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_state.h"
40 #include "svga_tgsi.h"
41 #include "svga_hw_reg.h"
42 #include "svga3d_shaderdefs.h"
45 /** Non-GPU queries for gallium HUD */
46 #define SVGA_QUERY_DRAW_CALLS (PIPE_QUERY_DRIVER_SPECIFIC + 0)
47 #define SVGA_QUERY_FALLBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 1)
50 struct draw_vertex_shader
;
51 struct draw_fragment_shader
;
52 struct svga_shader_result
;
60 const struct tgsi_token
*tokens
;
62 struct tgsi_shader_info info
;
64 struct svga_shader_result
*results
;
66 unsigned id
; /**< for debugging only */
69 struct svga_fragment_shader
71 struct svga_shader base
;
73 struct draw_fragment_shader
*draw_shader
;
75 /** Mask of which generic varying variables are read by this shader */
76 unsigned generic_inputs
;
77 /** Table mapping original TGSI generic indexes to low integers */
78 int8_t generic_remap_table
[MAX_GENERIC_VARYING
];
81 struct svga_vertex_shader
83 struct svga_shader base
;
85 struct draw_vertex_shader
*draw_shader
;
89 struct svga_cache_context
;
90 struct svga_tracked_state
;
92 struct svga_blend_state
{
94 boolean need_white_fragments
;
96 /* Should be per-render-target:
101 boolean blend_enable
;
106 boolean separate_alpha_blend_enable
;
107 uint8_t srcblend_alpha
;
108 uint8_t dstblend_alpha
;
109 uint8_t blendeq_alpha
;
114 struct svga_depth_stencil_state
{
117 unsigned zwriteenable
:1;
119 unsigned alphatestenable
:1;
120 unsigned alphafunc
:8;
130 /* SVGA3D has one ref/mask/writemask triple shared between front &
131 * back face stencil. We really need two:
133 unsigned stencil_mask
:8;
134 unsigned stencil_writemask
:8;
139 #define SVGA_UNFILLED_DISABLE 0
140 #define SVGA_UNFILLED_LINE 1
141 #define SVGA_UNFILLED_POINT 2
143 #define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
144 #define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
145 #define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
147 struct svga_rasterizer_state
{
148 struct pipe_rasterizer_state templ
; /* needed for draw module */
150 unsigned shademode
:8;
152 unsigned scissortestenable
:1;
153 unsigned multisampleantialias
:1;
154 unsigned antialiasedlineenable
:1;
155 unsigned lastpixel
:1;
156 unsigned pointsprite
:1;
158 unsigned linepattern
;
160 float slopescaledepthbias
;
164 unsigned hw_unfilled
:16; /* PIPE_POLYGON_MODE_x */
166 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
167 unsigned need_pipeline
:16;
169 /** For debugging: */
170 const char* need_pipeline_tris_str
;
171 const char* need_pipeline_lines_str
;
172 const char* need_pipeline_points_str
;
175 struct svga_sampler_state
{
179 unsigned aniso_level
;
184 unsigned bordercolor
;
185 unsigned normalized_coords
:1;
186 unsigned compare_mode
:1;
187 unsigned compare_func
:3;
190 unsigned view_min_lod
;
191 unsigned view_max_lod
;
194 struct svga_velems_state
{
196 struct pipe_vertex_element velem
[PIPE_MAX_ATTRIBS
];
199 /* Use to calculate differences between state emitted to hardware and
200 * current driver-calculated state.
204 const struct svga_blend_state
*blend
;
205 const struct svga_depth_stencil_state
*depth
;
206 const struct svga_rasterizer_state
*rast
;
207 const struct svga_sampler_state
*sampler
[PIPE_MAX_SAMPLERS
];
208 const struct svga_velems_state
*velems
;
210 struct pipe_sampler_view
*sampler_views
[PIPE_MAX_SAMPLERS
]; /* or texture ID's? */
211 struct svga_fragment_shader
*fs
;
212 struct svga_vertex_shader
*vs
;
214 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
215 struct pipe_index_buffer ib
;
216 struct pipe_resource
*cb
[PIPE_SHADER_TYPES
];
218 struct pipe_framebuffer_state framebuffer
;
221 /* Hack to limit the number of different render targets between
222 * flushes. Helps avoid blowing out our surface cache in EXA.
