/********************************************************** * 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. * **********************************************************/ /** * @file * VMware SVGA specific winsys interface. * * @author Jose Fonseca * * Documentation taken from the VMware SVGA DDK. */ #ifndef SVGA_WINSYS_H_ #define SVGA_WINSYS_H_ #include "svga_types.h" #include "svga_reg.h" #include "svga3d_reg.h" #include "pipe/p_compiler.h" #include "pipe/p_defines.h" struct svga_winsys_screen; struct svga_winsys_buffer; struct pipe_screen; struct pipe_context; struct pipe_fence_handle; struct pipe_resource; struct svga_region; struct winsys_handle; #define SVGA_BUFFER_USAGE_PINNED (1 << 0) #define SVGA_BUFFER_USAGE_WRAPPED (1 << 1) #define SVGA_BUFFER_USAGE_SHADER (1 << 2) /** * Relocation flags to help with dirty tracking * SVGA_RELOC_WRITE - The command will cause a GPU write to this * resource. * SVGA_RELOC_READ - The command will cause a GPU read from this * resource. * SVGA_RELOC_INTERNAL The command will only transfer data internally * within the resource, and optionally clear * dirty bits * SVGA_RELOC_DMA - Only set for resource buffer DMA uploads for winsys * implementations that want to track the amount * of such data referenced in the command stream. */ #define SVGA_RELOC_WRITE (1 << 0) #define SVGA_RELOC_READ (1 << 1) #define SVGA_RELOC_INTERNAL (1 << 2) #define SVGA_RELOC_DMA (1 << 3) #define SVGA_FENCE_FLAG_EXEC (1 << 0) #define SVGA_FENCE_FLAG_QUERY (1 << 1) /** Opaque surface handle */ struct svga_winsys_surface; /** Opaque guest-backed objects */ struct svga_winsys_gb_shader; /** * SVGA per-context winsys interface. */ struct svga_winsys_context { void (*destroy)(struct svga_winsys_context *swc); void * (*reserve)(struct svga_winsys_context *swc, uint32_t nr_bytes, uint32_t nr_relocs ); /** * Emit a relocation for a host surface. * * @param flags bitmask of SVGA_RELOC_* flags * * NOTE: Order of this call does matter. It should be the same order * as relocations appear in the command buffer. */ void (*surface_relocation)(struct svga_winsys_context *swc, uint32 *sid, uint32 *mobid, struct svga_winsys_surface *surface, unsigned flags); /** * Emit a relocation for a guest memory region. * * @param flags bitmask of SVGA_RELOC_* flags * * NOTE: Order of this call does matter. It should be the same order * as relocations appear in the command buffer. */ void (*region_relocation)(struct svga_winsys_context *swc, struct SVGAGuestPtr *ptr, struct svga_winsys_buffer *buffer, uint32 offset, unsigned flags); /** * Emit a relocation for a guest-backed shader object. * * NOTE: Order of this call does matter. It should be the same order * as relocations appear in the command buffer. */ void (*shader_relocation)(struct svga_winsys_context *swc, uint32 *shid, uint32 *mobid, uint32 *offset, struct svga_winsys_gb_shader *shader); /** * Emit a relocation for a guest-backed context. * * NOTE: Order of this call does matter. It should be the same order * as relocations appear in the command buffer. */ void (*context_relocation)(struct svga_winsys_context *swc, uint32 *cid); /** * Emit a relocation for a guest Memory OBject. * * @param flags bitmask of SVGA_RELOC_* flags * @param offset_into_mob Buffer starts at this offset into the MOB. * * Note that not all commands accept an offset into the MOB and * those commands can't use suballocated buffer pools. To trap * errors from improper buffer pool usage, set the offset_into_mob * pointer to NULL. */ void (*mob_relocation)(struct svga_winsys_context *swc, SVGAMobId *id, uint32 *offset_into_mob, struct svga_winsys_buffer *buffer, uint32 offset, unsigned flags); void (*commit)(struct svga_winsys_context *swc); enum pipe_error (*flush)(struct svga_winsys_context *swc, struct pipe_fence_handle **pfence); /** * Context ID used to fill in the commands * * Context IDs are arbitrary small non-negative integers, * global to the entire SVGA device. */ uint32 cid; /** ** BEGIN new functions for guest-backed surfaces. **/ boolean have_gb_objects; /** * Map a guest-backed surface. * \param flags bitmaks of PIPE_TRANSFER_x flags * * The surface_map() member is allowed to fail due to a * shortage of command buffer space, if the * PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE bit is set in flags. * In that case, the caller must flush the current command * buffer and reissue the map. */ void * (*surface_map)(struct svga_winsys_context *swc, struct svga_winsys_surface *surface, unsigned