diff options
author | Eric Anholt <[email protected]> | 2018-05-01 12:39:31 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2018-05-16 21:19:07 +0100 |
commit | 01ae6a918111196e9cce7a817445db0b11825f9f (patch) | |
tree | 4c454c52e1e13bdab336676d4672614d79a127f1 /src/gallium/drivers/v3d/v3d_context.h | |
parent | 8c47ebbd232704ab048eab2572e2b2a44f38957a (diff) |
v3d: Rename driver functions from vc5 to v3d.
This is the final step of the driver rename.
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_context.h')
-rw-r--r-- | src/gallium/drivers/v3d/v3d_context.h | 210 |
1 files changed, 105 insertions, 105 deletions
diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h index 7c17eccd47e..d110ed50222 100644 --- a/src/gallium/drivers/v3d/v3d_context.h +++ b/src/gallium/drivers/v3d/v3d_context.h @@ -39,18 +39,18 @@ #include "v3d_drm.h" #include "v3d_screen.h" -struct vc5_job; -struct vc5_bo; -void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo); +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_vc5_simulator true +#define using_v3d_simulator true #else -#define using_vc5_simulator false +#define using_v3d_simulator false #endif #define VC5_DIRTY_BLEND (1 << 0) @@ -84,7 +84,7 @@ void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo); #define VC5_MAX_FS_INPUTS 64 -struct vc5_sampler_view { +struct v3d_sampler_view { struct pipe_sampler_view base; uint32_t p0; uint32_t p1; @@ -93,10 +93,10 @@ struct vc5_sampler_view { uint8_t texture_shader_state[32]; /* V3D 4.x: Texture state struct. */ - struct vc5_bo *bo; + struct v3d_bo *bo; }; -struct vc5_sampler_state { +struct v3d_sampler_state { struct pipe_sampler_state base; uint32_t p0; uint32_t p1; @@ -104,24 +104,24 @@ struct vc5_sampler_state { /* V3D 3.x: Packed texture state. */ uint8_t texture_shader_state[32]; /* V3D 4.x: Sampler state struct. */ - struct vc5_bo *bo; + struct v3d_bo *bo; }; -struct vc5_texture_stateobj { +struct v3d_texture_stateobj { struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; unsigned num_textures; struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; unsigned num_samplers; - struct vc5_cl_reloc texture_state[PIPE_MAX_SAMPLERS]; + struct v3d_cl_reloc texture_state[PIPE_MAX_SAMPLERS]; }; -struct vc5_shader_uniform_info { +struct v3d_shader_uniform_info { enum quniform_contents *contents; uint32_t *data; uint32_t count; }; -struct vc5_uncompiled_shader { +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. */ @@ -141,8 +141,8 @@ struct vc5_uncompiled_shader { bool was_tgsi; }; -struct vc5_compiled_shader { - struct vc5_bo *bo; +struct v3d_compiled_shader { + struct v3d_bo *bo; union { struct v3d_prog_data *base; @@ -151,54 +151,54 @@ struct vc5_compiled_shader { } prog_data; /** - * VC5_DIRTY_* flags that, when set in vc5->dirty, mean that the + * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the * uniforms have to be rewritten (and therefore the shader state * reemitted). */ uint32_t uniform_dirty_bits; }; -struct vc5_program_stateobj { - struct vc5_uncompiled_shader *bind_vs, *bind_fs; - struct vc5_compiled_shader *cs, *vs, *fs; +struct v3d_program_stateobj { + struct v3d_uncompiled_shader *bind_vs, *bind_fs; + struct v3d_compiled_shader *cs, *vs, *fs; - struct vc5_bo *spill_bo; + struct v3d_bo *spill_bo; int spill_size_per_thread; }; -struct vc5_constbuf_stateobj { +struct v3d_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; uint32_t dirty_mask; }; -struct vc5_vertexbuf_stateobj { +struct v3d_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; uint32_t dirty_mask; }; -struct vc5_vertex_stateobj { +struct v3d_vertex_stateobj { struct pipe_vertex_element pipe[VC5_MAX_ATTRIBUTES]; unsigned num_elements; uint8_t attrs[12 * VC5_MAX_ATTRIBUTES]; - struct vc5_bo *default_attribute_values; + struct v3d_bo *default_attribute_values; }; -struct vc5_streamout_stateobj { +struct v3d_streamout_stateobj { struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; unsigned num_targets; }; -/* Hash table key for vc5->jobs */ -struct vc5_job_key { +/* Hash table key for v3d->jobs */ +struct v3d_job_key { struct pipe_surface *cbufs[4]; struct pipe_surface *zsbuf; }; -enum vc5_ez_state { +enum v3d_ez_state { VC5_EZ_UNDECIDED = 0, VC5_EZ_GT_GE, VC5_EZ_LT_LE, @@ -214,13 +214,13 @@ enum vc5_ez_state { * target (which would mean reading