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503 lines
19 KiB
503 lines
19 KiB
/*
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* Copyright 2014, 2015 Red Hat.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef VIRGL_PROTOCOL_H
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#define VIRGL_PROTOCOL_H
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#define VIRGL_QUERY_STATE_NEW 0
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#define VIRGL_QUERY_STATE_DONE 1
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#define VIRGL_QUERY_STATE_WAIT_HOST 2
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struct virgl_host_query_state {
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uint32_t query_state;
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uint32_t result_size;
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uint64_t result;
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};
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enum virgl_object_type {
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VIRGL_OBJECT_NULL,
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VIRGL_OBJECT_BLEND,
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VIRGL_OBJECT_RASTERIZER,
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VIRGL_OBJECT_DSA,
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VIRGL_OBJECT_SHADER,
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VIRGL_OBJECT_VERTEX_ELEMENTS,
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VIRGL_OBJECT_SAMPLER_VIEW,
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VIRGL_OBJECT_SAMPLER_STATE,
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VIRGL_OBJECT_SURFACE,
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VIRGL_OBJECT_QUERY,
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VIRGL_OBJECT_STREAMOUT_TARGET,
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VIRGL_MAX_OBJECTS,
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};
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/* context cmds to be encoded in the command stream */
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enum virgl_context_cmd {
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VIRGL_CCMD_NOP = 0,
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VIRGL_CCMD_CREATE_OBJECT = 1,
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VIRGL_CCMD_BIND_OBJECT,
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VIRGL_CCMD_DESTROY_OBJECT,
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VIRGL_CCMD_SET_VIEWPORT_STATE,
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VIRGL_CCMD_SET_FRAMEBUFFER_STATE,
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VIRGL_CCMD_SET_VERTEX_BUFFERS,
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VIRGL_CCMD_CLEAR,
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VIRGL_CCMD_DRAW_VBO,
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VIRGL_CCMD_RESOURCE_INLINE_WRITE,
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VIRGL_CCMD_SET_SAMPLER_VIEWS,
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VIRGL_CCMD_SET_INDEX_BUFFER,
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VIRGL_CCMD_SET_CONSTANT_BUFFER,
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VIRGL_CCMD_SET_STENCIL_REF,
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VIRGL_CCMD_SET_BLEND_COLOR,
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VIRGL_CCMD_SET_SCISSOR_STATE,
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VIRGL_CCMD_BLIT,
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VIRGL_CCMD_RESOURCE_COPY_REGION,
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VIRGL_CCMD_BIND_SAMPLER_STATES,
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VIRGL_CCMD_BEGIN_QUERY,
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VIRGL_CCMD_END_QUERY,
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VIRGL_CCMD_GET_QUERY_RESULT,
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VIRGL_CCMD_SET_POLYGON_STIPPLE,
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VIRGL_CCMD_SET_CLIP_STATE,
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VIRGL_CCMD_SET_SAMPLE_MASK,
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VIRGL_CCMD_SET_STREAMOUT_TARGETS,
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VIRGL_CCMD_SET_RENDER_CONDITION,
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VIRGL_CCMD_SET_UNIFORM_BUFFER,
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VIRGL_CCMD_SET_SUB_CTX,
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VIRGL_CCMD_CREATE_SUB_CTX,
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VIRGL_CCMD_DESTROY_SUB_CTX,
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VIRGL_CCMD_BIND_SHADER,
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VIRGL_CCMD_SET_TESS_STATE,
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VIRGL_CCMD_SET_MIN_SAMPLES,
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VIRGL_CCMD_SET_SHADER_BUFFERS,
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};
