1 #ifndef __NV30_CONTEXT_H__
2 #define __NV30_CONTEXT_H__
3 
4 #include "pipe/p_format.h"
5 
6 #include "nv30_screen.h"
7 #include "nv30_state.h"
8 
9 #include "nouveau/nouveau_context.h"
10 
11 #define BUFCTX_FB          0
12 #define BUFCTX_VTXTMP      1
13 #define BUFCTX_VTXBUF      2
14 #define BUFCTX_IDXBUF      3
15 #define BUFCTX_VERTTEX(n) (4 + (n))
16 #define BUFCTX_FRAGPROG    8
17 #define BUFCTX_FRAGTEX(n) (9 + (n))
18 
19 #define NV30_NEW_BLEND        (1 << 0)
20 #define NV30_NEW_RASTERIZER   (1 << 1)
21 #define NV30_NEW_ZSA          (1 << 2)
22 #define NV30_NEW_VERTPROG     (1 << 3)
23 #define NV30_NEW_VERTCONST    (1 << 4)
24 #define NV30_NEW_FRAGPROG     (1 << 5)
25 #define NV30_NEW_FRAGCONST    (1 << 6)
26 #define NV30_NEW_BLEND_COLOUR (1 << 7)
27 #define NV30_NEW_STENCIL_REF  (1 << 8)
28 #define NV30_NEW_CLIP         (1 << 9)
29 #define NV30_NEW_SAMPLE_MASK  (1 << 10)
30 #define NV30_NEW_FRAMEBUFFER  (1 << 11)
31 #define NV30_NEW_STIPPLE      (1 << 12)
32 #define NV30_NEW_SCISSOR      (1 << 13)
33 #define NV30_NEW_VIEWPORT     (1 << 14)
34 #define NV30_NEW_ARRAYS       (1 << 15)
35 #define NV30_NEW_VERTEX       (1 << 16)
36 #define NV30_NEW_CONSTBUF     (1 << 17)
37 #define NV30_NEW_FRAGTEX      (1 << 18)
38 #define NV30_NEW_VERTTEX      (1 << 19)
39 #define NV30_NEW_SWTNL        (1 << 31)
40 #define NV30_NEW_ALL          0x000fffff
41 
42 struct nv30_context {
43    struct nouveau_context base;
44    struct nv30_screen *screen;
45 
46    struct nouveau_bufctx *bufctx;
47 
48    struct {
49       unsigned rt_enable;
50       unsigned scissor_off;
51       unsigned num_vtxelts;
52       boolean  prim_restart;
53       struct nv30_fragprog *fragprog;
54    } state;
55 
56    uint32_t dirty;
57 
58    struct draw_context *draw;
59    uint32_t draw_flags;
60    uint32_t draw_dirty;
61 
62    struct nv30_blend_stateobj *blend;
63    struct nv30_rasterizer_stateobj *rast;
64    struct nv30_zsa_stateobj *zsa;
65    struct nv30_vertex_stateobj *vertex;
66 
67    struct {
68       unsigned filter;
69       unsigned aniso;
70    } config;
71 
72    struct {
73       struct nv30_vertprog *program;
74 
75       struct pipe_resource *constbuf;
76       unsigned constbuf_nr;
77 
78       struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
79       unsigned num_textures;
80       struct nv30_sampler_state *samplers[PIPE_MAX_SAMPLERS];
81       unsigned num_samplers;
82       unsigned dirty_samplers;
83    } vertprog;
84 
85    struct {
86       struct nv30_fragprog *program;
87 
88       struct pipe_resource *constbuf;
89       unsigned constbuf_nr;
90 
91       struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
92       unsigned num_textures;
93       struct nv30_sampler_state *samplers[PIPE_MAX_SAMPLERS];
94       unsigned num_samplers;
95       unsigned dirty_samplers;
96    } fragprog;
97 
98    struct pipe_framebuffer_state framebuffer;
99    struct pipe_blend_color blend_colour;
100    struct pipe_stencil_ref stencil_ref;
101    struct pipe_poly_stipple stipple;
102    struct pipe_scissor_state scissor;
103    struct pipe_viewport_state viewport;
104    struct pipe_clip_state clip;
105 
106    unsigned sample_mask;
107 
108    struct pipe_vertex_buffer vtxbuf[PIPE_MAX_ATTRIBS];
