| /* |
| * Copyright © 2014-2017 Broadcom |
| * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org> |
| * |
| * 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, sublicense, |
| * 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 NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS 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 V3D_CONTEXT_H |
| #define V3D_CONTEXT_H |
| |
| #ifdef V3D_VERSION |
| #include "broadcom/common/v3d_macros.h" |
| #endif |
| |
| #include <stdio.h> |
| |
| #include "pipe/p_context.h" |
| #include "pipe/p_state.h" |
| #include "util/bitset.h" |
| #include "util/slab.h" |
| #include "xf86drm.h" |
| #include "drm-uapi/v3d_drm.h" |
| #include "v3d_screen.h" |
| #include "broadcom/common/v3d_limits.h" |
| |
| #include "broadcom/simulator/v3d_simulator.h" |
| #include "broadcom/compiler/v3d_compiler.h" |
| |
| struct v3d_job; |
| struct v3d_bo; |
| void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); |
| |
| #include "v3d_bufmgr.h" |
| #include "v3d_resource.h" |
| #include "v3d_cl.h" |
| |
| #ifdef USE_V3D_SIMULATOR |
| #define using_v3d_simulator true |
| #else |
| #define using_v3d_simulator false |
| #endif |
| |
| #define V3D_DIRTY_BLEND (1ull << 0) |
| #define V3D_DIRTY_RASTERIZER (1ull << 1) |
| #define V3D_DIRTY_ZSA (1ull << 2) |
| #define V3D_DIRTY_COMPTEX (1ull << 3) |
| #define V3D_DIRTY_VERTTEX (1ull << 4) |
| #define V3D_DIRTY_GEOMTEX (1ull << 5) |
| #define V3D_DIRTY_FRAGTEX (1ull << 6) |
| |
| #define V3D_DIRTY_SHADER_IMAGE (1ull << 9) |
| #define V3D_DIRTY_BLEND_COLOR (1ull << 10) |
| #define V3D_DIRTY_STENCIL_REF (1ull << 11) |
| #define V3D_DIRTY_SAMPLE_STATE (1ull << 12) |
| #define V3D_DIRTY_FRAMEBUFFER (1ull << 13) |
| #define V3D_DIRTY_STIPPLE (1ull << 14) |
| #define V3D_DIRTY_VIEWPORT (1ull << 15) |
| #define V3D_DIRTY_CONSTBUF (1ull << 16) |
| #define V3D_DIRTY_VTXSTATE (1ull << 17) |
| #define V3D_DIRTY_VTXBUF (1ull << 18) |
| #define V3D_DIRTY_SCISSOR (1ull << 19) |
| #define V3D_DIRTY_FLAT_SHADE_FLAGS (1ull << 20) |
| #define V3D_DIRTY_PRIM_MODE (1ull << 21) |
| #define V3D_DIRTY_CLIP (1ull << 22) |
| #define V3D_DIRTY_UNCOMPILED_CS (1ull << 23) |
| #define V3D_DIRTY_UNCOMPILED_VS (1ull << 24) |
| #define V3D_DIRTY_UNCOMPILED_GS (1ull << 25) |
| #define V3D_DIRTY_UNCOMPILED_FS (1ull << 26) |
| |
| #define V3D_DIRTY_COMPILED_CS (1ull << 29) |
| #define V3D_DIRTY_COMPILED_VS (1ull << 30) |
| #define V3D_DIRTY_COMPILED_GS_BIN (1ULL << 31) |
| #define V3D_DIRTY_COMPILED_GS (1ULL << 32) |
| #define V3D_DIRTY_COMPILED_FS (1ull << 33) |
| |
| #define V3D_DIRTY_FS_INPUTS (1ull << 38) |
| #define V3D_DIRTY_GS_INPUTS (1ull << 39) |
| #define V3D_DIRTY_STREAMOUT (1ull << 40) |
| #define V3D_DIRTY_OQ (1ull << 41) |
| #define V3D_DIRTY_CENTROID_FLAGS (1ull << 42) |
| #define V3D_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43) |
| #define V3D_DIRTY_SSBO (1ull << 44) |
| |
| #define V3D_MAX_FS_INPUTS 64 |
| |
| #define MAX_JOB_SCISSORS 16 |
| |
| enum v3d_sampler_state_variant { |
| V3D_SAMPLER_STATE_BORDER_0000, |
| V3D_SAMPLER_STATE_BORDER_0001, |
| V3D_SAMPLER_STATE_BORDER_1111, |
| V3D_SAMPLER_STATE_F16, |
| V3D_SAMPLER_STATE_F16_UNORM, |
| V3D_SAMPLER_STATE_F16_SNORM, |
| V3D_SAMPLER_STATE_F16_BGRA, |
| V3D_SAMPLER_STATE_F16_BGRA_UNORM, |
| V3D_SAMPLER_STATE_F16_BGRA_SNORM, |
| V3D_SAMPLER_STATE_F16_A, |
| V3D_SAMPLER_STATE_F16_A_SNORM, |
| V3D_SAMPLER_STATE_F16_A_UNORM, |
| V3D_SAMPLER_STATE_F16_LA, |
| V3D_SAMPLER_STATE_F16_LA_UNORM, |
| V3D_SAMPLER_STATE_F16_LA_SNORM, |
| V3D_SAMPLER_STATE_32, |
| V3D_SAMPLER_STATE_32_UNORM, |
| V3D_SAMPLER_STATE_32_SNORM, |
| V3D_SAMPLER_STATE_32_A, |
