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|
/*
Copyright (C) Intel Corp. 2006. All Rights Reserved.
Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
develop this 3D driver.
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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef BRWCONTEXT_INC
#define BRWCONTEXT_INC
#include "brw_structs.h"
#include "brw_winsys.h"
#include "pipe/p_state.h"
/* Glossary:
*
* URB - uniform resource buffer. A mid-sized buffer which is
* partitioned between the fixed function units and used for passing
* values (vertices, primitives, constants) between them.
*
* CURBE - constant URB entry. An urb region (entry) used to hold
* constant values which the fixed function units can be instructed to
* preload into the GRF when spawning a thread.
*
* VUE - vertex URB entry. An urb entry holding a vertex and usually
* a vertex header. The header contains control information and
* things like primitive type, Begin/end flags and clip codes.
*
* PUE - primitive URB entry. An urb entry produced by the setup (SF)
* unit holding rasterization and interpolation parameters.
*
* GRF - general register file. One of several register files
* addressable by programmed threads. The inputs (r0, payload, curbe,
* urb) of the thread are preloaded to this area before the thread is
* spawned. The registers are individually 8 dwords wide and suitable
* for general usage. Registers holding thread input values are not
* special and may be overwritten.
*
* MRF - message register file. Threads communicate (and terminate)
* by sending messages. Message parameters are placed in contiguous
* MRF registers. All program output is via these messages. URB
* entries are populated by sending a message to the shared URB
* function containing the new data, together with a control word,
* often an unmodified copy of R0.
*
* R0 - GRF register 0. Typically holds control information used when
* sending messages to other threads.
*
* EU or GEN4 EU: The name of the programmable subsystem of the
* i965 hardware. Threads are executed by the EU, the registers
* described above are part of the EU architecture.
*
* Fixed function units:
*
* CS - Command streamer. Notional first unit, little software
* interaction. Holds the URB entries used for constant data, ie the
* CURBEs.
*
* VF/VS - Vertex Fetch / Vertex Shader. The fixed function part of
* this unit is responsible for pulling vertices out of vertex buffers
* in vram and injecting them into the processing pipe as VUEs. If
* enabled, it first passes them to a VS thread which is a good place
* for the driver to implement any active vertex shader.
*
* GS - Geometry Shader. This corresponds to a new DX10 concept. If
* enabled, incoming strips etc are passed to GS threads in individual
* line/triangle/point units. The GS thread may perform arbitary
* computation and emit whatever primtives with whatever vertices it
* chooses. This makes GS an excellent place to implement GL's
* unfilled polygon modes, though of course it is capable of much
* more. Additionally, GS is used to translate away primitives not
* handled by latter units, including Quads and Lineloops.
*
* CS - Clipper. Mesa's clipping algorithms are imported to run on
* this unit. The fixed function part performs cliptesting against
* the 6 fixed clipplanes and makes descisions on whether or not the
* incoming primitive needs to be passed to a thread for clipping.
* User clip planes are handled via cooperation with the VS thread.
*
* SF - Strips Fans or Setup: Triangles are prepared for
* rasterization. Interpolation coefficients are calculated.
* Flatshading and two-side lighting usually performed here.
*
* WM - Windower. Interpolation of vertex attributes performed here.
* Fragment shader implemented here. SIMD aspects of EU taken full
* advantage of, as pixels are processed in blocks of 16.
*
* CC - Color Calculator. No EU threads associated with this unit.
* Handles blending and (presumably) depth and stencil testing.
