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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"
struct cell_vbuf_render;
struct cell_vertex_shader_state
{
struct pipe_shader_state shader;
void *draw_data;
};
struct cell_fragment_shader_state
{
struct pipe_shader_state shader;
void *data;
};
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 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_ATTRIB_MAX];
struct pipe_vertex_element vertex_element[PIPE_ATTRIB_MAX];
ubyte *cbuf_map[PIPE_MAX_COLOR_BUFS];
ubyte *zsbuf_map;
struct pipe_surface *tex_surf;
uint *tex_map;
uint dirty;
/** 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];
uint num_spus;
/** Buffers for command batches, vertex/index data */
uint buffer_size[CELL_NUM_BUFFERS];
ubyte buffer[CELL_NUM_BUFFERS][CELL_BUFFER_SIZE] ALIGN16_ATTRIB;
int cur_batch; /**< which buffer is being filled w/ commands */
/** [4] to ensure 16-byte alignment for each status word */
uint buffer_status[CELL_MAX_SPUS][CELL_NUM_BUFFERS][4] ALIGN16_ATTRIB;
struct spe_function attrib_fetch;
unsigned attrib_fetch_offsets[PIPE_ATTRIB_MAX];
};
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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