| V3D_SAMPLER_STATE_32_A_UNORM, |
| V3D_SAMPLER_STATE_32_A_SNORM, |
| V3D_SAMPLER_STATE_1010102U, |
| V3D_SAMPLER_STATE_16U, |
| V3D_SAMPLER_STATE_16I, |
| V3D_SAMPLER_STATE_8I, |
| V3D_SAMPLER_STATE_8U, |
| |
| V3D_SAMPLER_STATE_VARIANT_COUNT, |
| }; |
| |
| enum v3d_flush_cond { |
| /* Flush job unless we are flushing for transform feedback, where we |
| * handle flushing in the driver via the 'Wait for TF' packet. |
| */ |
| V3D_FLUSH_DEFAULT, |
| /* Always flush the job, even for cases where we would normally not |
| * do it, such as transform feedback. |
| */ |
| V3D_FLUSH_ALWAYS, |
| /* Flush job if it is not the current FBO job. This is intended to |
| * skip automatic flushes of the current job for resources that we |
| * expect to be externally synchronized by the application using |
| * glMemoryBarrier(), such as SSBOs and shader images. |
| */ |
| V3D_FLUSH_NOT_CURRENT_JOB, |
| }; |
| |
| struct v3d_sampler_view { |
| struct pipe_sampler_view base; |
| uint32_t p0; |
| uint32_t p1; |
| /* Precomputed swizzles to pass in to the shader key. */ |
| uint8_t swizzle[4]; |
| |
| uint8_t texture_shader_state[32]; |
| /* V3D 4.x: Texture state struct. */ |
| struct v3d_bo *bo; |
| |
| enum v3d_sampler_state_variant sampler_variant; |
| |
| /* Actual texture to be read by this sampler view. May be different |
| * from base.texture in the case of having a shadow tiled copy of a |
| * raster texture. |
| */ |
| struct pipe_resource *texture; |
| |
| /* A serial ID used to identify cases where a new BO has been created |
| * and we need to rebind a sampler view that was created against the |
| * previous BO to to point to the new one. |
| */ |
| uint32_t serial_id; |
| }; |
| |
| struct v3d_sampler_state { |
| struct pipe_sampler_state base; |
| uint32_t p0; |
| uint32_t p1; |
| |
| /* V3D 3.x: Packed texture state. */ |
| uint8_t texture_shader_state[32]; |
| /* V3D 4.x: Sampler state struct. */ |
| struct pipe_resource *sampler_state; |
| uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT]; |
| |
| bool border_color_variants; |
| }; |
| |
| struct v3d_texture_stateobj { |
| struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS]; |
| unsigned num_textures; |
| struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS]; |
| unsigned num_samplers; |
| struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS]; |
| }; |
| |
| struct v3d_shader_uniform_info { |
| enum quniform_contents *contents; |
| uint32_t *data; |
| uint32_t count; |
| }; |
| |
| struct v3d_uncompiled_shader { |
| /** A name for this program, so you can track it in shader-db output. */ |
| uint32_t program_id; |
| /** How many variants of this program were compiled, for shader-db. */ |
| uint32_t compiled_variant_count; |
| struct pipe_shader_state base; |
| uint32_t num_tf_outputs; |
| struct v3d_varying_slot *tf_outputs; |
| uint16_t tf_specs[16]; |
| uint16_t tf_specs_psiz[16]; |
| uint32_t num_tf_specs; |
| }; |
| |
| struct v3d_compiled_shader { |
| struct pipe_resource *resource; |
| uint32_t offset; |
| |
| union { |
| struct v3d_prog_data *base; |
| struct v3d_vs_prog_data *vs; |
| struct v3d_gs_prog_data *gs; |
| struct v3d_fs_prog_data *fs; |
| struct v3d_compute_prog_data *compute; |
| } prog_data; |
| |
| /** |
| * V3D_DIRTY_* flags that, when set in v3d->dirty, mean that the |
| * uniforms have to be rewritten (and therefore the shader state |
| * reemitted). |
| */ |
| uint64_t uniform_dirty_bits; |
| }; |
| |
| struct v3d_program_stateobj { |
| struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute; |
| struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute; |
| |
