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/*
* Mesa 3-D graphics library
*
* Copyright (C) 2012-2013 LunarG, Inc.
*
* 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.
*
* Authors:
* Chia-I Wu <olv@lunarg.com>
*/
#ifndef ILO_CONTEXT_H
#define ILO_CONTEXT_H
#include "pipe/p_context.h"
#include "ilo_gpe.h"
#include "ilo_common.h"
struct blitter_context;
struct intel_winsys;
struct intel_bo;
struct ilo_3d;
struct ilo_cp;
struct ilo_screen;
struct ilo_shader_state;
struct ilo_context {
struct pipe_context base;
struct intel_winsys *winsys;
struct ilo_dev_info *dev;
struct ilo_cp *cp;
struct intel_bo *last_cp_bo;
struct ilo_shader_cache *shader_cache;
struct ilo_3d *hw3d;
struct blitter_context *blitter;
uint32_t dirty;
struct ilo_vb_state vb;
const struct ilo_ve_state *ve;
struct ilo_ib_state ib;
struct ilo_so_state so;
struct pipe_clip_state clip;
struct ilo_viewport_state viewport;
struct ilo_scissor_state scissor;
struct pipe_blend_state *blend;
struct pipe_rasterizer_state *rasterizer;
struct pipe_depth_stencil_alpha_state *depth_stencil_alpha;
struct ilo_shader_state *fs;
struct ilo_shader_state *vs;
struct ilo_shader_state *gs;
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple poly_stipple;
struct {
struct pipe_sampler_state *samplers[ILO_MAX_SAMPLERS];
unsigned num_samplers;
} samplers[PIPE_SHADER_TYPES];
struct {
struct pipe_sampler_view *views[ILO_MAX_SAMPLER_VIEWS];
unsigned num_views;
} sampler_views[PIPE_SHADER_TYPES];
struct {
struct pipe_constant_buffer buffers[ILO_MAX_CONST_BUFFERS];
unsigned num_buffers;
} constant_buffers[PIPE_SHADER_TYPES];
struct {
struct pipe_surface *surfaces[PIPE_MAX_SHADER_RESOURCES];
unsigned num_surfaces;
} shader_resources;
struct ilo_shader_state *compute;
struct {
struct pipe_surface *surfaces[PIPE_MAX_SHADER_RESOURCES];
unsigned num_surfaces;
} compute_resources;
struct {
/*
* XXX These should not be treated as real resources (and there could be
* thousands of them). They should be treated as regions in GLOBAL
* resource, which is the only real resource.
*
* That is, a resource here should instead be
*
* struct ilo_global_region {
* struct pipe_resource base;
* int offset;
* int size;
* };
*
* and it describes the region [offset, offset + size) in GLOBAL
* resource.
*/
struct pipe_resource *resources[PIPE_MAX_SHADER_RESOURCES];
uint32_t *handles[PIPE_MAX_SHADER_RESOURCES];
unsigned num_resources;
} global_binding;
};
static inline struct ilo_context *
ilo_context(struct pipe_context *pipe)
{
return (struct ilo_context *) pipe;
}
void
ilo_init_context_functions(struct ilo_screen *is);
#endif /* ILO_CONTEXT_H */
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