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/*
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8-bit cmd headers
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8-bit object type
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16-bit length
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*/
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#define VIRGL_CMD0(cmd, obj, len) ((cmd) | ((obj) << 8) | ((len) << 16))
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/* hw specification */
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#define VIRGL_MAX_COLOR_BUFS 8
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#define VIRGL_MAX_CLIP_PLANES 8
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#define VIRGL_OBJ_CREATE_HEADER 0
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#define VIRGL_OBJ_CREATE_HANDLE 1
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#define VIRGL_OBJ_BIND_HEADER 0
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#define VIRGL_OBJ_BIND_HANDLE 1
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#define VIRGL_OBJ_DESTROY_HANDLE 1
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/* some of these defines are a specification - not used in the code */
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/* bit offsets for blend state object */
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#define VIRGL_OBJ_BLEND_SIZE (VIRGL_MAX_COLOR_BUFS + 3)
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#define VIRGL_OBJ_BLEND_HANDLE 1
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#define VIRGL_OBJ_BLEND_S0 2
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#define VIRGL_OBJ_BLEND_S0_INDEPENDENT_BLEND_ENABLE(x) ((x) & 0x1 << 0)
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#define VIRGL_OBJ_BLEND_S0_LOGICOP_ENABLE(x) (((x) & 0x1) << 1)
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#define VIRGL_OBJ_BLEND_S0_DITHER(x) (((x) & 0x1) << 2)
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#define VIRGL_OBJ_BLEND_S0_ALPHA_TO_COVERAGE(x) (((x) & 0x1) << 3)
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#define VIRGL_OBJ_BLEND_S0_ALPHA_TO_ONE(x) (((x) & 0x1) << 4)
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#define VIRGL_OBJ_BLEND_S1 3
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#define VIRGL_OBJ_BLEND_S1_LOGICOP_FUNC(x) (((x) & 0xf) << 0)
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/* repeated once per number of cbufs */
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#define VIRGL_OBJ_BLEND_S2(cbuf) (4 + (cbuf))
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#define VIRGL_OBJ_BLEND_S2_RT_BLEND_ENABLE(x) (((x) & 0x1) << 0)
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#define VIRGL_OBJ_BLEND_S2_RT_RGB_FUNC(x) (((x) & 0x7) << 1)
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#define VIRGL_OBJ_BLEND_S2_RT_RGB_SRC_FACTOR(x) (((x) & 0x1f) << 4)
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#define VIRGL_OBJ_BLEND_S2_RT_RGB_DST_FACTOR(x) (((x) & 0x1f) << 9)
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#define VIRGL_OBJ_BLEND_S2_RT_ALPHA_FUNC(x) (((x) & 0x7) << 14)
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#define VIRGL_OBJ_BLEND_S2_RT_ALPHA_SRC_FACTOR(x) (((x) & 0x1f) << 17)
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#define VIRGL_OBJ_BLEND_S2_RT_ALPHA_DST_FACTOR(x) (((x) & 0x1f) << 22)
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#define VIRGL_OBJ_BLEND_S2_RT_COLORMASK(x) (((x) & 0xf) << 27)
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/* bit offsets for DSA state */
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#define VIRGL_OBJ_DSA_SIZE 5
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#define VIRGL_OBJ_DSA_HANDLE 1
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#define VIRGL_OBJ_DSA_S0 2
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#define VIRGL_OBJ_DSA_S0_DEPTH_ENABLE(x) (((x) & 0x1) << 0)
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#define VIRGL_OBJ_DSA_S0_DEPTH_WRITEMASK(x) (((x) & 0x1) << 1)
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#define VIRGL_OBJ_DSA_S0_DEPTH_FUNC(x) (((x) & 0x7) << 2)
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#define VIRGL_OBJ_DSA_S0_ALPHA_ENABLED(x) (((x) & 0x1) << 8)
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#define VIRGL_OBJ_DSA_S0_ALPHA_FUNC(x) (((x) & 0x7) << 9)
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#define VIRGL_OBJ_DSA_S1 3
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#define VIRGL_OBJ_DSA_S2 4
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#define VIRGL_OBJ_DSA_S1_STENCIL_ENABLED(x) (((x) & 0x1) << 0)
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#define VIRGL_OBJ_DSA_S1_STENCIL_FUNC(x) (((x) & 0x7) << 1)
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#define VIRGL_OBJ_DSA_S1_STENCIL_FAIL_OP(x) (((x) & 0x7) << 4)
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#define VIRGL_OBJ_DSA_S1_STENCIL_ZPASS_OP(x) (((x) & 0x7) << 7)