| struct hash_table *cache[MESA_SHADER_STAGES]; |
| |
| struct v3d_bo *spill_bo; |
| int spill_size_per_thread; |
| }; |
| |
| struct v3d_constbuf_stateobj { |
| struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; |
| uint32_t enabled_mask; |
| uint32_t dirty_mask; |
| }; |
| |
| struct v3d_vertexbuf_stateobj { |
| struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; |
| unsigned count; |
| uint32_t enabled_mask; |
| uint32_t dirty_mask; |
| }; |
| |
| struct v3d_vertex_stateobj { |
| struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4]; |
| unsigned num_elements; |
| |
| uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)]; |
| struct pipe_resource *defaults; |
| uint32_t defaults_offset; |
| }; |
| |
| struct v3d_stream_output_target { |
| struct pipe_stream_output_target base; |
| /* Number of transform feedback vertices written to this target */ |
| uint32_t recorded_vertex_count; |
| }; |
| |
| struct v3d_streamout_stateobj { |
| struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; |
| /* Number of vertices we've written into the buffer so far. */ |
| uint32_t offsets[PIPE_MAX_SO_BUFFERS]; |
| unsigned num_targets; |
| }; |
| |
| struct v3d_ssbo_stateobj { |
| struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS]; |
| uint32_t enabled_mask; |
| }; |
| |
| /* Hash table key for v3d->jobs */ |
| struct v3d_job_key { |
| struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS]; |
| struct pipe_surface *zsbuf; |
| struct pipe_surface *bbuf; |
| }; |
| |
| enum v3d_ez_state { |
| V3D_EZ_UNDECIDED = 0, |
| V3D_EZ_GT_GE, |
| V3D_EZ_LT_LE, |
| V3D_EZ_DISABLED, |
| }; |
| |
| struct v3d_image_view { |
| struct pipe_image_view base; |
| /* V3D 4.x texture shader state struct */ |
| struct pipe_resource *tex_state; |
| uint32_t tex_state_offset; |
| }; |
| |
| struct v3d_shaderimg_stateobj { |
| struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES]; |
| uint32_t enabled_mask; |
| }; |
| |
| struct v3d_perfmon_state { |
| /* The kernel perfmon id */ |
| uint32_t kperfmon_id; |
| /* True if at least one job was submitted with this perfmon. */ |
| bool job_submitted; |
| /* Fence to be signaled when the last job submitted with this perfmon |
| * is executed by the GPU. |
| */ |
| struct v3d_fence *last_job_fence; |
| uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS]; |
| uint64_t values[DRM_V3D_MAX_PERF_COUNTERS]; |
| }; |
| |
| /** |
| * A complete bin/render job. |
| * |
| * This is all of the state necessary to submit a bin/render to the kernel. |
| * We want to be able to have multiple in progress at a time, so that we don't |
| * need to flush an existing CL just to switch to rendering to a new render |
| * target (which would mean reading back from the old render target when |
| * starting to render to it again). |
| */ |
| struct v3d_job { |
| struct v3d_context *v3d; |
| struct v3d_cl bcl; |
| struct v3d_cl rcl; |
| struct v3d_cl indirect; |
| struct v3d_bo *tile_alloc; |
| struct v3d_bo *tile_state; |
| |
| struct drm_v3d_submit_cl submit; |
| |
| /** |
| * Set of all BOs referenced by the job. This will be used for making |
| * the list of BOs that the kernel will need to have paged in to |
| * execute our job. |
| */ |
| struct set *bos; |
| |
| /** Sum of the sizes of the BOs referenced by the job. */ |
| uint32_t referenced_size; |
| |
| struct set *write_prscs; |
| struct set *tf_write_prscs; |
| |
| /* Size of the submit.bo_handles array. */ |
| uint32_t bo_handles_size; |
| |
| /** @{ |
| * Surfaces to submit rendering for. |
| * For blit operations, bbuf is the source surface, and cbufs[0] is |
| * the destination surface. |
