/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 CELL_CONTEXT_H #define CELL_CONTEXT_H #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "draw/draw_vertex.h" #include "draw/draw_vbuf.h" /*#include "cell_winsys.h"*/ #include "cell/common.h" #include "rtasm/rtasm_ppc_spe.h" #include "tgsi/tgsi_scan.h" #include "util/u_keymap.h" struct cell_vbuf_render; /** * Cell vertex shader state, subclass of pipe_shader_state. */ struct cell_vertex_shader_state { struct pipe_shader_state shader; struct tgsi_shader_info info; void *draw_data; }; /** * Cell fragment shader state, subclass of pipe_shader_state. */ struct cell_fragment_shader_state { struct pipe_shader_state shader; struct tgsi_shader_info info; struct spe_function code; void *data; }; /** * Key for mapping per-fragment state to cached SPU machine code. * keymap(cell_fragment_ops_key) => cell_command_fragment_ops */ struct cell_fragment_ops_key { struct pipe_blend_state blend; struct pipe_blend_color blend_color; struct pipe_depth_stencil_alpha_state dsa; enum pipe_format color_format; enum pipe_format zs_format; }; struct cell_buffer_node; /** * Fenced buffer list. List of buffers which can be unreferenced after * the fence has been executed/signalled. */ struct cell_buffer_list { PIPE_ALIGN_VAR(16) struct cell_fence fence; struct cell_buffer_node *head; }; struct cell_velems_state { unsigned count; struct pipe_vertex_element velem[PIPE_MAX_ATTRIBS]; }; /** * Per-context state, subclass of pipe_context. */ struct cell_context { struct pipe_context pipe; struct cell_winsys *winsys; const struct pipe_blend_state *blend; const struct pipe_sampler_state *sampler[PIPE_MAX_SAMPLERS]; uint num_samplers; const struct pipe_depth_stencil_alpha_state *depth_stencil; const struct pipe_rasterizer_state *rasterizer; const struct cell_vertex_shader_state *vs; const struct cell_fragment_shader_state *fs; const struct cell_velems_state *velems; struct spe_function logic_op; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; struct pipe_clip_state clip; struct pipe_resource *constants[2]; struct pipe_framebuffer_state framebuffer; struct pipe_poly_stipple poly_stipple; struct pipe_scissor_state scissor; struct cell_resource *texture[PIPE_MAX_SAMPLERS]; struct pipe_sampler_view *fragment_sampler_views[PIPE_MAX_SAMPLERS]; uint num_textures; struct pipe_viewport_state viewport; struct pipe_vertex_buffer vertex_buffer[PIPE_MAX_ATTRIBS]; uint num_vertex_buffers; struct pipe_index_buffer index_buffer; ubyte *cbuf_map[PIPE_MAX_COLOR_BUFS]; ubyte *zsbuf_map; uint dirty; uint dirty_textures; /* bitmask of texture units */ uint dirty_samplers; /* bitmask of sampler units */ /** Cache of code generated for per-fragment ops */ struct keymap *fragment_ops_cache; /** The primitive drawing context */ struct draw_context *draw; struct draw_stage *render_stage; /** For post-transformed vertex buffering: */ struct cell_vbuf_render *vbuf_render; struct draw_stage *vbuf; struct vertex_info vertex_info; /** Mapped constant buffers */ const void *mapped_constants[PIPE_SHADER_TYPES]; PIPE_ALIGN_VAR(16) struct cell_spu_function_info spu_functions; uint num_cells, num_spus; /** Buffers for command batches, vertex/index data */ uint buffer_size[CELL_NUM_BUFFERS]; PIPE_ALIGN_VAR(16) ubyte buffer[CELL_NUM_BUFFERS][CELL_BUFFER_SIZE]; int cur_batch; /**< which buffer is being filled w/ commands */ /** [4] to ensure 16-byte alignment for each status word */ PIPE_ALIGN_VAR(16) uint buffer_status[CELL_MAX_SPUS][CELL_NUM_BUFFERS][4]; /** Associated with each command/batch buffer is a list of pipe_buffers * that are fenced. When the last command in a buffer is executed, the * fence will be signalled, indicating that any pipe_buffers preceeding * that fence can be unreferenced (and probably freed). */ struct cell_buffer_list fenced_buffers[CELL_NUM_BUFFERS]; struct spe_function attrib_fetch; unsigned attrib_fetch_offsets[PIPE_MAX_ATTRIBS]; unsigned debug_flags; }; static INLINE struct cell_context * cell_context(struct pipe_context *pipe) { return (struct cell_context *) pipe; } struct pipe_context * cell_create_context(struct pipe_screen *screen, void *priv ); extern void cell_vertex_shader_queue_flush(struct draw_context *draw); /* XXX find a better home for this */ extern void cell_update_vertex_fetch(struct draw_context *draw); #endif /* CELL_CONTEXT_H */