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/**********************************************************
* 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.
*
**********************************************************/
#ifndef SVGA_CONTEXT_H
#define SVGA_CONTEXT_H
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_state.h"
#include "os/os_time.h"
#include "util/u_blitter.h"
#include "util/list.h"
#include "tgsi/tgsi_scan.h"
#include "svga_screen.h"
#include "svga_state.h"
#include "svga_winsys.h"
#include "svga_hw_reg.h"
#include "svga3d_shaderdefs.h"
/** Non-GPU queries for gallium HUD */
enum svga_hud {
/* per-frame counters */
SVGA_QUERY_NUM_DRAW_CALLS = PIPE_QUERY_DRIVER_SPECIFIC,
SVGA_QUERY_NUM_FALLBACKS,
SVGA_QUERY_NUM_FLUSHES,
SVGA_QUERY_NUM_VALIDATIONS,
SVGA_QUERY_MAP_BUFFER_TIME,
SVGA_QUERY_NUM_BUFFERS_MAPPED,
SVGA_QUERY_NUM_TEXTURES_MAPPED,
SVGA_QUERY_NUM_BYTES_UPLOADED,
SVGA_QUERY_COMMAND_BUFFER_SIZE,
SVGA_QUERY_FLUSH_TIME,
SVGA_QUERY_SURFACE_WRITE_FLUSHES,
SVGA_QUERY_NUM_READBACKS,
SVGA_QUERY_NUM_RESOURCE_UPDATES,
SVGA_QUERY_NUM_BUFFER_UPLOADS,
SVGA_QUERY_NUM_CONST_BUF_UPDATES,
SVGA_QUERY_NUM_CONST_UPDATES,
/* running total counters */
SVGA_QUERY_MEMORY_USED,
SVGA_QUERY_NUM_SHADERS,
SVGA_QUERY_NUM_RESOURCES,
SVGA_QUERY_NUM_STATE_OBJECTS,
SVGA_QUERY_NUM_SURFACE_VIEWS,
SVGA_QUERY_NUM_GENERATE_MIPMAP,
/*SVGA_QUERY_MAX has to be last because it is size of an array*/
SVGA_QUERY_MAX
};
/**
* Maximum supported number of constant buffers per shader
*/
#define SVGA_MAX_CONST_BUFS 14
/**
* Maximum constant buffer size that can be set in the
* DXSetSingleConstantBuffer command is
* DX10 constant buffer element count * 4 4-bytes components
*/
#define SVGA_MAX_CONST_BUF_SIZE (4096 * 4 * sizeof(int))
#define CONST0_UPLOAD_ALIGNMENT 256
struct draw_vertex_shader;
struct draw_fragment_shader;
struct svga_shader_variant;
struct SVGACmdMemory;
struct util_bitmask;
struct svga_cache_context;
struct svga_tracked_state;
struct svga_blend_state {
unsigned need_white_fragments:1;
unsigned independent_blend_enable:1;
unsigned alpha_to_coverage:1;
unsigned blend_color_alpha:1; /**< set blend color to alpha value */
/** Per-render target state */
struct {
uint8_t writemask;
boolean blend_enable;
uint8_t srcblend;
uint8_t dstblend;
uint8_t blendeq;
boolean separate_alpha_blend_enable;
uint8_t srcblend_alpha;
uint8_t dstblend_alpha;
uint8_t blendeq_alpha;
} rt[PIPE_MAX_COLOR_BUFS];
SVGA3dBlendStateId id; /**< vgpu10 */
};
struct svga_depth_stencil_state {
unsigned zfunc:8;
unsigned zenable:1;
unsigned zwriteenable:1;
unsigned alphatestenable:1;
unsigned alphafunc:8;
struct {
unsigned enabled:1;
unsigned func:8;
unsigned fail:8;
unsigned zfail:8;
unsigned pass:8;
} stencil[2];
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
unsigned stencil_mask:8;
unsigned stencil_writemask:8;
float alpharef;
SVGA3dDepthStencilStateId id; /**< vgpu10 */
};
#define SVGA_UNFILLED_DISABLE 0
#define SVGA_UNFILLED_LINE 1
#define SVGA_UNFILLED_POINT 2
#define SVGA_PIPELINE_FLAG_POINTS (1<<PIPE_PRIM_POINTS)