226 struct pipe_poly_stipple poly_stipple
;
227 struct pipe_scissor_state scissor
;
228 struct pipe_blend_color blend_color
;
229 struct pipe_stencil_ref stencil_ref
;
230 struct pipe_clip_state clip
;
231 struct pipe_viewport_state viewport
;
233 unsigned num_samplers
;
234 unsigned num_sampler_views
;
235 unsigned num_vertex_buffers
;
236 unsigned reduced_prim
;
244 struct svga_prescale
{
251 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
253 struct svga_hw_clear_state
263 struct pipe_framebuffer_state framebuffer
;
264 struct svga_prescale prescale
;
267 struct svga_hw_view_state
269 struct pipe_resource
*texture
;
270 struct svga_sampler_view
*v
;
276 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
278 struct svga_hw_draw_state
280 unsigned rs
[SVGA3D_RS_MAX
];
281 unsigned ts
[SVGA3D_PIXEL_SAMPLERREG_MAX
][SVGA3D_TS_MAX
];
282 float cb
[PIPE_SHADER_TYPES
][SVGA3D_CONSTREG_MAX
][4];
284 struct svga_shader_result
*fs
;
285 struct svga_shader_result
*vs
;
286 struct svga_hw_view_state views
[PIPE_MAX_SAMPLERS
];
292 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
296 unsigned ve_format
[PIPE_MAX_ATTRIBS
]; /* NEW_VELEMENT */
298 /* which parts we need */
299 boolean need_swvfetch
;
300 boolean need_pipeline
;
303 /* Flag to make sure that need sw is on while
304 * updating state within a swtnl call.
306 boolean in_swtnl_draw
;
310 /* Queue some state updates (like rss) and submit them to hardware in
313 struct svga_hw_queue
;
319 struct pipe_context pipe
;
320 struct svga_winsys_context
*swc
;
321 struct blitter_context
*blitter
;
326 boolean use_min_mipmap
;
328 /* incremented for each shader */
331 unsigned disable_shader
;
333 boolean no_line_width
;
334 boolean force_hw_line_stipple
;
338 struct draw_context
*draw
;
339 struct vbuf_render
*backend
;
345 /* Bitmask of used shader IDs */
346 struct util_bitmask
*fs_bm
;
347 struct util_bitmask
*vs_bm
;
350 unsigned dirty
[SVGA_STATE_MAX
];
352 unsigned texture_timestamp
;
356 struct svga_sw_state sw
;
357 struct svga_hw_draw_state hw_draw
;
358 struct svga_hw_clear_state hw_clear
;
361 struct svga_state curr
; /* state from the state tracker */
362 unsigned dirty
; /* statechanges since last update_state() */
365 unsigned rendertargets
:1;
366 unsigned texture_samplers
:1;
369 struct u_upload_mgr
*upload_ib
;
370 struct u_upload_mgr
*upload_vb
;
371 struct svga_hwtnl
*hwtnl
;
373 /** The occlusion query currently in progress */
374 struct svga_query
*sq
;
376 /** List of buffers with queued transfers */
377 struct list_head dirty_buffers
;
379 /** performance / info queries */
380 uint64_t num_draw_calls
; /**< SVGA_QUERY_DRAW_CALLS */
381 uint64_t num_fallbacks
; /**< SVGA_QUERY_FALLBACKS */
384 /* A flag for each state_tracker state object:
386 #define SVGA_NEW_BLEND 0x1
387 #define SVGA_NEW_DEPTH_STENCIL 0x2
388 #define SVGA_NEW_RAST 0x4
389 #define SVGA_NEW_SAMPLER 0x8
390 #define SVGA_NEW_TEXTURE 0x10
391 #define SVGA_NEW_VBUFFER 0x20
392 #define SVGA_NEW_VELEMENT 0x40
393 #define SVGA_NEW_FS 0x80
394 #define SVGA_NEW_VS 0x100
