/********************************************************** * 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. * **********************************************************/ #ifndef SVGA_CONTEXT_H #define SVGA_CONTEXT_H #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "util/u_blitter.h" #include "util/list.h" #include "tgsi/tgsi_scan.h" #include "svga_screen.h" #include "svga_state.h" #include "svga_winsys.h" #include "svga_hw_reg.h" #include "svga3d_shaderdefs.h" /** Non-GPU queries for gallium HUD */ #define SVGA_QUERY_DRAW_CALLS (PIPE_QUERY_DRIVER_SPECIFIC + 0) #define SVGA_QUERY_FALLBACKS (PIPE_QUERY_DRIVER_SPECIFIC + 1) #define SVGA_QUERY_MEMORY_USED (PIPE_QUERY_DRIVER_SPECIFIC + 2) #define SVGA_QUERY_MAX (PIPE_QUERY_DRIVER_SPECIFIC + 3) /** * Maximum supported number of constant buffers per shader */ #define SVGA_MAX_CONST_BUFS 14 /** * Maximum constant buffer size that can be set in the * DXSetSingleConstantBuffer command is * DX10 constant buffer element count * 4 4-bytes components */ #define SVGA_MAX_CONST_BUF_SIZE (4096 * 4 * sizeof(int)) struct draw_vertex_shader; struct draw_fragment_shader; struct svga_shader_variant; struct SVGACmdMemory; struct util_bitmask; struct svga_cache_context; struct svga_tracked_state; struct svga_blend_state { unsigned need_white_fragments:1; unsigned independent_blend_enable:1; unsigned alpha_to_coverage:1; unsigned blend_color_alpha:1; /**< set blend color to alpha value */ /** Per-render target state */ struct { uint8_t writemask; boolean blend_enable; uint8_t srcblend; uint8_t dstblend; uint8_t blendeq; boolean separate_alpha_blend_enable; uint8_t srcblend_alpha; uint8_t dstblend_alpha; uint8_t blendeq_alpha; } rt[PIPE_MAX_COLOR_BUFS]; SVGA3dBlendStateId id; /**< vgpu10 */ }; struct svga_depth_stencil_state { unsigned zfunc:8; unsigned zenable:1; unsigned zwriteenable:1; unsigned alphatestenable:1; unsigned alphafunc:8; struct { unsigned enabled:1; unsigned func:8; unsigned fail:8; unsigned zfail:8; unsigned pass:8; } stencil[2]; /* SVGA3D has one ref/mask/writemask triple shared between front & * back face stencil. We really need two: */ unsigned stencil_mask:8; unsigned stencil_writemask:8; float alpharef; SVGA3dDepthStencilStateId id; /**< vgpu10 */ }; #define SVGA_UNFILLED_DISABLE 0 #define SVGA_UNFILLED_LINE 1 #define SVGA_UNFILLED_POINT 2 #define SVGA_PIPELINE_FLAG_POINTS (1<float */ unsigned adjust_attrib_utof; /**< uint->float */ unsigned attrib_is_bgra; /**< R / B swizzling */ unsigned attrib_puint_to_snorm; /**< 10_10_10_2 packed uint -> snorm */ unsigned attrib_puint_to_uscaled; /**< 10_10_10_2 packed uint -> uscaled */ unsigned attrib_puint_to_sscaled; /**< 10_10_10_2 packed uint -> sscaled */ boolean need_swvfetch; SVGA3dElementLayoutId id; /**< VGPU10 */ }; /* Use to calculate differences between state emitted to hardware and * current driver-calculated state. */ struct svga_state { const struct svga_blend_state *blend; const struct svga_depth_stencil_state *depth; const struct svga_rasterizer_state *rast; const struct svga_sampler_state *sampler[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; const struct svga_velems_state *velems; struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; /* or texture ID's? */ struct svga_fragment_shader *fs; struct svga_vertex_shader *vs; struct svga_geometry_shader *user_gs; /* user-specified GS */ struct svga_geometry_shader *gs; /* derived GS */ struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; struct pipe_index_buffer ib; /** Constant buffers for each shader. * The size should probably always match with that of * svga_shader_emitter_v10.num_shader_consts. */ struct pipe_constant_buffer constbufs[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS]; struct pipe_framebuffer_state framebuffer; float depthscale; /* Hack to limit the number of different render targets between * flushes. Helps avoid blowing out our surface cache in EXA. */ int nr_fbs; struct pipe_poly_stipple poly_stipple; struct pipe_scissor_state scissor; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; struct pipe_clip_state clip; struct pipe_viewport_state viewport; unsigned num_samplers[PIPE_SHADER_TYPES]; unsigned num_sampler_views[PIPE_SHADER_TYPES]; unsigned num_vertex_buffers; unsigned reduced_prim; struct { unsigned flag_1d; unsigned flag_srgb; } tex_flags; unsigned sample_mask; }; struct svga_prescale { float translate[4]; float scale[4]; boolean enabled; }; /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR ) */ struct svga_hw_clear_state { SVGA3dRect viewport; struct { float zmin, zmax; } depthrange; struct pipe_framebuffer_state framebuffer; struct svga_prescale prescale; }; struct svga_hw_view_state { struct pipe_resource *texture; struct svga_sampler_view *v; unsigned min_lod; unsigned max_lod; int dirty; }; /* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW ) */ struct svga_hw_draw_state { unsigned rs[SVGA3D_RS_MAX]; unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX]; float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4]; struct svga_shader_variant *fs; struct svga_shader_variant *vs; struct svga_shader_variant *gs; struct svga_hw_view_state views[PIPE_MAX_SAMPLERS]; unsigned num_views; struct pipe_resource *constbuf[PIPE_SHADER_TYPES]; /* Bitmask of enabled constant bufffers */ unsigned enabled_constbufs[PIPE_SHADER_TYPES]; /* VGPU10 HW state (used to prevent emitting redundant state) */ SVGA3dDepthStencilStateId depth_stencil_id; unsigned stencil_ref; SVGA3dBlendStateId blend_id; float blend_factor[4]; unsigned blend_sample_mask; SVGA3dRasterizerStateId rasterizer_id; SVGA3dElementLayoutId layout_id; SVGA3dPrimitiveType topology; /* used for rebinding */ unsigned num_sampler_views[PIPE_SHADER_TYPES]; unsigned default_constbuf_size[PIPE_SHADER_TYPES]; }; /* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL ) */ struct svga_sw_state { /* which parts we need */ boolean need_swvfetch; boolean need_pipeline; boolean need_swtnl; /* Flag to make sure that need sw is on while * updating state within a swtnl call. */ boolean in_swtnl_draw; }; /* Queue some state updates (like rss) and submit them to hardware in * a single packet. */ struct svga_hw_queue; struct svga_query; struct svga_qmem_alloc_entry; struct svga_context { struct pipe_context pipe; struct svga_winsys_context *swc; struct blitter_context *blitter; struct u_upload_mgr *const0_upload; struct { boolean no_swtnl; boolean force_swtnl; boolean use_min_mipmap; /* incremented for each shader */ unsigned shader_id; unsigned disable_shader; boolean no_line_width; boolean force_hw_line_stipple; } debug; struct { struct draw_context *draw; struct vbuf_render *backend; unsigned hw_prim; boolean new_vbuf; boolean new_vdecl; } swtnl; /* Bitmask of blend state objects IDs */ struct util_bitmask *blend_object_id_bm; /* Bitmask of depth/stencil state objects IDs */ struct util_bitmask *ds_object_id_bm; /* Bitmaks of input element object IDs */ struct util_bitmask *input_element_object_id_bm; /* Bitmask of rasterizer object IDs */ struct util_bitmask *rast_object_id_bm; /* Bitmask of sampler state objects IDs */ struct util_bitmask *sampler_object_id_bm; /* Bitmask of sampler view IDs */ struct util_bitmask *sampler_view_id_bm; /* Bitmask of used shader IDs */ struct util_bitmask *shader_id_bm; /* Bitmask of used surface view IDs */ struct util_bitmask *surface_view_id_bm; /* Bitmask of used stream output IDs */ struct util_bitmask *stream_output_id_bm; /* Bitmask of used query IDs */ struct util_bitmask *query_id_bm; struct { unsigned dirty[SVGA_STATE_MAX]; /** bitmasks of which const buffers are changed */ unsigned dirty_constbufs[PIPE_SHADER_TYPES]; unsigned texture_timestamp; /* */ struct svga_sw_state sw; struct svga_hw_draw_state hw_draw; struct svga_hw_clear_state hw_clear; } state; struct svga_state curr; /* state from the state tracker */ unsigned dirty; /* statechanges since last update_state() */ union { struct { unsigned rendertargets:1; unsigned texture_samplers:1; unsigned constbufs:1; unsigned vs:1; unsigned fs:1; unsigned gs:1; unsigned query:1; } flags; unsigned val; } rebind; struct svga_hwtnl *hwtnl; /** Queries states */ struct svga_winsys_gb_query *gb_query; /**< gb query object, one per context */ unsigned gb_query_len; /**< gb query object size */ struct util_bitmask *gb_query_alloc_mask; /**< gb query object allocation mask */ struct svga_qmem_alloc_entry *gb_query_map[SVGA_QUERY_MAX]; /**< query mem block mapping */ struct svga_query *sq[SVGA_QUERY_MAX]; /**< queries currently in progress */ /** List of buffers with queued transfers */ struct list_head dirty_buffers; /** performance / info queries */ uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */ uint64_t num_fallbacks; /**< SVGA_QUERY_FALLBACKS */ /** The currently bound stream output targets */ unsigned num_so_targets; struct svga_winsys_surface *so_surfaces[SVGA3D_DX_MAX_SOTARGETS]; struct pipe_stream_output_target *so_targets[SVGA3D_DX_MAX_SOTARGETS]; struct