/* * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved. * Copyright 2001-2003 S3 Graphics, Inc. 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 * VIA, S3 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 SAVAGECONTEXT_INC #define SAVAGECONTEXT_INC typedef struct savage_context_t savageContext; typedef struct savage_context_t *savageContextPtr; typedef struct savage_texture_object_t *savageTextureObjectPtr; #include "dri_util.h" #include "main/mtypes.h" #include "xf86drm.h" #include "drm.h" #include "savage_drm.h" #include "savage_init.h" #include "savage_3d_reg.h" #include "main/mm.h" #include "tnl/t_vertex.h" #include "texmem.h" #include "xmlconfig.h" /* Reasons to fallback on all primitives. */ #define SAVAGE_FALLBACK_TEXTURE 0x1 #define SAVAGE_FALLBACK_DRAW_BUFFER 0x2 #define SAVAGE_FALLBACK_READ_BUFFER 0x4 #define SAVAGE_FALLBACK_COLORMASK 0x8 #define SAVAGE_FALLBACK_SPECULAR 0x10 #define SAVAGE_FALLBACK_LOGICOP 0x20 /*frank 2001/11/12 add the stencil fallbak*/ #define SAVAGE_FALLBACK_STENCIL 0x40 #define SAVAGE_FALLBACK_RENDERMODE 0x80 #define SAVAGE_FALLBACK_BLEND_EQ 0x100 #define SAVAGE_FALLBACK_NORAST 0x200 #define SAVAGE_FALLBACK_PROJ_TEXTURE 0x400 #define HW_CULL 1 /* for savagectx.new_state - manage GL->driver state changes */ #define SAVAGE_NEW_TEXTURE 0x1 #define SAVAGE_NEW_CULL 0x2 /* What needs to be changed for the current vertex dma buffer? * This will go away! */ #define SAVAGE_UPLOAD_LOCAL 0x1 /* DrawLocalCtrl (S4) or DrawCtrl and ZBufCtrl (S3D) */ #define SAVAGE_UPLOAD_TEX0 0x2 /* texture unit 0 */ #define SAVAGE_UPLOAD_TEX1 0x4 /* texture unit 1 (S4 only) */ #define SAVAGE_UPLOAD_FOGTBL 0x8 /* fog table */ #define SAVAGE_UPLOAD_GLOBAL 0x10 /* most global regs */ #define SAVAGE_UPLOAD_TEXGLOBAL 0x20 /* TexBlendColor (S4 only) */ /*define the max numer of vertex in vertex buf*/ #define SAVAGE_MAX_VERTEXS 0x10000 /* Don't make it too big. We don't want to buffer up a whole frame * that would force the application to wait later. */ #define SAVAGE_CMDBUF_SIZE 1024 /* Use the templated vertex formats: */ #define TAG(x) savage##x #include "tnl_dd/t_dd_vertex.h" #undef TAG typedef void (*savage_tri_func)( savageContextPtr, savageVertex *, savageVertex *, savageVertex * ); typedef void (*savage_line_func)( savageContextPtr, savageVertex *, savageVertex * ); typedef void (*savage_point_func)( savageContextPtr, savageVertex * ); /************************************************************** **************** enums for chip IDs ************************ **************************************************************/ #define CHIP_S3GX3MS1NB 0x8A25 #define CHIP_S3GX3MS1NBK 0x8A26 #define CHIP_S3TWISTER 0x8D01 #define CHIP_S3TWISTERK 0x8D02 #define CHIP_S3TWISTER_P4M 0x8D04 #define CHIP_S3PARAMOUNT128 0x8C22 /*SuperSavage 128/MX*/ #define CHIP_S3TRISTAR128SDR 0x8C2A /*SuperSavage 128/IX*/ #define CHIP_S3TRISTAR64SDRM7 0x8C2C /*SuperSavage/IX M7 Package*/ #define CHIP_S3TRISTAR64SDR 0x8C2E /*SuperSavage/IX*/ #define CHIP_S3TRISTAR64CDDR 0x8C2F /*SuperSavage/IXC DDR*/ #define IS_SAVAGE(imesa) (imesa->savageScreen->deviceID == CHIP_S3GX3MS1NB || \ imesa->savageScreen->deviceID == CHIP_S3GX3MS1NBK || \ imesa->savageScreen->deviceID == CHIP_S3TWISTER || \ imesa->savageScreen->deviceID == CHIP_S3TWISTERK || \ imesa->savageScreen->deviceID == CHIP_S3TWISTER_P4M || \ imesa->savageScreen->deviceID == CHIP_S3PARAMOUNT128 || \ imesa->savageScreen->deviceID == CHIP_S3TRISTAR128SDR || \ imesa->savageScreen->deviceID == CHIP_S3TRISTAR64SDRM7 || \ imesa->savageScreen->deviceID == CHIP_S3TRISTAR64SDR || \ imesa->savageScreen->deviceID == CHIP_S3TRISTAR64CDDR ) struct savage_vtxbuf_t { GLuint total, used, flushed; /* in 32 bit units */ GLuint idx; /* for DMA buffers */ uint32_t *buf; }; struct savage_cmdbuf_t { GLuint size; /* size in qwords */ drm_savage_cmd_header_t *base; /* initial state starts here */ drm_savage_cmd_header_t *start; /* drawing/state commands start here */ drm_savage_cmd_header_t *write; /* append stuff here */ }; struct savage_elt_t { GLuint n; /* number of elts currently allocated */ drm_savage_cmd_header_t *cmd; /* the indexed drawing command */ }; struct savage_context_t { GLint refcount; struct gl_context *glCtx; int lastTexHeap; driTexHeap *textureHeaps[SAVAGE_NR_TEX_HEAPS]; driTextureObject swapped; driTextureObject *CurrentTexObj[2]; /* Hardware state */ savageRegisters regs, oldRegs, globalRegMask; /* Manage our own state */ GLuint new_state; GLuint new_gl_state; GLboolean ptexHack; /* Command buffer */ struct savage_cmdbuf_t cmdBuf; /* Elt book-keeping */ struct savage_elt_t elts; GLint firstElt; /* Vertex buffers */ struct savage_vtxbuf_t dmaVtxBuf, clientVtxBuf; struct savage_vtxbuf_t *vtxBuf; /* aperture base */ GLubyte *apertureBase[5]; GLuint aperturePitch; /* Manage hardware state */ GLuint dirty; GLboolean lostContext; GLuint bTexEn1; /* One of the few bits of hardware state that can't be calculated * completely on the fly: */ GLuint LcsCullMode; GLuint texEnvColor; /* Vertex state */ GLuint vertex_size; struct tnl_attr_map vertex_attrs[VERT_ATTRIB_MAX]; GLuint vertex_attr_count; char *verts; /* points to tnl->clipspace.vertex_buf */ /* Rasterization state */ GLuint SetupNewInputs; GLuint SetupIndex; GLuint RenderIndex; GLuint hw_primitive; GLenum raster_primitive; GLenum render_primitive; GLuint skip; GLubyte HwPrim; GLuint HwVertexSize; /* Fallback rasterization functions */ savage_point_func draw_point; savage_line_func draw_line; savage_tri_func draw_tri; /* Funny mesa mirrors */ GLuint MonoColor; GLuint ClearColor; GLfloat depth_scale; GLfloat hw_viewport[16]; /* DRI stuff */ GLuint bufferSize; struct gl_framebuffer *glBuffer; /* Two flags to keep track of fallbacks. */ GLuint Fallback; GLuint needClip; /* These refer to the current draw (front vs. back) buffer: */ int drawX; /* origin of drawable in draw buffer */ int drawY; GLuint numClipRects; /* cliprects for that buffer */ GLint currentClip; drm_clip_rect_t *pClipRects; /* use this bit to support single/double buffer */ GLuint IsDouble; /* use this to indicate Fullscreen mode */ GLuint IsFullScreen; /* FIXME - open/close fullscreen is gone, is this needed? */ GLuint backup_frontOffset; GLuint backup_backOffset; GLuint backup_frontBitmapDesc; GLuint toggle; GLuint backup_streamFIFO; GLuint NotFirstFrame; GLboolean inSwap; GLuint lastSwap; GLuint ctxAge; GLuint dirtyAge; GLuint any_contend; /* throttle me harder */ /* Scissor state needs to be mirrored so buffered commands can be * emitted with the old scissor state when scissor state changes. */ struct { GLboolean enabled; GLint x, y; GLsizei w, h; } scissor; drm_context_t hHWContext; drm_hw_lock_t *driHwLock; GLuint driFd; __DRIdrawable *driDrawable; __DRIdrawable *driReadable; __DRIscreen *driScreen; savageScreenPrivate *savageScreen; drm_savage_sarea_t *sarea; GLboolean hw_stencil; /* Performance counters */ GLuint c_textureSwaps; /* Configuration cache */ driOptionCache optionCache; GLint texture_depth; GLboolean no_rast; GLboolean float_depth; GLboolean enable_fastpath; GLboolean enable_vdma; GLboolean sync_frames; }; #define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx)) /* To remove all debugging, make sure SAVAGE_DEBUG is defined as a * preprocessor symbol, and equal to zero. */ #ifndef SAVAGE_DEBUG extern int SAVAGE_DEBUG; #endif #define DEBUG_FALLBACKS 0x001 #define DEBUG_VERBOSE_API 0x002 #define DEBUG_VERBOSE_TEX 0x004 #define DEBUG_VERBOSE_MSG 0x008 #define DEBUG_DMA 0x010 #define DEBUG_STATE 0x020 #define TARGET_FRONT 0x0 #define TARGET_BACK 0x1 #define TARGET_DEPTH 0x2 #define SUBPIXEL_X -0.5 #define SUBPIXEL_Y -0.375 #endif