svga: add svga_have_gb_objects/dma() functions
[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
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
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
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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_blitter.h"
35 #include "util/u_double_list.h"
36
37 #include "tgsi/tgsi_scan.h"
38
39 #include "svga_screen.h"
40 #include "svga_state.h"
41 #include "svga_tgsi.h"
42 #include "svga_winsys.h"
43 #include "svga_hw_reg.h"
44 #include "svga3d_shaderdefs.h"
45
46
47 /** Non-GPU queries for gallium HUD */
48 #define SVGA_QUERY_DRAW_CALLS (PIPE_QUERY_DRIVER_SPECIFIC + 0)
49 #define SVGA_QUERY_FALLBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 1)
50 #define SVGA_QUERY_MEMORY_USED (PIPE_QUERY_DRIVER_SPECIFIC + 2)
51
52
53 struct draw_vertex_shader;
54 struct draw_fragment_shader;
55 struct svga_shader_variant;
56 struct SVGACmdMemory;
57 struct util_bitmask;
58
59
60 struct svga_shader
61 {
62 const struct tgsi_token *tokens;
63
64 struct tgsi_shader_info info;
65
66 /** Head of linked list of variants */
67 struct svga_shader_variant *variants;
68
69 unsigned id; /**< for debugging only */
70 };
71
72
73 struct svga_fragment_shader
74 {
75 struct svga_shader base;
76
77 struct draw_fragment_shader *draw_shader;
78
79 /** Mask of which generic varying variables are read by this shader */
80 unsigned generic_inputs;
81 /** Table mapping original TGSI generic indexes to low integers */
82 int8_t generic_remap_table[MAX_GENERIC_VARYING];
83 };
84
85
86 struct svga_vertex_shader
87 {
88 struct svga_shader base;
89
90 struct draw_vertex_shader *draw_shader;
91 };
92
93
94 struct svga_cache_context;
95 struct svga_tracked_state;
96
97 struct svga_blend_state {
98
99 boolean need_white_fragments;
100
101 /* Should be per-render-target:
102 */
103 struct {
104 uint8_t writemask;
105
106 boolean blend_enable;
107 uint8_t srcblend;
108 uint8_t dstblend;
109 uint8_t blendeq;
110
111 boolean separate_alpha_blend_enable;
112 uint8_t srcblend_alpha;
113 uint8_t dstblend_alpha;
114 uint8_t blendeq_alpha;
115
116 } rt[1];
117 };
118
119 struct svga_depth_stencil_state {
120 unsigned zfunc:8;
121 unsigned zenable:1;
122 unsigned zwriteenable:1;
123
124 unsigned alphatestenable:1;
125 unsigned alphafunc:8;
126
127 struct {
128 unsigned enabled:1;
129 unsigned func:8;
130 unsigned fail:8;
131 unsigned zfail:8;
132 unsigned pass:8;
133 } stencil[2];
134
135 /* SVGA3D has one ref/mask/writemask triple shared between front &
136 * back face stencil. We really need two:
137 */
138 unsigned stencil_mask:8;
139 unsigned stencil_writemask:8;
140
141 float alpharef;
142 };
143
144 #define SVGA_UNFILLED_DISABLE 0
145 #define SVGA_UNFILLED_LINE 1
146 #define SVGA_UNFILLED_POINT 2
147
148 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
149 #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
150 #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
151
152 struct svga_rasterizer_state {
153 struct pipe_rasterizer_state templ; /* needed for draw module */
154
155 unsigned shademode:8;
156 unsigned cullmode:8;
157 unsigned scissortestenable:1;
158 unsigned multisampleantialias:1;
159 unsigned antialiasedlineenable:1;
160 unsigned lastpixel:1;
161 unsigned pointsprite:1;
162
163 unsigned linepattern;
164
165 float slopescaledepthbias;
166 float depthbias;
167 float pointsize;
168 float linewidth;
169
170 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */
171
172 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
173 unsigned need_pipeline:16;
174
175 /** For debugging: */
176 const char* need_pipeline_tris_str;
177 const char* need_pipeline_lines_str;
178 const char* need_pipeline_points_str;
179 };
180
181 struct svga_sampler_state {
182 unsigned mipfilter;
183 unsigned magfilter;
184 unsigned minfilter;
185 unsigned aniso_level;
186 float lod_bias;
187 unsigned addressu;
188 unsigned addressv;
189 unsigned addressw;
190 unsigned bordercolor;
191 unsigned normalized_coords:1;
192 unsigned compare_mode:1;
193 unsigned compare_func:3;
194
195 unsigned min_lod;
196 unsigned view_min_lod;
197 unsigned view_max_lod;
198 };
199
200 struct svga_velems_state {
201 unsigned count;
202 struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
203 };
204
205 /* Use to calculate differences between state emitted to hardware and
206 * current driver-calculated state.
