svga_context.h revision 3464ebd5
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_double_list.h" 35 36#include "tgsi/tgsi_scan.h" 37 38#include "svga_state.h" 39 40 41#define SVGA_TEX_UNITS 8 42#define SVGA_MAX_POINTSIZE 80.0 43 44struct draw_vertex_shader; 45struct svga_shader_result; 46struct SVGACmdMemory; 47struct util_bitmask; 48struct u_upload_mgr; 49 50 51struct svga_shader 52{ 53 const struct tgsi_token *tokens; 54 55 struct tgsi_shader_info info; 56 57 struct svga_shader_result *results; 58 59 unsigned id; 60 61 boolean use_sm30; 62}; 63 64struct svga_fragment_shader 65{ 66 struct svga_shader base; 67}; 68 69struct svga_vertex_shader 70{ 71 struct svga_shader base; 72 73 struct draw_vertex_shader *draw_shader; 74}; 75 76 77struct svga_cache_context; 78struct svga_tracked_state; 79 80struct svga_blend_state { 81 82 boolean need_white_fragments; 83 84 /* Should be per-render-target: 85 */ 86 struct { 87 uint8_t writemask; 88 89 boolean blend_enable; 90 uint8_t srcblend; 91 uint8_t dstblend; 92 uint8_t blendeq; 93 94 boolean separate_alpha_blend_enable; 95 uint8_t srcblend_alpha; 96 uint8_t dstblend_alpha; 97 uint8_t blendeq_alpha; 98 99 } rt[1]; 100}; 101 102struct svga_depth_stencil_state { 103 unsigned zfunc:8; 104 unsigned zenable:1; 105 unsigned zwriteenable:1; 106 107 unsigned alphatestenable:1; 108 unsigned alphafunc:8; 109 110 struct { 111 unsigned enabled:1; 112 unsigned func:8; 113 unsigned fail:8; 114 unsigned zfail:8; 115 unsigned pass:8; 116 } stencil[2]; 117 118 /* SVGA3D has one ref/mask/writemask triple shared between front & 119 * back face stencil. We really need two: 120 */ 121 unsigned stencil_mask:8; 122 unsigned stencil_writemask:8; 123 124 float alpharef; 125}; 126 127#define SVGA_UNFILLED_DISABLE 0 128#define SVGA_UNFILLED_LINE 1 129#define SVGA_UNFILLED_POINT 2 130 131#define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS) 132#define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES) 133#define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES) 134 135struct svga_rasterizer_state { 136 struct pipe_rasterizer_state templ; /* needed for draw module */ 137 138 unsigned shademode:8; 139 unsigned cullmode:8; 140 unsigned scissortestenable:1; 141 unsigned multisampleantialias:1; 142 unsigned antialiasedlineenable:1; 143 unsigned lastpixel:1; 144 145 unsigned linepattern; 146 147 float slopescaledepthbias; 148 float depthbias; 149 float pointsize; 150 151 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */ 152 153 /** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */ 154 unsigned need_pipeline:16; 155 156 /** For debugging: */ 157 const char* need_pipeline_tris_str; 158 const char* need_pipeline_lines_str; 159 const char* need_pipeline_points_str; 160}; 161 162struct svga_sampler_state { 163 unsigned mipfilter; 164 unsigned magfilter; 165 unsigned minfilter; 166 unsigned aniso_level; 167 float lod_bias; 168 unsigned addressu; 169 unsigned addressv; 170 unsigned addressw; 171 unsigned bordercolor; 172 unsigned normalized_coords:1; 173 unsigned compare_mode:1; 174 unsigned compare_func:3; 175 176 unsigned min_lod; 177 unsigned view_min_lod; 178 unsigned view_max_lod; 179}; 180 181struct svga_velems_state { 182 unsigned count; 183 struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS]; 184}; 185 186/* Use to calculate differences between state emitted to hardware and 187 * current driver-calculated state. 