svga_context.h revision 4a49301e
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 39#define SVGA_TEX_UNITS 8 40 41struct draw_vertex_shader; 42struct svga_shader_result; 43struct SVGACmdMemory; 44struct util_bitmask; 45struct u_upload_mgr; 46 47 48struct svga_shader 49{ 50 const struct tgsi_token *tokens; 51 52 struct tgsi_shader_info info; 53 54 struct svga_shader_result *results; 55 56 unsigned id; 57 58 boolean use_sm30; 59}; 60 61struct svga_fragment_shader 62{ 63 struct svga_shader base; 64}; 65 66struct svga_vertex_shader 67{ 68 struct svga_shader base; 69 70 struct draw_vertex_shader *draw_shader; 71}; 72 73 74struct svga_cache_context; 75struct svga_tracked_state; 76 77struct svga_blend_state { 78 79 boolean need_white_fragments; 80 81 /* Should be per-render-target: 82 */ 83 struct { 84 uint8_t writemask; 85 86 boolean blend_enable; 87 uint8_t srcblend; 88 uint8_t dstblend; 89 uint8_t blendeq; 90 91 boolean separate_alpha_blend_enable; 92 uint8_t srcblend_alpha; 93 uint8_t dstblend_alpha; 94 uint8_t blendeq_alpha; 95 96 } rt[1]; 97}; 98 99struct svga_depth_stencil_state { 100 unsigned zfunc:8; 101 unsigned zenable:1; 102 unsigned zwriteenable:1; 103 104 unsigned alphatestenable:1; 105 unsigned alphafunc:8; 106 107 struct { 108 unsigned enabled:1; 109 unsigned func:8; 110 unsigned fail:8; 111 unsigned zfail:8; 112 unsigned pass:8; 113 } stencil[2]; 114 115 /* SVGA3D has one ref/mask/writemask triple shared between front & 116 * back face stencil. We really need two: 117 */ 118 unsigned stencil_ref:8; 119 unsigned stencil_mask:8; 120 unsigned stencil_writemask:8; 121 122 float alpharef; 123}; 124 125#define SVGA_UNFILLED_DISABLE 0 126#define SVGA_UNFILLED_LINE 1 127#define SVGA_UNFILLED_POINT 2 128 129#define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS) 130#define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES) 131#define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES) 132 133struct svga_rasterizer_state { 134 struct pipe_rasterizer_state templ; /* needed for draw module */ 135 136 unsigned shademode:8; 137 unsigned cullmode:8; 138 unsigned scissortestenable:1; 139 unsigned multisampleantialias:1; 140 unsigned antialiasedlineenable:1; 141 unsigned lastpixel:1; 142 unsigned pointspriteenable:1; 143 144 unsigned linepattern; 145 146 float slopescaledepthbias; 147 float depthbias; 148 float pointsize; 149 float pointsize_min; 150 float pointsize_max; 151 152 unsigned hw_unfilled:16; /* PIPE_POLYGON_MODE_x */ 153 unsigned need_pipeline:16; /* which prims do we need help for? */ 154}; 155 156struct svga_sampler_state { 157 unsigned mipfilter; 158 unsigned magfilter; 159 unsigned minfilter; 160 unsigned aniso_level; 161 float lod_bias; 162 unsigned addressu; 163 unsigned addressv; 164 unsigned addressw; 165 unsigned bordercolor; 166 unsigned normalized_coords:1; 167 unsigned compare_mode:1; 168 unsigned compare_func:3; 169 170 unsigned min_lod; 171 unsigned view_min_lod; 172 unsigned view_max_lod; 173}; 174 175/* Use to calculate differences between state emitted to hardware and 176 * current driver-calculated state. 