109    unsigned num_vtxbufs;
110    struct pipe_index_buffer idxbuf;
111    uint32_t vbo_fifo;
112    uint32_t vbo_user;
113    unsigned vbo_min_index;
114    unsigned vbo_max_index;
115    boolean  vbo_push_hint;
116 
117    struct nouveau_heap  *blit_vp;
118    struct pipe_resource *blit_fp;
119 
120    /*XXX: nvfx state, DO NOT USE EVER OUTSIDE "STOLEN" NVFX code */
121    unsigned is_nv4x;
122    unsigned use_nv4x;
123    bool hw_pointsprite_control;
124    enum {
125       HW,
126    } render_mode;
127 };
128 
129 static INLINE struct nv30_context *
nv30_context(struct pipe_context * pipe)130 nv30_context(struct pipe_context *pipe)
131 {
132    return (struct nv30_context *)pipe;
133 }
134 
135 struct pipe_context *
136 nv30_context_create(struct pipe_screen *pscreen, void *priv);
137 
138 void
139 nv30_vbo_init(struct pipe_context *pipe);
140 
141 void
142 nv30_vbo_validate(struct nv30_context *nv30);
143 
144 void
145 nv30_query_init(struct pipe_context *pipe);
146 
147 void
148 nv30_state_init(struct pipe_context *pipe);
149 
150 void
151 nv30_clear_init(struct pipe_context *pipe);
152 
153 void
154 nv30_vertprog_init(struct pipe_context *pipe);
155 
156 void
157 nv30_vertprog_validate(struct nv30_context *nv30);
158 
159 void
160 nv30_fragprog_init(struct pipe_context *pipe);
161 
162 void
163 nv30_fragprog_validate(struct nv30_context *nv30);
164 
165 void
166 nv30_texture_init(struct pipe_context *pipe);
167 
168 void
169 nv30_texture_validate(struct nv30_context *nv30);
170 
171 void
172 nv30_fragtex_init(struct pipe_context *pipe);
173 
174 void
175 nv30_fragtex_validate(struct nv30_context *nv30);
176 
177 void
178 nv40_verttex_init(struct pipe_context *pipe);
179 
180 void
181 nv40_verttex_validate(struct nv30_context *nv30);
182 
183 void
184 nv30_push_vbo(struct nv30_context *nv30, const struct pipe_draw_info *info);
185 
186 void
187 nv30_draw_init(struct pipe_context *pipe);
188 
189 void
190 nv30_render_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info);
191 
192 boolean
193 nv30_state_validate(struct nv30_context *nv30, boolean hwtnl);
194 
195 void
196 nv30_state_release(struct nv30_context *nv30);
197 
198 //XXX: needed to make it build, clean this up!
199 void
200 _nvfx_fragprog_translate(struct nv30_context *nvfx, struct nv30_fragprog *fp,
201          boolean emulate_sprite_flipping);
202 
203 boolean
204 _nvfx_vertprog_translate(struct nv30_context *nv30, struct nv30_vertprog *vp);
205 
206 #ifdef NV30_3D_VERTEX_BEGIN_END
207 #define NV30_PRIM_GL_CASE(n) \
208    case PIPE_PRIM_##n: return NV30_3D_VERTEX_BEGIN_END_##n
209 
210 static INLINE unsigned
nv30_prim_gl(unsigned prim)211 nv30_prim_gl(unsigned prim)
212 {
213    switch (prim) {
214    NV30_PRIM_GL_CASE(POINTS);
215    NV30_PRIM_GL_CASE(LINES);
216    NV30_PRIM_GL_CASE(LINE_LOOP);
217    NV30_PRIM_GL_CASE(LINE_STRIP);
218    NV30_PRIM_GL_CASE(TRIANGLES);
219    NV30_PRIM_GL_CASE(TRIANGLE_STRIP);
220    NV30_PRIM_GL_CASE(TRIANGLE_FAN);
221    NV30_PRIM_GL_CASE(QUADS);
222    NV30_PRIM_GL_CASE(QUAD_STRIP);
223    NV30_PRIM_GL_CASE(POLYGON);
224    default:
225       return NV30_3D_VERTEX_BEGIN_END_POINTS;
226       break;
227    }
228 }
229 #endif
230 
231 #endif
232