/************************************************************************** * * Copyright 2007 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE 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 */ #ifndef SP_CONTEXT_H #define SP_CONTEXT_H #include "pipe/p_context.h" #include "util/u_blitter.h" #include "draw/draw_vertex.h" #include "sp_quad_pipe.h" #include "sp_setup.h" /** Do polygon stipple in the draw module? */ #define DO_PSTIPPLE_IN_DRAW_MODULE 0 /** Do polygon stipple with the util module? */ #define DO_PSTIPPLE_IN_HELPER_MODULE 1 struct softpipe_vbuf_render; struct draw_context; struct draw_stage; struct softpipe_tile_cache; struct softpipe_tex_tile_cache; struct sp_fragment_shader; struct sp_vertex_shader; struct sp_velems_state; struct sp_so_state; struct softpipe_context { struct pipe_context pipe; /**< base class */ /** Constant state objects */ struct pipe_blend_state *blend; struct pipe_sampler_state *samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; struct pipe_depth_stencil_alpha_state *depth_stencil; struct pipe_rasterizer_state *rasterizer; struct sp_fragment_shader *fs; struct sp_fragment_shader_variant *fs_variant; struct sp_vertex_shader *vs; struct sp_geometry_shader *gs; struct sp_velems_state *velems; struct sp_so_state *so; struct sp_compute_shader *cs; /** Other rendering state */ struct pipe_blend_color blend_color; struct pipe_blend_color blend_color_clamped; struct pipe_stencil_ref stencil_ref; struct pipe_clip_state clip; struct pipe_resource *constants[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS]; struct pipe_framebuffer_state framebuffer; struct pipe_poly_stipple poly_stipple; struct pipe_scissor_state scissors[PIPE_MAX_VIEWPORTS]; struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS]; struct pipe_image_view images[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_IMAGES]; struct pipe_shader_buffer buffers[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_BUFFERS]; struct pipe_viewport_state viewports[PIPE_MAX_VIEWPORTS]; struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS]; struct pipe_resource *mapped_vs_tex[PIPE_MAX_SHADER_SAMPLER_VIEWS]; struct pipe_resource *mapped_gs_tex[PIPE_MAX_SHADER_SAMPLER_VIEWS]; struct draw_so_target *so_targets[PIPE_MAX_SO_BUFFERS]; unsigned num_so_targets; struct pipe_query_data_so_statistics so_stats; struct pipe_query_data_pipeline_statistics pipeline_statistics; unsigned active_statistics_queries; unsigned num_samplers[PIPE_SHADER_TYPES]; unsigned num_sampler_views[PIPE_SHADER_TYPES]; unsigned num_vertex_buffers; unsigned dirty; /**< Mask of SP_NEW_x flags */ /* Counter for occlusion queries. Note this supports overlapping * queries. */ uint64_t occlusion_count; unsigned active_query_count; /** Mapped vertex buffers */ ubyte *mapped_vbuffer[PIPE_MAX_ATTRIBS]; /** Mapped constant buffers */ const void *mapped_constants[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS]; unsigned const_buffer_size[PIPE_SHADER_TYPES][PIPE_MAX_CONSTANT_BUFFERS]; /** Vertex format */ struct sp_setup_info setup_info; struct vertex_info vertex_info; /** Which vertex shader output slot contains point size */ int8_t psize_slot; /** Which vertex shader output slot contains viewport index */ int8_t viewport_index_slot; /** Which vertex shader output slot contains layer */ int8_t layer_slot; /** The reduced version of the primitive supplied by the state tracker */ unsigned reduced_api_prim; /** Derived information about which winding orders to cull */ unsigned cull_mode; /** * The reduced primitive after unfilled triangles, wide-line decomposition, * etc, are taken into account. This is the primitive type that's actually * rasterized. */ unsigned reduced_prim; /** Derived from scissor and surface bounds: */ struct pipe_scissor_state cliprect[PIPE_MAX_VIEWPORTS]; /** Conditional query object and mode */ struct pipe_query *render_cond_query; enum pipe_render_cond_flag render_cond_mode; boolean render_cond_cond; /** Polygon stipple items */ struct { struct pipe_resource *texture; struct pipe_sampler_state *sampler; struct pipe_sampler_view *sampler_view; } pstipple; /** Software quad rendering pipeline */ struct { struct quad_stage *shade; struct quad_stage *depth_test; struct quad_stage *blend; struct quad_stage *pstipple; struct quad_stage *first; /**< points to one of the above stages */ } quad; /** TGSI exec things */ struct { struct sp_tgsi_sampler *sampler[PIPE_SHADER_TYPES]; struct sp_tgsi_image *image[PIPE_SHADER_TYPES]; struct sp_tgsi_buffer *buffer[PIPE_SHADER_TYPES]; } tgsi; struct tgsi_exec_machine *fs_machine; /** whether early depth testing is enabled */ bool early_depth; /** The primitive drawing context */ struct draw_context *draw; /** Draw module backend */ struct vbuf_render *vbuf_backend; struct draw_stage *vbuf; struct blitter_context *blitter; boolean dirty_render_cache; struct softpipe_tile_cache *cbuf_cache[PIPE_MAX_COLOR_BUFS]; struct softpipe_tile_cache *zsbuf_cache; unsigned tex_timestamp; /* * Texture caches for vertex, fragment, geometry stages. * Don't use PIPE_SHADER_TYPES here to avoid allocating unused memory * for compute shaders. * XXX wouldn't it make more sense for the tile cache to just be part * of sp_sampler_view? */ struct softpipe_tex_tile_cache *tex_cache[PIPE_SHADER_TYPES][PIPE_MAX_SHADER_SAMPLER_VIEWS]; unsigned dump_fs : 1; unsigned dump_gs : 1; unsigned dump_cs : 1; unsigned no_rast : 1; }; static inline struct softpipe_context * softpipe_context( struct pipe_context *pipe ) { return (struct softpipe_context *)pipe; } struct pipe_context * softpipe_create_context(struct pipe_screen *, void *priv, unsigned flags); struct pipe_resource * softpipe_user_buffer_create(struct pipe_screen *screen, void *ptr, unsigned bytes, unsigned bind_flags); #define SP_UNREFERENCED 0 #define SP_REFERENCED_FOR_READ (1 << 0) #define SP_REFERENCED_FOR_WRITE (1 << 1) unsigned int softpipe_is_resource_referenced( struct pipe_context *pipe, struct pipe_resource *texture, unsigned level, int layer); #endif /* SP_CONTEXT_H */