/*
* Mesa 3-D graphics library
*
* Copyright (C) 2012-2013 LunarG, Inc.
*
* 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.
*
* Authors:
* Chia-I Wu <olv@lunarg.com>
*/
#ifndef ILO_STATE_H
#define ILO_STATE_H
#include "core/ilo_state_3d.h"
#include "pipe/p_state.h"
#include "util/u_dynarray.h"
#include "ilo_common.h"
/**
* States that we track.
*
* XXX Do we want to count each sampler or vertex buffer as a state? If that
* is the case, there are simply not enough bits.
*
* XXX We want to treat primitive type and depth clear value as states, but
* there are not enough bits.
*/
enum ilo_state {
ILO_STATE_VB,
ILO_STATE_VE,
ILO_STATE_IB,
ILO_STATE_VS,
ILO_STATE_GS,
ILO_STATE_SO,
ILO_STATE_CLIP,
ILO_STATE_VIEWPORT,
ILO_STATE_SCISSOR,
ILO_STATE_RASTERIZER,
ILO_STATE_POLY_STIPPLE,
ILO_STATE_SAMPLE_MASK,
ILO_STATE_FS,
ILO_STATE_DSA,
ILO_STATE_STENCIL_REF,
ILO_STATE_BLEND,
ILO_STATE_BLEND_COLOR,
ILO_STATE_FB,
ILO_STATE_SAMPLER_VS,
ILO_STATE_SAMPLER_GS,
ILO_STATE_SAMPLER_FS,
ILO_STATE_SAMPLER_CS,
ILO_STATE_VIEW_VS,
ILO_STATE_VIEW_GS,
ILO_STATE_VIEW_FS,
ILO_STATE_VIEW_CS,
ILO_STATE_CBUF,
ILO_STATE_RESOURCE,
ILO_STATE_CS,
ILO_STATE_CS_RESOURCE,
ILO_STATE_GLOBAL_BINDING,
ILO_STATE_COUNT,
};
/**
* Dirty flags of the states.
*/
enum ilo_dirty_flags {
ILO_DIRTY_VB = 1 << ILO_STATE_VB,
ILO_DIRTY_VE = 1 << ILO_STATE_VE,
ILO_DIRTY_IB = 1 << ILO_STATE_IB,
ILO_DIRTY_VS = 1 << ILO_STATE_VS,
ILO_DIRTY_GS = 1 << ILO_STATE_GS,
ILO_DIRTY_SO = 1 << ILO_STATE_SO,
ILO_DIRTY_CLIP = 1 << ILO_STATE_CLIP,
ILO_DIRTY_VIEWPORT = 1 << ILO_STATE_VIEWPORT,
ILO_DIRTY_SCISSOR = 1 << ILO_STATE_SCISSOR,
ILO_DIRTY_RASTERIZER = 1 << ILO_STATE_RASTERIZER,
ILO_DIRTY_POLY_STIPPLE = 1 << ILO_STATE_POLY_STIPPLE,
ILO_DIRTY_SAMPLE_MASK = 1 << ILO_STATE_SAMPLE_MASK,
ILO_DIRTY_FS = 1 << ILO_STATE_FS,
ILO_DIRTY_DSA = 1 << ILO_STATE_DSA,
ILO_DIRTY_STENCIL_REF = 1 << ILO_STATE_STENCIL_REF,
ILO_DIRTY_BLEND = 1 << ILO_STATE_BLEND,
ILO_DIRTY_BLEND_COLOR = 1 << ILO_STATE_BLEND_COLOR,
ILO_DIRTY_FB = 1 << ILO_STATE_FB,
ILO_DIRTY_SAMPLER_VS = 1 << ILO_STATE_SAMPLER_VS,
ILO_DIRTY_SAMPLER_GS = 1 << ILO_STATE_SAMPLER_GS,
ILO_DIRTY_SAMPLER_FS = 1 << ILO_STATE_SAMPLER_FS,
ILO_DIRTY_SAMPLER_CS = 1 << ILO_STATE_SAMPLER_CS,
ILO_DIRTY_VIEW_VS = 1 << ILO_STATE_VIEW_VS,
ILO_DIRTY_VIEW_GS = 1 << ILO_STATE_VIEW_GS,
ILO_DIRTY_VIEW_FS = 1 << ILO_STATE_VIEW_FS,
ILO_DIRTY_VIEW_CS = 1 << ILO_STATE_VIEW_CS,
ILO_DIRTY_CBUF = 1 << ILO_STATE_CBUF,
ILO_DIRTY_RESOURCE = 1 << ILO_STATE_RESOURCE,
ILO_DIRTY_CS = 1 << ILO_STATE_CS,
ILO_DIRTY_CS_RESOURCE = 1 << ILO_STATE_CS_RESOURCE,
ILO_DIRTY_GLOBAL_BINDING = 1 << ILO_STATE_GLOBAL_BINDING,
ILO_DIRTY_ALL = 0xffffffff,
};
struct ilo_context;
struct ilo_global_binding_cso {
struct pipe_resource *resource;
uint32_t *handle;
};
/*
* In theory, we would like a "virtual" bo that serves as the global memory
* region. The virtual bo would reserve a region in the GTT aperture, but the
* pages of it would come from those of the global bindings.
*
* The virtual bo would be created in launch_grid(). The global bindings
* would be added to the virtual bo. A SURFACE_STATE for the virtual bo would
* be created. The handles returned by set_global_binding() would be offsets
* into the virtual bo.
*
* But for now, we will create a SURFACE_STATE for each of the bindings. The
* handle of a global binding consists of the offset and the binding table
* index.
*/
struct ilo_global_binding {
struct util_dynarray bindings;
unsigned count;
};
struct ilo_state_vector {
const struct pipe_draw_info *draw;
uint32_t dirty;
struct ilo_vb_state vb;
struct ilo_ve_state *ve;
struct ilo_ib_state ib;
struct ilo_shader_state *vs;
struct ilo_shader_state *gs;
struct ilo_so_state so;
struct pipe_clip_state clip;
struct ilo_viewport_state viewport;
struct ilo_scissor_state scissor;
const struct ilo_rasterizer_state *rasterizer;
struct pipe_poly_stipple poly_stipple;
unsigned sample_mask;
struct ilo_shader_state *fs;
const struct ilo_dsa_state *dsa;
struct pipe_stencil_ref stencil_ref;
const struct ilo_blend_state *blend;
struct pipe_blend_color blend_color;
struct ilo_fb_state fb;
/* shader resources */
struct ilo_sampler_state sampler[PIPE_SHADER_TYPES];
struct ilo_view_state view[PIPE_SHADER_TYPES];
struct ilo_cbuf_state cbuf[PIPE_SHADER_TYPES];
struct ilo_resource_state resource;
/* GPGPU */
struct ilo_shader_state *cs;
struct ilo_resource_state cs_resource;
struct ilo_global_binding global_binding;
};
void
ilo_init_state_functions(struct ilo_context *ilo);
void
ilo_finalize_3d_states(struct ilo_context *ilo,
const struct pipe_draw_info *draw);
void
ilo_finalize_compute_states(struct ilo_context *ilo);
void
ilo_state_vector_init(const struct ilo_dev *dev,
struct ilo_state_vector *vec);
void
ilo_state_vector_cleanup(struct ilo_state_vector *vec);
void
ilo_state_vector_resource_renamed(struct ilo_state_vector *vec,
struct pipe_resource *res);
void
ilo_state_vector_dump_dirty(const struct ilo_state_vector *vec);
#endif /* ILO_STATE_H */