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#ifndef __NVFX_STATE_H__
#define __NVFX_STATE_H__
#include "pipe/p_state.h"
#include "tgsi/tgsi_scan.h"
#include "nouveau/nouveau_statebuf.h"
#include "util/u_dynarray.h"
#include "util/u_linkage.h"
struct nvfx_vertex_program_exec {
uint32_t data[4];
};
struct nvfx_vertex_program_data {
int index; /* immediates == -1 */
float value[4];
};
struct nvfx_vertex_program {
struct pipe_shader_state pipe;
unsigned long long id;
struct draw_vertex_shader *draw;
boolean translated;
struct pipe_clip_state ucp;
struct nvfx_vertex_program_exec *insns;
unsigned nr_insns;
struct nvfx_vertex_program_data *consts;
unsigned nr_consts;
char generic_to_fp_input[256];
int sprite_fp_input;
struct nouveau_resource *exec;
unsigned exec_start;
struct nouveau_resource *data;
unsigned data_start;
unsigned data_start_min;
uint32_t ir;
uint32_t or;
uint32_t clip_ctrl;
struct util_dynarray branch_relocs;
struct util_dynarray const_relocs;
};
struct nvfx_fragment_program_data {
unsigned offset;
unsigned index;
};
struct nvfx_fragment_program_bo {
struct nvfx_fragment_program_bo* next;
struct nouveau_bo* bo;
unsigned char* slots;
char insn[] __attribute__((aligned(16)));
};
struct nvfx_fragment_program {
unsigned samplers;
unsigned point_sprite_control;
unsigned or;
uint32_t *insn;
int insn_len;
struct nvfx_fragment_program_data *consts;
unsigned nr_consts;
unsigned num_slots; /* how many input semantics? */
unsigned char slot_to_generic[8]; /* semantics */
unsigned char slot_to_fp_input[8]; /* current assignment of slots for each used semantic */
struct util_dynarray slot_relocations[8];
/* This is reset to progs on any relocation update, and decreases every time we
* move to a new prog due to a constant update
* When this is the same as progs, applying relocations is no longer necessary.
*/
unsigned progs_left_with_obsolete_slot_assignments;
unsigned long long last_vp_id;
unsigned last_sprite_coord_enable;
uint32_t fp_control;
unsigned bo_prog_idx;
unsigned prog_size;
unsigned progs_per_bo;
unsigned progs;
struct nvfx_fragment_program_bo* fpbo;
};
struct nvfx_pipe_fragment_program {
struct pipe_shader_state pipe;
struct tgsi_shader_info info;
struct nvfx_fragment_program* fps[1];
};
#endif
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