#define SVGA_PIPELINE_FLAG_LINES (1<<PIPE_PRIM_LINES)
#define SVGA_PIPELINE_FLAG_TRIS (1<<PIPE_PRIM_TRIANGLES)
struct svga_rasterizer_state {
struct pipe_rasterizer_state templ; /* needed for draw module */
unsigned shademode:8;
unsigned cullmode:8;
unsigned scissortestenable:1;
unsigned multisampleantialias:1;
unsigned antialiasedlineenable:1;
unsigned lastpixel:1;
unsigned pointsprite:1;
unsigned linepattern;
float slopescaledepthbias;
float depthbias;
float pointsize;
float linewidth;
unsigned hw_fillmode:2; /* PIPE_POLYGON_MODE_x */
/** Which prims do we need help for? Bitmask of (1 << PIPE_PRIM_x) flags */
unsigned need_pipeline:16;
SVGA3dRasterizerStateId id; /**< vgpu10 */
/** For debugging: */
const char* need_pipeline_tris_str;
const char* need_pipeline_lines_str;
const char* need_pipeline_points_str;
};
struct svga_sampler_state {
unsigned mipfilter;
unsigned magfilter;
unsigned minfilter;
unsigned aniso_level;
float lod_bias;
unsigned addressu;
unsigned addressv;
unsigned addressw;
unsigned bordercolor;
unsigned normalized_coords:1;
unsigned compare_mode:1;
unsigned compare_func:3;
unsigned min_lod;
unsigned view_min_lod;
unsigned view_max_lod;
SVGA3dSamplerId id;
};
struct svga_pipe_sampler_view
{
struct pipe_sampler_view base;
SVGA3dShaderResourceViewId id;
};
static inline struct svga_pipe_sampler_view *
svga_pipe_sampler_view(struct pipe_sampler_view *v)
{
return (struct svga_pipe_sampler_view *) v;
}
struct svga_velems_state {
unsigned count;
struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS];
SVGA3dDeclType decl_type[PIPE_MAX_ATTRIBS]; /**< vertex attrib formats */
/** Bitmasks indicating which attributes need format conversion */
unsigned adjust_attrib_range; /**< range adjustment */
unsigned attrib_is_pure_int; /**< pure int */
unsigned adjust_attrib_w_1; /**< set w = 1 */
unsigned adjust_attrib_itof; /**< int->float */
unsigned adjust_attrib_utof; /**< uint->float */
unsigned attrib_is_bgra; /**< R / B swizzling */
unsigned attrib_puint_to_snorm; /**< 10_10_10_2 packed uint -> snorm */
unsigned attrib_puint_to_uscaled; /**< 10_10_10_2 packed uint -> uscaled */
unsigned attrib_puint_to_sscaled; /**< 10_10_10_2 packed uint -> sscaled */
boolean need_swvfetch;
SVGA3dElementLayoutId id; /**< VGPU10 */
};
/* Use to calculate differences between state emitted to hardware and
* current driver-calculated state.
*/
struct svga_state
{
const struct svga_blend_state *blend;
const struct svga_depth_stencil_state *depth;
const struct svga_rasterizer_state *rast;
const struct svga_sampler_state *sampler[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
const struct svga_velems_state *velems;
struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; /* or texture ID's? */
struct svga_fragment_shader *fs;
struct svga_vertex_shader *vs;
struct svga_geometry_shader *user_gs; /* user-specified GS */
struct svga_geometry_shader *gs; /* derived GS */
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
struct pipe_index_buffer ib;
/** Constant buffers for each shader.