back from the old render target when * starting to render to it again). */ -struct vc5_job { - struct vc5_context *vc5; - struct vc5_cl bcl; - struct vc5_cl rcl; - struct vc5_cl indirect; - struct vc5_bo *tile_alloc; - struct vc5_bo *tile_state; +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; uint32_t shader_rec_count; struct drm_v3d_submit_cl submit; @@ -310,12 +310,12 @@ struct vc5_job { * Current EZ state for drawing. Updated at the start of draw after * we've decided on the shader being rendered. */ - enum vc5_ez_state ez_state; + 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 vc5_ez_state first_ez_state; + enum v3d_ez_state first_ez_state; /** * Number of draw calls (not counting full buffer clears) queued in @@ -323,24 +323,24 @@ struct vc5_job { */ uint32_t draw_calls_queued; - struct vc5_job_key key; + struct v3d_job_key key; }; -struct vc5_context { +struct v3d_context { struct pipe_context base; int fd; - struct vc5_screen *screen; + struct v3d_screen *screen; /** The 3D rendering job for the currently bound FBO. */ - struct vc5_job *job; + struct v3d_job *job; - /* Map from struct vc5_job_key to the job for that FBO. + /* Map from struct v3d_job_key to the job for that FBO. */ struct hash_table *jobs; /** - * Map from vc5_resource to a job writing to that resource. + * Map from v3d_resource to a job writing to that resource. * * Primarily for flushing jobs rendering to textures that are now * being read from. @@ -359,7 +359,7 @@ struct vc5_context { uint32_t next_uncompiled_program_id; uint64_t next_compiled_program_id; - struct vc5_compiler_state *compiler_state; + struct v3d_compiler_state *compiler_state; uint8_t prim_mode; @@ -374,14 +374,14 @@ struct vc5_context { /** @{ Current pipeline state objects */ struct pipe_scissor_state scissor; struct pipe_blend_state *blend; - struct vc5_rasterizer_state *rasterizer; - struct vc5_depth_stencil_alpha_state *zsa; + struct v3d_rasterizer_state *rasterizer; + struct v3d_depth_stencil_alpha_state *zsa; - struct vc5_texture_stateobj verttex, fragtex; + struct v3d_texture_stateobj verttex, fragtex; - struct vc5_program_stateobj prog; + struct v3d_program_stateobj prog; - struct vc5_vertex_stateobj *vtx; + struct v3d_vertex_stateobj *vtx; struct { struct pipe_blend_color f; @@ -414,14 +414,14 @@ struct vc5_context { struct pipe_poly_stipple stipple; struct pipe_clip_state clip; struct pipe_viewport_state viewport; - struct vc5_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; - struct vc5_vertexbuf_stateobj vertexbuf; - struct vc5_streamout_stateobj streamout; - struct vc5_bo *current_oq; + struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; + struct v3d_vertexbuf_stateobj vertexbuf; + struct v3d_streamout_stateobj streamout; + struct v3d_bo *current_oq; /** @} */ }; -struct vc5_rasterizer_state { +struct v3d_rasterizer_state { struct pipe_rasterizer_state base; /* VC5_CONFIGURATION_BITS */ @@ -441,10 +441,10 @@ struct vc5_rasterizer_state { uint16_t offset_factor; }; -struct vc5_depth_stencil_alpha_state { +struct v3d_depth_stencil_alpha_state { struct pipe_depth_stencil_alpha_state base; - enum vc5_ez_state ez_state; + enum v3d_ez_state ez_state; /** Uniforms for stencil state. * @@ -463,92 +463,92 @@ struct vc5_depth_stencil_alpha_state { fprintf(stderr, __VA_ARGS__); \ } while (0) -static inline struct vc5_context * -vc5_context(struct pipe_context *pcontext) +static inline struct v3d_context * +v3d_context(struct pipe_context *pcontext) { - return (struct vc5_context *)pcontext; + return (struct v3d_context *)pcontext; } -static inline struct vc5_sampler_view * -vc5_sampler_view(struct pipe_sampler_view *psview) +static inline struct v3d_sampler_view * +v3d_sampler_view(struct pipe_sampler_view *psview) { - return (struct vc5_sampler_view *)psview; + return (struct v3d_sampler_view *)psview; } -static inline struct vc5_sampler_state * -vc5_sampler_state(struct pipe_sampler_state *psampler) +static inline struct v3d_sampler_state * +v3d_sampler_state(struct pipe_sampler_state *psampler) { - return (struct vc5_sampler_state *)psampler; + return (struct v3d_sampler_state *)psampler; } -struct pipe_context *vc5_context_create(struct pipe_screen *pscreen, +struct pipe_context *v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags); -void vc5_program_init(struct