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/**************************************************************************
*
* 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 <keithw@vmware.com>
*/
#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[PIPE_MAX_VERTEX_STREAMS];
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 gallium frontend */
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;
bool 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];
struct pipe_debug_callback debug;
};
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 */
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