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diff --git a/src/mesa/pipe/i965simple/brw_state.c b/src/mesa/pipe/i965simple/brw_state.c
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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+/* Authors: Zack Rusin <[email protected]>
+ * Keith Whitwell <[email protected]>
+ */
+
+
+#include "pipe/p_winsys.h"
+#include "pipe/p_util.h"
+#include "pipe/p_shader_tokens.h"
+#include "pipe/tgsi/util/tgsi_dump.h"
+
+#include "brw_context.h"
+#include "brw_defines.h"
+#include "brw_state.h"
+#include "brw_draw.h"
+
+
+#define DUP( TYPE, VAL ) \
+do { \
+ struct TYPE *x = malloc(sizeof(*x)); \
+ memcpy(x, VAL, sizeof(*x) ); \
+ return x; \
+} while (0)
+
+/************************************************************************
+ * Blend
+ */
+static void *
+brw_create_blend_state(struct pipe_context *pipe,
+ const struct pipe_blend_state *blend)
+{
+ DUP( pipe_blend_state, blend );
+}
+
+static void brw_bind_blend_state(struct pipe_context *pipe,
+ void *blend)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Blend = (struct pipe_blend_state*)blend;
+ brw->state.dirty.brw |= BRW_NEW_BLEND;
+}
+
+
+static void brw_delete_blend_state(struct pipe_context *pipe, void *blend)
+{
+ free(blend);
+}
+
+static void brw_set_blend_color( struct pipe_context *pipe,
+ const struct pipe_blend_color *blend_color )
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.BlendColor = *blend_color;
+
+ brw->state.dirty.brw |= BRW_NEW_BLEND;
+}
+
+/************************************************************************
+ * Sampler
+ */
+
+static void *
+brw_create_sampler_state(struct pipe_context *pipe,
+ const struct pipe_sampler_state *sampler)
+{
+ DUP( pipe_sampler_state, sampler );
+}
+
+static void brw_bind_sampler_state(struct pipe_context *pipe,
+ unsigned unit, void *sampler)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Samplers[unit] = sampler;
+ brw->state.dirty.brw |= BRW_NEW_SAMPLER;
+}
+
+static void brw_delete_sampler_state(struct pipe_context *pipe,
+ void *sampler)
+{
+ free(sampler);
+}
+
+
+static void brw_set_sampler_units(struct pipe_context *pipe,
+ uint numSamplers, const uint *units)
+{
+}
+
+/************************************************************************
+ * Depth stencil
+ */
+
+static void *
+brw_create_depth_stencil_state(struct pipe_context *pipe,
+ const struct pipe_depth_stencil_state *depth_stencil)
+{
+ DUP( pipe_depth_stencil_state, depth_stencil );
+}
+
+static void brw_bind_depth_stencil_state(struct pipe_context *pipe,
+ void *depth_stencil)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.DepthStencil = (const struct pipe_depth_stencil_state *)depth_stencil;
+
+ brw->state.dirty.brw |= BRW_NEW_DEPTH_STENCIL;
+}
+
+static void brw_delete_depth_stencil_state(struct pipe_context *pipe,
+ void *depth_stencil)
+{
+ free(depth_stencil);
+}
+
+/************************************************************************
+ * Alpha test
+ */
+static void *
+brw_create_alpha_test_state(struct pipe_context *pipe,
+ const struct pipe_alpha_test_state *alpha_test)
+{
+ DUP(pipe_alpha_test_state, alpha_test);
+}
+
+static void brw_bind_alpha_test_state(struct pipe_context *pipe,
+ void *alpha)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.AlphaTest = (const struct pipe_alpha_test_state*)alpha;
+
+ brw->state.dirty.brw |= BRW_NEW_ALPHA_TEST;
+}
+
+static void brw_delete_alpha_test_state(struct pipe_context *pipe,
+ void *alpha)
+{
+ free(alpha);
+}
+
+/************************************************************************
+ * Scissor
+ */
+static void brw_set_scissor_state( struct pipe_context *pipe,
+ const struct pipe_scissor_state *scissor )
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ memcpy( &brw->attribs.Scissor, scissor, sizeof(*scissor) );
+ brw->state.dirty.brw |= BRW_NEW_SCISSOR;
+}
+
+
+/************************************************************************
+ * Stipple
+ */
+
+static void brw_set_polygon_stipple( struct pipe_context *pipe,
+ const struct pipe_poly_stipple *stipple )
+{
+}
+
+
+/************************************************************************
+ * Fragment shader
+ */
+
+static void * brw_create_fs_state(struct pipe_context *pipe,
+ const struct pipe_shader_state *shader)
+{
+ struct brw_fragment_program *brw_fp = CALLOC_STRUCT(brw_fragment_program);
+
+ /* XXX: Do I have to duplicate the tokens as well??
