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  1. /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
  2.  
  3. /*
  4.  * Copyright (C) 2013 Rob Clark <robclark@freedesktop.org>
  5.  *
  6.  * Permission is hereby granted, free of charge, to any person obtaining a
  7.  * copy of this software and associated documentation files (the "Software"),
  8.  * to deal in the Software without restriction, including without limitation
  9.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  10.  * and/or sell copies of the Software, and to permit persons to whom the
  11.  * Software is furnished to do so, subject to the following conditions:
  12.  *
  13.  * The above copyright notice and this permission notice (including the next
  14.  * paragraph) shall be included in all copies or substantial portions of the
  15.  * Software.
  16.  *
  17.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  18.  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  20.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  21.  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  22.  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  23.  * SOFTWARE.
  24.  *
  25.  * Authors:
  26.  *    Rob Clark <robclark@freedesktop.org>
  27.  */
  28.  
  29. #ifndef FD3_CONTEXT_H_
  30. #define FD3_CONTEXT_H_
  31.  
  32. #include "util/u_upload_mgr.h"
  33.  
  34. #include "freedreno_drmif.h"
  35.  
  36. #include "freedreno_context.h"
  37.  
  38. #include "ir3_shader.h"
  39.  
  40.  
  41. struct fd3_context {
  42.         struct fd_context base;
  43.  
  44.         /* Keep track of writes to RB_RENDER_CONTROL which need to be patched
  45.          * once we know whether or not to use GMEM, and GMEM tile pitch.
  46.          */
  47.         struct util_dynarray rbrc_patches;
  48.  
  49.         struct fd_bo *vs_pvt_mem, *fs_pvt_mem;
  50.  
  51.         /* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes).  We
  52.          * could combine it with another allocation.
  53.          */
  54.         struct fd_bo *vsc_size_mem;
  55.  
  56.         /* vertex buf used for clear/gmem->mem vertices, and mem->gmem
  57.          * vertices:
  58.          */
  59.         struct pipe_resource *solid_vbuf;
  60.  
  61.         /* vertex buf used for mem->gmem tex coords:
  62.          */
  63.         struct pipe_resource *blit_texcoord_vbuf;
  64.  
  65.         /* vertex state for solid_vbuf:
  66.          *    - solid_vbuf / 12 / R32G32B32_FLOAT
  67.          */
  68.         struct fd_vertex_state solid_vbuf_state;
  69.  
  70.         /* vertex state for blit_prog:
  71.          *    - blit_texcoord_vbuf / 8 / R32G32_FLOAT
  72.          *    - solid_vbuf / 12 / R32G32B32_FLOAT
  73.          */
  74.         struct fd_vertex_state blit_vbuf_state;
  75.  
  76.  
  77.         /*
  78.          * Border color layout *appears* to be as arrays of 0x40 byte
  79.          * elements, with frag shader elements starting at (16 x 0x40).
  80.          * But at some point I should probably experiment more with
  81.          * samplers in vertex shaders to be sure.  Unclear about why
  82.          * there is this offset when there are separate VS and FS base
  83.          * addr regs.
  84.          *
  85.          * The first 8 bytes of each entry are the requested border
  86.          * color in fp16.  Unclear about the rest.. could be used for
  87.          * other formats, or could simply be for aligning the pitch
  88.          * to 32 pixels.
  89.          */
  90. #define BORDERCOLOR_SIZE 0x40
  91.  
  92.         struct u_upload_mgr *border_color_uploader;
  93.         struct pipe_resource *border_color_buf;
  94.  
  95.         /* if *any* of bits are set in {v,f}saturate_{s,t,r} */
  96.         bool vsaturate, fsaturate;
  97.  
  98.         /* bitmask of sampler which needs coords clamped for vertex
  99.          * shader:
  100.          */
  101.         unsigned vsaturate_s, vsaturate_t, vsaturate_r;
  102.  
  103.         /* bitmask of sampler which needs coords clamped for frag
  104.          * shader:
  105.          */
  106.         unsigned fsaturate_s, fsaturate_t, fsaturate_r;
  107.  
  108.         /* bitmask of integer texture samplers */
  109.         uint16_t vinteger_s, finteger_s;
  110.  
  111.         /* some state changes require a different shader variant.  Keep
  112.          * track of this so we know when we need to re-emit shader state
  113.          * due to variant change.  See fixup_shader_state()
  114.          */
  115.         struct ir3_shader_key last_key;
  116. };
  117.  
  118. static INLINE struct fd3_context *
  119. fd3_context(struct fd_context *ctx)
  120. {
  121.         return (struct fd3_context *)ctx;
  122. }
  123.  
  124. struct pipe_context *
  125. fd3_context_create(struct pipe_screen *pscreen, void *priv);
  126.  
  127. #endif /* FD3_CONTEXT_H_ */
  128.