395 #define SVGA_NEW_FS_CONST_BUFFER 0x200
396 #define SVGA_NEW_VS_CONST_BUFFER 0x400
397 #define SVGA_NEW_FRAME_BUFFER 0x800
398 #define SVGA_NEW_STIPPLE 0x1000
399 #define SVGA_NEW_SCISSOR 0x2000
400 #define SVGA_NEW_BLEND_COLOR 0x4000
401 #define SVGA_NEW_CLIP 0x8000
402 #define SVGA_NEW_VIEWPORT 0x10000
403 #define SVGA_NEW_PRESCALE 0x20000
404 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
405 #define SVGA_NEW_TEXTURE_BINDING 0x80000
406 #define SVGA_NEW_NEED_PIPELINE 0x100000
407 #define SVGA_NEW_NEED_SWVFETCH 0x200000
408 #define SVGA_NEW_NEED_SWTNL 0x400000
409 #define SVGA_NEW_FS_RESULT 0x800000
410 #define SVGA_NEW_VS_RESULT 0x1000000
411 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000
412 #define SVGA_NEW_STENCIL_REF 0x8000000
418 /***********************************************************************
421 void svga_clear(struct pipe_context
*pipe
,
423 const union pipe_color_union
*color
,
428 /***********************************************************************
429 * svga_screen_texture.c:
431 void svga_mark_surfaces_dirty(struct svga_context
*svga
);
436 void svga_init_state_functions( struct svga_context
*svga
);
437 void svga_init_flush_functions( struct svga_context
*svga
);
438 void svga_init_string_functions( struct svga_context
*svga
);
439 void svga_init_blit_functions(struct svga_context
*svga
);
441 void svga_init_blend_functions( struct svga_context
*svga
);
442 void svga_init_depth_stencil_functions( struct svga_context
*svga
);
443 void svga_init_misc_functions( struct svga_context
*svga
);
444 void svga_init_rasterizer_functions( struct svga_context
*svga
);
445 void svga_init_sampler_functions( struct svga_context
*svga
);
446 void svga_init_fs_functions( struct svga_context
*svga
);
447 void svga_init_vs_functions( struct svga_context
*svga
);
448 void svga_init_vertex_functions( struct svga_context
*svga
);
449 void svga_init_constbuffer_functions( struct svga_context
*svga
);
450 void svga_init_draw_functions( struct svga_context
*svga
);
451 void svga_init_query_functions( struct svga_context
*svga
);
452 void svga_init_surface_functions(struct svga_context
*svga
);
454 void svga_cleanup_vertex_state( struct svga_context
*svga
);
455 void svga_cleanup_tss_binding( struct svga_context
*svga
);
456 void svga_cleanup_framebuffer( struct svga_context
*svga
);
458 void svga_context_flush( struct svga_context
*svga
,
459 struct pipe_fence_handle
**pfence
);
461 void svga_hwtnl_flush_retry( struct svga_context
*svga
);
462 void svga_hwtnl_flush_buffer( struct svga_context
*svga
,
463 struct pipe_resource
*buffer
);
465 void svga_surfaces_flush(struct svga_context
*svga
);
467 struct pipe_context
*
468 svga_context_create(struct pipe_screen
*screen
,
472 /***********************************************************************
473 * Inline conversion functions. These are better-typed than the
474 * macros used previously:
476 static INLINE
struct svga_context
*
477 svga_context( struct pipe_context
*pipe
)
479 return (struct svga_context
*)pipe
;