177 */ 178struct svga_state 179{ 180 const struct svga_blend_state *blend; 181 const struct svga_depth_stencil_state *depth; 182 const struct svga_rasterizer_state *rast; 183 const struct svga_sampler_state *sampler[PIPE_MAX_SAMPLERS]; 184 185 struct pipe_texture *texture[PIPE_MAX_SAMPLERS]; /* or texture ID's? */ 186 struct svga_fragment_shader *fs; 187 struct svga_vertex_shader *vs; 188 189 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; 190 struct pipe_vertex_element ve[PIPE_MAX_ATTRIBS]; 191 struct pipe_buffer *cb[PIPE_SHADER_TYPES]; 192 193 struct pipe_framebuffer_state framebuffer; 194 float depthscale; 195 196 /* Hack to limit the number of different render targets between 197 * flushes. Helps avoid blowing out our surface cache in EXA. 198 */ 199 int nr_fbs; 200 201 struct pipe_poly_stipple poly_stipple; 202 struct pipe_scissor_state scissor; 203 struct pipe_blend_color blend_color; 204 struct pipe_clip_state clip; 205 struct pipe_viewport_state viewport; 206 207 const unsigned *edgeflags; 208 209 unsigned num_samplers; 210 unsigned num_textures; 211 unsigned num_vertex_elements; 212 unsigned num_vertex_buffers; 213 unsigned reduced_prim; 214 215 struct { 216 unsigned flag_1d; 217 unsigned flag_srgb; 218 } tex_flags; 219 220 boolean any_user_vertex_buffers; 221 222 unsigned zero_stride_vertex_elements; 223 unsigned num_zero_stride_vertex_elements; 224 /* ### maybe dynamically allocate this */ 225 float zero_stride_constants[PIPE_MAX_ATTRIBS*4]; 226}; 227 228#define RS_MAX 97 229#define TS_MAX 30 230#define CB_MAX 256 231 232struct svga_prescale { 233 float translate[4]; 234 float scale[4]; 235 boolean enabled; 236}; 237 238 239/* Updated by calling svga_update_state( SVGA_STATE_HW_VIEWPORT ) 240 */ 241struct svga_hw_clear_state 242{ 243 struct { 244 unsigned x,y,w,h; 245 } viewport; 246 247 struct { 248 float zmin, zmax; 249 } depthrange; 250 251 struct pipe_framebuffer_state framebuffer; 252 struct svga_prescale prescale; 253}; 254 255struct svga_hw_view_state 256{ 257 struct pipe_texture *texture; 258 struct svga_sampler_view *v; 259 unsigned min_lod; 260 unsigned max_lod; 261 int dirty; 262}; 263 264/* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW ) 265 */ 266struct svga_hw_draw_state 267{ 268 unsigned rs[RS_MAX]; 269 unsigned ts[16][TS_MAX]; 270 float cb[PIPE_SHADER_TYPES][CB_MAX][4]; 271 272 struct svga_shader_result *fs; 273 struct svga_shader_result *vs; 274 struct svga_hw_view_state views[PIPE_MAX_SAMPLERS]; 275 276 unsigned num_views; 277}; 278 279 280/* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL ) 281 */ 282struct svga_sw_state 283{ 284 unsigned ve_format[PIPE_MAX_ATTRIBS]; /* NEW_VELEMENT */ 285 286 /* which parts we need */ 287 boolean need_swvfetch; 288 boolean need_pipeline; 289 boolean need_swtnl; 290}; 291 292 293/* Queue some state updates (like rss) and submit them to hardware in 294 * a single packet. 295 */ 296struct svga_hw_queue; 297 298struct svga_query; 299 300struct svga_context 301{ 302 struct pipe_context pipe; 303 struct svga_winsys_context *swc; 304 305 struct { 306 boolean no_swtnl; 307 boolean force_swtnl; 308 boolean use_min_mipmap; 309 310 /* incremented for each shader */ 311 unsigned shader_id; 312 313 unsigned disable_shader; 314 } debug; 315 316 struct { 317 struct draw_context *draw; 318 struct vbuf_render *backend; 319 unsigned hw_prim; 320 boolean new_vbuf; 321 boolean new_vdecl; 322 } swtnl; 323 324 /* Bitmask of used shader IDs */ 325 struct util_bitmask *fs_bm; 326 struct util_bitmask *vs_bm; 327 328 struct { 329 unsigned dirty[4]; 330 331 unsigned texture_timestamp; 332 333 /* 334 */ 335 struct svga_sw_state sw; 336 struct svga_hw_draw_state hw_draw; 337 struct svga_hw_clear_state hw_clear; 338 } state; 339 340 struct svga_state curr; /* state from the state tracker */ 341 unsigned dirty; /* statechanges since last update_state() */ 342 343 struct