/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2012 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 FREEDRENO_CONTEXT_H_ #define FREEDRENO_CONTEXT_H_ #include "draw/draw_context.h" #include "pipe/p_context.h" #include "util/u_blitter.h" #include "util/u_slab.h" #include "util/u_string.h" #include "freedreno_screen.h" struct fd_blend_stateobj; struct fd_rasterizer_stateobj; struct fd_zsa_stateobj; struct fd_sampler_stateobj; struct fd_vertex_stateobj; struct fd_shader_stateobj; struct fd_texture_stateobj { struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; unsigned num_textures; struct fd_sampler_stateobj *samplers[PIPE_MAX_SAMPLERS]; unsigned num_samplers; unsigned dirty_samplers; }; struct fd_program_stateobj { struct fd_shader_stateobj *vp, *fp; enum { FD_SHADER_DIRTY_VP = (1 << 0), FD_SHADER_DIRTY_FP = (1 << 1), } dirty; uint8_t num_exports; /* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index * for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point- * size) are not included in this */ uint8_t export_linkage[63]; }; struct fd_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; uint32_t dirty_mask; }; struct fd_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; uint32_t dirty_mask; }; struct fd_framebuffer_stateobj { struct pipe_framebuffer_state base; uint16_t bin_h, nbins_y; uint16_t bin_w, nbins_x; uint32_t pa_su_sc_mode_cntl; }; struct fd_context { struct pipe_context base; struct fd_screen *screen; struct blitter_context *blitter; struct util_slab_mempool transfer_pool; /* shaders used by clear, and gmem->mem blits: */ struct fd_program_stateobj solid_prog; // TODO move to screen? /* shaders used by mem->gmem blits: */ struct fd_program_stateobj blit_prog; // TODO move to screen? /* vertex buff used for clear/gmem->mem vertices, and mem->gmem * vertices and tex coords: */ struct pipe_resource *solid_vertexbuf; /* do we need to mem2gmem before rendering. We don't, if for example, * there was a glClear() that invalidated the entire previous buffer * contents. Keep track of which buffer(s) are cleared, or needs * restore. Masks of PIPE_CLEAR_* */ enum { /* align bitmask values w/ PIPE_CLEAR_*.. since that is convenient.. */ FD_BUFFER_COLOR = PIPE_CLEAR_COLOR, FD_BUFFER_DEPTH = PIPE_CLEAR_DEPTH, FD_BUFFER_STENCIL = PIPE_CLEAR_STENCIL, FD_BUFFER_ALL = FD_BUFFER_COLOR | FD_BUFFER_DEPTH | FD_BUFFER_STENCIL, } cleared, restore, resolve; bool needs_flush; struct fd_ringbuffer *ring; struct fd_ringmarker *draw_start, *draw_end; /* scissor can't really be changed mid-render.. we probably need * to flush out all pending draws and then start a new tile pass * w/ new stencil state.. */ struct pipe_scissor_state scissor; /* which state objects need to be re-emit'd: */ enum { FD_DIRTY_BLEND = (1 << 0), FD_DIRTY_RASTERIZER = (1 << 1), FD_DIRTY_ZSA = (1 << 2), FD_DIRTY_FRAGTEX = (1 << 3), FD_DIRTY_VERTTEX = (1 << 4), FD_DIRTY_PROG = (1 << 5), FD_DIRTY_VTX = (1 << 6), FD_DIRTY_BLEND_COLOR = (1 << 7), FD_DIRTY_STENCIL_REF = (1 << 8), FD_DIRTY_SAMPLE_MASK = (1 << 9), FD_DIRTY_FRAMEBUFFER = (1 << 10), FD_DIRTY_STIPPLE = (1 << 12), FD_DIRTY_VIEWPORT = (1 << 12), FD_DIRTY_CONSTBUF = (1 << 13), FD_DIRTY_VERTEXBUF = (1 << 14), FD_DIRTY_INDEXBUF = (1 << 15), FD_DIRTY_SCISSOR = (1 << 16), } dirty; struct fd_blend_stateobj *blend; struct fd_rasterizer_stateobj *rasterizer; struct fd_zsa_stateobj *zsa; struct fd_texture_stateobj verttex, fragtex; struct fd_program_stateobj prog; struct fd_vertex_stateobj *vtx; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; unsigned sample_mask; struct fd_framebuffer_stateobj framebuffer; struct pipe_poly_stipple stipple; struct pipe_viewport_state viewport; struct fd_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; struct fd_vertexbuf_stateobj vertexbuf; struct pipe_index_buffer indexbuf; }; static INLINE struct fd_context * fd_context(struct pipe_context *pctx) { return (struct fd_context *)pctx; } struct pipe_context * fd_context_create(struct pipe_screen *pscreen, void *priv); void fd_context_render(struct pipe_context *pctx); #endif /* FREEDRENO_CONTEXT_H_ */