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#define VIRGL_OBJ_DSA_S1_STENCIL_ZFAIL_OP(x) (((x) & 0x7) << 10)
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#define VIRGL_OBJ_DSA_S1_STENCIL_VALUEMASK(x) (((x) & 0xff) << 13)
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#define VIRGL_OBJ_DSA_S1_STENCIL_WRITEMASK(x) (((x) & 0xff) << 21)
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#define VIRGL_OBJ_DSA_ALPHA_REF 5
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/* offsets for rasterizer state */
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#define VIRGL_OBJ_RS_SIZE 9
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#define VIRGL_OBJ_RS_HANDLE 1
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#define VIRGL_OBJ_RS_S0 2
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#define VIRGL_OBJ_RS_S0_FLATSHADE(x) (((x) & 0x1) << 0)
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#define VIRGL_OBJ_RS_S0_DEPTH_CLIP(x) (((x) & 0x1) << 1)
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#define VIRGL_OBJ_RS_S0_CLIP_HALFZ(x) (((x) & 0x1) << 2)
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#define VIRGL_OBJ_RS_S0_RASTERIZER_DISCARD(x) (((x) & 0x1) << 3)
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#define VIRGL_OBJ_RS_S0_FLATSHADE_FIRST(x) (((x) & 0x1) << 4)
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#define VIRGL_OBJ_RS_S0_LIGHT_TWOSIZE(x) (((x) & 0x1) << 5)
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#define VIRGL_OBJ_RS_S0_SPRITE_COORD_MODE(x) (((x) & 0x1) << 6)
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#define VIRGL_OBJ_RS_S0_POINT_QUAD_RASTERIZATION(x) (((x) & 0x1) << 7)
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#define VIRGL_OBJ_RS_S0_CULL_FACE(x) (((x) & 0x3) << 8)
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#define VIRGL_OBJ_RS_S0_FILL_FRONT(x) (((x) & 0x3) << 10)
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#define VIRGL_OBJ_RS_S0_FILL_BACK(x) (((x) & 0x3) << 12)
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#define VIRGL_OBJ_RS_S0_SCISSOR(x) (((x) & 0x1) << 14)
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#define VIRGL_OBJ_RS_S0_FRONT_CCW(x) (((x) & 0x1) << 15)
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#define VIRGL_OBJ_RS_S0_CLAMP_VERTEX_COLOR(x) (((x) & 0x1) << 16)
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#define VIRGL_OBJ_RS_S0_CLAMP_FRAGMENT_COLOR(x) (((x) & 0x1) << 17)
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#define VIRGL_OBJ_RS_S0_OFFSET_LINE(x) (((x) & 0x1) << 18)
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#define VIRGL_OBJ_RS_S0_OFFSET_POINT(x) (((x) & 0x1) << 19)
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#define VIRGL_OBJ_RS_S0_OFFSET_TRI(x) (((x) & 0x1) << 20)
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#define VIRGL_OBJ_RS_S0_POLY_SMOOTH(x) (((x) & 0x1) << 21)
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#define VIRGL_OBJ_RS_S0_POLY_STIPPLE_ENABLE(x) (((x) & 0x1) << 22)
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#define VIRGL_OBJ_RS_S0_POINT_SMOOTH(x) (((x) & 0x1) << 23)
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#define VIRGL_OBJ_RS_S0_POINT_SIZE_PER_VERTEX(x) (((x) & 0x1) << 24)
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#define VIRGL_OBJ_RS_S0_MULTISAMPLE(x) (((x) & 0x1) << 25)
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#define VIRGL_OBJ_RS_S0_LINE_SMOOTH(x) (((x) & 0x1) << 26)
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#define VIRGL_OBJ_RS_S0_LINE_STIPPLE_ENABLE(x) (((x) & 0x1) << 27)
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#define VIRGL_OBJ_RS_S0_LINE_LAST_PIXEL(x) (((x) & 0x1) << 28)
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#define VIRGL_OBJ_RS_S0_HALF_PIXEL_CENTER(x) (((x) & 0x1) << 29)
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#define VIRGL_OBJ_RS_S0_BOTTOM_EDGE_RULE(x) (((x) & 0x1) << 30)
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#define VIRGL_OBJ_RS_S0_FORCE_PERSAMPLE_INTERP(x) (((x) & 0x1) << 31)
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#define VIRGL_OBJ_RS_POINT_SIZE 3
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#define VIRGL_OBJ_RS_SPRITE_COORD_ENABLE 4
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#define VIRGL_OBJ_RS_S3 5
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#define VIRGL_OBJ_RS_S3_LINE_STIPPLE_PATTERN(x) (((x) & 0xffff) << 0)
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#define VIRGL_OBJ_RS_S3_LINE_STIPPLE_FACTOR(x) (((x) & 0xff) << 16)
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#define VIRGL_OBJ_RS_S3_CLIP_PLANE_ENABLE(x) (((x) & 0xff) << 24)
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#define VIRGL_OBJ_RS_LINE_WIDTH 6
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#define VIRGL_OBJ_RS_OFFSET_UNITS 7
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#define VIRGL_OBJ_RS_OFFSET_SCALE 8
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#define VIRGL_OBJ_RS_OFFSET_CLAMP 9