u_upload_mgr *upload_ib; 344 struct u_upload_mgr *upload_vb; 345 struct svga_hwtnl *hwtnl; 346 347 /** The occlusion query currently in progress */ 348 struct svga_query *sq; 349 350 /** List of buffers with queued transfers */ 351 struct list_head dirty_buffers; 352}; 353 354/* A flag for each state_tracker state object: 355 */ 356#define SVGA_NEW_BLEND 0x1 357#define SVGA_NEW_DEPTH_STENCIL 0x2 358#define SVGA_NEW_RAST 0x4 359#define SVGA_NEW_SAMPLER 0x8 360#define SVGA_NEW_TEXTURE 0x10 361#define SVGA_NEW_VBUFFER 0x20 362#define SVGA_NEW_VELEMENT 0x40 363#define SVGA_NEW_FS 0x80 364#define SVGA_NEW_VS 0x100 365#define SVGA_NEW_FS_CONST_BUFFER 0x200 366#define SVGA_NEW_VS_CONST_BUFFER 0x400 367#define SVGA_NEW_FRAME_BUFFER 0x800 368#define SVGA_NEW_STIPPLE 0x1000 369#define SVGA_NEW_SCISSOR 0x2000 370#define SVGA_NEW_BLEND_COLOR 0x5000 371#define SVGA_NEW_CLIP 0x8000 372#define SVGA_NEW_VIEWPORT 0x10000 373#define SVGA_NEW_PRESCALE 0x20000 374#define SVGA_NEW_REDUCED_PRIMITIVE 0x40000 375#define SVGA_NEW_TEXTURE_BINDING 0x80000 376#define SVGA_NEW_NEED_PIPELINE 0x100000 377#define SVGA_NEW_NEED_SWVFETCH 0x200000 378#define SVGA_NEW_NEED_SWTNL 0x400000 379#define SVGA_NEW_FS_RESULT 0x800000 380#define SVGA_NEW_VS_RESULT 0x1000000 381#define SVGA_NEW_EDGEFLAGS 0x2000000 382#define SVGA_NEW_ZERO_STRIDE 0x4000000 383#define SVGA_NEW_TEXTURE_FLAGS 0x8000000 384 385 386 387 388 389/*********************************************************************** 390 * svga_clear.c: 391 */ 392void svga_clear(struct pipe_context *pipe, 393 unsigned buffers, 394 const float *rgba, 395 double depth, 396 unsigned stencil); 397 398 399/*********************************************************************** 400 * svga_screen_texture.c: 401 */ 402void svga_mark_surfaces_dirty(struct svga_context *svga); 403 404 405 406 407void svga_init_state_functions( struct svga_context *svga ); 408void svga_init_flush_functions( struct svga_context *svga ); 409void svga_init_string_functions( struct svga_context *svga ); 410void svga_init_blit_functions(struct svga_context *svga); 411 412void svga_init_blend_functions( struct svga_context *svga ); 413void svga_init_depth_stencil_functions( struct svga_context *svga ); 414void svga_init_misc_functions( struct svga_context *svga ); 415void svga_init_rasterizer_functions( struct svga_context *svga ); 416void svga_init_sampler_functions( struct svga_context *svga ); 417void svga_init_fs_functions( struct svga_context *svga ); 418void svga_init_vs_functions( struct svga_context *svga ); 419void svga_init_vertex_functions( struct svga_context *svga ); 420void svga_init_constbuffer_functions( struct svga_context *svga ); 421void svga_init_draw_functions( struct svga_context *svga ); 422void svga_init_query_functions( struct svga_context *svga ); 423 424void svga_cleanup_vertex_state( struct svga_context *svga ); 425void svga_cleanup_tss_binding( struct svga_context *svga ); 426void svga_cleanup_framebuffer( struct svga_context *svga ); 427 428void svga_context_flush( struct svga_context *svga, 429 struct pipe_fence_handle **pfence ); 430 431void svga_hwtnl_flush_retry( struct svga_context *svga ); 432 433 434/*********************************************************************** 435 * Inline conversion functions. These are better-typed than the 436 * macros used previously: 437 */ 438static INLINE struct svga_context * 439svga_context( struct pipe_context *pipe ) 440{ 441 return (struct svga_context *)pipe; 442} 443 444 445 446#endif 447