#ifndef __NVFX_STATE_H__ #define __NVFX_STATE_H__ #include "pipe/p_state.h" #include "pipe/p_video_state.h" #include "tgsi/tgsi_scan.h" #include "nouveau/nouveau_statebuf.h" #include "util/u_dynarray.h" #include "util/u_linkage.h" struct nvfx_vertex_program_exec { uint32_t data[4]; }; struct nvfx_vertex_program_data { int index; /* immediates == -1 */ float value[4]; }; struct nvfx_vertex_program { unsigned long long id; struct nvfx_vertex_program_exec *insns; unsigned nr_insns; struct nvfx_vertex_program_data *consts; unsigned nr_consts; char generic_to_fp_input[256]; int sprite_fp_input; struct nouveau_resource *exec; unsigned exec_start; struct nouveau_resource *data; unsigned data_start; unsigned data_start_min; uint32_t ir; uint32_t or; int clip_nr; struct util_dynarray branch_relocs; struct util_dynarray const_relocs; }; #define NVFX_VP_FAILED ((struct nvfx_vertex_program*)-1) struct nvfx_pipe_vertex_program { struct pipe_shader_state pipe; struct tgsi_shader_info info; unsigned draw_elements; boolean draw_no_elements; struct draw_vertex_shader *draw_vs; struct nvfx_vertex_program* draw_vp; struct nvfx_vertex_program* vp; }; struct nvfx_fragment_program_data { unsigned offset; unsigned index; }; struct nvfx_fragment_program_bo { struct nvfx_fragment_program_bo* next; struct nouveau_bo* bo; unsigned char* slots; char insn[] __attribute__((aligned(16))); }; struct nvfx_fragment_program { unsigned samplers; unsigned point_sprite_control; unsigned or; unsigned coord_conventions; uint32_t *insn; int insn_len; struct nvfx_fragment_program_data *consts; unsigned nr_consts; /* the slot at num_slots is for the sprite coordinate, if any */ unsigned num_slots; /* how many input semantics? */ unsigned char slot_to_generic[10]; /* semantics */ unsigned char slot_to_fp_input[11]; /* current assignment of slots for each used semantic */ struct util_dynarray slot_relocations[11]; /* This is reset to progs on any relocation update, and decreases every time we * move to a new prog due to a constant update * When this is the same as progs, applying relocations is no longer necessary. */ unsigned progs_left_with_obsolete_slot_assignments; unsigned long long last_vp_id; unsigned last_sprite_coord_enable; uint32_t fp_control; unsigned bo_prog_idx; unsigned prog_size; unsigned progs_per_bo; unsigned progs; struct nvfx_fragment_program_bo* fpbo; }; struct nvfx_pipe_fragment_program { struct pipe_shader_state pipe; struct tgsi_shader_info info; struct nvfx_fragment_program* fps[2]; }; #endif