* The size should probably always match with that of
* svga_shader_emitter_v10.num_shader_consts.
*/
struct pipe_constant_buffer constbufs[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS];
struct pipe_framebuffer_state framebuffer;
float depthscale;
/* Hack to limit the number of different render targets between
* flushes. Helps avoid blowing out our surface cache in EXA.
*/
int nr_fbs;
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
unsigned num_samplers[PIPE_SHADER_TYPES];
unsigned num_sampler_views[PIPE_SHADER_TYPES];
unsigned num_vertex_buffers;
unsigned reduced_prim;
struct {
unsigned flag_1d;
unsigned flag_srgb;
unsigned flag_rect; /* sampler views with rectangular texture target */
unsigned flag_buf; /* sampler views with texture buffer target */
} tex_flags;
unsigned sample_mask;
};
struct svga_prescale {
float translate[4];
float scale[4];
boolean enabled;
};
/* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR )
*/
struct svga_hw_clear_state
{
SVGA3dRect viewport;
struct {
float zmin, zmax;
} depthrange;
struct pipe_framebuffer_state framebuffer;
struct svga_prescale prescale;
};
struct svga_hw_view_state
{
struct pipe_resource *texture;
struct svga_sampler_view *v;
unsigned min_lod;
unsigned max_lod;
boolean dirty;
};
/* Updated by calling svga_update_state( SVGA_STATE_HW_DRAW )
*/
struct svga_hw_draw_state
{
/** VGPU9 rasterization state */
unsigned rs[SVGA3D_RS_MAX];
/** VGPU9 texture sampler and bindings state */
unsigned ts[SVGA3D_PIXEL_SAMPLERREG_MAX][SVGA3D_TS_MAX];
/** VGPU9 texture views */
unsigned num_views;
struct svga_hw_view_state views[PIPE_MAX_SAMPLERS];
/** VGPU9 constant buffer values */
float cb[PIPE_SHADER_TYPES][SVGA3D_CONSTREG_MAX][4];
/** Currently bound shaders */
struct svga_shader_variant *fs;
struct svga_shader_variant *vs;
struct svga_shader_variant *gs;
/** Currently bound constant buffer, per shader stage */
struct pipe_resource *constbuf[PIPE_SHADER_TYPES];
/** Bitmask of enabled constant buffers */
unsigned enabled_constbufs[PIPE_SHADER_TYPES];
/**
* These are used to reduce the number of times we call u_upload_unmap()
* while updating the zero-th/default VGPU10 constant buffer.
*/
struct pipe_resource *const0_buffer;
struct svga_winsys_surface *const0_handle;
/** VGPU10 HW state (used to prevent emitting redundant state) */
SVGA3dDepthStencilStateId depth_stencil_id;
unsigned stencil_ref;
SVGA3dBlendStateId blend_id;
float blend_factor[4];
unsigned blend_sample_mask;
SVGA3dRasterizerStateId rasterizer_id;
SVGA3dElementLayoutId layout_id;
SVGA3dPrimitiveType topology;
/** Vertex buffer state */
SVGA3dVertexBuffer vbuffer_attrs[PIPE_MAX_ATTRIBS];
struct pipe_resource *vbuffers[PIPE_MAX_ATTRIBS];
unsigned num_vbuffers;
struct pipe_resource *ib; /**< index buffer for drawing */
SVGA3dSurfaceFormat ib_format;
unsigned ib_offset;
unsigned num_samplers[PIPE_SHADER_TYPES];
SVGA3dSamplerId samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
unsigned num_sampler_views[PIPE_SHADER_TYPES];
struct pipe_sampler_view
*sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
unsigned num_rendertargets;
struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
struct pipe_surface *dsv;
/* used for rebinding */
unsigned default_constbuf_size[PIPE_SHADER_TYPES];
};
/* Updated by calling svga_update_state( SVGA_STATE_NEED_SWTNL )
*/
struct svga_sw_state
{
/* which parts we need */
boolean need_swvfetch;
boolean need_pipeline;
boolean need_swtnl;
/* Flag to make sure that need sw is on while
* updating state within a swtnl call.