+ */
+ brw_fp->program = *shader;
+
+ return (void *)brw_fp;
+}
+
+static void brw_bind_fs_state(struct pipe_context *pipe, void *shader)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.FragmentProgram = (struct brw_fragment_program *)shader;
+ brw->state.dirty.brw |= BRW_NEW_FS;
+}
+
+static void brw_delete_fs_state(struct pipe_context *pipe, void *shader)
+{
+ FREE(shader);
+}
+
+
+/************************************************************************
+ * Vertex shader and other TNL state
+ */
+
+static void *brw_create_vs_state(struct pipe_context *pipe,
+ const struct pipe_shader_state *shader)
+{
+ struct brw_vertex_program *brw_vp = CALLOC_STRUCT(brw_vertex_program);
+
+ /* XXX: Do I have to duplicate the tokens as well??
+ */
+ brw_vp->program = *shader;
+
+ tgsi_dump(shader->tokens, 0);
+
+ return (void *)brw_vp;
+}
+
+static void brw_bind_vs_state(struct pipe_context *pipe, void *vs)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.VertexProgram = (struct brw_vertex_program *)vs;
+ brw->state.dirty.brw |= BRW_NEW_VS;
+
+ printf("YYYYYYYYYYYYY BINDING VERTEX SHADER\n");
+}
+
+static void brw_delete_vs_state(struct pipe_context *pipe, void *shader)
+{
+ FREE(shader);
+}
+
+
+static void brw_set_clip_state( struct pipe_context *pipe,
+ const struct pipe_clip_state *clip )
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Clip = *clip;
+}
+
+
+static void brw_set_viewport_state( struct pipe_context *pipe,
+ const struct pipe_viewport_state *viewport )
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Viewport = *viewport; /* struct copy */
+ brw->state.dirty.brw |= BRW_NEW_VIEWPORT;
+
+ /* pass the viewport info to the draw module */
+ //draw_set_viewport_state(brw->draw, viewport);
+}
+
+
+static void brw_set_vertex_buffer( struct pipe_context *pipe,
+ unsigned index,
+ const struct pipe_vertex_buffer *buffer )
+{
+ struct brw_context *brw = brw_context(pipe);
+ brw->vb.vbo_array[index] = *buffer;
+ if (index > brw->vb.last_vb)
+ brw->vb.last_vb = index;
+ assert(brw->vb.last_vb < BRW_VEP_MAX);
+}
+
+static void brw_set_vertex_element(struct pipe_context *pipe,
+ unsigned index,
+ const struct pipe_vertex_element *element)
+{
+ /* flush ? */
+ struct brw_context *brw = brw_context(pipe);
+
+ assert(index < PIPE_ATTRIB_MAX);
+ struct brw_vertex_element el;
+ memset(&el, 0, sizeof(struct brw_vertex_element));
+
+ /* do we need those anymore?*/
+ el.index = index;
+#if 0
+ /*FIXME*/
+ el.element_size = 0;
+ el.count = 0;
+ el.vbo_rebase_offset = 0;
+#endif
+
+ el.vep.ve0.src_offset = element->src_offset;
+ el.vep.ve0.src_format = brw_translate_surface_format(element->src_format);
+ el.vep.ve0.valid = 1;
+ el.vep.ve0.vertex_buffer_index = element->vertex_buffer_index;
+
+ el.vep.ve1.dst_offset = element->dst_offset;
+ el.vep.ve1.vfcomponent3 = BRW_VFCOMPONENT_STORE_SRC;
+ el.vep.ve1.vfcomponent2 = BRW_VFCOMPONENT_STORE_SRC;
+ el.vep.ve1.vfcomponent1 = BRW_VFCOMPONENT_STORE_SRC;
+ el.vep.ve1.vfcomponent0 = BRW_VFCOMPONENT_STORE_SRC;
+ /*can we count of brw->vb.vbo_array[element->vertex_buffer_index]
+ * being initialized ok to actually compute vbcomponent's
+ * correctly? */
+
+ brw->vb.inputs[index] = el;
+}
+
+
+
+/************************************************************************
+ * Constant buffers
+ */
+
+static void brw_set_constant_buffer(struct pipe_context *pipe,
+ uint shader, uint index,
+ const struct pipe_constant_buffer *buf)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ assert(buf == 0 || index == 0);
+
+ brw->attribs.Constants[shader] = buf;
+ brw->state.dirty.brw |= BRW_NEW_CONSTANTS;
+}
+
+
+/************************************************************************
+ * Texture surfaces
+ */
+
+
