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  1. /*
  2.  * Mesa 3-D graphics library
  3.  *
  4.  * Copyright (C) 2012-2013 LunarG, Inc.
  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 shall be included
  14.  * in all copies or substantial portions of the Software.
  15.  *
  16.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  17.  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  18.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  19.  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  20.  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  21.  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
  22.  * DEALINGS IN THE SOFTWARE.
  23.  *
  24.  * Authors:
  25.  *    Chia-I Wu <olv@lunarg.com>
  26.  */
  27.  
  28. #ifndef ILO_STATE_H
  29. #define ILO_STATE_H
  30.  
  31. #include "core/ilo_state_3d.h"
  32. #include "pipe/p_state.h"
  33. #include "util/u_dynarray.h"
  34.  
  35. #include "ilo_common.h"
  36.  
  37. /**
  38.  * States that we track.
  39.  *
  40.  * XXX Do we want to count each sampler or vertex buffer as a state?  If that
  41.  * is the case, there are simply not enough bits.
  42.  *
  43.  * XXX We want to treat primitive type and depth clear value as states, but
  44.  * there are not enough bits.
  45.  */
  46. enum ilo_state {
  47.    ILO_STATE_VB,
  48.    ILO_STATE_VE,
  49.    ILO_STATE_IB,
  50.    ILO_STATE_VS,
  51.    ILO_STATE_GS,
  52.    ILO_STATE_SO,
  53.    ILO_STATE_CLIP,
  54.    ILO_STATE_VIEWPORT,
  55.    ILO_STATE_SCISSOR,
  56.    ILO_STATE_RASTERIZER,
  57.    ILO_STATE_POLY_STIPPLE,
  58.    ILO_STATE_SAMPLE_MASK,
  59.    ILO_STATE_FS,
  60.    ILO_STATE_DSA,
  61.    ILO_STATE_STENCIL_REF,
  62.    ILO_STATE_BLEND,
  63.    ILO_STATE_BLEND_COLOR,
  64.    ILO_STATE_FB,
  65.  
  66.    ILO_STATE_SAMPLER_VS,
  67.    ILO_STATE_SAMPLER_GS,
  68.    ILO_STATE_SAMPLER_FS,
  69.    ILO_STATE_SAMPLER_CS,
  70.    ILO_STATE_VIEW_VS,
  71.    ILO_STATE_VIEW_GS,
  72.    ILO_STATE_VIEW_FS,
  73.    ILO_STATE_VIEW_CS,
  74.    ILO_STATE_CBUF,
  75.    ILO_STATE_RESOURCE,
  76.  
  77.    ILO_STATE_CS,
  78.    ILO_STATE_CS_RESOURCE,
  79.    ILO_STATE_GLOBAL_BINDING,
  80.  
  81.    ILO_STATE_COUNT,
  82. };
  83.  
  84. /**
  85.  * Dirty flags of the states.
  86.  */
  87. enum ilo_dirty_flags {
  88.    ILO_DIRTY_VB               = 1 << ILO_STATE_VB,
  89.    ILO_DIRTY_VE               = 1 << ILO_STATE_VE,
  90.    ILO_DIRTY_IB               = 1 << ILO_STATE_IB,
  91.    ILO_DIRTY_VS               = 1 << ILO_STATE_VS,
  92.    ILO_DIRTY_GS               = 1 << ILO_STATE_GS,
  93.    ILO_DIRTY_SO               = 1 << ILO_STATE_SO,
  94.    ILO_DIRTY_CLIP             = 1 << ILO_STATE_CLIP,
  95.    ILO_DIRTY_VIEWPORT         = 1 << ILO_STATE_VIEWPORT,
  96.    ILO_DIRTY_SCISSOR          = 1 << ILO_STATE_SCISSOR,
  97.    ILO_DIRTY_RASTERIZER       = 1 << ILO_STATE_RASTERIZER,
  98.    ILO_DIRTY_POLY_STIPPLE     = 1 << ILO_STATE_POLY_STIPPLE,
  99.    ILO_DIRTY_SAMPLE_MASK      = 1 << ILO_STATE_SAMPLE_MASK,
  100.    ILO_DIRTY_FS               = 1 << ILO_STATE_FS,
  101.    ILO_DIRTY_DSA              = 1 << ILO_STATE_DSA,
  102.    ILO_DIRTY_STENCIL_REF      = 1 << ILO_STATE_STENCIL_REF,
  103.    ILO_DIRTY_BLEND            = 1 << ILO_STATE_BLEND,
  104.    ILO_DIRTY_BLEND_COLOR      = 1 << ILO_STATE_BLEND_COLOR,
  105.    ILO_DIRTY_FB               = 1 << ILO_STATE_FB,
  106.    ILO_DIRTY_SAMPLER_VS       = 1 << ILO_STATE_SAMPLER_VS,
  107.    ILO_DIRTY_SAMPLER_GS       = 1 << ILO_STATE_SAMPLER_GS,
  108.    ILO_DIRTY_SAMPLER_FS       = 1 << ILO_STATE_SAMPLER_FS,
  109.    ILO_DIRTY_SAMPLER_CS       = 1 << ILO_STATE_SAMPLER_CS,
  110.    ILO_DIRTY_VIEW_VS          = 1 << ILO_STATE_VIEW_VS,
  111.    ILO_DIRTY_VIEW_GS          = 1 << ILO_STATE_VIEW_GS,
  112.    ILO_DIRTY_VIEW_FS          = 1 << ILO_STATE_VIEW_FS,
  113.    ILO_DIRTY_VIEW_CS          = 1 << ILO_STATE_VIEW_CS,
  114.    ILO_DIRTY_CBUF             = 1 << ILO_STATE_CBUF,
  115.    ILO_DIRTY_RESOURCE         = 1 << ILO_STATE_RESOURCE,
  116.    ILO_DIRTY_CS               = 1 << ILO_STATE_CS,
  117.    ILO_DIRTY_CS_RESOURCE      = 1 << ILO_STATE_CS_RESOURCE,
  118.    ILO_DIRTY_GLOBAL_BINDING   = 1 << ILO_STATE_GLOBAL_BINDING,
  119.    ILO_DIRTY_ALL              = 0xffffffff,
  120. };
  121.  