*/
#define BRW_MAX_CURBE (32*16)
struct brw_context;
struct brw_depth_stencil_alpha_state {
struct pipe_depth_stencil_alpha_state templ; /* for draw module */
/* Precalculated hardware state:
*/
struct brw_cc0 cc0;
struct brw_cc1 cc1;
struct brw_cc2 cc2;
struct brw_cc3 cc3;
};
struct brw_blend_state {
struct pipe_depth_stencil_alpha_state templ; /* for draw module */
/* Precalculated hardware state:
*/
struct brw_cc3 cc3;
struct brw_cc5 cc5;
struct brw_cc6 cc6;
struct brw_cc7 cc7;
};
#define PIPE_NEW_DEPTH_STENCIL_ALPHA 0x1
#define PIPE_NEW_RAST 0x2
#define PIPE_NEW_BLEND 0x2
#define PIPE_NEW_VIEWPORT 0x2
#define PIPE_NEW_FRAMEBUFFER 0x2
#define PIPE_NEW_VERTEX_BUFFER 0x2
#define PIPE_NEW_VERTEX_ELEMENT 0x2
#define PIPE_NEW_FRAGMENT_SHADER 0x2
#define PIPE_NEW_VERTEX_SHADER 0x2
#define PIPE_NEW_FRAGMENT_CONSTS 0x2
#define PIPE_NEW_VERTEX_CONSTS 0x2
#define BRW_NEW_URB_FENCE 0x1
#define BRW_NEW_FRAGMENT_PROGRAM 0x2
#define BRW_NEW_VERTEX_PROGRAM 0x4
#define BRW_NEW_INPUT_DIMENSIONS 0x8
#define BRW_NEW_CURBE_OFFSETS 0x10
#define BRW_NEW_REDUCED_PRIMITIVE 0x20
#define BRW_NEW_PRIMITIVE 0x40
#define BRW_NEW_CONTEXT 0x80
#define BRW_NEW_WM_INPUT_DIMENSIONS 0x100
#define BRW_NEW_PSP 0x800
#define BRW_NEW_WM_SURFACES 0x1000
#define BRW_NEW_FENCE 0x2000
#define BRW_NEW_INDICES 0x4000
#define BRW_NEW_VERTICES 0x8000
/**
* Used for any batch entry with a relocated pointer that will be used
* by any 3D rendering.
*/
#define BRW_NEW_BATCH 0x10000
/** brw->depth_region updated */
#define BRW_NEW_DEPTH_BUFFER 0x20000
#define BRW_NEW_NR_WM_SURFACES 0x40000
#define BRW_NEW_NR_VS_SURFACES 0x80000
#define BRW_NEW_INDEX_BUFFER 0x100000
struct brw_state_flags {
/** State update flags signalled by mesa internals */
GLuint mesa;
/**
* State update flags signalled as the result of brw_tracked_state updates
*/
GLuint brw;
/** State update flags signalled by brw_state_cache.c searches */
GLuint cache;
};
struct brw_vertex_program {
const struct tgsi_token *tokens;
GLuint id;
struct brw_winsys_buffer *const_buffer; /** Program constant buffer/surface */
GLboolean use_const_buffer;
};
/** Subclass of Mesa fragment program */
struct brw_fragment_program {
const struct tgsi_token *tokens;
GLuint id; /**< serial no. to identify frag progs, never re-used */
GLboolean isGLSL; /**< any IF/LOOP/CONT/BREAK instructions */
struct brw_winsys_buffer *const_buffer; /** Program constant buffer/surface */
GLboolean use_const_buffer;
};
/* Data about a particular attempt to compile a program. Note that
* there can be many of these, each in a different GL state
* corresponding to a different brw_wm_prog_key struct, with different
* compiled programs:
*/
struct brw_wm_prog_data {
GLuint curb_read_length;
GLuint urb_read_length;
GLuint first_curbe_grf;
GLuint total_grf;
GLuint total_scratch;
GLuint nr_params; /**< number of float params/constants */
GLboolean error;
/* Pointer to tracked values (only valid once
* _mesa_load_state_parameters has been called at runtime).
*/
const GLfloat *param[BRW_MAX_CURBE];
};
struct brw_sf_prog_data {
GLuint urb_read_length;
GLuint total_grf;
/* Each vertex may have upto 12 attributes, 4 components each,
* except WPOS which requires only 2. (11*4 + 2) == 44 ==> 11
* rows.
*
* Actually we use 4 for each, so call it 12 rows.
*/
GLuint urb_entry_size;
};
struct brw_clip_prog_data {
GLuint curb_read_length; /* user planes? */
GLuint clip_mode;
GLuint urb_read_length;
GLuint total_grf;
};
struct brw_gs_prog_data {
GLuint urb_read_length;
GLuint total_grf;
};
struct brw_vs_prog_data {
GLuint curb_read_length;
GLuint urb_read_length;
GLuint total_grf;
GLuint outputs_written;
GLuint nr_params; /**< number of float params/constants */
GLuint inputs_read;
/* Used for calculating urb partitions:
*/
GLuint urb_entry_size;
};
/* Size == 0 if output either not written, or always [0,0,0,1]
*/
struct brw_vs_ouput_sizes {
GLubyte output_size[PIPE_MAX_SHADER_OUTPUTS];
};
/** Number of texture sampler units */
#define BRW_MAX_TEX_UNIT 16
/**
* Size of our surface binding table for the WM.
