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