188 */ 189struct svga_state 190{ 191 const struct svga_blend_state *blend; 192 const struct svga_depth_stencil_state *depth; 193 const struct svga_rasterizer_state *rast; 194 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS]; 195 const struct svga_velems_state *velems; 196 197 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS]; /* or texture ID's? */ 198 struct svga_fragment_shader *fs; 199 struct svga_vertex_shader *vs; 200 201 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; 202 struct pipe_index_buffer ib; 203 struct pipe_resource *cb[PIPE_SHADER_TYPES]; 204 205 struct pipe_framebuffer_state framebuffer; 206 float depthscale; 207 208 /* Hack to limit the number of different render targets between 209 * flushes. Helps avoid blowing out our surface cache in EXA. 210 */ 211 int nr_fbs; 212 213 struct pipe_poly_stipple poly_stipple; 214 struct pipe_scissor_state scissor; 215 struct pipe_blend_color blend_color; 216 struct pipe_stencil_ref stencil_ref; 217 struct pipe_clip_state clip; 218 struct pipe_viewport_state viewport; 219 220 unsigned num_samplers; 221 unsigned num_sampler_views; 222 unsigned num_vertex_buffers; 223 unsigned reduced_prim; 224 225 struct { 226 unsigned flag_1d; 227 unsigned flag_srgb; 228 } tex_flags; 229 230 boolean any_user_vertex_buffers; 231 232 unsigned zero_stride_vertex_elements; 233 unsigned num_zero_stride_vertex_elements; 234 /* ### maybe dynamically allocate this */ 235 float zero_stride_constants[PIPE_MAX_ATTRIBS*4]; 236}; 237 238#define RS_MAX 97 239#define TS_MAX 30 240#define CB_MAX 256 241 242struct svga_prescale { 243 float translate[4]; 244 float scale[4]; 245 boolean enabled; 246}; 247 248 249/* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR ) 250 */ 251struct svga_hw_clear_state 252{ 253 struct { 254 unsigned x,y,w,h; 255 } viewport; 256 257 struct { 258 float zmin, zmax; 259 } depthrange; 260 261 struct pipe_framebuffer_state framebuffer; 262 struct svga_prescale prescale; 263}; 264 265struct svga_hw_view_state 266{ 267 struct pipe_resource *texture; 268 struct svga_sampler_view *v; 269 unsigned min_lod; 270 unsigned max_lod; 271 int dirty; 272}; 273 274/* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW ) 275 */ 276struct svga_hw_draw_state 277{ 278 unsigned rs[RS_MAX]; 279 unsigned ts[16][TS_MAX]; 280 float cb[PIPE_SHADER_TYPES][CB_MAX][4]; 281 282 struct svga_shader_result *fs; 283 struct svga_shader_result *vs; 284 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS]; 285 286 unsigned num_views; 287}; 288 289 290/* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL ) 291 */ 292struct svga_sw_state 293{ 294 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */ 295 296 /* which parts we need */ 297 boolean need_swvfetch; 298 boolean need_pipeline; 299 boolean need_swtnl; 300 301 /* Flag to make sure that need sw is on while 302 * updating state within a swtnl call. 303 */ 304 boolean in_swtnl_draw; 305}; 306 307 308/* Queue some state updates (like rss) and submit them to hardware in 309 * a single packet. 310 */ 311struct svga_hw_queue; 312 313struct svga_query; 314 315struct svga_context 316{ 317 struct pipe_context pipe; 318 struct svga_winsys_context *swc; 319 320 struct { 321 boolean no_swtnl; 322 boolean force_swtnl; 323 boolean use_min_mipmap; 324 325 /* incremented for each shader */ 326 unsigned shader_id; 327 328 unsigned disable_shader; 329 330 boolean no_line_width; 331 boolean force_hw_line_stipple; 332 } debug; 333 334 struct { 335 struct draw_context *draw; 336 struct vbuf_render *backend; 337 unsigned hw_prim; 338 boolean new_vbuf; 339 boolean new_vdecl; 340 } swtnl; 341 342 /* Bitmask of used shader IDs */ 343 struct util_bitmask *fs_bm; 344 struct util_bitmask *vs_bm; 345 346 struct { 347 unsigned dirty[SVGA_STATE_MAX]; 348 349 unsigned texture_timestamp; 350 351 /* 352 */ 353 struct svga_sw_state sw; 354 struct svga_hw_draw_state hw_draw; 355 struct svga_hw_clear_state hw_clear; 356 } state; 357 358 struct svga_state curr; /* state from the state tracker */ 359 unsigned dirty; /* statechanges since last update_state() */ 360 361 struct { 362 unsigned rendertargets:1; 363 unsigned texture_samplers:1; 364 } rebind; 365 366 struct