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#ifndef __NV30_CONTEXT_H__
#define __NV30_CONTEXT_H__
#include "pipe/p_format.h"
#include "util/u_blitter.h"
#include "nv30_screen.h"
#include "nv30_state.h"
#include "nouveau/nouveau_context.h"
#define BUFCTX_FB 0
#define BUFCTX_VTXTMP 1
#define BUFCTX_VTXBUF 2
#define BUFCTX_IDXBUF 3
#define BUFCTX_VERTTEX(n) (4 + (n))
#define BUFCTX_FRAGPROG 8
#define BUFCTX_FRAGTEX(n) (9 + (n))
#define NV30_NEW_BLEND (1 << 0)
#define NV30_NEW_RASTERIZER (1 << 1)
#define NV30_NEW_ZSA (1 << 2)
#define NV30_NEW_VERTPROG (1 << 3)
#define NV30_NEW_VERTCONST (1 << 4)
#define NV30_NEW_FRAGPROG (1 << 5)
#define NV30_NEW_FRAGCONST (1 << 6)
#define NV30_NEW_BLEND_COLOUR (1 << 7)
#define NV30_NEW_STENCIL_REF (1 << 8)
#define NV30_NEW_CLIP (1 << 9)
#define NV30_NEW_SAMPLE_MASK (1 << 10)
#define NV30_NEW_FRAMEBUFFER (1 << 11)
#define NV30_NEW_STIPPLE (1 << 12)
#define NV30_NEW_SCISSOR (1 << 13)
#define NV30_NEW_VIEWPORT (1 << 14)
#define NV30_NEW_ARRAYS (1 << 15)
#define NV30_NEW_VERTEX (1 << 16)
#define NV30_NEW_CONSTBUF (1 << 17)
#define NV30_NEW_FRAGTEX (1 << 18)
#define NV30_NEW_VERTTEX (1 << 19)
#define NV30_NEW_SWTNL (1 << 31)
#define NV30_NEW_ALL 0x000fffff
struct nv30_context {
struct nouveau_context base;
struct nv30_screen *screen;
struct blitter_context *blitter;
struct nouveau_bufctx *bufctx;
struct {
unsigned rt_enable;
unsigned scissor_off;
unsigned num_vtxelts;
boolean prim_restart;
struct nv30_fragprog *fragprog;
} state;
uint32_t dirty;
struct draw_context *draw;
uint32_t draw_flags;
uint32_t draw_dirty;
struct nv30_blend_stateobj *blend;
struct nv30_rasterizer_stateobj *rast;
struct nv30_zsa_stateobj *zsa;
struct nv30_vertex_stateobj *vertex;
struct {
unsigned filter;
unsigned aniso;
} config;
struct {
struct nv30_vertprog *program;
struct pipe_resource *constbuf;
unsigned constbuf_nr;
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
struct nv30_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
unsigned dirty_samplers;
} vertprog;
struct {
struct nv30_fragprog *program;
struct pipe_resource *constbuf;
unsigned constbuf_nr;
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
struct nv30_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
unsigned dirty_samplers;
} fragprog;
struct pipe_framebuffer_state framebuffer;
struct pipe_blend_color blend_colour;
struct pipe_stencil_ref stencil_ref;
struct pipe_poly_stipple stipple;
struct pipe_scissor_state scissor;
struct pipe_viewport_state viewport;
struct pipe_clip_state clip;
unsigned sample_mask;
struct pipe_vertex_buffer vtxbuf[PIPE_MAX_ATTRIBS];
unsigned num_vtxbufs;
struct pipe_index_buffer idxbuf;
uint32_t vbo_fifo;
uint32_t vbo_user;
unsigned vbo_min_index;
unsigned vbo_max_index;
boolean vbo_push_hint;
struct nouveau_heap *blit_vp;
struct pipe_resource *blit_fp;
/*XXX: nvfx state, DO NOT USE EVER OUTSIDE "STOLEN" NVFX code */
unsigned is_nv4x;
unsigned use_nv4x;
bool hw_pointsprite_control;
enum {
HW,
} render_mode;
struct pipe_query *render_cond_query;
unsigned render_cond_mode;
};
static INLINE struct nv30_context *
nv30_context(struct pipe_context *pipe)
{
return (struct nv30_context *)pipe;
}
struct pipe_context *
nv30_context_create(struct pipe_screen *pscreen, void *priv);
void
nv30_vbo_init(struct pipe_context *pipe);
void
nv30_vbo_validate(struct nv30_context *nv30);
void
nv30_query_init(struct pipe_context *pipe);
void
nv30_state_init(struct pipe_context *pipe);
void
nv30_clear_init(struct pipe_context *pipe);
void
nv30_vertprog_init(struct pipe_context *pipe);
void
nv30_vertprog_validate(struct nv30_context *nv30);
void
nv30_fragprog_init(struct pipe_context *pipe);
void
nv30_fragprog_validate(struct nv30_context *nv30);
void
nv30_texture_init(struct pipe_context *pipe);
void
nv30_texture_validate(struct nv30_context *nv30);
void
nv30_fragtex_init(struct pipe_context *pipe);
void
nv30_fragtex_validate(struct nv30_context *nv30);
void
nv40_verttex_init(struct pipe_context *pipe);
void
nv40_verttex_validate(struct nv30_context *nv30);
void
nv30_push_vbo(struct nv30_context *nv30, const struct pipe_draw_info *info);
void
nv30_draw_init(struct pipe_context *pipe);
void
nv30_render_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info);
boolean
nv30_state_validate(struct nv30_context *nv30, boolean hwtnl);
void
nv30_state_release(struct nv30_context *nv30);
//XXX: needed to make it build, clean this up!
void
_nvfx_fragprog_translate(struct nv30_context *nvfx, struct nv30_fragprog *fp,
boolean emulate_sprite_flipping);
boolean
_nvfx_vertprog_translate(struct nv30_context *nv30, struct nv30_vertprog *vp);
#ifdef NV30_3D_VERTEX_BEGIN_END
#define NV30_PRIM_GL_CASE(n) \
case PIPE_PRIM_##n: return NV30_3D_VERTEX_BEGIN_END_##n
static INLINE unsigned
nv30_prim_gl(unsigned prim)
{
switch (prim) {
NV30_PRIM_GL_CASE(POINTS);
NV30_PRIM_GL_CASE(LINES);
NV30_PRIM_GL_CASE(LINE_LOOP);
NV30_PRIM_GL_CASE(LINE_STRIP);
NV30_PRIM_GL_CASE(TRIANGLES);
NV30_PRIM_GL_CASE(TRIANGLE_STRIP);
NV30_PRIM_GL_CASE(TRIANGLE_FAN);
NV30_PRIM_GL_CASE(QUADS);
NV30_PRIM_GL_CASE(QUAD_STRIP);
NV30_PRIM_GL_CASE(POLYGON);
default:
return NV30_3D_VERTEX_BEGIN_END_POINTS;
break;
}
}
#endif
#endif
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