+static void brw_set_texture_state(struct pipe_context *pipe,
+ unsigned unit,
+ struct pipe_texture *texture)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Texture[unit] = (struct brw_texture*)texture; /* ptr, not struct */
+
+ brw->state.dirty.brw |= BRW_NEW_TEXTURE;
+}
+
+
+/************************************************************************
+ * Render targets, etc
+ */
+
+static void brw_set_framebuffer_state(struct pipe_context *pipe,
+ const struct pipe_framebuffer_state *fb)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.FrameBuffer = *fb; /* struct copy */
+
+ brw->state.dirty.brw |= BRW_NEW_FRAMEBUFFER;
+}
+
+
+
+static void brw_set_clear_color_state(struct pipe_context *pipe,
+ const struct pipe_clear_color_state *clear)
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.ClearColor = *clear; /* struct copy */
+}
+
+/************************************************************************
+ * Rasterizer state
+ */
+
+static void *
+brw_create_rasterizer_state(struct pipe_context *pipe,
+ const struct pipe_rasterizer_state *rasterizer)
+{
+ DUP(pipe_rasterizer_state, rasterizer);
+}
+
+static void brw_bind_rasterizer_state( struct pipe_context *pipe,
+ void *setup )
+{
+ struct brw_context *brw = brw_context(pipe);
+
+ brw->attribs.Raster = (struct pipe_rasterizer_state *)setup;
+
+ /* Also pass-through to draw module:
+ */
+ //draw_set_rasterizer_state(brw->draw, setup);
+
+ brw->state.dirty.brw |= BRW_NEW_RASTERIZER;
+}
+
+static void brw_delete_rasterizer_state(struct pipe_context *pipe,
+ void *setup)
+{
+ free(setup);
+}
+
+
+
+void
+brw_init_state_functions( struct brw_context *brw )
+{
+ brw->pipe.create_alpha_test_state = brw_create_alpha_test_state;
+ brw->pipe.bind_alpha_test_state = brw_bind_alpha_test_state;
+ brw->pipe.delete_alpha_test_state = brw_delete_alpha_test_state;
+
+ brw->pipe.create_blend_state = brw_create_blend_state;
+ brw->pipe.bind_blend_state = brw_bind_blend_state;
+ brw->pipe.delete_blend_state = brw_delete_blend_state;
+
+ brw->pipe.create_sampler_state = brw_create_sampler_state;
+ brw->pipe.bind_sampler_state = brw_bind_sampler_state;
+ brw->pipe.delete_sampler_state = brw_delete_sampler_state;
+
+ brw->pipe.create_depth_stencil_state = brw_create_depth_stencil_state;
+ brw->pipe.bind_depth_stencil_state = brw_bind_depth_stencil_state;
+ brw->pipe.delete_depth_stencil_state = brw_delete_depth_stencil_state;
+
+ brw->pipe.create_rasterizer_state = brw_create_rasterizer_state;
+ brw->pipe.bind_rasterizer_state = brw_bind_rasterizer_state;
+ brw->pipe.delete_rasterizer_state = brw_delete_rasterizer_state;
+ brw->pipe.create_fs_state = brw_create_fs_state;
+ brw->pipe.bind_fs_state = brw_bind_fs_state;
+ brw->pipe.delete_fs_state = brw_delete_fs_state;
+ brw->pipe.create_vs_state = brw_create_vs_state;
+ brw->pipe.bind_vs_state = brw_bind_vs_state;
+ brw->pipe.delete_vs_state = brw_delete_vs_state;
+
+ brw->pipe.set_blend_color = brw_set_blend_color;
+ brw->pipe.set_clip_state = brw_set_clip_state;
+ brw->pipe.set_clear_color_state = brw_set_clear_color_state;
+ brw->pipe.set_constant_buffer = brw_set_constant_buffer;
+ brw->pipe.set_framebuffer_state = brw_set_framebuffer_state;
+
+// brw->pipe.set_feedback_state = brw_set_feedback_state;
+// brw->pipe.set_feedback_buffer = brw_set_feedback_buffer;
+
+ brw->pipe.set_polygon_stipple = brw_set_polygon_stipple;
+ brw->pipe.set_sampler_units = brw_set_sampler_units;
+ brw->pipe.set_scissor_state = brw_set_scissor_state;
+ brw->pipe.set_texture_state = brw_set_texture_state;
+ brw->pipe.set_viewport_state = brw_set_viewport_state;
+ brw->pipe.set_vertex_buffer = brw_set_vertex_buffer;
+ brw->pipe.set_vertex_element = brw_set_vertex_element;
+}