207 */
208 struct svga_state
209 {
210 const struct svga_blend_state *blend;
211 const struct svga_depth_stencil_state *depth;
212 const struct svga_rasterizer_state *rast;
213 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS];
214 const struct svga_velems_state *velems;
215
216 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
217 struct svga_fragment_shader *fs;
218 struct svga_vertex_shader *vs;
219
220 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
221 struct pipe_index_buffer ib;
222 struct pipe_resource *cb[PIPE_SHADER_TYPES];
223
224 struct pipe_framebuffer_state framebuffer;
225 float depthscale;
226
227 /* Hack to limit the number of different render targets between
228 * flushes. Helps avoid blowing out our surface cache in EXA.
229 */
230 int nr_fbs;
231
232 struct pipe_poly_stipple poly_stipple;
233 struct pipe_scissor_state scissor;
234 struct pipe_blend_color blend_color;
235 struct pipe_stencil_ref stencil_ref;
236 struct pipe_clip_state clip;
237 struct pipe_viewport_state viewport;
238
239 unsigned num_samplers;
240 unsigned num_sampler_views;
241 unsigned num_vertex_buffers;
242 unsigned reduced_prim;
243
244 struct {
245 unsigned flag_1d;
246 unsigned flag_srgb;
247 } tex_flags;
248 };
249
250 struct svga_prescale {
251 float translate[4];
252 float scale[4];
253 boolean enabled;
254 };
255
256
257 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
258 */
259 struct svga_hw_clear_state
260 {
261 struct {
262 unsigned x,y,w,h;
263 } viewport;
264
265 struct {
266 float zmin, zmax;
267 } depthrange;
268
269 struct pipe_framebuffer_state framebuffer;
270 struct svga_prescale prescale;
271 };
272
273 struct svga_hw_view_state
274 {
275 struct pipe_resource *texture;
276 struct svga_sampler_view *v;
277 unsigned min_lod;
278 unsigned max_lod;
279 int dirty;
280 };
281
282 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
283 */
284 struct svga_hw_draw_state
285 {
286 unsigned rs[SVGA3D_RS_MAX];
287 unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX];
288 float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4];
289
290 struct svga_shader_variant *fs;
291 struct svga_shader_variant *vs;
292 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
293
294 unsigned num_views;
295 };
296
297
298 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
299 */
300 struct svga_sw_state
301 {
302 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */
303
304 /* which parts we need */
305 boolean need_swvfetch;
306 boolean need_pipeline;
307 boolean need_swtnl;
308
309 /* Flag to make sure that need sw is on while
310 * updating state within a swtnl call.
311 */
312 boolean in_swtnl_draw;
313 };
314
315
316 /* Queue some state updates (like rss) and submit them to hardware in
317 * a single packet.
318 */
319 struct svga_hw_queue;
320
321 struct svga_query;
322
323 struct svga_context
324 {
325 struct pipe_context pipe;
326 struct svga_winsys_context *swc;
327 struct blitter_context *blitter;
328
329 struct {
330 boolean no_swtnl;
331 boolean force_swtnl;
332 boolean use_min_mipmap;
333
334 /* incremented for each shader */
335 unsigned shader_id;
336
337 unsigned disable_shader;
338
339 boolean no_line_width;
340 boolean force_hw_line_stipple;
341 } debug;
342
343 struct {
344 struct draw_context *draw;
345 struct vbuf_render *backend;
346 unsigned hw_prim;
347 boolean new_vbuf;
348 boolean new_vdecl;
349 } swtnl;
350
351 /* Bitmask of used shader IDs */
352 struct util_bitmask *shader_id_bm;
353
354 struct {
355 unsigned dirty[SVGA_STATE_MAX];
356
357 unsigned texture_timestamp;
358
359 /*
360 */
361 struct svga_sw_state sw;
362 struct svga_hw_draw_state hw_draw;
363 struct svga_hw_clear_state hw_clear;
364 } state;
365
366 struct svga_state curr; /* state from the state tracker */
367 unsigned dirty; /* statechanges since last update_state() */
368
369 struct {
370 unsigned rendertargets:1;
371 unsigned texture_samplers:1;
372 } rebind;
373
374 struct svga_hwtnl *hwtnl;
375
376 /** The occlusion query currently in progress */
377 struct svga_query *sq;
378
379 /** List of buffers with queued transfers */