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#define VIRGL_OBJ_CLEAR_SIZE 8
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#define VIRGL_OBJ_CLEAR_BUFFERS 1
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#define VIRGL_OBJ_CLEAR_COLOR_0 2 /* color is 4 * u32/f32/i32 */
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#define VIRGL_OBJ_CLEAR_COLOR_1 3
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#define VIRGL_OBJ_CLEAR_COLOR_2 4
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#define VIRGL_OBJ_CLEAR_COLOR_3 5
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#define VIRGL_OBJ_CLEAR_DEPTH_0 6 /* depth is a double precision float */
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#define VIRGL_OBJ_CLEAR_DEPTH_1 7
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#define VIRGL_OBJ_CLEAR_STENCIL 8
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/* shader object */
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#define VIRGL_OBJ_SHADER_HDR_SIZE(nso) (5 + ((nso) ? (2 * nso) + 4 : 0))
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#define VIRGL_OBJ_SHADER_HANDLE 1
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#define VIRGL_OBJ_SHADER_TYPE 2
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#define VIRGL_OBJ_SHADER_OFFSET 3
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#define VIRGL_OBJ_SHADER_OFFSET_VAL(x) (((x) & 0x7fffffff) << 0)
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/* start contains full length in VAL - also implies continuations */
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/* continuation contains offset in VAL */
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#define VIRGL_OBJ_SHADER_OFFSET_CONT (0x1 << 31)
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#define VIRGL_OBJ_SHADER_NUM_TOKENS 4
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#define VIRGL_OBJ_SHADER_SO_NUM_OUTPUTS 5
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#define VIRGL_OBJ_SHADER_SO_STRIDE(x) (6 + (x))
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#define VIRGL_OBJ_SHADER_SO_OUTPUT0(x) (10 + (x * 2))
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_REGISTER_INDEX(x) (((x) & 0xff) << 0)
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_START_COMPONENT(x) (((x) & 0x3) << 8)
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_NUM_COMPONENTS(x) (((x) & 0x7) << 10)
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_BUFFER(x) (((x) & 0x7) << 13)
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_DST_OFFSET(x) (((x) & 0xffff) << 16)
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#define VIRGL_OBJ_SHADER_SO_OUTPUT0_SO(x) (11 + (x * 2))
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#define VIRGL_OBJ_SHADER_SO_OUTPUT_STREAM(x) (((x) & 0x03) << 0)
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/* viewport state */
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#define VIRGL_SET_VIEWPORT_STATE_SIZE(num_viewports) ((6 * num_viewports) + 1)
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#define VIRGL_SET_VIEWPORT_START_SLOT 1
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#define VIRGL_SET_VIEWPORT_STATE_SCALE_0(x) (2 + (x * 6))
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#define VIRGL_SET_VIEWPORT_STATE_SCALE_1(x) (3 + (x * 6))
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#define VIRGL_SET_VIEWPORT_STATE_SCALE_2(x) (4 + (x * 6))
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#define VIRGL_SET_VIEWPORT_STATE_TRANSLATE_0(x) (5 + (x * 6))
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#define VIRGL_SET_VIEWPORT_STATE_TRANSLATE_1(x) (6 + (x * 6))
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#define VIRGL_SET_VIEWPORT_STATE_TRANSLATE_2(x) (7 + (x * 6))
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/* framebuffer state */
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#define VIRGL_SET_FRAMEBUFFER_STATE_SIZE(nr_cbufs) (nr_cbufs + 2)
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#define VIRGL_SET_FRAMEBUFFER_STATE_NR_CBUFS 1
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#define VIRGL_SET_FRAMEBUFFER_STATE_NR_ZSURF_HANDLE 2
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#define VIRGL_SET_FRAMEBUFFER_STATE_CBUF_HANDLE(x) ((x) + 3)
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/* vertex elements object */
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#define VIRGL_OBJ_VERTEX_ELEMENTS_SIZE(num_elements) (((num_elements) * 4) + 1)
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#define VIRGL_OBJ_VERTEX_ELEMENTS_HANDLE 1
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#define VIRGL_OBJ_VERTEX_ELEMENTS_V0_SRC_OFFSET(x) (((x) * 4) + 2) /* repeated per VE */
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#define VIRGL_OBJ_VERTEX_ELEMENTS_V0_INSTANCE_DIVISOR(x) (((x) * 4) + 3)
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#define VIRGL_OBJ_VERTEX_ELEMENTS_V0_VERTEX_BUFFER_INDEX(x) (((x) * 4) + 4)
