw;
337 struct vbuf_render *backend;
338 unsigned hw_prim;
339 boolean new_vbuf;
340 boolean new_vdecl;
341 } swtnl;
342
343 /* Bitmask of used shader IDs */
344 struct util_bitmask *fs_bm;
345 struct util_bitmask *vs_bm;
346
347 struct {
348 unsigned dirty[SVGA_STATE_MAX];
349
350 unsigned texture_timestamp;
351
352 /*
353 */
354 struct svga_sw_state sw;
355 struct svga_hw_draw_state hw_draw;
356 struct svga_hw_clear_state hw_clear;
357 } state;
358
359 struct svga_state curr; /* state from the state tracker */
360 unsigned dirty; /* statechanges since last update_state() */
361
362 struct {
363 unsigned rendertargets:1;
364 unsigned texture_samplers:1;
365 } rebind;
366
367 struct u_upload_mgr *upload_ib;
368 struct u_upload_mgr *upload_vb;
369 struct svga_hwtnl *hwtnl;
370
371 /** The occlusion query currently in progress */
372 struct svga_query *sq;
373
374 /** List of buffers with queued transfers */
375 struct list_head dirty_buffers;
376 };
377
378 /* A flag for each state_tracker state object:
379 */
380 #define SVGA_NEW_BLEND 0x1
381 #define SVGA_NEW_DEPTH_STENCIL 0x2
382 #define SVGA_NEW_RAST 0x4
383 #define SVGA_NEW_SAMPLER 0x8
384 #define SVGA_NEW_TEXTURE 0x10
385 #define SVGA_NEW_VBUFFER 0x20
386 #define SVGA_NEW_VELEMENT 0x40
387 #define SVGA_NEW_FS 0x80
388 #define SVGA_NEW_VS 0x100
389 #define SVGA_NEW_FS_CONST_BUFFER 0x200
390 #define SVGA_NEW_VS_CONST_BUFFER 0x400
391 #define SVGA_NEW_FRAME_BUFFER 0x800
392 #define SVGA_NEW_STIPPLE 0x1000
393 #define SVGA_NEW_SCISSOR 0x2000
394 #define SVGA_NEW_BLEND_COLOR 0x4000
395 #define SVGA_NEW_CLIP 0x8000
396 #define SVGA_NEW_VIEWPORT 0x10000
397 #define SVGA_NEW_PRESCALE 0x20000
398 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
399 #define SVGA_NEW_TEXTURE_BINDING 0x80000
400 #define SVGA_NEW_NEED_PIPELINE 0x100000
401 #define SVGA_NEW_NEED_SWVFETCH 0x200000
402 #define SVGA_NEW_NEED_SWTNL 0x400000
403 #define SVGA_NEW_FS_RESULT 0x800000
404 #define SVGA_NEW_VS_RESULT 0x1000000
405 #define SVGA_NEW_ZERO_STRIDE 0x2000000
406 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000
407 #define SVGA_NEW_STENCIL_REF 0x8000000
408
409
410
411
412
413 /***********************************************************************
414 * svga_clear.c:
415 */
416 void svga_clear(struct pipe_context *pipe,
417 unsigned buffers,
418 const union pipe_color_union *color,
419 double depth,
420 unsigned stencil);
421
422
423 /***********************************************************************
424 * svga_screen_texture.c:
425 */
426 void svga_mark_surfaces_dirty(struct svga_context *svga);
427
428
429
430
431 void svga_init_state_functions( struct svga_context *svga );
432 void svga_init_flush_functions( struct svga_context *svga );
433 void svga_init_string_functions( struct svga_context *svga );
434 void svga_init_blit_functions(struct svga_context *svga);
435
436 void svga_init_blend_functions( struct svga_context *svga );
437 void svga_init_depth_stencil_functions( struct svga_context *svga );
438 void svga_init_misc_functions( struct svga_context *svga );
439 void svga_init_rasterizer_functions( struct svga_context *svga );
440 void svga_init_sampler_functions( struct svga_context *svga );
441 void svga_init_fs_functions( struct svga_context *svga );
442 void svga_init_vs_functions( struct svga_context *svga );
443 void svga_init_vertex_functions( struct svga_context *svga );
444 void svga_init_constbuffer_functions( struct svga_context *svga );
445 void svga_init_draw_functions( struct svga_context *svga );
446 void svga_init_query_functions( struct svga_context *svga );
447 void svga_init_surface_functions(struct svga_context *svga);
448
449 void svga_cleanup_vertex_state( struct svga_context *svga );
450 void svga_cleanup_tss_binding( struct svga_context *svga );
451 void svga_cleanup_framebuffer( struct svga_context *svga );
452
453 void svga_context_flush( struct svga_context *svga,
454 struct pipe_fence_handle **pfence );
455
456 void svga_hwtnl_flush_retry( struct svga_context *svga );
457
458 void svga_surfaces_flush(struct svga_context *svga);
459
460 struct pipe_context *
461 svga_context_create(struct pipe_screen *screen,
462 void *priv);
463
464
465 /***********************************************************************
466 * Inline conversion functions. These are better-typed than the
467 * macros used previously:
468 */
469 static INLINE struct svga_context *
470 svga_context( struct pipe_context *pipe )
471 {
472 return (struct svga_context *)pipe;
473 }
474
475
476
477 #endif