*/
boolean in_swtnl_draw;
};
/* Queue some state updates (like rss) and submit them to hardware in
* a single packet.
*/
struct svga_hw_queue;
struct svga_query;
struct svga_qmem_alloc_entry;
struct svga_context
{
struct pipe_context pipe;
struct svga_winsys_context *swc;
struct blitter_context *blitter;
struct u_upload_mgr *const0_upload;
struct u_upload_mgr *tex_upload;
struct {
boolean no_swtnl;
boolean force_swtnl;
boolean use_min_mipmap;
/* incremented for each shader */
unsigned shader_id;
boolean no_line_width;
boolean force_hw_line_stipple;
/** To report perf/conformance/etc issues to the state tracker */
struct pipe_debug_callback callback;
} debug;
struct {
struct draw_context *draw;
struct vbuf_render *backend;
unsigned hw_prim;
boolean new_vbuf;
boolean new_vdecl;
} swtnl;
/* Bitmask of blend state objects IDs */
struct util_bitmask *blend_object_id_bm;
/* Bitmask of depth/stencil state objects IDs */
struct util_bitmask *ds_object_id_bm;
/* Bitmaks of input element object IDs */
struct util_bitmask *input_element_object_id_bm;
/* Bitmask of rasterizer object IDs */
struct util_bitmask *rast_object_id_bm;
/* Bitmask of sampler state objects IDs */
struct util_bitmask *sampler_object_id_bm;
/* Bitmask of sampler view IDs */
struct util_bitmask *sampler_view_id_bm;
/* Bitmask of used shader IDs */
struct util_bitmask *shader_id_bm;
/* Bitmask of used surface view IDs */
struct util_bitmask *surface_view_id_bm;
/* Bitmask of used stream output IDs */
struct util_bitmask *stream_output_id_bm;
/* Bitmask of used query IDs */
struct util_bitmask *query_id_bm;
struct {
unsigned dirty[SVGA_STATE_MAX];
/** bitmasks of which const buffers are changed */
unsigned dirty_constbufs[PIPE_SHADER_TYPES];
unsigned texture_timestamp;
/*
*/
struct svga_sw_state sw;
struct svga_hw_draw_state hw_draw;
struct svga_hw_clear_state hw_clear;
} state;
struct svga_state curr; /* state from the state tracker */
unsigned dirty; /* statechanges since last update_state() */
union {
struct {
unsigned rendertargets:1;
unsigned texture_samplers:1;
unsigned constbufs:1;
unsigned vs:1;
unsigned fs:1;
unsigned gs:1;
unsigned query:1;
} flags;
unsigned val;
} rebind;
struct svga_hwtnl *hwtnl;
/** Queries states */
struct svga_winsys_gb_query *gb_query; /**< gb query object, one per context */
unsigned gb_query_len; /**< gb query object size */
struct util_bitmask *gb_query_alloc_mask; /**< gb query object allocation mask */
struct svga_qmem_alloc_entry *gb_query_map[SVGA_QUERY_MAX];
/**< query mem block mapping */
struct svga_query *sq[SVGA_QUERY_MAX]; /**< queries currently in progress */
/** List of buffers with queued transfers */
struct list_head dirty_buffers;
/** performance / info queries for HUD */
struct {
uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
uint64_t num_fallbacks; /**< SVGA_QUERY_NUM_FALLBACKS */
uint64_t num_flushes; /**< SVGA_QUERY_NUM_FLUSHES */
uint64_t num_validations; /**< SVGA_QUERY_NUM_VALIDATIONS */
uint64_t map_buffer_time; /**< SVGA_QUERY_MAP_BUFFER_TIME */
uint64_t num_buffers_mapped; /**< SVGA_QUERY_NUM_BUFFERS_MAPPED */
uint64_t num_textures_mapped; /**< SVGA_QUERY_NUM_TEXTURES_MAPPED */