380 struct list_head dirty_buffers;
381
382 /** performance / info queries */
383 uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
384 uint64_t num_fallbacks; /**< SVGA_QUERY_FALLBACKS */
385 };
386
387 /* A flag for each state_tracker state object:
388 */
389 #define SVGA_NEW_BLEND 0x1
390 #define SVGA_NEW_DEPTH_STENCIL 0x2
391 #define SVGA_NEW_RAST 0x4
392 #define SVGA_NEW_SAMPLER 0x8
393 #define SVGA_NEW_TEXTURE 0x10
394 #define SVGA_NEW_VBUFFER 0x20
395 #define SVGA_NEW_VELEMENT 0x40
396 #define SVGA_NEW_FS 0x80
397 #define SVGA_NEW_VS 0x100
398 #define SVGA_NEW_FS_CONST_BUFFER 0x200
399 #define SVGA_NEW_VS_CONST_BUFFER 0x400
400 #define SVGA_NEW_FRAME_BUFFER 0x800
401 #define SVGA_NEW_STIPPLE 0x1000
402 #define SVGA_NEW_SCISSOR 0x2000
403 #define SVGA_NEW_BLEND_COLOR 0x4000
404 #define SVGA_NEW_CLIP 0x8000
405 #define SVGA_NEW_VIEWPORT 0x10000
406 #define SVGA_NEW_PRESCALE 0x20000
407 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
408 #define SVGA_NEW_TEXTURE_BINDING 0x80000
409 #define SVGA_NEW_NEED_PIPELINE 0x100000
410 #define SVGA_NEW_NEED_SWVFETCH 0x200000
411 #define SVGA_NEW_NEED_SWTNL 0x400000
412 #define SVGA_NEW_FS_VARIANT 0x800000
413 #define SVGA_NEW_VS_VARIANT 0x1000000
414 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000
415 #define SVGA_NEW_STENCIL_REF 0x8000000
416
417
418
419
420
421 /***********************************************************************
422 * svga_clear.c:
423 */
424 void svga_clear(struct pipe_context *pipe,
425 unsigned buffers,
426 const union pipe_color_union *color,
427 double depth,
428 unsigned stencil);
429
430
431 /***********************************************************************
432 * svga_screen_texture.c:
433 */
434 void svga_mark_surfaces_dirty(struct svga_context *svga);
435
436
437
438
439 void svga_init_state_functions( struct svga_context *svga );
440 void svga_init_flush_functions( struct svga_context *svga );
441 void svga_init_string_functions( struct svga_context *svga );
442 void svga_init_blit_functions(struct svga_context *svga);
443
444 void svga_init_blend_functions( struct svga_context *svga );
445 void svga_init_depth_stencil_functions( struct svga_context *svga );
446 void svga_init_misc_functions( struct svga_context *svga );
447 void svga_init_rasterizer_functions( struct svga_context *svga );
448 void svga_init_sampler_functions( struct svga_context *svga );
449 void svga_init_fs_functions( struct svga_context *svga );
450 void svga_init_vs_functions( struct svga_context *svga );
451 void svga_init_vertex_functions( struct svga_context *svga );
452 void svga_init_constbuffer_functions( struct svga_context *svga );
453 void svga_init_draw_functions( struct svga_context *svga );
454 void svga_init_query_functions( struct svga_context *svga );
455 void svga_init_surface_functions(struct svga_context *svga);
456
457 void svga_cleanup_vertex_state( struct svga_context *svga );
458 void svga_cleanup_tss_binding( struct svga_context *svga );
459 void svga_cleanup_framebuffer( struct svga_context *svga );
460
461 void svga_context_flush( struct svga_context *svga,
462 struct pipe_fence_handle **pfence );
463
464 void svga_hwtnl_flush_retry( struct svga_context *svga );
465 void svga_hwtnl_flush_buffer( struct svga_context *svga,
466 struct pipe_resource *buffer );
467
468 void svga_surfaces_flush(struct svga_context *svga);
469
470 struct pipe_context *
471 svga_context_create(struct pipe_screen *screen,
472 void *priv);
473
474
475 /***********************************************************************
476 * Inline conversion functions. These are better-typed than the
477 * macros used previously:
478 */
479 static INLINE struct svga_context *
480 svga_context( struct pipe_context *pipe )
481 {
482 return (struct svga_context *)pipe;
483 }
484
485
486 static INLINE boolean
487 svga_have_gb_objects(const struct svga_context *svga)
488 {
489 return svga_screen(svga->pipe.screen)->sws->have_gb_objects;
490 }
491
492 static INLINE boolean
493 svga_have_gb_dma(const struct svga_context *svga)
494 {
495 return svga_screen(svga->pipe.screen)->sws->have_gb_dma;
496 }
497
498
499 #endif