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#define VIRGL_OBJ_VERTEX_ELEMENTS_V0_SRC_FORMAT(x) (((x) * 4) + 5)
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/* vertex buffers */
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#define VIRGL_SET_VERTEX_BUFFERS_SIZE(num_buffers) ((num_buffers) * 3)
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#define VIRGL_SET_VERTEX_BUFFER_STRIDE(x) (((x) * 3) + 1)
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#define VIRGL_SET_VERTEX_BUFFER_OFFSET(x) (((x) * 3) + 2)
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#define VIRGL_SET_VERTEX_BUFFER_HANDLE(x) (((x) * 3) + 3)
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/* index buffer */
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#define VIRGL_SET_INDEX_BUFFER_SIZE(ib) (((ib) ? 2 : 0) + 1)
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#define VIRGL_SET_INDEX_BUFFER_HANDLE 1
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#define VIRGL_SET_INDEX_BUFFER_INDEX_SIZE 2 /* only if sending an IB handle */
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#define VIRGL_SET_INDEX_BUFFER_OFFSET 3 /* only if sending an IB handle */
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/* constant buffer */
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#define VIRGL_SET_CONSTANT_BUFFER_SHADER_TYPE 1
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#define VIRGL_SET_CONSTANT_BUFFER_INDEX 2
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#define VIRGL_SET_CONSTANT_BUFFER_DATA_START 3
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#define VIRGL_SET_UNIFORM_BUFFER_SIZE 5
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#define VIRGL_SET_UNIFORM_BUFFER_SHADER_TYPE 1
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#define VIRGL_SET_UNIFORM_BUFFER_INDEX 2
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#define VIRGL_SET_UNIFORM_BUFFER_OFFSET 3
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#define VIRGL_SET_UNIFORM_BUFFER_LENGTH 4
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#define VIRGL_SET_UNIFORM_BUFFER_RES_HANDLE 5
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/* draw VBO */
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#define VIRGL_DRAW_VBO_SIZE 12
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#define VIRGL_DRAW_VBO_SIZE_TESS 14
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#define VIRGL_DRAW_VBO_SIZE_INDIRECT 20
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#define VIRGL_DRAW_VBO_START 1
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#define VIRGL_DRAW_VBO_COUNT 2
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#define VIRGL_DRAW_VBO_MODE 3
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#define VIRGL_DRAW_VBO_INDEXED 4
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#define VIRGL_DRAW_VBO_INSTANCE_COUNT 5
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#define VIRGL_DRAW_VBO_INDEX_BIAS 6
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#define VIRGL_DRAW_VBO_START_INSTANCE 7
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#define VIRGL_DRAW_VBO_PRIMITIVE_RESTART 8
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#define VIRGL_DRAW_VBO_RESTART_INDEX 9
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#define VIRGL_DRAW_VBO_MIN_INDEX 10
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#define VIRGL_DRAW_VBO_MAX_INDEX 11
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#define VIRGL_DRAW_VBO_COUNT_FROM_SO 12
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/* tess packet */
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#define VIRGL_DRAW_VBO_VERTICES_PER_PATCH 13
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#define VIRGL_DRAW_VBO_DRAWID 14
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/* indirect packet */
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#define VIRGL_DRAW_VBO_INDIRECT_HANDLE 15
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#define VIRGL_DRAW_VBO_INDIRECT_OFFSET 16
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#define VIRGL_DRAW_VBO_INDIRECT_STRIDE 17
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#define VIRGL_DRAW_VBO_INDIRECT_DRAW_COUNT 18
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#define VIRGL_DRAW_VBO_INDIRECT_DRAW_COUNT_OFFSET 19
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#define VIRGL_DRAW_VBO_INDIRECT_DRAW_COUNT_HANDLE 20
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/* create surface */
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#define VIRGL_OBJ_SURFACE_SIZE 5
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#define VIRGL_OBJ_SURFACE_HANDLE 1
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#define VIRGL_OBJ_SURFACE_RES_HANDLE 2
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#define VIRGL_OBJ_SURFACE_FORMAT 3
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#define VIRGL_OBJ_SURFACE_BUFFER_FIRST_ELEMENT 4
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#define VIRGL_OBJ_SURFACE_BUFFER_LAST_ELEMENT 5