uint64_t command_buffer_size; /**< SVGA_QUERY_COMMAND_BUFFER_SIZE */
uint64_t flush_time; /**< SVGA_QUERY_FLUSH_TIME */
uint64_t surface_write_flushes; /**< SVGA_QUERY_SURFACE_WRITE_FLUSHES */
uint64_t num_readbacks; /**< SVGA_QUERY_NUM_READBACKS */
uint64_t num_resource_updates; /**< SVGA_QUERY_NUM_RESOURCE_UPDATES */
uint64_t num_buffer_uploads; /**< SVGA_QUERY_NUM_BUFFER_UPLOADS */
uint64_t num_const_buf_updates; /**< SVGA_QUERY_NUM_CONST_BUF_UPDATES */
uint64_t num_const_updates; /**< SVGA_QUERY_NUM_CONST_UPDATES */
uint64_t num_shaders; /**< SVGA_QUERY_NUM_SHADERS */
/** The following are summed for SVGA_QUERY_NUM_STATE_OBJECTS */
uint64_t num_blend_objects;
uint64_t num_depthstencil_objects;
uint64_t num_rasterizer_objects;
uint64_t num_sampler_objects;
uint64_t num_samplerview_objects;
uint64_t num_vertexelement_objects;
uint64_t num_surface_views; /**< SVGA_QUERY_NUM_SURFACE_VIEWS */
uint64_t num_bytes_uploaded; /**< SVGA_QUERY_NUM_BYTES_UPLOADED */
uint64_t num_generate_mipmap; /**< SVGA_QUERY_NUM_GENERATE_MIPMAP */
boolean uses_time; /**< os_time_get() calls needed? */
} hud;
/** The currently bound stream output targets */
unsigned num_so_targets;
struct svga_winsys_surface *so_surfaces[SVGA3D_DX_MAX_SOTARGETS];
struct pipe_stream_output_target *so_targets[SVGA3D_DX_MAX_SOTARGETS];
struct svga_stream_output *current_so;
/** A blend state with blending disabled, for falling back to when blending
* is illegal (e.g. an integer texture is bound)
*/
struct svga_blend_state *noop_blend;
struct {
struct pipe_resource *texture;
struct svga_pipe_sampler_view *sampler_view;
void *sampler;
} polygon_stipple;
/** Alternate rasterizer states created for point sprite */
struct svga_rasterizer_state *rasterizer_no_cull[2];
};
/* A flag for each state_tracker state object:
*/
#define SVGA_NEW_BLEND 0x1
#define SVGA_NEW_DEPTH_STENCIL_ALPHA 0x2
#define SVGA_NEW_RAST 0x4
#define SVGA_NEW_SAMPLER 0x8
#define SVGA_NEW_TEXTURE 0x10
#define SVGA_NEW_VBUFFER 0x20
#define SVGA_NEW_VELEMENT 0x40
#define SVGA_NEW_FS 0x80
#define SVGA_NEW_VS 0x100
#define SVGA_NEW_FS_CONST_BUFFER 0x200
#define SVGA_NEW_VS_CONST_BUFFER 0x400
#define SVGA_NEW_FRAME_BUFFER 0x800
#define SVGA_NEW_STIPPLE 0x1000
#define SVGA_NEW_SCISSOR 0x2000
#define SVGA_NEW_BLEND_COLOR 0x4000
#define SVGA_NEW_CLIP 0x8000
#define SVGA_NEW_VIEWPORT 0x10000
#define SVGA_NEW_PRESCALE 0x20000
#define SVGA_NEW_REDUCED_PRIMITIVE 0x40000
#define SVGA_NEW_TEXTURE_BINDING 0x80000
#define SVGA_NEW_NEED_PIPELINE 0x100000
#define SVGA_NEW_NEED_SWVFETCH 0x200000
#define SVGA_NEW_NEED_SWTNL 0x400000
#define SVGA_NEW_FS_VARIANT 0x800000
#define SVGA_NEW_VS_VARIANT 0x1000000
#define SVGA_NEW_TEXTURE_FLAGS 0x4000000
#define SVGA_NEW_STENCIL_REF 0x8000000
#define SVGA_NEW_GS 0x10000000
#define SVGA_NEW_GS_CONST_BUFFER 0x20000000
#define SVGA_NEW_GS_VARIANT 0x40000000
#define SVGA_NEW_TEXTURE_CONSTS 0x80000000
/***********************************************************************
* svga_screen_texture.c:
*/
void svga_mark_surfaces_dirty(struct svga_context *svga);
void svga_init_state_functions( struct svga_context *svga );