| */ |
| uint32_t nr_cbufs; |
| struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS]; |
| struct pipe_surface *zsbuf; |
| struct pipe_surface *bbuf; |
| /** @} */ |
| /** @{ |
| * Bounding box of the scissor across all queued drawing. |
| * |
| * Note that the max values are exclusive. |
| */ |
| uint32_t draw_min_x; |
| uint32_t draw_min_y; |
| uint32_t draw_max_x; |
| uint32_t draw_max_y; |
| |
| /** @} */ |
| /** @{ |
| * List of scissor rects used for all queued drawing. All scissor |
| * rects will be contained in the draw_{min/max}_{x/y} bounding box. |
| * |
| * This is used as an optimization when all drawing is scissored to |
| * limit tile flushing only to tiles that intersect a scissor rect. |
| * If scissor is used together with non-scissored drawing, then |
| * the optimization is disabled. |
| */ |
| struct { |
| bool disabled; |
| uint32_t count; |
| struct { |
| uint32_t min_x, min_y; |
| uint32_t max_x, max_y; |
| } rects[MAX_JOB_SCISSORS]; |
| } scissor; |
| |
| /** @} */ |
| /** @{ |
| * Width/height of the color framebuffer being rendered to, |
| * for V3D_TILE_RENDERING_MODE_CONFIG. |
| */ |
| uint32_t draw_width; |
| uint32_t draw_height; |
| uint32_t num_layers; |
| |
| /** @} */ |
| /** @{ Tile information, depending on MSAA and float color buffer. */ |
| uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */ |
| uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */ |
| |
| uint32_t tile_width; /** @< Width of a tile. */ |
| uint32_t tile_height; /** @< Height of a tile. */ |
| /** maximum internal_bpp of all color render targets. */ |
| uint32_t internal_bpp; |
| |
| /** Whether the current rendering is in a 4X MSAA tile buffer. */ |
| bool msaa; |
| /** @} */ |
| |
| /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the |
| * first rendering. |
| */ |
| uint32_t clear; |
| /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw |
| * call without having been cleared first. |
| */ |
| uint32_t load; |
| /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to |
| * (either clears or draws) and should be stored. |
| */ |
| uint32_t store; |
| uint32_t clear_color[V3D_MAX_DRAW_BUFFERS][4]; |
| float clear_z; |
| uint8_t clear_s; |
| |
| /* If TLB double-buffering is enabled for this job */ |
| bool double_buffer; |
| |
| /** |
| * Set if some drawing (triangles, blits, or just a glClear()) has |
| * been done to the FBO, meaning that we need to |
| * DRM_IOCTL_V3D_SUBMIT_CL. |
| */ |
| bool needs_flush; |
| |
| /* Set if any shader has dirtied cachelines in the TMU that need to be |
| * flushed before job end. |
| */ |
| bool tmu_dirty_rcl; |
| |
| /** |
| * Set if a packet enabling TF has been emitted in the job (V3D 4.x). |
| */ |
| bool tf_enabled; |
| |
| bool needs_primitives_generated; |
| |
| /** |
| * Current EZ state for drawing. Updated at the start of draw after |
| * we've decided on the shader being rendered. |
| */ |
| enum v3d_ez_state ez_state; |
| /** |
| * The first EZ state that was used for drawing with a decided EZ |
| * direction (so either UNDECIDED, GT, or LT). |
| */ |
| enum v3d_ez_state first_ez_state; |
| |
| /** |
| * If we have already decided if we need to disable early Z/S |
| * completely for this job. |
| */ |
| bool decided_global_ez_enable; |
| |
| /** |
| * If this job has been configured to use early Z/S clear. |
| */ |
| bool early_zs_clear; |
| |
| /** |
| * Number of draw calls (not counting full buffer clears) queued in |
| * the current job. |
| */ |
| uint32_t draw_calls_queued; |
| |
| /** |
| * Number of draw calls (not counting full buffer clears) queued in |
