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/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
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/*
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 * Copyright (C) 2013 Rob Clark 
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 *
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 * Authors:
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 *    Rob Clark 
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 */
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#ifndef FD3_CONTEXT_H_
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#define FD3_CONTEXT_H_
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#include "util/u_upload_mgr.h"
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#include "freedreno_drmif.h"
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#include "freedreno_context.h"
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#include "ir3_shader.h"
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struct fd3_context {
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	struct fd_context base;
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	/* Keep track of writes to RB_RENDER_CONTROL which need to be patched
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	 * once we know whether or not to use GMEM, and GMEM tile pitch.
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	 */
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	struct util_dynarray rbrc_patches;
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	struct fd_bo *vs_pvt_mem, *fs_pvt_mem;
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	/* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes).  We
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	 * could combine it with another allocation.
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	 */
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	struct fd_bo *vsc_size_mem;
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	/* vertex buf used for clear/gmem->mem vertices, and mem->gmem
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	 * vertices:
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	 */
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	struct pipe_resource *solid_vbuf;
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	/* vertex buf used for mem->gmem tex coords:
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	 */
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	struct pipe_resource *blit_texcoord_vbuf;
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	/* vertex state for solid_vbuf:
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	 *    - solid_vbuf / 12 / R32G32B32_FLOAT
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	 */
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	struct fd_vertex_state solid_vbuf_state;
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	/* vertex state for blit_prog:
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	 *    - blit_texcoord_vbuf / 8 / R32G32_FLOAT
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	 *    - solid_vbuf / 12 / R32G32B32_FLOAT
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	 */
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	struct fd_vertex_state blit_vbuf_state;
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	/*
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	 * Border color layout *appears* to be as arrays of 0x40 byte
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	 * elements, with frag shader elements starting at (16 x 0x40).
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	 * But at some point I should probably experiment more with
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	 * samplers in vertex shaders to be sure.  Unclear about why
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	 * there is this offset when there are separate VS and FS base
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	 * addr regs.
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	 *
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	 * The first 8 bytes of each entry are the requested border
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	 * color in fp16.  Unclear about the rest.. could be used for
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	 * other formats, or could simply be for aligning the pitch
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	 * to 32 pixels.
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	 */
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#define BORDERCOLOR_SIZE 0x40
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	struct u_upload_mgr *border_color_uploader;
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	struct pipe_resource *border_color_buf;
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	/* if *any* of bits are set in {v,f}saturate_{s,t,r} */
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	bool vsaturate, fsaturate;
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	/* bitmask of sampler which needs coords clamped for vertex
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	 * shader:
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	 */
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	unsigned vsaturate_s, vsaturate_t, vsaturate_r;
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	/* bitmask of sampler which needs coords clamped for frag
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	 * shader:
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	 */
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	unsigned fsaturate_s, fsaturate_t, fsaturate_r;
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	/* bitmask of integer texture samplers */
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	uint16_t vinteger_s, finteger_s;
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	/* some state changes require a different shader variant.  Keep
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	 * track of this so we know when we need to re-emit shader state
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	 * due to variant change.  See fixup_shader_state()
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	 */
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	struct ir3_shader_key last_key;
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};
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static INLINE struct fd3_context *
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fd3_context(struct fd_context *ctx)
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{
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	return (struct fd3_context *)ctx;
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}
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struct pipe_context *
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fd3_context_create(struct pipe_screen *pscreen, void *priv);
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#endif /* FD3_CONTEXT_H_ */