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/**************************************************************************
*
* 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;
};
/**
* 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;
struct spe_function logic_op;
struct pipe_blend_color blend_color;
struct pipe_clip_state clip;
struct pipe_constant_buffer constants[2];
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple poly_stipple;
struct pipe_scissor_state scissor;
struct cell_texture *texture[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_vertex_element vertex_element[PIPE_MAX_ATTRIBS];
uint num_vertex_elements;
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 */
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;
}
extern struct pipe_context *
cell_create_context(struct pipe_screen *screen, struct cell_winsys *cws);
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 */
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