| * the current job during active transform feedback. |
| */ |
| uint32_t tf_draw_calls_queued; |
| |
| struct v3d_job_key key; |
| }; |
| |
| struct v3d_context { |
| struct pipe_context base; |
| |
| int fd; |
| struct v3d_screen *screen; |
| |
| /** The 3D rendering job for the currently bound FBO. */ |
| struct v3d_job *job; |
| |
| /* Map from struct v3d_job_key to the job for that FBO. |
| */ |
| struct hash_table *jobs; |
| |
| /** |
| * Map from v3d_resource to a job writing to that resource. |
| * |
| * Primarily for flushing jobs rendering to textures that are now |
| * being read from. |
| */ |
| struct hash_table *write_jobs; |
| |
| struct slab_child_pool transfer_pool; |
| struct blitter_context *blitter; |
| |
| /** bitfield of V3D_DIRTY_* */ |
| uint64_t dirty; |
| |
| uint32_t next_uncompiled_program_id; |
| uint64_t next_compiled_program_id; |
| |
| struct v3d_compiler_state *compiler_state; |
| |
| uint8_t prim_mode; |
| |
| /** Maximum index buffer valid for the current shader_rec. */ |
| uint32_t max_index; |
| |
| /** Sync object that our RCL or TFU job will update as its out_sync. */ |
| uint32_t out_sync; |
| |
| /* Stream uploader used by gallium internals. This could also be used |
| * by driver internals, but we tend to use the v3d_cl.h interfaces |
| * instead. |
| */ |
| struct u_upload_mgr *uploader; |
| /* State uploader used inside the driver. This is for packing bits of |
| * long-term state inside buffers, since the kernel interfaces |
| * allocate a page at a time. |
| */ |
| struct u_upload_mgr *state_uploader; |
| |
| struct pipe_shader_state *sand8_blit_vs; |
| struct pipe_shader_state *sand8_blit_fs_luma; |
| struct pipe_shader_state *sand8_blit_fs_chroma; |
| |
| /** @{ Current pipeline state objects */ |
| struct pipe_scissor_state scissor; |
| struct v3d_blend_state *blend; |
| struct v3d_rasterizer_state *rasterizer; |
| struct v3d_depth_stencil_alpha_state *zsa; |
| |
| struct v3d_program_stateobj prog; |
| uint32_t compute_num_workgroups[3]; |
| struct v3d_bo *compute_shared_memory; |
| |
| struct v3d_vertex_stateobj *vtx; |
| |
| struct { |
| struct pipe_blend_color f; |
| uint16_t hf[4]; |
| } blend_color; |
| struct pipe_stencil_ref stencil_ref; |
| unsigned sample_mask; |
| struct pipe_framebuffer_state framebuffer; |
| |
| /* Per render target, whether we should swap the R and B fields in the |
| * shader's color output and in blending. If render targets disagree |
| * on the R/B swap and use the constant color, then we would need to |
| * fall back to in-shader blending. |
| */ |
| uint8_t swap_color_rb; |
| |
| /* Per render target, whether we should treat the dst alpha values as |
| * one in blending. |
| * |
| * For RGBX formats, the tile buffer's alpha channel will be |
| * undefined. |
| */ |
| uint8_t blend_dst_alpha_one; |
| |
| bool active_queries; |
| |
| /** |
| * If a compute job writes a resource read by a non-compute stage we |
| * should sync on the last compute job. |
| */ |
| bool sync_on_last_compute_job; |
| |
| uint32_t tf_prims_generated; |
| uint32_t prims_generated; |
| |
| uint32_t n_primitives_generated_queries_in_flight; |
| |
| struct pipe_poly_stipple stipple; |
| struct pipe_clip_state clip; |
| struct pipe_viewport_state viewport; |
| struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES]; |
| struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES]; |
| struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; |
| struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES]; |
| struct v3d_vertexbuf_stateobj vertexbuf; |
| struct v3d_streamout_stateobj streamout; |
| struct v3d_bo *current_oq; |