* This contains pointers to the drawing surfaces and current texture
* objects and shader constant buffers (+2).
*/
#define BRW_WM_MAX_SURF (MAX_DRAW_BUFFERS + BRW_MAX_TEX_UNIT + 1)
/**
* Helpers to convert drawing buffers, textures and constant buffers
* to surface binding table indexes, for WM.
*/
#define SURF_INDEX_DRAW(d) (d)
#define SURF_INDEX_FRAG_CONST_BUFFER (MAX_DRAW_BUFFERS)
#define SURF_INDEX_TEXTURE(t) (MAX_DRAW_BUFFERS + 1 + (t))
/**
* Size of surface binding table for the VS.
* Only one constant buffer for now.
*/
#define BRW_VS_MAX_SURF 1
/**
* Only a VS constant buffer
*/
#define SURF_INDEX_VERT_CONST_BUFFER 0
enum brw_cache_id {
BRW_CC_VP,
BRW_CC_UNIT,
BRW_WM_PROG,
BRW_SAMPLER_DEFAULT_COLOR,
BRW_SAMPLER,
BRW_WM_UNIT,
BRW_SF_PROG,
BRW_SF_VP,
BRW_SF_UNIT,
BRW_VS_UNIT,
BRW_VS_PROG,
BRW_GS_UNIT,
BRW_GS_PROG,
BRW_CLIP_VP,
BRW_CLIP_UNIT,
BRW_CLIP_PROG,
BRW_SS_SURFACE,
BRW_SS_SURF_BIND,
BRW_MAX_CACHE
};
struct brw_cache_item {
/**
* Effectively part of the key, cache_id identifies what kind of state
* buffer is involved, and also which brw->state.dirty.cache flag should
* be set when this cache item is chosen.
*/
enum brw_cache_id cache_id;
/** 32-bit hash of the key data */
GLuint hash;
GLuint key_size; /* for variable-sized keys */
const void *key;
struct brw_winsys_buffer **reloc_bufs;
GLuint nr_reloc_bufs;
struct brw_winsys_buffer *bo;
GLuint data_size;
struct brw_cache_item *next;
};
struct brw_cache {
struct brw_context *brw;
struct brw_cache_item **items;
GLuint size, n_items;
GLuint key_size[BRW_MAX_CACHE]; /* for fixed-size keys */
GLuint aux_size[BRW_MAX_CACHE];
char *name[BRW_MAX_CACHE];
/* Record of the last BOs chosen for each cache_id. Used to set
* brw->state.dirty.cache when a new cache item is chosen.
*/
struct brw_winsys_buffer *last_bo[BRW_MAX_CACHE];
};
/* Considered adding a member to this struct to document which flags
* an update might raise so that ordering of the state atoms can be
* checked or derived at runtime. Dropped the idea in favor of having
* a debug mode where the state is monitored for flags which are
* raised that have already been tested against.
*/
struct brw_tracked_state {
struct brw_state_flags dirty;
void (*prepare)( struct brw_context *brw );
void (*emit)( struct brw_context *brw );
};
/* Flags for brw->state.cache.
*/
#define CACHE_NEW_CC_VP (1<<BRW_CC_VP)
#define CACHE_NEW_CC_UNIT (1<<BRW_CC_UNIT)
#define CACHE_NEW_WM_PROG (1<<BRW_WM_PROG)
#define CACHE_NEW_SAMPLER_DEFAULT_COLOR (1<<BRW_SAMPLER_DEFAULT_COLOR)
#define CACHE_NEW_SAMPLER (1<<BRW_SAMPLER)
#define CACHE_NEW_WM_UNIT (1<<BRW_WM_UNIT)
#define CACHE_NEW_SF_PROG (1<<BRW_SF_PROG)
#define CACHE_NEW_SF_VP (1<<BRW_SF_VP)
#define CACHE_NEW_SF_UNIT (1<<BRW_SF_UNIT)
#define CACHE_NEW_VS_UNIT (1<<BRW_VS_UNIT)
#define CACHE_NEW_VS_PROG (1<<BRW_VS_PROG)
#define CACHE_NEW_GS_UNIT (1<<BRW_GS_UNIT)
#define CACHE_NEW_GS_PROG (1<<BRW_GS_PROG)
#define CACHE_NEW_CLIP_VP (1<<BRW_CLIP_VP)
#define CACHE_NEW_CLIP_UNIT (1<<BRW_CLIP_UNIT)
#define CACHE_NEW_CLIP_PROG (1<<BRW_CLIP_PROG)
#define CACHE_NEW_SURFACE (1<<BRW_SS_SURFACE)
#define CACHE_NEW_SURF_BIND (1<<BRW_SS_SURF_BIND)
struct brw_cached_batch_item {
struct header *header;
GLuint sz;
struct brw_cached_batch_item *next;
};
/* Protect against a future where VERT_ATTRIB_MAX > 32. Wouldn't life
* be easier if C allowed arrays of packed elements?
