1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
24 **********************************************************/
26 #ifndef SVGA_CONTEXT_H
27 #define SVGA_CONTEXT_H
30 #include "pipe/p_context.h"
31 #include "pipe/p_defines.h"
32 #include "pipe/p_state.h"
34 #include "util/u_blitter.h"
35 #include "util/u_double_list.h"
37 #include "tgsi/tgsi_scan.h"
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"
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)
53 struct draw_vertex_shader
;
54 struct draw_fragment_shader
;
55 struct svga_shader_variant
;
62 const struct tgsi_token
*tokens
;
64 struct tgsi_shader_info info
;
66 /** Head of linked list of variants */
67 struct svga_shader_variant
*variants
;
69 unsigned id
; /**< for debugging only */
73 struct svga_fragment_shader
75 struct svga_shader base
;
77 struct draw_fragment_shader
*draw_shader
;
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
];
86 struct svga_vertex_shader
88 struct svga_shader base
;
90 struct draw_vertex_shader
*draw_shader
;
94 struct svga_cache_context
;
95 struct svga_tracked_state
;
97 struct svga_blend_state
{
99 boolean need_white_fragments
;
101 /* Should be per-render-target:
106 boolean blend_enable
;
111 boolean separate_alpha_blend_enable
;
112 uint8_t srcblend_alpha
;
113 uint8_t dstblend_alpha
;
114 uint8_t blendeq_alpha
;
119 struct svga_depth_stencil_state
{
122 unsigned zwriteenable
:1;
124 unsigned alphatestenable
:1;
125 unsigned alphafunc
:8;
135 /* SVGA3D has one ref/mask/writemask triple shared between front &
136 * back face stencil. We really need two:
138 unsigned stencil_mask
:8;
139 unsigned stencil_writemask
:8;
144 #define SVGA_UNFILLED_DISABLE 0
145 #define SVGA_UNFILLED_LINE 1
146 #define SVGA_UNFILLED_POINT 2
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)
152 struct svga_rasterizer_state
{
153 struct pipe_rasterizer_state templ
; /* needed for draw module */
155 unsigned shademode
:8;
157 unsigned scissortestenable
:1;
158 unsigned multisampleantialias
:1;
159 unsigned antialiasedlineenable
:1;
160 unsigned lastpixel
:1;
161 unsigned pointsprite
:1;
163 unsigned linepattern
;
165 float slopescaledepthbias
;
170 unsigned hw_unfilled
:16; /* PIPE_POLYGON_MODE_x */
172 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
173 unsigned need_pipeline
:16;
175 /** For debugging: */
176 const char* need_pipeline_tris_str
;
177 const char* need_pipeline_lines_str
;
178 const char* need_pipeline_points_str
;
181 struct svga_sampler_state
{
185 unsigned aniso_level
;
190 unsigned bordercolor
;
191 unsigned normalized_coords
:1;
192 unsigned compare_mode
:1;
193 unsigned compare_func
:3;
196 unsigned view_min_lod
;
197 unsigned view_max_lod
;
200 struct svga_velems_state
{
202 struct pipe_vertex_element velem
[PIPE_MAX_ATTRIBS
];
205 /* Use to calculate differences between state emitted to hardware and
206 * current driver-calculated state.
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
;
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
;
220 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
221 struct pipe_index_buffer ib
;
222 struct pipe_resource
*cb
[PIPE_SHADER_TYPES
];
224 struct pipe_framebuffer_state framebuffer
;
227 /* Hack to limit the number of different render targets between
228 * flushes. Helps avoid blowing out our surface cache in EXA.
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
;
239 unsigned num_samplers
;
240 unsigned num_sampler_views
;
241 unsigned num_vertex_buffers
;
242 unsigned reduced_prim
;
250 struct svga_prescale
{
257 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
259 struct svga_hw_clear_state
269 struct pipe_framebuffer_state framebuffer
;
270 struct svga_prescale prescale
;
273 struct svga_hw_view_state
275 struct pipe_resource
*texture
;
276 struct svga_sampler_view
*v
;
282 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
284 struct svga_hw_draw_state
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];
290 struct svga_shader_variant
*fs
;
291 struct svga_shader_variant
*vs
;
292 struct svga_hw_view_state views
[PIPE_MAX_SAMPLERS
];
298 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
302 unsigned ve_format
[PIPE_MAX_ATTRIBS
]; /* NEW_VELEMENT */
304 /* which parts we need */
305 boolean need_swvfetch
;
306 boolean need_pipeline
;
309 /* Flag to make sure that need sw is on while
310 * updating state within a swtnl call.
312 boolean in_swtnl_draw
;
316 /* Queue some state updates (like rss) and submit them to hardware in
319 struct svga_hw_queue
;
325 struct pipe_context pipe
;
326 struct svga_winsys_context
*swc
;
327 struct blitter_context
*blitter
;
332 boolean use_min_mipmap
;
334 /* incremented for each shader */
337 unsigned disable_shader
;
339 boolean no_line_width
;
340 boolean force_hw_line_stipple
;
344 struct draw_context
*draw
;
345 struct vbuf_render
*backend
;
351 /* Bitmask of used shader IDs */
352 struct util_bitmask
*shader_id_bm
;
355 unsigned dirty
[SVGA_STATE_MAX
];
357 unsigned texture_timestamp
;
361 struct svga_sw_state sw
;
362 struct svga_hw_draw_state hw_draw
;
363 struct svga_hw_clear_state hw_clear
;
366 struct svga_state curr
; /* state from the state tracker */
367 unsigned dirty
; /* statechanges since last update_state() */
370 unsigned rendertargets
:1;
371 unsigned texture_samplers
:1;
374 struct svga_hwtnl
*hwtnl
;
376 /** The occlusion query currently in progress */
377 struct svga_query
*sq
;
379 /** List of buffers with queued transfers */
380 struct list_head dirty_buffers
;
382 /** performance / info queries */
383 uint64_t num_draw_calls
; /**< SVGA_QUERY_DRAW_CALLS */
384 uint64_t num_fallbacks
; /**< SVGA_QUERY_FALLBACKS */
387 /* A flag for each state_tracker state object:
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
421 /***********************************************************************
424 void svga_clear(struct pipe_context
*pipe
,
426 const union pipe_color_union
*color
,
431 /***********************************************************************
432 * svga_screen_texture.c:
434 void svga_mark_surfaces_dirty(struct svga_context
*svga
);
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
);
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
);
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
);
461 void svga_context_flush( struct svga_context
*svga
,
462 struct pipe_fence_handle
**pfence
);
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
);
468 void svga_surfaces_flush(struct svga_context
*svga
);
470 struct pipe_context
*
471 svga_context_create(struct pipe_screen
*screen
,
475 /***********************************************************************
476 * Inline conversion functions. These are better-typed than the
477 * macros used previously:
479 static INLINE
struct svga_context
*
480 svga_context( struct pipe_context
*pipe
)
482 return (struct svga_context
*)pipe
;
486 static INLINE boolean
487 svga_have_gb_objects(const struct svga_context
*svga
)
489 return svga_screen(svga
->pipe
.screen
)->sws
->have_gb_objects
;
492 static INLINE boolean
493 svga_have_gb_dma(const struct svga_context
*svga
)
495 return svga_screen(svga
->pipe
.screen
)->sws
->have_gb_dma
;