| struct pipe_resource *prim_counts; |
| uint32_t prim_counts_offset; |
| struct v3d_perfmon_state *active_perfmon; |
| struct v3d_perfmon_state *last_perfmon; |
| /** @} */ |
| }; |
| |
| struct v3d_rasterizer_state { |
| struct pipe_rasterizer_state base; |
| |
| float point_size; |
| |
| uint8_t depth_offset[9]; |
| uint8_t depth_offset_z16[9]; |
| }; |
| |
| struct v3d_depth_stencil_alpha_state { |
| struct pipe_depth_stencil_alpha_state base; |
| |
| enum v3d_ez_state ez_state; |
| |
| uint8_t stencil_front[6]; |
| uint8_t stencil_back[6]; |
| }; |
| |
| struct v3d_blend_state { |
| struct pipe_blend_state base; |
| |
| /* Per-RT mask of whether blending is enabled. */ |
| uint8_t blend_enables; |
| }; |
| |
| #define perf_debug(...) do { \ |
| if (V3D_DBG(PERF)) \ |
| fprintf(stderr, __VA_ARGS__); \ |
| if (unlikely(v3d->base.debug.debug_message)) \ |
| util_debug_message(&v3d->base.debug, PERF_INFO, __VA_ARGS__); \ |
| } while (0) |
| |
| static inline struct v3d_context * |
| v3d_context(struct pipe_context *pcontext) |
| { |
| return (struct v3d_context *)pcontext; |
| } |
| |
| static inline struct v3d_sampler_view * |
| v3d_sampler_view(struct pipe_sampler_view *psview) |
| { |
| return (struct v3d_sampler_view *)psview; |
| } |
| |
| static inline struct v3d_sampler_state * |
| v3d_sampler_state(struct pipe_sampler_state *psampler) |
| { |
| return (struct v3d_sampler_state *)psampler; |
| } |
| |
| static inline struct v3d_stream_output_target * |
| v3d_stream_output_target(struct pipe_stream_output_target *ptarget) |
| { |
| return (struct v3d_stream_output_target *)ptarget; |
| } |
| |
| static inline uint32_t |
| v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget) |
| { |
| return v3d_stream_output_target(ptarget)->recorded_vertex_count; |
| } |
| |
| int v3d_get_driver_query_group_info(struct pipe_screen *pscreen, |
| unsigned index, |
| struct pipe_driver_query_group_info *info); |
| int v3d_get_driver_query_info(struct pipe_screen *pscreen, unsigned index, |
| struct pipe_driver_query_info *info); |
| |
| struct pipe_context *v3d_context_create(struct pipe_screen *pscreen, |
| void *priv, unsigned flags); |
| void v3d_program_init(struct pipe_context *pctx); |
| void v3d_program_fini(struct pipe_context *pctx); |
| void v3d_query_init(struct pipe_context *pctx); |
| |
| static inline int |
| v3d_ioctl(int fd, unsigned long request, void *arg) |
| { |
| if (using_v3d_simulator) |
| return v3d_simulator_ioctl(fd, request, arg); |
| else |
| return drmIoctl(fd, request, arg); |
| } |
| |
| static inline bool |
| v3d_transform_feedback_enabled(struct v3d_context *v3d) |
| { |
| return (v3d->prog.bind_vs->num_tf_specs != 0 || |
| (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) && |
| v3d->active_queries; |
| } |
| |
| void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader); |
| struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d, |
| struct v3d_job *job, |
| struct v3d_compiled_shader *shader, |
| enum pipe_shader_type stage); |
| |
| void v3d_flush(struct pipe_context *pctx); |
| void v3d_job_init(struct v3d_context *v3d); |
| struct v3d_job *v3d_job_create(struct v3d_context *v3d); |
| void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job); |
| struct v3d_job *v3d_get_job(struct v3d_context *v3d, |
| uint32_t nr_cbufs, |
| struct pipe_surface **cbufs, |
| struct pipe_surface *zsbuf, |
| struct pipe_surface *bbuf); |
| struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d); |
| void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); |
| void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc); |
