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#ifndef __NVFX_STATE_H__
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#define __NVFX_STATE_H__
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#include "pipe/p_state.h"
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#include "tgsi/tgsi_scan.h"
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#include "nouveau/nouveau_statebuf.h"
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#include "util/u_dynarray.h"
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#include "util/u_linkage.h"
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struct nvfx_vertex_program_exec {
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struct nvfx_vertex_program_data {
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int index; /* immediates == -1 */
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struct nvfx_vertex_program {
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unsigned long long id;
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struct nvfx_vertex_program_exec *insns;
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struct nvfx_vertex_program_data *consts;
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char generic_to_fp_input[256];
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struct nouveau_resource *exec;
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struct nouveau_resource *data;
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unsigned data_start_min;
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struct util_dynarray branch_relocs;
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struct util_dynarray const_relocs;
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#define NVFX_VP_FAILED ((struct nvfx_vertex_program*)-1)
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struct nvfx_pipe_vertex_program {
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struct pipe_shader_state pipe;
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struct tgsi_shader_info info;
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unsigned draw_elements;
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boolean draw_no_elements;
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struct draw_vertex_shader *draw_vs;
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struct nvfx_vertex_program* draw_vp;
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struct nvfx_vertex_program* vp;
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struct nvfx_fragment_program_data {
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struct nvfx_fragment_program_bo {
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struct nvfx_fragment_program_bo* next;
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struct nouveau_bo* bo;
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char insn[] __attribute__((aligned(16)));
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struct nvfx_fragment_program {
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unsigned point_sprite_control;
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unsigned coord_conventions;
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struct nvfx_fragment_program_data *consts;
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/* the slot at num_slots is for the sprite coordinate, if any */
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unsigned num_slots; /* how many input semantics? */
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unsigned char slot_to_generic[10]; /* semantics */
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unsigned char slot_to_fp_input[11]; /* current assignment of slots for each used semantic */
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struct util_dynarray slot_relocations[11];
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/* This is reset to progs on any relocation update, and decreases every time we
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* move to a new prog due to a constant update
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* When this is the same as progs, applying relocations is no longer necessary.
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unsigned progs_left_with_obsolete_slot_assignments;
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unsigned long long last_vp_id;
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unsigned last_sprite_coord_enable;
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unsigned progs_per_bo;
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struct nvfx_fragment_program_bo* fpbo;
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struct nvfx_pipe_fragment_program {
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struct pipe_shader_state pipe;
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struct tgsi_shader_info info;
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struct nvfx_fragment_program* fps[2];