  122. struct ilo_context;
  123.  
  124. struct ilo_global_binding_cso {
  125.    struct pipe_resource *resource;
  126.    uint32_t *handle;
  127. };
  128.  
  129. /*
  130.  * In theory, we would like a "virtual" bo that serves as the global memory
  131.  * region.  The virtual bo would reserve a region in the GTT aperture, but the
  132.  * pages of it would come from those of the global bindings.
  133.  *
  134.  * The virtual bo would be created in launch_grid().  The global bindings
  135.  * would be added to the virtual bo.  A SURFACE_STATE for the virtual bo would
  136.  * be created.  The handles returned by set_global_binding() would be offsets
  137.  * into the virtual bo.
  138.  *
  139.  * But for now, we will create a SURFACE_STATE for each of the bindings.  The
  140.  * handle of a global binding consists of the offset and the binding table
  141.  * index.
  142.  */
  143. struct ilo_global_binding {
  144.    struct util_dynarray bindings;
  145.    unsigned count;
  146. };
  147.  
  148. struct ilo_state_vector {
  149.    const struct pipe_draw_info *draw;
  150.  
  151.    uint32_t dirty;
  152.  
  153.    struct ilo_vb_state vb;
  154.    struct ilo_ve_state *ve;
  155.    struct ilo_ib_state ib;
  156.  
  157.    struct ilo_shader_state *vs;
  158.    struct ilo_shader_state *gs;
  159.  
  160.    struct ilo_so_state so;
  161.  
  162.    struct pipe_clip_state clip;
  163.    struct ilo_viewport_state viewport;
  164.    struct ilo_scissor_state scissor;
  165.  
  166.    const struct ilo_rasterizer_state *rasterizer;
  167.    struct pipe_poly_stipple poly_stipple;
  168.    unsigned sample_mask;
  169.  
  170.    struct ilo_shader_state *fs;
  171.  
  172.    const struct ilo_dsa_state *dsa;
  173.    struct pipe_stencil_ref stencil_ref;
  174.    const struct ilo_blend_state *blend;
  175.    struct pipe_blend_color blend_color;
  176.    struct ilo_fb_state fb;
  177.  
  178.    /* shader resources */
  179.    struct ilo_sampler_state sampler[PIPE_SHADER_TYPES];
  180.    struct ilo_view_state view[PIPE_SHADER_TYPES];
  181.    struct ilo_cbuf_state cbuf[PIPE_SHADER_TYPES];
  182.    struct ilo_resource_state resource;
  183.  
  184.    /* GPGPU */
  185.    struct ilo_shader_state *cs;
  186.    struct ilo_resource_state cs_resource;
  187.    struct ilo_global_binding global_binding;
  188. };
  189.  
  190. void
  191. ilo_init_state_functions(struct ilo_context *ilo);
  192.  
  193. void
  194. ilo_finalize_3d_states(struct ilo_context *ilo,
  195.                        const struct pipe_draw_info *draw);
  196.  
  197. void
  198. ilo_finalize_compute_states(struct ilo_context *ilo);
  199.  
  200. void
  201. ilo_state_vector_init(const struct ilo_dev *dev,
  202.                       struct ilo_state_vector *vec);
  203.  
  204. void
  205. ilo_state_vector_cleanup(struct ilo_state_vector *vec);
  206.  
  207. void
  208. ilo_state_vector_resource_renamed(struct ilo_state_vector *vec,
  209.                                   struct pipe_resource *res);
  210.  
  211. void
  212. ilo_state_vector_dump_dirty(const struct ilo_state_vector *vec);
  213.  
  214. #endif /* ILO_STATE_H */
  215.