/********************************************************** * 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 "util/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" #include "svga_debug.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_NUM_COMMAND_BUFFERS, 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, SVGA_QUERY_NUM_SHADER_RELOCATIONS, SVGA_QUERY_NUM_SURFACE_RELOCATIONS, /* 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_NUM_FAILED_ALLOCATIONS, SVGA_QUERY_NUM_COMMANDS_PER_DRAW, SVGA_QUERY_SHADER_MEM_USED, /*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 alpha_to_one:1; unsigned blend_color_alpha:1; /**< set blend color to alpha value */ unsigned logicop_enabled:1; unsigned logicop_mode:5; /** 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<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 */ }; struct svga_constant_buffer { struct svga_winsys_surface *handle; unsigned size; }; /* 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 */ /* derived tessellation control shader */ struct svga_tcs_shader *tcs; /* derived tessellation evaluation shader */ struct svga_tes_shader *tes; struct svga_compute_shader *cs; struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; /** 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[SVGA3D_DX_MAX_VIEWPORTS]; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; struct pipe_clip_state clip; struct pipe_viewport_state viewport[SVGA3D_DX_MAX_VIEWPORTS]; unsigned num_samplers[PIPE_SHADER_TYPES]; unsigned num_sampler_views[PIPE_SHADER_TYPES]; unsigned num_vertex_buffers; enum pipe_prim_type reduced_prim; unsigned vertex_id_bias; struct { unsigned flag_1d; unsigned flag_srgb; } tex_flags; unsigned sample_mask; unsigned vertices_per_patch; float default_tesslevels[6]; /* tessellation (outer[4] + inner[2]) levels */ struct { /* Determine the layout of the grid (in block units) to be used. */ unsigned size[3]; /* If DispatchIndirect is used, this will has grid size info*/ struct pipe_resource *indirect; } grid_info; }; struct svga_prescale { float translate[4]; float scale[4]; boolean enabled; }; struct svga_depthrange { float zmin; float zmax; }; /* Updated by calling svga_update_state( SVGA_STATE_HW_CLEAR ) */ struct svga_hw_clear_state { struct pipe_framebuffer_state framebuffer; /* VGPU9 only */ SVGA3dRect viewport; struct svga_depthrange depthrange; /* VGPU10 state */ SVGA3dViewport viewports[SVGA3D_DX_MAX_VIEWPORTS]; struct svga_prescale prescale[SVGA3D_DX_MAX_VIEWPORTS]; struct pipe_scissor_state scissors[SVGA3D_DX_MAX_VIEWPORTS]; unsigned num_prescale; unsigned num_rendertargets; struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS]; struct pipe_surface *dsv; }; 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; unsigned num_backed_views; /* views with backing copy of texture */ 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; struct svga_shader_variant *tcs; struct svga_shader_variant *tes; struct svga_shader_variant *cs; /** Currently bound constant buffer, per shader stage */ struct pipe_resource *constbuf[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS]; struct svga_constant_buffer constbufoffsets[PIPE_SHADER_TYPES][SVGA_MAX_CONST_BUFS]; /** 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]; /* used for rebinding */ unsigned default_constbuf_size[PIPE_SHADER_TYPES]; boolean rasterizer_discard; /* set if rasterization is disabled */ boolean has_backed_views; /* set if any of the rtv/dsv is a backed surface view */ }; /* 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 gallium frontend */ 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; /* Bitmask 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 { uint64_t 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 gallium frontend */ uint64_t 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 tcs:1; unsigned tes:1; unsigned cs: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+12]; /**< queries currently in progress */ /* The last 12 entries are for streamout * queries for stream 0..3 */ /** 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 num_command_buffers; /**< SVGA_QUERY_NUM_COMMAND_BUFFERS */ 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 */ uint64_t shader_mem_used; /**< SVGA_QUERY_SHADER_MEM_USED */ boolean uses_time; /**< os_time_get() calls needed? */ } hud; /** The currently bound stream output targets */ boolean in_streamout; /* Set if streamout is active */ 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; /** * The following states are used in the workaround for auto draw with * stream instancing. */ /* Last bound SO targets that can be used to get vertex count */ struct pipe_stream_output_target *vcount_so_targets[SVGA3D_DX_MAX_SOTARGETS]; unsigned vcount_buffer_stream; /* SO buffer to stream index mask */ struct pipe_query *so_queries[4]; /* SO stat queries for each stream */ /** 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]; /** Depth stencil state created to disable depth stencil test */ struct svga_depth_stencil_state *depthstencil_disable; /** Current conditional rendering predicate */ struct { SVGA3dQueryId query_id; boolean cond; } pred; boolean render_condition; boolean disable_rasterizer; /* Set if to disable rasterization */ uint8_t patch_vertices; struct { struct svga_tcs_shader *passthrough_tcs; struct svga_vertex_shader *vs; struct svga_tes_shader *tes; unsigned vertices_per_patch; boolean passthrough; } tcs; }; /* A flag for each frontend state object: */ #define SVGA_NEW_BLEND ((uint64_t) 0x1) #define SVGA_NEW_DEPTH_STENCIL_ALPHA ((uint64_t) 0x2) #define SVGA_NEW_RAST ((uint64_t) 0x4) #define SVGA_NEW_SAMPLER ((uint64_t) 0x8) #define SVGA_NEW_TEXTURE ((uint64_t) 0x10) #define SVGA_NEW_VBUFFER ((uint64_t) 0x20) #define SVGA_NEW_VELEMENT ((uint64_t) 0x40) #define SVGA_NEW_FS ((uint64_t) 0x80) #define SVGA_NEW_VS ((uint64_t) 0x100) #define SVGA_NEW_FS_CONST_BUFFER ((uint64_t) 0x200) #define SVGA_NEW_VS_CONST_BUFFER ((uint64_t) 0x400) #define SVGA_NEW_FRAME_BUFFER ((uint64_t) 0x800) #define SVGA_NEW_STIPPLE ((uint64_t) 0x1000) #define SVGA_NEW_SCISSOR ((uint64_t) 0x2000) #define SVGA_NEW_BLEND_COLOR ((uint64_t) 0x4000) #define SVGA_NEW_CLIP ((uint64_t) 0x8000) #define SVGA_NEW_VIEWPORT ((uint64_t) 0x10000) #define SVGA_NEW_PRESCALE ((uint64_t) 0x20000) #define SVGA_NEW_REDUCED_PRIMITIVE ((uint64_t) 0x40000) #define SVGA_NEW_TEXTURE_BINDING ((uint64_t) 0x80000) #define SVGA_NEW_NEED_PIPELINE ((uint64_t) 0x100000) #define SVGA_NEW_NEED_SWVFETCH ((uint64_t) 0x200000) #define SVGA_NEW_NEED_SWTNL ((uint64_t) 0x400000) #define SVGA_NEW_FS_VARIANT ((uint64_t) 0x800000) #define SVGA_NEW_VS_VARIANT ((uint64_t) 0x1000000) #define SVGA_NEW_TEXTURE_FLAGS ((uint64_t) 0x4000000) #define SVGA_NEW_STENCIL_REF ((uint64_t) 0x8000000) #define SVGA_NEW_GS ((uint64_t) 0x10000000) #define SVGA_NEW_GS_CONST_BUFFER ((uint64_t) 0x20000000) #define SVGA_NEW_GS_VARIANT ((uint64_t) 0x40000000) #define SVGA_NEW_TEXTURE_CONSTS ((uint64_t) 0x80000000) #define SVGA_NEW_TCS ((uint64_t) 0x100000000) #define SVGA_NEW_TES ((uint64_t) 0x200000000) #define SVGA_NEW_TCS_VARIANT ((uint64_t) 0x400000000) #define SVGA_NEW_TES_VARIANT ((uint64_t) 0x800000000) #define SVGA_NEW_TCS_CONST_BUFFER ((uint64_t) 0x1000000000) #define SVGA_NEW_TES_CONST_BUFFER ((uint64_t) 0x2000000000) #define SVGA_NEW_TCS_PARAM ((uint64_t) 0x4000000000) #define SVGA_NEW_FS_CONSTS ((uint64_t) 0x8000000000) #define SVGA_NEW_VS_CONSTS ((uint64_t) 0x10000000000) #define SVGA_NEW_GS_CONSTS ((uint64_t) 0x20000000000) #define SVGA_NEW_TCS_CONSTS ((uint64_t) 