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#define VIRGL_OBJ_SURFACE_TEXTURE_LEVEL 4
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#define VIRGL_OBJ_SURFACE_TEXTURE_LAYERS 5
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/* create streamout target */
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#define VIRGL_OBJ_STREAMOUT_SIZE 4
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#define VIRGL_OBJ_STREAMOUT_HANDLE 1
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#define VIRGL_OBJ_STREAMOUT_RES_HANDLE 2
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#define VIRGL_OBJ_STREAMOUT_BUFFER_OFFSET 3
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#define VIRGL_OBJ_STREAMOUT_BUFFER_SIZE 4
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/* sampler state */
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#define VIRGL_OBJ_SAMPLER_STATE_SIZE 9
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#define VIRGL_OBJ_SAMPLER_STATE_HANDLE 1
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#define VIRGL_OBJ_SAMPLER_STATE_S0 2
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#define VIRGL_OBJ_SAMPLE_STATE_S0_WRAP_S(x) (((x) & 0x7) << 0)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_WRAP_T(x) (((x) & 0x7) << 3)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_WRAP_R(x) (((x) & 0x7) << 6)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_MIN_IMG_FILTER(x) (((x) & 0x3) << 9)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_MIN_MIP_FILTER(x) (((x) & 0x3) << 11)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_MAG_IMG_FILTER(x) (((x) & 0x3) << 13)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_COMPARE_MODE(x) (((x) & 0x1) << 15)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_COMPARE_FUNC(x) (((x) & 0x7) << 16)
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#define VIRGL_OBJ_SAMPLE_STATE_S0_SEAMLESS_CUBE_MAP(x) (((x) & 0x1) << 19)
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#define VIRGL_OBJ_SAMPLER_STATE_LOD_BIAS 3
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#define VIRGL_OBJ_SAMPLER_STATE_MIN_LOD 4
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#define VIRGL_OBJ_SAMPLER_STATE_MAX_LOD 5
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#define VIRGL_OBJ_SAMPLER_STATE_BORDER_COLOR(x) ((x) + 6) /* 6 - 9 */
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/* sampler view */
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#define VIRGL_OBJ_SAMPLER_VIEW_SIZE 6
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#define VIRGL_OBJ_SAMPLER_VIEW_HANDLE 1
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#define VIRGL_OBJ_SAMPLER_VIEW_RES_HANDLE 2
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#define VIRGL_OBJ_SAMPLER_VIEW_FORMAT 3
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#define VIRGL_OBJ_SAMPLER_VIEW_BUFFER_FIRST_ELEMENT 4
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#define VIRGL_OBJ_SAMPLER_VIEW_BUFFER_LAST_ELEMENT 5
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#define VIRGL_OBJ_SAMPLER_VIEW_TEXTURE_LAYER 4
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#define VIRGL_OBJ_SAMPLER_VIEW_TEXTURE_LEVEL 5
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#define VIRGL_OBJ_SAMPLER_VIEW_SWIZZLE 6
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#define VIRGL_OBJ_SAMPLER_VIEW_SWIZZLE_R(x) (((x) & 0x7) << 0)
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#define VIRGL_OBJ_SAMPLER_VIEW_SWIZZLE_G(x) (((x) & 0x7) << 3)
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#define VIRGL_OBJ_SAMPLER_VIEW_SWIZZLE_B(x) (((x) & 0x7) << 6)
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#define VIRGL_OBJ_SAMPLER_VIEW_SWIZZLE_A(x) (((x) & 0x7) << 9)
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/* set sampler views */
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#define VIRGL_SET_SAMPLER_VIEWS_SIZE(num_views) ((num_views) + 2)
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#define VIRGL_SET_SAMPLER_VIEWS_SHADER_TYPE 1
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#define VIRGL_SET_SAMPLER_VIEWS_START_SLOT 2
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#define VIRGL_SET_SAMPLER_VIEWS_V0_HANDLE 3
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/* bind sampler states */
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#define VIRGL_BIND_SAMPLER_STATES(num_states) ((num_states) + 2)
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#define VIRGL_BIND_SAMPLER_STATES_SHADER_TYPE 1
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#define VIRGL_BIND_SAMPLER_STATES_START_SLOT 2
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#define VIRGL_BIND_SAMPLER_STATES_S0_HANDLE 3
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/* set stencil reference */
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#define VIRGL_SET_STENCIL_REF_SIZE 1
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#define VIRGL_SET_STENCIL_REF 1