*/
#define VS_INPUT_BITMASK_DWORDS ((PIPE_MAX_SHADER_INPUTS+31)/32)
struct brw_vertex_info {
GLuint sizes[VS_INPUT_BITMASK_DWORDS * 2]; /* sizes:2[VERT_ATTRIB_MAX] */
};
struct brw_query_object {
/** Doubly linked list of active query objects in the context. */
struct brw_query_object *prev, *next;
/** Last query BO associated with this query. */
struct brw_winsys_buffer *bo;
/** First index in bo with query data for this object. */
int first_index;
/** Last index in bo with query data for this object. */
int last_index;
/* Total count of pixels from previous BOs */
unsigned int count;
};
/**
* brw_context is derived from pipe_context
*/
struct brw_context
{
struct pipe_context *pipe;
struct pipe_screen *screen;
struct brw_winsys_screen *sws;
GLuint primitive;
GLboolean emit_state_always;
GLboolean no_batch_wrap;
/* Active vertex program:
*/
const struct gl_vertex_program *vertex_program;
const struct gl_fragment_program *fragment_program;
struct pipe_framebuffer_state fb;
struct brw_depth_stencil_alpha_state *dsa;
struct brw_blend_state *blend;
struct pipe_viewport_state vp;
struct {
struct brw_state_flags dirty;
/**
* List of buffers accumulated in brw_validate_state to receive
* dri_bo_check_aperture treatment before exec, so we can know if we
* should flush the batch and try again before emitting primitives.
*
* This can be a fixed number as we only have a limited number of
* objects referenced from the batchbuffer in a primitive emit,
* consisting of the vertex buffers, pipelined state pointers,
* the CURBE, the depth buffer, and a query BO.
*/
struct brw_winsys_buffer *validated_bos[PIPE_MAX_SHADER_INPUTS + 16];
int validated_bo_count;
} state;
struct brw_cache cache; /** non-surface items */
struct brw_cache surface_cache; /* surface items */
struct brw_cached_batch_item *cached_batch_items;
struct {
struct pipe_vertex_element vertex_element[PIPE_MAX_ATTRIBS];
struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS];
unsigned num_vertex_element;
unsigned num_vertex_buffer;
struct u_upload_mgr *upload_vertex;
struct u_upload_mgr *upload_index;
/* Summary of size and varying of active arrays, so we can check
* for changes to this state:
*/
struct brw_vertex_info info;
unsigned int min_index, max_index;
} vb;
struct {
/**
* Index buffer for this draw_prims call.
*
* Updates are signaled by BRW_NEW_INDICES.
*/
const struct _mesa_index_buffer *ib;
/* Updates to these fields are signaled by BRW_NEW_INDEX_BUFFER. */
struct brw_winsys_buffer *bo;
unsigned int offset;
unsigned int size;
/* Offset to index buffer index to use in CMD_3D_PRIM so that we can
* avoid re-uploading the IB packet over and over if we're actually
* referencing the same index buffer.
*/
unsigned int start_vertex_offset;
} ib;
/* BRW_NEW_URB_ALLOCATIONS:
*/
struct {
GLuint vsize; /* vertex size plus header in urb registers */
GLuint csize; /* constant buffer size in urb registers */
GLuint sfsize; /* setup data size in urb registers */
GLboolean constrained;
GLuint nr_vs_entries;
GLuint nr_gs_entries;
GLuint nr_clip_entries;
GLuint nr_sf_entries;
GLuint nr_cs_entries;
GLuint vs_start;
GLuint gs_start;
GLuint clip_start;
GLuint sf_start;
GLuint cs_start;
} urb;
/* BRW_NEW_CURBE_OFFSETS:
*/
struct {
GLuint wm_start; /**< pos of first wm const in CURBE buffer */
GLuint wm_size; /**< number of float[4] consts, multiple of 16 */
GLuint clip_start;
GLuint clip_size;
GLuint vs_start;
GLuint vs_size;
GLuint total_size;
struct brw_winsys_buffer *curbe_bo;
/** Offset within curbe_bo of space for current curbe entry */
GLuint curbe_offset;
/** Offset within curbe_bo of space for next curbe entry */
GLuint curbe_next_offset;
GLfloat *last_buf;
GLuint last_bufsz;
/**
* Whether we should create a new bo instead of reusing the old one
* (if we just dispatch the batch pointing at the old one.