| void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc); |
| void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job); |
| void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo); |
| void v3d_flush_jobs_writing_resource(struct v3d_context *v3d, |
| struct pipe_resource *prsc, |
| enum v3d_flush_cond flush_cond, |
| bool is_compute_pipeline); |
| void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, |
| struct pipe_resource *prsc, |
| enum v3d_flush_cond flush_cond, |
| bool is_compute_pipeline); |
| void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode); |
| void v3d_update_compiled_cs(struct v3d_context *v3d); |
| |
| bool v3d_rt_format_supported(const struct v3d_device_info *devinfo, |
| enum pipe_format f); |
| bool v3d_tex_format_supported(const struct v3d_device_info *devinfo, |
| enum pipe_format f); |
| uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f); |
| uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f); |
| uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo, |
| enum pipe_format f, |
| enum pipe_tex_compare compare); |
| uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo, |
| enum pipe_format f); |
| const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo, |
| enum pipe_format f); |
| void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo, |
| uint32_t format, |
| uint32_t *type, |
| uint32_t *bpp); |
| bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo, |
| uint32_t tex_format, |
| bool for_mipmap); |
| bool v3d_format_supports_tlb_msaa_resolve(const struct v3d_device_info *devinfo, |
| enum pipe_format f); |
| |
| void v3d_init_query_functions(struct v3d_context *v3d); |
| void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); |
| void v3d_blitter_save(struct v3d_context *v3d, bool op_blit); |
| bool v3d_generate_mipmap(struct pipe_context *pctx, |
| struct pipe_resource *prsc, |
| enum pipe_format format, |
| unsigned int base_level, |
| unsigned int last_level, |
| unsigned int first_layer, |
| unsigned int last_layer); |
| |
| void |
| v3d_fence_unreference(struct v3d_fence **fence); |
| |
| struct v3d_fence *v3d_fence_create(struct v3d_context *v3d); |
| |
| bool v3d_fence_wait(struct v3d_screen *screen, |
| struct v3d_fence *fence, |
| uint64_t timeout_ns); |
| |
| void v3d_update_primitive_counters(struct v3d_context *v3d); |
| |
| bool v3d_line_smoothing_enabled(struct v3d_context *v3d); |
| |
| float v3d_get_real_line_width(struct v3d_context *v3d); |
| |
| void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx); |
| |
| void v3d_flag_dirty_sampler_state(struct v3d_context *v3d, |
| enum pipe_shader_type shader); |
| |
| void v3d_create_texture_shader_state_bo(struct v3d_context *v3d, |
| struct v3d_sampler_view *so); |
| |
| void v3d_get_tile_buffer_size(bool is_msaa, |
| bool double_buffer, |
| uint32_t nr_cbufs, |
| struct pipe_surface **cbufs, |
| struct pipe_surface *bbuf, |
| uint32_t *tile_width, |
| uint32_t *tile_height, |
| uint32_t *max_bpp); |
| |
| #ifdef ENABLE_SHADER_CACHE |
| struct v3d_compiled_shader *v3d_disk_cache_retrieve(struct v3d_context *v3d, |
| const struct v3d_key *key); |
| |
| void v3d_disk_cache_store(struct v3d_context *v3d, |
| const struct v3d_key *key, |
| const struct v3d_compiled_shader *shader, |
| uint64_t *qpu_insts, |
| uint32_t qpu_size); |
| #endif /* ENABLE_SHADER_CACHE */ |
| |
| #ifdef v3dX |
| # include "v3dx_context.h" |
| #else |
| # define v3dX(x) v3d33_##x |
| # include "v3dx_context.h" |
| # undef v3dX |
| |
| # define v3dX(x) v3d41_##x |
| # include "v3dx_context.h" |
| # undef v3dX |
| #endif |
| |
| #endif /* V3D_CONTEXT_H */ |