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#define VIRGL_STENCIL_REF_VAL(f, s) ((f & 0xff) | (((s & 0xff) << 8)))
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/* set blend color */
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#define VIRGL_SET_BLEND_COLOR_SIZE 4
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#define VIRGL_SET_BLEND_COLOR(x) ((x) + 1)
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/* set scissor state */
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#define VIRGL_SET_SCISSOR_STATE_SIZE(x) (1 + 2 * x)
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#define VIRGL_SET_SCISSOR_START_SLOT 1
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#define VIRGL_SET_SCISSOR_MINX_MINY(x) (2 + (x * 2))
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#define VIRGL_SET_SCISSOR_MAXX_MAXY(x) (3 + (x * 2))
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/* resource copy region */
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#define VIRGL_CMD_RESOURCE_COPY_REGION_SIZE 13
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#define VIRGL_CMD_RCR_DST_RES_HANDLE 1
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#define VIRGL_CMD_RCR_DST_LEVEL 2
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#define VIRGL_CMD_RCR_DST_X 3
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#define VIRGL_CMD_RCR_DST_Y 4
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#define VIRGL_CMD_RCR_DST_Z 5
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#define VIRGL_CMD_RCR_SRC_RES_HANDLE 6
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#define VIRGL_CMD_RCR_SRC_LEVEL 7
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#define VIRGL_CMD_RCR_SRC_X 8
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#define VIRGL_CMD_RCR_SRC_Y 9
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#define VIRGL_CMD_RCR_SRC_Z 10
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#define VIRGL_CMD_RCR_SRC_W 11
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#define VIRGL_CMD_RCR_SRC_H 12
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#define VIRGL_CMD_RCR_SRC_D 13
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/* blit */
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#define VIRGL_CMD_BLIT_SIZE 21
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#define VIRGL_CMD_BLIT_S0 1
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#define VIRGL_CMD_BLIT_S0_MASK(x) (((x) & 0xff) << 0)
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#define VIRGL_CMD_BLIT_S0_FILTER(x) (((x) & 0x3) << 8)
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#define VIRGL_CMD_BLIT_S0_SCISSOR_ENABLE(x) (((x) & 0x1) << 10)
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#define VIRGL_CMD_BLIT_S0_RENDER_CONDITION_ENABLE(x) (((x) & 0x1) << 11)
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#define VIRGL_CMD_BLIT_S0_ALPHA_BLEND(x) (((x) & 0x1) << 12)
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#define VIRGL_CMD_BLIT_SCISSOR_MINX_MINY 2
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#define VIRGL_CMD_BLIT_SCISSOR_MAXX_MAXY 3
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#define VIRGL_CMD_BLIT_DST_RES_HANDLE 4
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#define VIRGL_CMD_BLIT_DST_LEVEL 5
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#define VIRGL_CMD_BLIT_DST_FORMAT 6
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#define VIRGL_CMD_BLIT_DST_X 7
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#define VIRGL_CMD_BLIT_DST_Y 8
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#define VIRGL_CMD_BLIT_DST_Z 9
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#define VIRGL_CMD_BLIT_DST_W 10
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#define VIRGL_CMD_BLIT_DST_H 11
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#define VIRGL_CMD_BLIT_DST_D 12
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#define VIRGL_CMD_BLIT_SRC_RES_HANDLE 13
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#define VIRGL_CMD_BLIT_SRC_LEVEL 14
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#define VIRGL_CMD_BLIT_SRC_FORMAT 15
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#define VIRGL_CMD_BLIT_SRC_X 16
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#define VIRGL_CMD_BLIT_SRC_Y 17
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#define VIRGL_CMD_BLIT_SRC_Z 18
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#define VIRGL_CMD_BLIT_SRC_W 19
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#define VIRGL_CMD_BLIT_SRC_H 20
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#define VIRGL_CMD_BLIT_SRC_D 21
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/* query object */
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#define VIRGL_OBJ_QUERY_SIZE 4
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#define VIRGL_OBJ_QUERY_HANDLE 1
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#define VIRGL_OBJ_QUERY_TYPE_INDEX 2
