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#ifndef __R600_STATE_H__
#define __R600_STATE_H__
#include "xf86drm.h"
typedef int bool_t;
/* seriously ?! @#$%% */
# define uint32_t CARD32
# define uint64_t CARD64
#define CLEAR(x) memset (&x, 0, sizeof(x))
/* Sequencer / thread handling */
typedef struct {
int ps_prio;
int vs_prio;
int gs_prio;
int es_prio;
int num_ps_gprs;
int num_vs_gprs;
int num_gs_gprs;
int num_es_gprs;
int num_temp_gprs;
int num_ps_threads;
int num_vs_threads;
int num_gs_threads;
int num_es_threads;
int num_ps_stack_entries;
int num_vs_stack_entries;
int num_gs_stack_entries;
int num_es_stack_entries;
} sq_config_t;
/* Color buffer / render target */
typedef struct {
int id;
int w;
int h;
uint64_t base;
int format;
int endian;
int array_mode; // tiling
int number_type;
int read_size;
int comp_swap;
int tile_mode;
int blend_clamp;
int clear_color;
int blend_bypass;
int blend_float32;
int simple_float;
int round_mode;
int tile_compact;
int source_format;
} cb_config_t;
/* Depth buffer */
typedef struct {
int w;
int h;
uint64_t base;
int format;
int read_size;
int array_mode; // tiling
int tile_surface_en;
int tile_compact;
int zrange_precision;
} db_config_t;
/* Shader */
typedef struct {
uint64_t shader_addr;
int num_gprs;
int stack_size;
int dx10_clamp;
int prime_cache_pgm_en;
int prime_cache_on_draw;
int fetch_cache_lines;
int prime_cache_en;
int prime_cache_on_const;
int clamp_consts;
int export_mode;
int uncached_first_inst;
} shader_config_t;
/* Vertex buffer / vtx resource */
typedef struct {
int id;
uint64_t vb_addr;
uint32_t vtx_num_entries;
uint32_t vtx_size_dw;
int clamp_x;
int format;
int num_format_all;
int format_comp_all;
int srf_mode_all;
int endian;
int mem_req_size;
} vtx_resource_t;
/* Texture resource */
typedef struct {
int id;
int w;
int h;
int pitch;
int depth;
int dim;
int tile_mode;
int tile_type;
int format;
uint64_t base;
uint64_t mip_base;
int format_comp_x;
int format_comp_y;
int format_comp_z;
int format_comp_w;
int num_format_all;
int srf_mode_all;
int force_degamma;
int endian;
int request_size;
int dst_sel_x;
int dst_sel_y;
int dst_sel_z;
int dst_sel_w;
int base_level;
int last_level;
int base_array;
int last_array;
int mpeg_clamp;
int perf_modulation;
int interlaced;
} tex_resource_t;
/* Texture sampler */
typedef struct {
int id;
/* Clamping */
int clamp_x, clamp_y, clamp_z;
int border_color;
/* Filtering */
int xy_mag_filter, xy_min_filter;
int z_filter;
int mip_filter;
bool_t high_precision_filter; /* ? */
int perf_mip; /* ? 0-7 */
int perf_z; /* ? 3 */
/* LoD selection */
int min_lod, max_lod; /* 0-0x3ff */
int lod_bias; /* 0-0xfff (signed?) */
int lod_bias2; /* ? 0-0xfff (signed?) */
bool_t lod_uses_minor_axis; /* ? */
/* Other stuff */
bool_t point_sampling_clamp; /* ? */
bool_t tex_array_override; /* ? */
bool_t mc_coord_truncate; /* ? */
bool_t force_degamma; /* ? */
bool_t fetch_4; /* ? */
bool_t sample_is_pcf; /* ? */
bool_t type; /* ? */
int depth_compare; /* only depth textures? */
int chroma_key;
} tex_sampler_t;
/* Draw command */
typedef struct {
uint32_t prim_type;
uint32_t vgt_draw_initiator;
uint32_t index_type;
uint32_t num_instances;
uint32_t num_indices;
} draw_config_t;
inline void e32(drmBufPtr ib, uint32_t dword);
inline void efloat(drmBufPtr ib, float f);
inline void pack3(drmBufPtr ib, int cmd, unsigned num);
inline void pack0 (drmBufPtr ib, uint32_t reg, int num);
inline void ereg (drmBufPtr ib, uint32_t reg, uint32_t val);
void R600CPFlushIndirect(ScrnInfoPtr pScrn, drmBufPtr ib);
void R600IBDiscard(ScrnInfoPtr pScrn, drmBufPtr ib);
uint64_t
upload (ScrnInfoPtr pScrn, void *shader, int size, int offset);
void
wait_3d_idle_clean(ScrnInfoPtr pScrn, drmBufPtr ib);
void
wait_3d_idle(ScrnInfoPtr pScrn, drmBufPtr ib);
void
start_3d(ScrnInfoPtr pScrn, drmBufPtr ib);
void
set_render_target(ScrnInfoPtr pScrn, drmBufPtr ib, cb_config_t *cb_conf);
void
cp_set_surface_sync(ScrnInfoPtr pScrn, drmBufPtr ib, uint32_t sync_type, uint32_t size, uint64_t mc_addr);
void
cp_wait_vline_sync(ScrnInfoPtr pScrn, drmBufPtr ib, PixmapPtr pPix, int crtc, int start, int stop, Bool enable);
void
fs_setup(ScrnInfoPtr pScrn, drmBufPtr ib, shader_config_t *fs_conf);
void
vs_setup(ScrnInfoPtr pScrn, drmBufPtr ib, shader_config_t *vs_conf);
void
ps_setup(ScrnInfoPtr pScrn, drmBufPtr ib, shader_config_t *ps_conf);
void
set_alu_consts(ScrnInfoPtr pScrn, drmBufPtr ib, int offset, int count, float *const_buf);
void
set_vtx_resource(ScrnInfoPtr pScrn, drmBufPtr ib, vtx_resource_t *res);
void
set_tex_resource(ScrnInfoPtr pScrn, drmBufPtr ib, tex_resource_t *tex_res);
void
set_tex_sampler (ScrnInfoPtr pScrn, drmBufPtr ib, tex_sampler_t *s);
void
set_screen_scissor(ScrnInfoPtr pScrn, drmBufPtr ib, int x1, int y1, int x2, int y2);
void
set_vport_scissor(ScrnInfoPtr pScrn, drmBufPtr ib, int id, int x1, int y1, int x2, int y2);
void
set_generic_scissor(ScrnInfoPtr pScrn, drmBufPtr ib, int x1, int y1, int x2, int y2);
void
set_window_scissor(ScrnInfoPtr pScrn, drmBufPtr ib, int x1, int y1, int x2, int y2);
void
set_clip_rect(ScrnInfoPtr pScrn, drmBufPtr ib, int id, int x1, int y1, int x2, int y2);
void
set_default_state(ScrnInfoPtr pScrn, drmBufPtr ib);
void
draw_immd(ScrnInfoPtr pScrn, drmBufPtr ib, draw_config_t *draw_conf, uint32_t *indices);
void
draw_auto(ScrnInfoPtr pScrn, drmBufPtr ib, draw_config_t *draw_conf);
#endif
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