#include "pipe/p_defines.h"
#include "pipe/p_state.h"
-#include "os/os_time.h"
+#include "util/os_time.h"
#include "util/u_blitter.h"
#include "util/list.h"
SVGA_QUERY_NUM_STATE_OBJECTS,
SVGA_QUERY_NUM_SURFACE_VIEWS,
SVGA_QUERY_NUM_GENERATE_MIPMAP,
+ SVGA_QUERY_NUM_FAILED_ALLOCATIONS,
/*SVGA_QUERY_MAX has to be last because it is size of an array*/
SVGA_QUERY_MAX
unsigned need_white_fragments:1;
unsigned independent_blend_enable:1;
unsigned alpha_to_coverage:1;
+ unsigned alpha_to_one:1;
unsigned blend_color_alpha:1; /**< set blend color to alpha value */
/** Per-render target state */
uint8_t srcblend;
uint8_t dstblend;
uint8_t blendeq;
-
+
boolean separate_alpha_blend_enable;
uint8_t srcblend_alpha;
uint8_t dstblend_alpha;
unsigned alphatestenable:1;
unsigned alphafunc:8;
-
+
struct {
unsigned enabled:1;
unsigned func:8;
unsigned zfail:8;
unsigned pass:8;
} stencil[2];
-
+
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
float depthbias;
float pointsize;
float linewidth;
-
+
unsigned hw_fillmode:2; /* PIPE_POLYGON_MODE_x */
/** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
SVGA3dElementLayoutId id; /**< VGPU10 */
};
+
/* Use to calculate differences between state emitted to hardware and
- * current driver-calculated state.
+ * current driver-calculated state.
*/
-struct svga_state
+struct svga_state
{
const struct svga_blend_state *blend;
const struct svga_depth_stencil_state *depth;
struct svga_geometry_shader *gs; /* derived GS */
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
- struct pipe_index_buffer ib;
/** Constant buffers for each shader.
* The size should probably always match with that of
* svga_shader_emitter_v10.num_shader_consts.
unsigned num_samplers[PIPE_SHADER_TYPES];
unsigned num_sampler_views[PIPE_SHADER_TYPES];
unsigned num_vertex_buffers;
- unsigned reduced_prim;
+ enum pipe_prim_type reduced_prim;
struct {
unsigned flag_1d;
struct {
float zmin, zmax;
} depthrange;
-
+
struct pipe_framebuffer_state framebuffer;
struct svga_prescale prescale;
+
+ /* VGPU10 state */
+ unsigned num_rendertargets;
+ struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
+ struct pipe_surface *dsv;
};
struct svga_hw_view_state
unsigned rs[SVGA3D_RS_MAX];
/** VGPU9 texture sampler and bindings state */
unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX];
+
/** VGPU9 texture views */
unsigned num_views;
+ unsigned num_backed_views; /* views with backing copy of texture */
struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
+
/** VGPU9 constant buffer values */
float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4];
struct pipe_sampler_view
*sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
- unsigned num_rendertargets;
- struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
- struct pipe_surface *dsv;
-
/* used for rebinding */
unsigned default_constbuf_size[PIPE_SHADER_TYPES];
+
+ boolean rasterizer_discard; /* set if rasterization is disabled */
+ boolean has_backed_views; /* set if any of the rtv/dsv is a backed surface view */
};
unsigned texture_timestamp;
- /*
- */
struct svga_sw_state sw;
struct svga_hw_draw_state hw_draw;
struct svga_hw_clear_state hw_clear;
/** Alternate rasterizer states created for point sprite */
struct svga_rasterizer_state *rasterizer_no_cull[2];
+ /** Depth stencil state created to disable depth stencil test */
+ struct svga_depth_stencil_state *depthstencil_disable;
+
/** Current conditional rendering predicate */
struct {
SVGA3dQueryId query_id;
boolean cond;
} pred;
+
+ boolean render_condition;
+ boolean disable_rasterizer; /* Set if to disable rasterization */
};
/* A flag for each state_tracker state object:
#define SVGA_NEW_TEXTURE_CONSTS 0x80000000
-
-
-/***********************************************************************
- * svga_screen_texture.c:
- */
-void svga_mark_surfaces_dirty(struct svga_context *svga);
-
-
-
-
void svga_init_state_functions( struct svga_context *svga );
void svga_init_flush_functions( struct svga_context *svga );
void svga_init_string_functions( struct svga_context *svga );
struct pipe_context *
svga_context_create(struct pipe_screen *screen,
- void *priv, unsigned flags);
+ void *priv, unsigned flags);
+void svga_toggle_render_condition(struct svga_context *svga,
+ boolean render_condition_enabled,
+ boolean on);
/***********************************************************************
* Inline conversion functions. These are better-typed than the