*/
GLboolean need_new_bo;
} curbe;
struct {
struct brw_vs_prog_data *prog_data;
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
/** Binding table of pointers to surf_bo entries */
struct brw_winsys_buffer *bind_bo;
struct brw_winsys_buffer *surf_bo[BRW_VS_MAX_SURF];
GLuint nr_surfaces;
} vs;
struct {
struct brw_gs_prog_data *prog_data;
GLboolean prog_active;
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
} gs;
struct {
struct brw_clip_prog_data *prog_data;
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
struct brw_winsys_buffer *vp_bo;
} clip;
struct {
struct brw_sf_prog_data *prog_data;
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
struct brw_winsys_buffer *vp_bo;
} sf;
struct {
struct brw_wm_prog_data *prog_data;
struct brw_wm_compile *compile_data;
/** Input sizes, calculated from active vertex program.
* One bit per fragment program input attribute.
*/
//GLbitfield input_size_masks[4];
/** Array of surface default colors (texture border color) */
struct brw_winsys_buffer *sdc_bo[BRW_MAX_TEX_UNIT];
GLuint render_surf;
GLuint nr_surfaces;
GLuint max_threads;
struct brw_winsys_buffer *scratch_bo;
GLuint sampler_count;
struct brw_winsys_buffer *sampler_bo;
/** Binding table of pointers to surf_bo entries */
struct brw_winsys_buffer *bind_bo;
struct brw_winsys_buffer *surf_bo[PIPE_MAX_COLOR_BUFS];
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
} wm;
struct {
struct brw_winsys_buffer *prog_bo;
struct brw_winsys_buffer *state_bo;
struct brw_winsys_buffer *vp_bo;
} cc;
struct {
struct brw_query_object active_head;
struct brw_winsys_buffer *bo;
int index;
GLboolean active;
} query;
/* Used to give every program string a unique id
*/
GLuint program_id;
};
#define BRW_PACKCOLOR8888(r,g,b,a) ((r<<24) | (g<<16) | (b<<8) | a)
/*======================================================================
* brw_vtbl.c
*/
void brwInitVtbl( struct brw_context *brw );
/*======================================================================
* brw_queryobj.c
*/
void brw_init_query(struct brw_context *brw);
void brw_prepare_query_begin(struct brw_context *brw);
void brw_emit_query_begin(struct brw_context *brw);
void brw_emit_query_end(struct brw_context *brw);
/*======================================================================
* brw_state_dump.c
*/
void brw_debug_batch(struct brw_context *intel);
/*======================================================================
* brw_tex.c
*/
void brw_validate_textures( struct brw_context *brw );
/*======================================================================
* brw_pipe_shader.c
*/
void brw_init_shader_funcs( struct brw_context *brw );
/* brw_urb.c
*/
void brw_upload_urb_fence(struct brw_context *brw);
/* brw_curbe.c
*/
void brw_upload_cs_urb_state(struct brw_context *brw);
/* brw_disasm.c */
int brw_disasm (FILE *file, struct brw_instruction *inst);
/*======================================================================
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
static INLINE struct brw_context *
brw_context( struct pipe_context *ctx )
{
return (struct brw_context *)ctx;
}
static INLINE struct brw_vertex_program *
brw_vertex_program(struct gl_vertex_program *p)
{
return (struct brw_vertex_program *) p;
}
static INLINE const struct brw_vertex_program *
brw_vertex_program_const(const struct gl_vertex_program *p)
{
return (const struct brw_vertex_program *) p;
}
static INLINE struct brw_fragment_program *
brw_fragment_program(struct gl_fragment_program *p)
{
return (struct brw_fragment_program *) p;
}
static INLINE const struct brw_fragment_program *
brw_fragment_program_const(const struct gl_fragment_program *p)
{
return (const struct brw_fragment_program *) p;
}
#define DO_SETUP_BITS ((1<<(FRAG_ATTRIB_MAX)) - 1)
#endif
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