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#define VIRGL_OBJ_QUERY_TYPE(x) (x & 0xffff)
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#define VIRGL_OBJ_QUERY_INDEX(x) ((x & 0xffff) << 16)
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#define VIRGL_OBJ_QUERY_OFFSET 3
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#define VIRGL_OBJ_QUERY_RES_HANDLE 4
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#define VIRGL_QUERY_BEGIN_HANDLE 1
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#define VIRGL_QUERY_END_HANDLE 1
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#define VIRGL_QUERY_RESULT_HANDLE 1
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#define VIRGL_QUERY_RESULT_WAIT 2
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/* render condition */
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#define VIRGL_RENDER_CONDITION_SIZE 3
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#define VIRGL_RENDER_CONDITION_HANDLE 1
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#define VIRGL_RENDER_CONDITION_CONDITION 2
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#define VIRGL_RENDER_CONDITION_MODE 3
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/* resource inline write */
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#define VIRGL_RESOURCE_IW_RES_HANDLE 1
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#define VIRGL_RESOURCE_IW_LEVEL 2
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#define VIRGL_RESOURCE_IW_USAGE 3
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#define VIRGL_RESOURCE_IW_STRIDE 4
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#define VIRGL_RESOURCE_IW_LAYER_STRIDE 5
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#define VIRGL_RESOURCE_IW_X 6
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#define VIRGL_RESOURCE_IW_Y 7
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#define VIRGL_RESOURCE_IW_Z 8
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#define VIRGL_RESOURCE_IW_W 9
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#define VIRGL_RESOURCE_IW_H 10
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#define VIRGL_RESOURCE_IW_D 11
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#define VIRGL_RESOURCE_IW_DATA_START 12
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/* set streamout targets */
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#define VIRGL_SET_STREAMOUT_TARGETS_APPEND_BITMASK 1
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#define VIRGL_SET_STREAMOUT_TARGETS_H0 2
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/* set sample mask */
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#define VIRGL_SET_SAMPLE_MASK_SIZE 1
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#define VIRGL_SET_SAMPLE_MASK_MASK 1
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/* set clip state */
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#define VIRGL_SET_CLIP_STATE_SIZE 32
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#define VIRGL_SET_CLIP_STATE_C0 1
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/* polygon stipple */
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#define VIRGL_POLYGON_STIPPLE_SIZE 32
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#define VIRGL_POLYGON_STIPPLE_P0 1
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#define VIRGL_BIND_SHADER_SIZE 2
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#define VIRGL_BIND_SHADER_HANDLE 1
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#define VIRGL_BIND_SHADER_TYPE 2
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/* tess state */
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#define VIRGL_TESS_STATE_SIZE 6
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/* set min samples */
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#define VIRGL_SET_MIN_SAMPLES_SIZE 1
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#define VIRGL_SET_MIN_SAMPLES_MASK 1
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/* set shader buffers */
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#define VIRGL_SET_SHADER_BUFFER_ELEMENT_SIZE 3
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#define VIRGL_SET_SHADER_BUFFER_SIZE(x) (VIRGL_SET_SHADER_BUFFER_ELEMENT_SIZE * (x)) + 2
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#define VIRGL_SET_SHADER_BUFFER_SHADER_TYPE 1
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#define VIRGL_SET_SHADER_BUFFER_START_SLOT 2
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#define VIRGL_SET_SHADER_BUFFER_OFFSET(x) ((x) * VIRGL_SET_SHADER_BUFFER_ELEMENT_SIZE + 2)
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#define VIRGL_SET_SHADER_BUFFER_LENGTH(x) ((x) * VIRGL_SET_SHADER_BUFFER_ELEMENT_SIZE + 3)
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#define VIRGL_SET_SHADER_BUFFER_RES_HANDLE(x) ((x) * VIRGL_SET_SHADER_BUFFER_ELEMENT_SIZE + 4)
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#endif
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