void svga_init_flush_functions( struct svga_context *svga );
void svga_init_string_functions( struct svga_context *svga );
void svga_init_blit_functions(struct svga_context *svga);
void svga_init_blend_functions( struct svga_context *svga );
void svga_init_depth_stencil_functions( struct svga_context *svga );
void svga_init_misc_functions( struct svga_context *svga );
void svga_init_rasterizer_functions( struct svga_context *svga );
void svga_init_sampler_functions( struct svga_context *svga );
void svga_init_fs_functions( struct svga_context *svga );
void svga_init_vs_functions( struct svga_context *svga );
void svga_init_gs_functions( struct svga_context *svga );
void svga_init_vertex_functions( struct svga_context *svga );
void svga_init_constbuffer_functions( struct svga_context *svga );
void svga_init_draw_functions( struct svga_context *svga );
void svga_init_query_functions( struct svga_context *svga );
void svga_init_surface_functions(struct svga_context *svga);
void svga_init_stream_output_functions( struct svga_context *svga );
void svga_init_clear_functions( struct svga_context *svga );
void svga_cleanup_vertex_state( struct svga_context *svga );
void svga_cleanup_sampler_state( struct svga_context *svga );
void svga_cleanup_tss_binding( struct svga_context *svga );
void svga_cleanup_framebuffer( struct svga_context *svga );
void svga_context_flush( struct svga_context *svga,
struct pipe_fence_handle **pfence );
void svga_context_finish(struct svga_context *svga);
void svga_hwtnl_flush_retry( struct svga_context *svga );
void svga_hwtnl_flush_buffer( struct svga_context *svga,
struct pipe_resource *buffer );
void svga_surfaces_flush(struct svga_context *svga);
struct pipe_context *
svga_context_create(struct pipe_screen *screen,
void *priv, unsigned flags);
/***********************************************************************
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
static inline struct svga_context *
svga_context( struct pipe_context *pipe )
{
return (struct svga_context *)pipe;
}
static inline struct svga_winsys_screen *
svga_sws(struct svga_context *svga)
{
return svga_screen(svga->pipe.screen)->sws;
}
static inline boolean
svga_have_gb_objects(const struct svga_context *svga)
{
return svga_screen(svga->pipe.screen)->sws->have_gb_objects;
}
static inline boolean
svga_have_gb_dma(const struct svga_context *svga)
{
return svga_screen(svga->pipe.screen)->sws->have_gb_dma;
}
static inline boolean
svga_have_vgpu10(const struct svga_context *svga)
{
return svga_screen(svga->pipe.screen)->sws->have_vgpu10;
}
static inline boolean
svga_need_to_rebind_resources(const struct svga_context *svga)
{
return svga_screen(svga->pipe.screen)->sws->need_to_rebind_resources;
}
static inline boolean
svga_rects_equal(const SVGA3dRect *r1, const SVGA3dRect *r2)
{
return memcmp(r1, r2, sizeof(*r1)) == 0;
}
/**
* If the Gallium HUD is enabled, this will return the current time.
* Otherwise, just return zero.
*/
static inline int64_t
svga_get_time(struct svga_context *svga)
{
return svga->hud.uses_time ? os_time_get() : 0;
}
#endif
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