svga: move translated vertex declaration types into svga_velems_state
[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
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9 * of the Software, and to permit persons to whom the Software is
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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
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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_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 SVGA3dDeclType decl_type[PIPE_MAX_ATTRIBS]; /**< vertex attrib formats */
204 };
205
206 /* Use to calculate differences between state emitted to hardware and
207 * current driver-calculated state.
208 */
209 struct svga_state
210 {
211 const struct svga_blend_state *blend;
212 const struct svga_depth_stencil_state *depth;
213 const struct svga_rasterizer_state *rast;
214 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS];
215 const struct svga_velems_state *velems;
216
217 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */
218 struct svga_fragment_shader *fs;
219 struct svga_vertex_shader *vs;
220
221 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
222 struct pipe_index_buffer ib;
223 struct pipe_constant_buffer cbufs[PIPE_SHADER_TYPES];
224
225 struct pipe_framebuffer_state framebuffer;
226 float depthscale;
227
228 /* Hack to limit the number of different render targets between
229 * flushes. Helps avoid blowing out our surface cache in EXA.
230 */
231 int nr_fbs;
232
233 struct pipe_poly_stipple poly_stipple;
234 struct pipe_scissor_state scissor;
235 struct pipe_blend_color blend_color;
236 struct pipe_stencil_ref stencil_ref;
237 struct pipe_clip_state clip;
238 struct pipe_viewport_state viewport;
239
240 unsigned num_samplers;
241 unsigned num_sampler_views;
242 unsigned num_vertex_buffers;
243 unsigned reduced_prim;
244
245 struct {
246 unsigned flag_1d;
247 unsigned flag_srgb;
248 } tex_flags;
249 };
250
251 struct svga_prescale {
252 float translate[4];
253 float scale[4];
254 boolean enabled;
255 };
256
257
258 /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
259 */
260 struct svga_hw_clear_state
261 {
262 struct {
263 unsigned x,y,w,h;
264 } viewport;
265
266 struct {
267 float zmin, zmax;
268 } depthrange;
269
270 struct pipe_framebuffer_state framebuffer;
271 struct svga_prescale prescale;
272 };
273
274 struct svga_hw_view_state
275 {
276 struct pipe_resource *texture;
277 struct svga_sampler_view *v;
278 unsigned min_lod;
279 unsigned max_lod;
280 int dirty;
281 };
282
283 /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
284 */
285 struct svga_hw_draw_state
286 {
287 unsigned rs[SVGA3D_RS_MAX];
288 unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX];
289 float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4];
290
291 /**
292 * For guest backed shader constants only.
293 */
294 struct svga_winsys_surface *hw_cb[PIPE_SHADER_TYPES];
295
296 struct svga_shader_variant *fs;
297 struct svga_shader_variant *vs;
298 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
299
300 unsigned num_views;
301 };
302
303
304 /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
305 */
306 struct svga_sw_state
307 {
308 /* which parts we need */
309 boolean need_swvfetch;
310 boolean need_pipeline;
311 boolean need_swtnl;
312
313 /* Flag to make sure that need sw is on while
314 * updating state within a swtnl call.
315 */
316 boolean in_swtnl_draw;
317 };
318
319
320 /* Queue some state updates (like rss) and submit them to hardware in
321 * a single packet.
322 */
323 struct svga_hw_queue;
324
325 struct svga_query;
326
327 struct svga_context
328 {
329 struct pipe_context pipe;
330 struct svga_winsys_context *swc;
331 struct blitter_context *blitter;
332
333 struct {
334 boolean no_swtnl;
335 boolean force_swtnl;
336 boolean use_min_mipmap;
337
338 /* incremented for each shader */
339 unsigned shader_id;
340
341 unsigned disable_shader;
342
343 boolean no_line_width;
344 boolean force_hw_line_stipple;
345 } debug;
346
347 struct {
348 struct draw_context *draw;
349 struct vbuf_render *backend;
350 unsigned hw_prim;
351 boolean new_vbuf;
352 boolean new_vdecl;
353 } swtnl;
354
355 /* Bitmask of used shader IDs */
356 struct util_bitmask *shader_id_bm;
357
358 struct {
359 unsigned dirty[SVGA_STATE_MAX];
360
361 unsigned texture_timestamp;
362
363 /*
364 */
365 struct svga_sw_state sw;
366 struct svga_hw_draw_state hw_draw;
367 struct svga_hw_clear_state hw_clear;
368 } state;
369
370 struct svga_state curr; /* state from the state tracker */