u_upload_mgr *upload_ib; 367 struct u_upload_mgr *upload_vb; 368 struct svga_hwtnl *hwtnl; 369 370 /** The occlusion query currently in progress */ 371 struct svga_query *sq; 372 373 /** List of buffers with queued transfers */ 374 struct list_head dirty_buffers; 375 376 /** Was the previous draw done with the SW path? */ 377 boolean prev_draw_swtnl; 378}; 379 380/* A flag for each state_tracker state object: 381 */ 382#define SVGA_NEW_BLEND 0x1 383#define SVGA_NEW_DEPTH_STENCIL 0x2 384#define SVGA_NEW_RAST 0x4 385#define SVGA_NEW_SAMPLER 0x8 386#define SVGA_NEW_TEXTURE 0x10 387#define SVGA_NEW_VBUFFER 0x20 388#define SVGA_NEW_VELEMENT 0x40 389#define SVGA_NEW_FS 0x80 390#define SVGA_NEW_VS 0x100 391#define SVGA_NEW_FS_CONST_BUFFER 0x200 392#define SVGA_NEW_VS_CONST_BUFFER 0x400 393#define SVGA_NEW_FRAME_BUFFER 0x800 394#define SVGA_NEW_STIPPLE 0x1000 395#define SVGA_NEW_SCISSOR 0x2000 396#define SVGA_NEW_BLEND_COLOR 0x4000 397#define SVGA_NEW_CLIP 0x8000 398#define SVGA_NEW_VIEWPORT 0x10000 399#define SVGA_NEW_PRESCALE 0x20000 400#define SVGA_NEW_REDUCED_PRIMITIVE 0x40000 401#define SVGA_NEW_TEXTURE_BINDING 0x80000 402#define SVGA_NEW_NEED_PIPELINE 0x100000 403#define SVGA_NEW_NEED_SWVFETCH 0x200000 404#define SVGA_NEW_NEED_SWTNL 0x400000 405#define SVGA_NEW_FS_RESULT 0x800000 406#define SVGA_NEW_VS_RESULT 0x1000000 407#define SVGA_NEW_ZERO_STRIDE 0x2000000 408#define SVGA_NEW_TEXTURE_FLAGS 0x4000000 409#define SVGA_NEW_STENCIL_REF 0x8000000 410 411 412 413 414 415/*********************************************************************** 416 * svga_clear.c: 417 */ 418void svga_clear(struct pipe_context *pipe, 419 unsigned buffers, 420 const float *rgba, 421 double depth, 422 unsigned stencil); 423 424 425/*********************************************************************** 426 * svga_screen_texture.c: 427 */ 428void svga_mark_surfaces_dirty(struct svga_context *svga); 429 430 431 432 433void svga_init_state_functions( struct svga_context *svga ); 434void svga_init_flush_functions( struct svga_context *svga ); 435void svga_init_string_functions( struct svga_context *svga ); 436void svga_init_blit_functions(struct svga_context *svga); 437 438void svga_init_blend_functions( struct svga_context *svga ); 439void svga_init_depth_stencil_functions( struct svga_context *svga ); 440void svga_init_misc_functions( struct svga_context *svga ); 441void svga_init_rasterizer_functions( struct svga_context *svga ); 442void svga_init_sampler_functions( struct svga_context *svga ); 443void svga_init_fs_functions( struct svga_context *svga ); 444void svga_init_vs_functions( struct svga_context *svga ); 445void svga_init_vertex_functions( struct svga_context *svga ); 446void svga_init_constbuffer_functions( struct svga_context *svga ); 447void svga_init_draw_functions( struct svga_context *svga ); 448void svga_init_query_functions( struct svga_context *svga ); 449void svga_init_surface_functions(struct svga_context *svga); 450 451void svga_cleanup_vertex_state( struct svga_context *svga ); 452void svga_cleanup_tss_binding( struct svga_context *svga ); 453void svga_cleanup_framebuffer( struct svga_context *svga ); 454 455void svga_context_flush( struct svga_context *svga, 456 struct pipe_fence_handle **pfence ); 457 458void svga_hwtnl_flush_retry( struct svga_context *svga ); 459 460void svga_surfaces_flush(struct svga_context *svga); 461 462struct pipe_context * 463svga_context_create(struct pipe_screen *screen, 464 void *priv); 465 466 467/*********************************************************************** 468 * Inline conversion functions. These are better-typed than the 469 * macros used previously: 470 */ 471static INLINE struct svga_context * 472svga_context( struct pipe_context *pipe ) 473{ 474 return (struct svga_context *)pipe; 475} 476 477 478 479#endif 480