/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2013 Rob Clark * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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: * Rob Clark */ #ifndef FD3_CONTEXT_H_ #define FD3_CONTEXT_H_ #include "util/u_upload_mgr.h" #include "freedreno_drmif.h" #include "freedreno_context.h" #include "ir3_shader.h" struct fd3_context { struct fd_context base; /* Keep track of writes to RB_RENDER_CONTROL which need to be patched * once we know whether or not to use GMEM, and GMEM tile pitch. */ struct util_dynarray rbrc_patches; struct fd_bo *vs_pvt_mem, *fs_pvt_mem; /* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes). We * could combine it with another allocation. */ struct fd_bo *vsc_size_mem; /* vertex buf used for clear/gmem->mem vertices, and mem->gmem * vertices: */ struct pipe_resource *solid_vbuf; /* vertex buf used for mem->gmem tex coords: */ struct pipe_resource *blit_texcoord_vbuf; /* vertex state for solid_vbuf: * - solid_vbuf / 12 / R32G32B32_FLOAT */ struct fd_vertex_state solid_vbuf_state; /* vertex state for blit_prog: * - blit_texcoord_vbuf / 8 / R32G32_FLOAT * - solid_vbuf / 12 / R32G32B32_FLOAT */ struct fd_vertex_state blit_vbuf_state; /* * Border color layout *appears* to be as arrays of 0x40 byte * elements, with frag shader elements starting at (16 x 0x40). * But at some point I should probably experiment more with * samplers in vertex shaders to be sure. Unclear about why * there is this offset when there are separate VS and FS base * addr regs. * * The first 8 bytes of each entry are the requested border * color in fp16. Unclear about the rest.. could be used for * other formats, or could simply be for aligning the pitch * to 32 pixels. */ #define BORDERCOLOR_SIZE 0x40 struct u_upload_mgr *border_color_uploader; struct pipe_resource *border_color_buf; /* bitmask of sampler which needs coords clamped for vertex * shader: */ unsigned vsaturate_s, vsaturate_t, vsaturate_r; /* bitmask of sampler which needs coords clamped for frag * shader: */ unsigned fsaturate_s, fsaturate_t, fsaturate_r; /* some state changes require a different shader variant. Keep * track of this so we know when we need to re-emit shader state * due to variant change. See fixup_shader_state() */ struct ir3_shader_key last_key; }; static INLINE struct fd3_context * fd3_context(struct fd_context *ctx) { return (struct fd3_context *)ctx; } struct pipe_context * fd3_context_create(struct pipe_screen *pscreen, void *priv); #endif /* FD3_CONTEXT_H_ */