0x40000000000) #define SVGA_NEW_TES_CONSTS ((uint64_t) 0x800000000000) #define SVGA_NEW_ALL ((uint64_t) 0xFFFFFFFFFFFFFFFF) #define SVGA_NEW_CONST_BUFFER \ (SVGA_NEW_FS_CONST_BUFFER | SVGA_NEW_VS_CONST_BUFFER | \ SVGA_NEW_GS_CONST_BUFFER | \ SVGA_NEW_TCS_CONST_BUFFER | SVGA_NEW_TES_CONST_BUFFER) 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_cs_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_ts_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_cleanup_tcs_state( 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 ); boolean svga_hwtnl_has_pending_prim(struct svga_hwtnl *); void svga_surfaces_flush(struct svga_context *svga); struct pipe_context * svga_context_create(struct pipe_screen *screen, void *priv, unsigned flags); void svga_toggle_render_condition(struct svga_context *svga, boolean render_condition_enabled, boolean on); /*********************************************************************** * 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_have_sm4_1(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->have_sm4_1; } static inline boolean svga_have_sm5(const struct svga_context *svga) { return svga_screen(svga->pipe.screen)->sws->have_sm5; } 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; } /* * The SVGA_TRY_XX family of macros can be used to optionally replace a * function call with an error value, the purpose is to trigger and test * retry path handling. */ #ifdef DEBUG /* * Optionally replace a function call with a PIPE_ERROR_OUT_OF_MEMORY * return value */ #define SVGA_TRY(_func) \ ((SVGA_DEBUG & DEBUG_RETRY) ? PIPE_ERROR_OUT_OF_MEMORY : (_func)) /* Optionally replace a function call with a NULL return value */ #define SVGA_TRY_PTR(_func) \ ((SVGA_DEBUG & DEBUG_RETRY) ? NULL : (_func)) /* * Optionally replace a function call with a NULL return value, and set * the _retry parameter to TRUE. */ #define SVGA_TRY_MAP(_func, _retry) \ ((SVGA_DEBUG & DEBUG_RETRY) ? (_retry) = TRUE, NULL : (_func)) #else #define SVGA_TRY(_func) (_func) #define SVGA_TRY_PTR(_func) (_func) #define SVGA_TRY_MAP(_func, _retry) (_func) #endif /** * Enter retry processing after hitting out-of-command space */ static inline void svga_retry_enter(struct svga_context *svga) { /* We shouldn't nest retries, but currently we do. */ if ((SVGA_DEBUG & DEBUG_RETRY) && svga->swc->in_retry) { debug_printf("WARNING: Recursive retry. Level: %u.\n", svga->swc->in_retry); } svga->swc->in_retry++; } /** * Exit retry processing after hitting out-of-command space */ static inline void svga_retry_exit(struct svga_context *svga) { assert(svga->swc->in_retry > 0); svga->swc->in_retry--; } /** * Perform a function call, and on failure flush the context and retry, * asserting that the retry succeeded. On return, the boolean argument * _retried indicates whether the function call was retried or not. */ #define SVGA_RETRY_CHECK(_svga, _func, _retried) \ do { \ enum pipe_error ret; \ \ ret = SVGA_TRY(_func); \ (_retried) = (ret != PIPE_OK); \ if (_retried) { \ svga_retry_enter(_svga); \ svga_context_flush(_svga, NULL); \ ret = (_func); \ assert(ret == PIPE_OK); \ svga_retry_exit(_svga); \ } \ } while(0) /** * Perform a function call, and on failure flush the context and retry, * asserting that the retry succeeded. */ #define SVGA_RETRY(_svga, _func) \ do { \ UNUSED boolean retried; \ \ SVGA_RETRY_CHECK(_svga, _func, retried); \ } while(0) /** * Perform a function call, and on out-of-memory, flush the context and * retry. The retry return value is stored in _ret for reuse. */ #define SVGA_RETRY_OOM(_svga, _ret, _func) \ do { \ (_ret) = SVGA_TRY(_func); \ if ((_ret) == PIPE_ERROR_OUT_OF_MEMORY) { \ svga_retry_enter(_svga); \ svga_context_flush(_svga, NULL); \ (_ret) = (_func); \ svga_retry_exit(_svga); \ } \ } while (0); #endif