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authorEric Anholt <[email protected]>2018-05-01 12:39:31 -0700
committerEric Anholt <[email protected]>2018-05-16 21:19:07 +0100
commit01ae6a918111196e9cce7a817445db0b11825f9f (patch)
tree4c454c52e1e13bdab336676d4672614d79a127f1 /src/gallium/drivers/v3d/v3d_context.h
parent8c47ebbd232704ab048eab2572e2b2a44f38957a (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.h210
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"