371 unsigned dirty; /* statechanges since last update_state() */
372
373 struct {
374 unsigned rendertargets:1;
375 unsigned texture_samplers:1;
376 unsigned vs:1;
377 unsigned fs:1;
378 } rebind;
379
380 struct svga_hwtnl *hwtnl;
381
382 /** The occlusion query currently in progress */
383 struct svga_query *sq;
384
385 /** List of buffers with queued transfers */
386 struct list_head dirty_buffers;
387
388 /** performance / info queries */
389 uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
390 uint64_t num_fallbacks; /**< SVGA_QUERY_FALLBACKS */
391 };
392
393 /* A flag for each state_tracker state object:
394 */
395 #define SVGA_NEW_BLEND 0x1
396 #define SVGA_NEW_DEPTH_STENCIL 0x2
397 #define SVGA_NEW_RAST 0x4
398 #define SVGA_NEW_SAMPLER 0x8
399 #define SVGA_NEW_TEXTURE 0x10
400 #define SVGA_NEW_VBUFFER 0x20
401 #define SVGA_NEW_VELEMENT 0x40
402 #define SVGA_NEW_FS 0x80
403 #define SVGA_NEW_VS 0x100
404 #define SVGA_NEW_FS_CONST_BUFFER 0x200
405 #define SVGA_NEW_VS_CONST_BUFFER 0x400
406 #define SVGA_NEW_FRAME_BUFFER 0x800
407 #define SVGA_NEW_STIPPLE 0x1000
408 #define SVGA_NEW_SCISSOR 0x2000
409 #define SVGA_NEW_BLEND_COLOR 0x4000
410 #define SVGA_NEW_CLIP 0x8000
411 #define SVGA_NEW_VIEWPORT 0x10000
412 #define SVGA_NEW_PRESCALE 0x20000
413 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
414 #define SVGA_NEW_TEXTURE_BINDING 0x80000
415 #define SVGA_NEW_NEED_PIPELINE 0x100000
416 #define SVGA_NEW_NEED_SWVFETCH 0x200000
417 #define SVGA_NEW_NEED_SWTNL 0x400000
418 #define SVGA_NEW_FS_VARIANT 0x800000
419 #define SVGA_NEW_VS_VARIANT 0x1000000
420 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000
421 #define SVGA_NEW_STENCIL_REF 0x8000000
422
423
424
425
426
427 /***********************************************************************
428 * svga_clear.c:
429 */
430 void svga_clear(struct pipe_context *pipe,
431 unsigned buffers,
432 const union pipe_color_union *color,
433 double depth,
434 unsigned stencil);
435
436
437 /***********************************************************************
438 * svga_screen_texture.c:
439 */
440 void svga_mark_surfaces_dirty(struct svga_context *svga);
441
442
443
444
445 void svga_init_state_functions( struct svga_context *svga );
446 void svga_init_flush_functions( struct svga_context *svga );
447 void svga_init_string_functions( struct svga_context *svga );
448 void svga_init_blit_functions(struct svga_context *svga);
449
450 void svga_init_blend_functions( struct svga_context *svga );
451 void svga_init_depth_stencil_functions( struct svga_context *svga );
452 void svga_init_misc_functions( struct svga_context *svga );
453 void svga_init_rasterizer_functions( struct svga_context *svga );
454 void svga_init_sampler_functions( struct svga_context *svga );
455 void svga_init_fs_functions( struct svga_context *svga );
456 void svga_init_vs_functions( struct svga_context *svga );
457 void svga_init_vertex_functions( struct svga_context *svga );
458 void svga_init_constbuffer_functions( struct svga_context *svga );
459 void svga_init_draw_functions( struct svga_context *svga );
460 void svga_init_query_functions( struct svga_context *svga );
461 void svga_init_surface_functions(struct svga_context *svga);
462
463 void svga_cleanup_vertex_state( struct svga_context *svga );
464 void svga_cleanup_tss_binding( struct svga_context *svga );
465 void svga_cleanup_framebuffer( struct svga_context *svga );
466
467 void svga_context_flush( struct svga_context *svga,
468 struct pipe_fence_handle **pfence );
469
470 void svga_hwtnl_flush_retry( struct svga_context *svga );
471 void svga_hwtnl_flush_buffer( struct svga_context *svga,
472 struct pipe_resource *buffer );
473
474 void svga_surfaces_flush(struct svga_context *svga);
475
476 struct pipe_context *
477 svga_context_create(struct pipe_screen *screen,
478 void *priv);
479
480
481 /***********************************************************************
482 * Inline conversion functions. These are better-typed than the
483 * macros used previously:
484 */
485 static INLINE struct svga_context *
486 svga_context( struct pipe_context *pipe )
487 {
488 return (struct svga_context *)pipe;
489 }
490
491
492 static INLINE boolean
493 svga_have_gb_objects(const struct svga_context *svga)
494 {
495 return svga_screen(svga->pipe.screen)->sws->have_gb_objects;
496 }
497
498 static INLINE boolean
499 svga_have_gb_dma(const struct svga_context *svga)
500 {
501 return svga_screen(svga->pipe.screen)->sws->have_gb_dma;
502 }
503
504
505 #endif