flags, boolean *retry); /** * Unmap a guest-backed surface. * \param rebind returns a flag indicating whether the caller should * issue a SVGA3D_BindGBSurface() call. */ void (*surface_unmap)(struct svga_winsys_context *swc, struct svga_winsys_surface *surface, boolean *rebind); }; /** * SVGA per-screen winsys interface. */ struct svga_winsys_screen { void (*destroy)(struct svga_winsys_screen *sws); SVGA3dHardwareVersion (*get_hw_version)(struct svga_winsys_screen *sws); boolean (*get_cap)(struct svga_winsys_screen *sws, SVGA3dDevCapIndex index, SVGA3dDevCapResult *result); /** * Create a new context. * * 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. */ struct svga_winsys_context * (*context_create)(struct svga_winsys_screen *sws); /** * This creates a "surface" object in the SVGA3D device, * and returns the surface ID (sid). Surfaces are generic * containers for host VRAM objects like textures, vertex * buffers, and depth/stencil buffers. * * Surfaces are hierarchial: * * - 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. */ struct svga_winsys_surface * (*surface_create)(struct svga_winsys_screen *sws, SVGA3dSurfaceFlags flags, SVGA3dSurfaceFormat format, SVGA3dSize size, uint32 numFaces, uint32 numMipLevels); /** * Creates a surface from a winsys handle. * Used to implement pipe_screen::resource_from_handle. */ struct svga_winsys_surface * (*surface_from_handle)(struct svga_winsys_screen *sws, struct winsys_handle *whandle, SVGA3dSurfaceFormat *format); /** * Get a winsys_handle from a surface. * Used to implement pipe_screen::resource_get_handle. */ boolean (*surface_get_handle)(struct svga_winsys_screen *sws, struct svga_winsys_surface *surface, unsigned stride, struct winsys_handle *whandle); /** * Whether this surface is sitting in a validate list */ boolean (*surface_is_flushed)(struct svga_winsys_screen *sws, struct svga_winsys_surface *surface); /** * Reference a SVGA3D surface object. This allows sharing of a * surface between different objects. */ void (*surface_reference)(struct svga_winsys_screen *sws, struct svga_winsys_surface **pdst, struct svga_winsys_surface *src); /** * Buffer management. Buffer attributes are mostly fixed over its lifetime. * * @param usage bitmask of SVGA_BUFFER_USAGE_* flags. * * alignment indicates the client's alignment requirements, eg for * SSE instructions. */ struct svga_winsys_buffer * (*buffer_create)( struct svga_winsys_screen *sws, unsigned alignment, unsigned usage, unsigned size ); /** * Map the entire data store of a buffer object into the client's address. * usage is a bitmask of PIPE_TRANSFER_* */ void * (*buffer_map)( struct svga_winsys_screen *sws, struct svga_winsys_buffer *buf, unsigned usage ); void (*buffer_unmap)( struct svga_winsys_screen *sws, struct svga_winsys_buffer *buf ); void (*buffer_destroy)( struct svga_winsys_screen *sws, struct svga_winsys_buffer *buf ); /** * Reference a fence object. */ void (*fence_reference)( struct svga_winsys_screen *sws, struct pipe_fence_handle **pdst, struct pipe_fence_handle *src ); /** * Checks whether the fence has been signalled. * \param flags driver-specific meaning * \return zero on success. */ int (*fence_signalled)( struct svga_winsys_screen *sws, struct pipe_fence_handle *fence, unsigned flag ); /** * Wait for the fence to finish. * \param flags driver-specific meaning * \return zero on success. */ int (*fence_finish)( struct svga_winsys_screen *sws, struct pipe_fence_handle *fence, unsigned flag ); /** ** BEGIN new functions for guest-backed surfaces. **/ /** Are guest-backed objects enabled? */ bool have_gb_objects; /** Can we do DMA with guest-backed objects enabled? */ bool have_gb_dma; /** * Create and define a GB shader. */ struct svga_winsys_gb_shader * (*shader_create)(struct svga_winsys_screen *sws, SVGA3dShaderType type, const uint32 *bytecode, uint32 bytecodeLen); /** * Destroy a GB shader. It's safe to call this function even * if the shader is referenced in a context's command stream. */ void (*shader_destroy)(struct svga_winsys_screen *sws, struct svga_winsys_gb_shader *shader); }; struct svga_winsys_screen * svga_winsys_screen(struct pipe_screen *screen); struct svga_winsys_context * svga_winsys_context(struct pipe_context *context); struct pipe_resource * svga_screen_buffer_wrap_surface(struct pipe_screen *screen, enum SVGA3dSurfaceFormat format, struct svga_winsys_surface *srf); struct svga_winsys_surface * svga_screen_buffer_get_winsys_surface(struct pipe_resource *buffer); #endif /* SVGA_WINSYS_H_ */