/********************************************************** * Copyright 2008-2009 VMware, Inc. 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, 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 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. * **********************************************************/ /** * svga_cmd.c -- * * Command construction utility for the SVGA3D protocol used by * the VMware SVGA device, based on the svgautil library. */ #include "svga_winsys.h" #include "svga_resource_buffer.h" #include "svga_resource_texture.h" #include "svga_surface.h" #include "svga_cmd.h" /* *---------------------------------------------------------------------- * * surface_to_surfaceid -- * * Utility function for surface ids. * Can handle null surface. Does a surface_reallocation so you need * to have allocated the fifo space before converting. * * Results: * id is filled out. * * Side effects: * One surface relocation is performed for texture handle. * *---------------------------------------------------------------------- */ static INLINE void surface_to_surfaceid(struct svga_winsys_context *swc, // IN struct pipe_surface *surface, // IN SVGA3dSurfaceImageId *id, // OUT unsigned flags) // IN { if (surface) { struct svga_surface *s = svga_surface(surface); swc->surface_relocation(swc, &id->sid, s->handle, flags); id->face = s->real_face; /* faces have the same order */ id->mipmap = s->real_level; } else { swc->surface_relocation(swc, &id->sid, NULL, flags); id->face = 0; id->mipmap = 0; } } /* *---------------------------------------------------------------------- * * SVGA3D_FIFOReserve -- * * Reserve space for an SVGA3D FIFO command. * * The 2D SVGA commands have been around for a while, so they * have a rather asymmetric structure. The SVGA3D protocol is * more uniform: each command begins with a header containing the * command number and the full size. * * This is a convenience wrapper around SVGA_FIFOReserve. We * reserve space for the whole command, and write the header. * * This function must be paired with SVGA_FIFOCommitAll(). * * Results: * Returns a pointer to the space reserved for command-specific * data. It must be 'cmdSize' bytes long. * * Side effects: * Begins a FIFO reservation. * *---------------------------------------------------------------------- */ void * SVGA3D_FIFOReserve(struct svga_winsys_context *swc, uint32 cmd, // IN uint32 cmdSize, // IN uint32 nr_relocs) // IN { SVGA3dCmdHeader *header; header = swc->reserve(swc, sizeof *header + cmdSize, nr_relocs); if (!header) return NULL; header->id = cmd; header->size = cmdSize; return &header[1]; } void SVGA_FIFOCommitAll(struct svga_winsys_context *swc) { swc->commit(swc); } /* *---------------------------------------------------------------------- * * SVGA3D_DefineContext -- * * Create a new context, to be referred to with the provided ID. * * Context objects encapsulate all render state, and shader * objects are per-context. * * Surfaces are not per-context. The same surface can be shared * between multiple contexts, and surface operations can occur * without a context. * * If the provided context ID already existed, it is redefined. * * Context IDs are arbitrary small non-negative integers, * global to the entire SVGA device. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DefineContext(struct svga_winsys_context *swc) // IN { SVGA3dCmdDefineContext *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_CONTEXT_DEFINE, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_DestroyContext -- * * Delete a context created with SVGA3D_DefineContext. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DestroyContext(struct svga_winsys_context *swc) // IN { SVGA3dCmdDestroyContext *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_CONTEXT_DESTROY, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginDefineSurface -- * * Begin a SURFACE_DEFINE command. This reserves space for it in * the FIFO, and returns pointers to the command's faces and * mipsizes arrays. * * This function must be paired with SVGA_FIFOCommitAll(). * The faces and mipSizes arrays are initialized to zero. * * This creates a "surface" object in the SVGA3D device, * with the provided surface ID (sid). Surfaces are generic * containers for host VRAM objects like textures, vertex * buffers, and depth/stencil buffers. * * Surfaces are hierarchical: * * - Surface may have multiple faces (for cube maps) * * - Each face has a list of mipmap levels * * - Each mipmap image may have multiple volume * slices, if the image is three dimensional. * * - Each slice is a 2D array of 'blocks' * * - Each block may be one or more pixels. * (Usually 1, more for DXT or YUV formats.) * * Surfaces are generic host VRAM objects. The SVGA3D device * may optimize surfaces according to the format they were * created with, but this format does not limit the ways in * which the surface may be used. For example, a depth surface * can be used as a texture, or a floating point image may * be used as a vertex buffer. Some surface usages may be * lower performance, due to software emulation, but any * usage should work with any surface. * * If 'sid' is already defined, the old surface is deleted * and this new surface replaces it. * * Surface IDs are arbitrary small non-negative integers, * global to the entire SVGA device. * * Results: * Returns pointers to arrays allocated in the FIFO for 'faces' * and 'mipSizes'. * * Side effects: * Begins a FIFO reservation. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginDefineSurface(struct svga_winsys_context *swc, struct svga_winsys_surface *sid, // IN SVGA3dSurfaceFlags flags, // IN SVGA3dSurfaceFormat format, // IN SVGA3dSurfaceFace **faces, // OUT SVGA3dSize **mipSizes, // OUT uint32 numMipSizes) // IN { SVGA3dCmdDefineSurface *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_DEFINE, sizeof *cmd + sizeof **mipSizes * numMipSizes, 1); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; swc->surface_relocation(swc, &cmd->sid, sid, SVGA_RELOC_WRITE); cmd->surfaceFlags = flags; cmd->format = format; *faces = &cmd->face[0]; *mipSizes = (SVGA3dSize*) &cmd[1]; memset(*faces, 0, sizeof **faces * SVGA3D_MAX_SURFACE_FACES); memset(*mipSizes, 0, sizeof **mipSizes * numMipSizes); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_DefineSurface2D -- * * This is a simplified version of SVGA3D_BeginDefineSurface(), * which does not support cube maps, mipmaps, or volume textures. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DefineSurface2D(struct svga_winsys_context *swc, // IN struct svga_winsys_surface *sid, // IN uint32 width, // IN uint32 height, // IN SVGA3dSurfaceFormat format) // IN { SVGA3dSize *mipSizes; SVGA3dSurfaceFace *faces; enum pipe_error ret; ret = SVGA3D_BeginDefineSurface(swc, sid, 0, format, &faces, &mipSizes, 1); if (ret != PIPE_OK) return ret; faces[0].numMipLevels = 1; mipSizes[0].width = width; mipSizes[0].height = height; mipSizes[0].depth = 1; swc->commit(swc);; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_DestroySurface -- * * Release the host VRAM encapsulated by a particular surface ID. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DestroySurface(struct svga_winsys_context *swc, struct svga_winsys_surface *sid) // IN { SVGA3dCmdDestroySurface *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_DESTROY, sizeof *cmd, 1); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; swc->surface_relocation(swc, &cmd->sid, sid, SVGA_RELOC_READ); swc->commit(swc);; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SurfaceDMA-- * * Emit a SURFACE_DMA command. * * When the SVGA3D device asynchronously processes this FIFO * command, a DMA operation is performed between host VRAM and * a generic SVGAGuestPtr. The guest pointer may refer to guest * VRAM (provided by the SVGA PCI device) or to guest system * memory that has been set up as a Guest Memory Region (GMR) * by the SVGA device. * * The guest's DMA buffer must remain valid (not freed, paged out, * or overwritten) until the host has finished processing this * command. The guest can determine that the host has finished * by using the SVGA device's FIFO Fence mechanism. * * The guest's image buffer can be an arbitrary size and shape. * Guest image data is interpreted according to the SVGA3D surface * format specified when the surface was defined. * * The caller may optionally define the guest image's pitch. * guestImage->pitch can either be zero (assume image is tightly * packed) or it must be the number of bytes between vertically * adjacent image blocks. * * The provided copybox list specifies which regions of the source * image are to be copied, and where they appear on the destination. * * NOTE: srcx/srcy are always on the guest image and x/y are * always on the host image, regardless of the actual transfer * direction! * * For efficiency, the SVGA3D device is free to copy more data * than specified. For example, it may round copy boxes outwards * such that they lie on particular alignment boundaries. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SurfaceDMA(struct svga_winsys_context *swc, struct svga_transfer *st, // IN SVGA3dTransferType transfer, // IN const SVGA3dCopyBox *boxes, // IN uint32 numBoxes, // IN SVGA3dSurfaceDMAFlags flags) // IN { struct svga_texture *texture = svga_texture(st->base.resource); SVGA3dCmdSurfaceDMA *cmd; SVGA3dCmdSurfaceDMASuffix *pSuffix; uint32 boxesSize = sizeof *boxes * numBoxes; unsigned region_flags; unsigned surface_flags; if (transfer == SVGA3D_WRITE_HOST_VRAM) { region_flags = SVGA_RELOC_READ; surface_flags = SVGA_RELOC_WRITE; } else if (transfer == SVGA3D_READ_HOST_VRAM) { region_flags = SVGA_RELOC_WRITE; surface_flags = SVGA_RELOC_READ; } else { assert(0); return PIPE_ERROR_BAD_INPUT; } cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_DMA, sizeof *cmd + boxesSize + sizeof *pSuffix, 2); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; swc->region_relocation(swc, &cmd->guest.ptr, st->hwbuf, 0, region_flags); cmd->guest.pitch = st->base.stride; swc->surface_relocation(swc, &cmd->host.sid, texture->handle, surface_flags); cmd->host.face = st->face; /* PIPE_TEX_FACE_* and SVGA3D_CUBEFACE_* match */ cmd->host.mipmap = st->base.level; cmd->transfer = transfer; memcpy(&cmd[1], boxes, boxesSize); pSuffix = (SVGA3dCmdSurfaceDMASuffix *)((uint8_t*)cmd + sizeof *cmd + boxesSize); pSuffix->suffixSize = sizeof *pSuffix; pSuffix->maximumOffset = st->hw_nblocksy*st->base.stride; pSuffix->flags = flags; swc->commit(swc); return PIPE_OK; } enum pipe_error SVGA3D_BufferDMA(struct svga_winsys_context *swc, struct svga_winsys_buffer *guest, struct svga_winsys_surface *host, SVGA3dTransferType transfer, // IN uint32 size, // IN uint32 guest_offset, // IN uint32 host_offset, // IN SVGA3dSurfaceDMAFlags flags) // IN { SVGA3dCmdSurfaceDMA *cmd; SVGA3dCopyBox *box; SVGA3dCmdSurfaceDMASuffix *pSuffix; unsigned region_flags; unsigned surface_flags; if (transfer == SVGA3D_WRITE_HOST_VRAM) { region_flags = SVGA_RELOC_READ; surface_flags = SVGA_RELOC_WRITE; } else if (transfer == SVGA3D_READ_HOST_VRAM) { region_flags = SVGA_RELOC_WRITE; surface_flags = SVGA_RELOC_READ; } else { assert(0); return PIPE_ERROR_BAD_INPUT; } cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_DMA, sizeof *cmd + sizeof *box + sizeof *pSuffix, 2); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; swc->region_relocation(swc, &cmd->guest.ptr, guest, 0, region_flags); cmd->guest.pitch = 0; swc->surface_relocation(swc, &cmd->host.sid, host, surface_flags); cmd->host.face = 0; cmd->host.mipmap = 0; cmd->transfer = transfer; box = (SVGA3dCopyBox *)&cmd[1]; box->x = host_offset; box->y = 0; box->z = 0; box->w = size; box->h = 1; box->d = 1; box->srcx = guest_offset; box->srcy = 0; box->srcz = 0; pSuffix = (SVGA3dCmdSurfaceDMASuffix *)((uint8_t*)cmd + sizeof *cmd + sizeof *box); pSuffix->suffixSize = sizeof *pSuffix; pSuffix->maximumOffset = guest_offset + size; pSuffix->flags = flags; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetRenderTarget -- * * Bind a surface object to a particular render target attachment * point on the current context. Render target attachment points * exist for color buffers, a depth buffer, and a stencil buffer. * * The SVGA3D device is quite lenient about the types of surfaces * that may be used as render targets. The color buffers must * all be the same size, but the depth and stencil buffers do not * have to be the same size as the color buffer. All attachments * are optional. * * Some combinations of render target formats may require software * emulation, depending on the capabilities of the host graphics * API and graphics hardware. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetRenderTarget(struct svga_winsys_context *swc, SVGA3dRenderTargetType type, // IN struct pipe_surface *surface) // IN { SVGA3dCmdSetRenderTarget *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETRENDERTARGET, sizeof *cmd, 1); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->type = type; surface_to_surfaceid(swc, surface, &cmd->target, SVGA_RELOC_WRITE); swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_DefineShader -- * * Upload the bytecode for a new shader. The bytecode is "SVGA3D * format", which is theoretically a binary-compatible superset * of Microsoft's DirectX shader bytecode. In practice, the * SVGA3D bytecode doesn't yet have any extensions to DirectX's * bytecode format. * * The SVGA3D device supports shader models 1.1 through 2.0. * * The caller chooses a shader ID (small positive integer) by * which this shader will be identified in future commands. This * ID is in a namespace which is per-context and per-shader-type. * * 'bytecodeLen' is specified in bytes. It must be a multiple of 4. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DefineShader(struct svga_winsys_context *swc, uint32 shid, // IN SVGA3dShaderType type, // IN const uint32 *bytecode, // IN uint32 bytecodeLen) // IN { SVGA3dCmdDefineShader *cmd; assert(bytecodeLen % 4 == 0); cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SHADER_DEFINE, sizeof *cmd + bytecodeLen, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->shid = shid; cmd->type = type; memcpy(&cmd[1], bytecode, bytecodeLen); swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_DestroyShader -- * * Delete a shader that was created by SVGA3D_DefineShader. If * the shader was the current vertex or pixel shader for its * context, rendering results are undefined until a new shader is * bound. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_DestroyShader(struct svga_winsys_context *swc, uint32 shid, // IN SVGA3dShaderType type) // IN { SVGA3dCmdDestroyShader *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SHADER_DESTROY, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->shid = shid; cmd->type = type; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetShaderConst -- * * Set the value of a shader constant. * * Shader constants are analogous to uniform variables in GLSL, * except that they belong to the render context rather than to * an individual shader. * * Constants may have one of three types: A 4-vector of floats, * a 4-vector of integers, or a single boolean flag. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetShaderConst(struct svga_winsys_context *swc, uint32 reg, // IN SVGA3dShaderType type, // IN SVGA3dShaderConstType ctype, // IN const void *value) // IN { SVGA3dCmdSetShaderConst *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SET_SHADER_CONST, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->reg = reg; cmd->type = type; cmd->ctype = ctype; switch (ctype) { case SVGA3D_CONST_TYPE_FLOAT: case SVGA3D_CONST_TYPE_INT: memcpy(&cmd->values, value, sizeof cmd->values); break; case SVGA3D_CONST_TYPE_BOOL: memset(&cmd->values, 0, sizeof cmd->values); cmd->values[0] = *(uint32*)value; break; default: assert(0); break; } swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetShaderConsts -- * * Set the value of successive shader constants. * * Shader constants are analogous to uniform variables in GLSL, * except that they belong to the render context rather than to * an individual shader. * * Constants may have one of three types: A 4-vector of floats, * a 4-vector of integers, or a single boolean flag. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetShaderConsts(struct svga_winsys_context *swc, uint32 reg, // IN uint32 numRegs, // IN SVGA3dShaderType type, // IN SVGA3dShaderConstType ctype, // IN const void *values) // IN { SVGA3dCmdSetShaderConst *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SET_SHADER_CONST, sizeof *cmd + (numRegs - 1) * sizeof cmd->values, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->reg = reg; cmd->type = type; cmd->ctype = ctype; memcpy(&cmd->values, values, numRegs * sizeof cmd->values); swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetShader -- * * Switch active shaders. This binds a new vertex or pixel shader * to the specified context. * * A shader ID of SVGA3D_INVALID_ID unbinds any shader, switching * back to the fixed function vertex or pixel pipeline. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetShader(struct svga_winsys_context *swc, SVGA3dShaderType type, // IN uint32 shid) // IN { SVGA3dCmdSetShader *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SET_SHADER, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->type = type; cmd->shid = shid; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginClear -- * * Begin a CLEAR command. This reserves space for it in the FIFO, * and returns a pointer to the command's rectangle array. This * function must be paired with SVGA_FIFOCommitAll(). * * Clear is a rendering operation which fills a list of * rectangles with constant values on all render target types * indicated by 'flags'. * * Clear is not affected by clipping, depth test, or other * render state which affects the fragment pipeline. * * Results: * None. * * Side effects: * May write to attached render target surfaces. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginClear(struct svga_winsys_context *swc, SVGA3dClearFlag flags, // IN uint32 color, // IN float depth, // IN uint32 stencil, // IN SVGA3dRect **rects, // OUT uint32 numRects) // IN { SVGA3dCmdClear *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_CLEAR, sizeof *cmd + sizeof **rects * numRects, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->clearFlag = flags; cmd->color = color; cmd->depth = depth; cmd->stencil = stencil; *rects = (SVGA3dRect*) &cmd[1]; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_ClearRect -- * * This is a simplified version of SVGA3D_BeginClear(). * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_ClearRect(struct svga_winsys_context *swc, SVGA3dClearFlag flags, // IN uint32 color, // IN float depth, // IN uint32 stencil, // IN uint32 x, // IN uint32 y, // IN uint32 w, // IN uint32 h) // IN { SVGA3dRect *rect; enum pipe_error ret; ret = SVGA3D_BeginClear(swc, flags, color, depth, stencil, &rect, 1); if (ret != PIPE_OK) return PIPE_ERROR_OUT_OF_MEMORY; memset(rect, 0, sizeof *rect); rect->x = x; rect->y = y; rect->w = w; rect->h = h; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginDrawPrimitives -- * * Begin a DRAW_PRIMITIVES command. This reserves space for it in * the FIFO, and returns a pointer to the command's arrays. * This function must be paired with SVGA_FIFOCommitAll(). * * Drawing commands consist of two variable-length arrays: * SVGA3dVertexDecl elements declare a set of vertex buffers to * use while rendering, and SVGA3dPrimitiveRange elements specify * groups of primitives each with an optional index buffer. * * The decls and ranges arrays are initialized to zero. * * Results: * None. * * Side effects: * May write to attached render target surfaces. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginDrawPrimitives(struct svga_winsys_context *swc, SVGA3dVertexDecl **decls, // OUT uint32 numVertexDecls, // IN SVGA3dPrimitiveRange **ranges, // OUT uint32 numRanges) // IN { SVGA3dCmdDrawPrimitives *cmd; SVGA3dVertexDecl *declArray; SVGA3dPrimitiveRange *rangeArray; uint32 declSize = sizeof **decls * numVertexDecls; uint32 rangeSize = sizeof **ranges * numRanges; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_DRAW_PRIMITIVES, sizeof *cmd + declSize + rangeSize, numVertexDecls + numRanges); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->numVertexDecls = numVertexDecls; cmd->numRanges = numRanges; declArray = (SVGA3dVertexDecl*) &cmd[1]; rangeArray = (SVGA3dPrimitiveRange*) &declArray[numVertexDecls]; memset(declArray, 0, declSize); memset(rangeArray, 0, rangeSize); *decls = declArray; *ranges = rangeArray; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginSurfaceCopy -- * * Begin a SURFACE_COPY command. This reserves space for it in * the FIFO, and returns a pointer to the command's arrays. This * function must be paired with SVGA_FIFOCommitAll(). * * The box array is initialized with zeroes. * * Results: * None. * * Side effects: * Asynchronously copies a list of boxes from surface to surface. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginSurfaceCopy(struct svga_winsys_context *swc, struct pipe_surface *src, // IN struct pipe_surface *dest, // IN SVGA3dCopyBox **boxes, // OUT uint32 numBoxes) // IN { SVGA3dCmdSurfaceCopy *cmd; uint32 boxesSize = sizeof **boxes * numBoxes; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_COPY, sizeof *cmd + boxesSize, 2); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; surface_to_surfaceid(swc, src, &cmd->src, SVGA_RELOC_READ); surface_to_surfaceid(swc, dest, &cmd->dest, SVGA_RELOC_WRITE); *boxes = (SVGA3dCopyBox*) &cmd[1]; memset(*boxes, 0, boxesSize); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SurfaceStretchBlt -- * * Issue a SURFACE_STRETCHBLT command: an asynchronous * surface-to-surface blit, with scaling. * * Results: * None. * * Side effects: * Asynchronously copies one box from surface to surface. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SurfaceStretchBlt(struct svga_winsys_context *swc, struct pipe_surface *src, // IN struct pipe_surface *dest, // IN SVGA3dBox *boxSrc, // IN SVGA3dBox *boxDest, // IN SVGA3dStretchBltMode mode) // IN { SVGA3dCmdSurfaceStretchBlt *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SURFACE_STRETCHBLT, sizeof *cmd, 2); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; surface_to_surfaceid(swc, src, &cmd->src, SVGA_RELOC_READ); surface_to_surfaceid(swc, dest, &cmd->dest, SVGA_RELOC_WRITE); cmd->boxSrc = *boxSrc; cmd->boxDest = *boxDest; cmd->mode = mode; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetViewport -- * * Set the current context's viewport rectangle. The viewport * is clipped to the dimensions of the current render target, * then all rendering is clipped to the viewport. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetViewport(struct svga_winsys_context *swc, SVGA3dRect *rect) // IN { SVGA3dCmdSetViewport *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETVIEWPORT, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->rect = *rect; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetScissorRect -- * * Set the current context's scissor rectangle. If scissoring * is enabled then all rendering is clipped to the scissor bounds. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetScissorRect(struct svga_winsys_context *swc, SVGA3dRect *rect) // IN { SVGA3dCmdSetScissorRect *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETSCISSORRECT, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->rect = *rect; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetClipPlane -- * * Set one of the current context's clip planes. If the clip * plane is enabled then all 3d rendering is clipped against * the plane. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetClipPlane(struct svga_winsys_context *swc, uint32 index, const float *plane) { SVGA3dCmdSetClipPlane *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETCLIPPLANE, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->index = index; cmd->plane[0] = plane[0]; cmd->plane[1] = plane[1]; cmd->plane[2] = plane[2]; cmd->plane[3] = plane[3]; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_SetZRange -- * * Set the range of the depth buffer to use. 'min' and 'max' * are values between 0.0 and 1.0. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_SetZRange(struct svga_winsys_context *swc, float zMin, // IN float zMax) // IN { SVGA3dCmdSetZRange *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETZRANGE, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->zRange.min = zMin; cmd->zRange.max = zMax; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginSetTextureState -- * * Begin a SETTEXTURESTATE command. This reserves space for it in * the FIFO, and returns a pointer to the command's texture state * array. This function must be paired with SVGA_FIFOCommitAll(). * * This command sets rendering state which is per-texture-unit. * * XXX: Individual texture states need documentation. However, * they are very similar to the texture states defined by * Direct3D. The D3D documentation is a good starting point * for understanding SVGA3D texture states. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginSetTextureState(struct svga_winsys_context *swc, SVGA3dTextureState **states, // OUT uint32 numStates) // IN { SVGA3dCmdSetTextureState *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETTEXTURESTATE, sizeof *cmd + sizeof **states * numStates, numStates); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; *states = (SVGA3dTextureState*) &cmd[1]; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginSetRenderState -- * * Begin a SETRENDERSTATE command. This reserves space for it in * the FIFO, and returns a pointer to the command's texture state * array. This function must be paired with SVGA_FIFOCommitAll(). * * This command sets rendering state which is global to the context. * * XXX: Individual render states need documentation. However, * they are very similar to the render states defined by * Direct3D. The D3D documentation is a good starting point * for understanding SVGA3D render states. * * Results: * None. * * Side effects: * None. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginSetRenderState(struct svga_winsys_context *swc, SVGA3dRenderState **states, // OUT uint32 numStates) // IN { SVGA3dCmdSetRenderState *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_SETRENDERSTATE, sizeof *cmd + sizeof **states * numStates, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; *states = (SVGA3dRenderState*) &cmd[1]; return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_BeginQuery-- * * Issues a SVGA_3D_CMD_BEGIN_QUERY command. * * Results: * None. * * Side effects: * Commits space in the FIFO memory. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_BeginQuery(struct svga_winsys_context *swc, SVGA3dQueryType type) // IN { SVGA3dCmdBeginQuery *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_BEGIN_QUERY, sizeof *cmd, 0); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->type = type; swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_EndQuery-- * * Issues a SVGA_3D_CMD_END_QUERY command. * * Results: * None. * * Side effects: * Commits space in the FIFO memory. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_EndQuery(struct svga_winsys_context *swc, SVGA3dQueryType type, // IN struct svga_winsys_buffer *buffer) // IN/OUT { SVGA3dCmdEndQuery *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_END_QUERY, sizeof *cmd, 1); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->type = type; swc->region_relocation(swc, &cmd->guestResult, buffer, 0, SVGA_RELOC_WRITE); swc->commit(swc); return PIPE_OK; } /* *---------------------------------------------------------------------- * * SVGA3D_WaitForQuery-- * * Issues a SVGA_3D_CMD_WAIT_FOR_QUERY command. This reserves space * for it in the FIFO. This doesn't actually wait for the query to * finish but instead tells the host to start a wait at the driver * level. The caller can wait on the status variable in the * guestPtr memory or send an insert fence instruction after this * command and wait on the fence. * * Results: * None. * * Side effects: * Commits space in the FIFO memory. * *---------------------------------------------------------------------- */ enum pipe_error SVGA3D_WaitForQuery(struct svga_winsys_context *swc, SVGA3dQueryType type, // IN struct svga_winsys_buffer *buffer) // IN/OUT { SVGA3dCmdWaitForQuery *cmd; cmd = SVGA3D_FIFOReserve(swc, SVGA_3D_CMD_WAIT_FOR_QUERY, sizeof *cmd, 1); if (!cmd) return PIPE_ERROR_OUT_OF_MEMORY; cmd->cid = swc->cid; cmd->type = type; swc->region_relocation(swc, &cmd->guestResult, buffer, 0, SVGA_RELOC_WRITE); swc->commit(swc); return PIPE_OK; }