pipe_context *pctx); -void vc5_program_fini(struct pipe_context *pctx); -void vc5_query_init(struct pipe_context *pctx); +void v3d_program_init(struct pipe_context *pctx); +void v3d_program_fini(struct pipe_context *pctx); +void v3d_query_init(struct pipe_context *pctx); -void vc5_simulator_init(struct vc5_screen *screen); -void vc5_simulator_destroy(struct vc5_screen *screen); -int vc5_simulator_flush(struct vc5_context *vc5, +void v3d_simulator_init(struct v3d_screen *screen); +void v3d_simulator_destroy(struct v3d_screen *screen); +int v3d_simulator_flush(struct v3d_context *v3d, struct drm_v3d_submit_cl *args, - struct vc5_job *job); -int vc5_simulator_ioctl(int fd, unsigned long request, void *arg); -void vc5_simulator_open_from_handle(int fd, uint32_t winsys_stride, + struct v3d_job *job); +int v3d_simulator_ioctl(int fd, unsigned long request, void *arg); +void v3d_simulator_open_from_handle(int fd, uint32_t winsys_stride, int handle, uint32_t size); static inline int -vc5_ioctl(int fd, unsigned long request, void *arg) +v3d_ioctl(int fd, unsigned long request, void *arg) { - if (using_vc5_simulator) - return vc5_simulator_ioctl(fd, request, arg); + if (using_v3d_simulator) + return v3d_simulator_ioctl(fd, request, arg); else return drmIoctl(fd, request, arg); } -void vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader); -struct vc5_cl_reloc vc5_write_uniforms(struct vc5_context *vc5, - struct vc5_compiled_shader *shader, - struct vc5_constbuf_stateobj *cb, - struct vc5_texture_stateobj *texstate); +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_compiled_shader *shader, + struct v3d_constbuf_stateobj *cb, + struct v3d_texture_stateobj *texstate); -void vc5_flush(struct pipe_context *pctx); -void vc5_job_init(struct vc5_context *vc5); -struct vc5_job *vc5_get_job(struct vc5_context *vc5, +void v3d_flush(struct pipe_context *pctx); +void v3d_job_init(struct v3d_context *v3d); +struct v3d_job *v3d_get_job(struct v3d_context *v3d, struct pipe_surface **cbufs, struct pipe_surface *zsbuf); -struct vc5_job *vc5_get_job_for_fbo(struct vc5_context *vc5); -void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo); -void vc5_job_add_write_resource(struct vc5_job *job, struct pipe_resource *prsc); -void vc5_job_submit(struct vc5_context *vc5, struct vc5_job *job); -void vc5_flush_jobs_writing_resource(struct vc5_context *vc5, +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_submit(struct v3d_context *v3d, struct v3d_job *job); +void v3d_flush_jobs_writing_resource(struct v3d_context *v3d, struct pipe_resource *prsc); -void vc5_flush_jobs_reading_resource(struct vc5_context *vc5, +void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, struct pipe_resource *prsc); -void vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode); +void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode); -bool vc5_rt_format_supported(const struct v3d_device_info *devinfo, +bool v3d_rt_format_supported(const struct v3d_device_info *devinfo, enum pipe_format f); -bool vc5_tex_format_supported(const struct v3d_device_info *devinfo, +bool v3d_tex_format_supported(const struct v3d_device_info *devinfo, enum pipe_format f); -uint8_t vc5_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f); -uint8_t vc5_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f); -uint8_t vc5_get_tex_return_size(const struct v3d_device_info *devinfo, +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 vc5_get_tex_return_channels(const struct v3d_device_info *devinfo, +uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo, enum pipe_format f); -const uint8_t *vc5_get_format_swizzle(const struct v3d_device_info *devinfo, +const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo, enum pipe_format f); -void vc5_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo, +void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo, uint32_t format, uint32_t *type, uint32_t *bpp); -void vc5_init_query_functions(struct vc5_context *vc5); -void vc5_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); -void vc5_blitter_save(struct vc5_context *vc5); +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); -struct vc5_fence *vc5_fence_create(struct vc5_context *vc5); +struct v3d_fence *v3d_fence_create(struct v3d_context *v3d); #ifdef v3dX # include "v3dx_context.h" |