svga_stream_output *current_so; /** A blend state with blending disabled, for falling back to when blending * is illegal (e.g. an integer texture is bound) */ struct svga_blend_state *noop_blend; struct { struct pipe_resource *texture; struct svga_pipe_sampler_view *sampler_view; void *sampler; } polygon_stipple; /** Alternate rasterizer states created for point sprite */ struct svga_rasterizer_state *rasterizer_no_cull[2]; }; /* A flag for each state_tracker state object: */ #define SVGA_NEW_BLEND 0x1 #define SVGA_NEW_DEPTH_STENCIL_ALPHA 0x2 #define SVGA_NEW_RAST 0x4 #define SVGA_NEW_SAMPLER 0x8 #define SVGA_NEW_TEXTURE 0x10 #define SVGA_NEW_VBUFFER 0x20 #define SVGA_NEW_VELEMENT 0x40 #define SVGA_NEW_FS 0x80 #define SVGA_NEW_VS 0x100 #define SVGA_NEW_FS_CONST_BUFFER 0x200 #define SVGA_NEW_VS_CONST_BUFFER 0x400 #define SVGA_NEW_FRAME_BUFFER 0x800 #define SVGA_NEW_STIPPLE 0x1000 #define SVGA_NEW_SCISSOR 0x2000 #define SVGA_NEW_BLEND_COLOR 0x4000 #define SVGA_NEW_CLIP 0x8000 #define SVGA_NEW_VIEWPORT 0x10000 #define SVGA_NEW_PRESCALE 0x20000 #define SVGA_NEW_REDUCED_PRIMITIVE 0x40000 #define SVGA_NEW_TEXTURE_BINDING 0x80000 #define SVGA_NEW_NEED_PIPELINE 0x100000 #define SVGA_NEW_NEED_SWVFETCH 0x200000 #define SVGA_NEW_NEED_SWTNL 0x400000 #define SVGA_NEW_FS_VARIANT 0x800000 #define SVGA_NEW_VS_VARIANT 0x1000000 #define SVGA_NEW_TEXTURE_FLAGS 0x4000000 #define SVGA_NEW_STENCIL_REF 0x8000000 #define SVGA_NEW_GS 0x10000000 #define SVGA_NEW_GS_CONST_BUFFER 0x20000000 #define SVGA_NEW_GS_VARIANT 0x40000000 /*********************************************************************** * svga_clear.c: */ void svga_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil); /*********************************************************************** * svga_screen_texture.c: */ void svga_mark_surfaces_dirty(struct svga_context *svga); void svga_init_state_functions( struct svga_context *svga ); void svga_init_flush_functions( struct svga_context *svga ); void svga_init_string_functions( struct svga_context *svga ); void svga_init_blit_functions(struct svga_context *svga); void svga_init_blend_functions( struct svga_context *svga ); void svga_init_depth_stencil_functions( struct svga_context *svga ); void svga_init_misc_functions( struct svga_context *svga ); void svga_init_rasterizer_functions( struct svga_context *svga ); void svga_init_sampler_functions( struct svga_context *svga ); void svga_init_fs_functions( struct svga_context *svga ); void svga_init_vs_functions( struct svga_context *svga ); void svga_init_gs_functions( struct svga_context *svga ); void svga_init_vertex_functions( struct svga_context *svga ); void svga_init_constbuffer_functions( struct svga_context *svga ); void svga_init_draw_functions( struct svga_context *svga ); void svga_init_query_functions( struct svga_context *svga ); void svga_init_surface_functions(struct svga_context *svga); void svga_init_stream_output_functions( struct svga_context *svga ); void svga_cleanup_vertex_state( struct svga_context *svga ); void svga_cleanup_tss_binding( struct svga_context *svga ); void svga_cleanup_framebuffer( struct svga_context *svga ); void svga_context_flush( struct svga_context *svga, struct pipe_fence_handle **pfence ); void svga_context_finish(struct svga_context *svga); void svga_hwtnl_flush_retry( struct svga_context *svga ); void svga_hwtnl_flush_buffer( struct svga_context *svga, struct pipe_resource *buffer ); void svga_surfaces_flush(struct svga_context *svga); struct pipe_context * svga_context_create(struct pipe_screen *screen, void *priv, unsigned flags); /*********************************************************************** * Inline conversion functions. These are better-typed than the * macros used previously: */ static inline struct svga_context * svga_context( struct pipe_context *pipe ) { return (struct svga_context *)pipe; } static inline boolean svga_have_gb_objects(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->have_gb_objects; } static inline boolean svga_have_gb_dma(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->have_gb_dma; } static inline boolean svga_have_vgpu10(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->have_vgpu10; } static inline boolean svga_need_to_rebind_resources(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->need_to_rebind_resources; } static inline boolean svga_rects_equal(const SVGA3dRect *r1, const SVGA3dRect *r2) { return memcmp(r1, r2, sizeof(*r1)) == 0; } #endif