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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/v3dx_draw.c
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/v3dx_draw.c')
-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c264
1 files changed, 132 insertions, 132 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 03ee6b2b196..28b35165c77 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -40,9 +40,9 @@
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
-vc5_start_draw(struct vc5_context *vc5)
+v3d_start_draw(struct v3d_context *v3d)
{
- struct vc5_job *job = vc5->job;
+ struct v3d_job *job = v3d->job;
if (job->needs_flush)
return;
@@ -50,14 +50,14 @@ vc5_start_draw(struct vc5_context *vc5)
/* Get space to emit our BCL state, using a branch to jump to a new BO
* if necessary.
*/
- vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
+ v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
job->submit.bcl_start = job->bcl.bo->offset;
- vc5_job_add_bo(job, job->bcl.bo);
+ v3d_job_add_bo(job, job->bcl.bo);
- job->tile_alloc = vc5_bo_alloc(vc5->screen, 1024 * 1024, "tile alloc");
- uint32_t tsda_per_tile_size = vc5->screen->devinfo.ver >= 40 ? 256 : 64;
- job->tile_state = vc5_bo_alloc(vc5->screen,
+ job->tile_alloc = v3d_bo_alloc(v3d->screen, 1024 * 1024, "tile alloc");
+ uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
+ job->tile_state = v3d_bo_alloc(v3d->screen,
job->draw_tiles_y *
job->draw_tiles_x *
tsda_per_tile_size,
@@ -78,10 +78,10 @@ vc5_start_draw(struct vc5_context *vc5)
cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) {
#if V3D_VERSION >= 40
- config.width_in_pixels_minus_1 = vc5->framebuffer.width - 1;
- config.height_in_pixels_minus_1 = vc5->framebuffer.height - 1;
+ config.width_in_pixels_minus_1 = v3d->framebuffer.width - 1;
+ config.height_in_pixels_minus_1 = v3d->framebuffer.height - 1;
config.number_of_render_targets_minus_1 =
- MAX2(vc5->framebuffer.nr_cbufs, 1) - 1;
+ MAX2(v3d->framebuffer.nr_cbufs, 1) - 1;
#else /* V3D_VERSION < 40 */
config.tile_state_data_array_base_address =
cl_address(job->tile_state, 0);
@@ -90,7 +90,7 @@ vc5_start_draw(struct vc5_context *vc5)
config.height_in_tiles = job->draw_tiles_y;
/* Must be >= 1 */
config.number_of_render_targets =
- MAX2(vc5->framebuffer.nr_cbufs, 1);
+ MAX2(v3d->framebuffer.nr_cbufs, 1);
#endif /* V3D_VERSION < 40 */
config.multisample_mode_4x = job->msaa;
@@ -110,53 +110,53 @@ vc5_start_draw(struct vc5_context *vc5)
cl_emit(&job->bcl, START_TILE_BINNING, bin);
job->needs_flush = true;
- job->draw_width = vc5->framebuffer.width;
- job->draw_height = vc5->framebuffer.height;
+ job->draw_width = v3d->framebuffer.width;
+ job->draw_height = v3d->framebuffer.height;
}
static void
-vc5_predraw_check_textures(struct pipe_context *pctx,
- struct vc5_texture_stateobj *stage_tex)
+v3d_predraw_check_textures(struct pipe_context *pctx,
+ struct v3d_texture_stateobj *stage_tex)
{
- struct vc5_context *vc5 = vc5_context(pctx);
+ struct v3d_context *v3d = v3d_context(pctx);
for (int i = 0; i < stage_tex->num_textures; i++) {
struct pipe_sampler_view *view = stage_tex->textures[i];
if (!view)
continue;
- vc5_flush_jobs_writing_resource(vc5, view->texture);
+ v3d_flush_jobs_writing_resource(v3d, view->texture);
}
}
static void
-vc5_emit_gl_shader_state(struct vc5_context *vc5,
+v3d_emit_gl_shader_state(struct v3d_context *v3d,
const struct pipe_draw_info *info)
{
- struct vc5_job *job = vc5->job;
+ struct v3d_job *job = v3d->job;
/* VC5_DIRTY_VTXSTATE */
- struct vc5_vertex_stateobj *vtx = vc5->vtx;
+ struct v3d_vertex_stateobj *vtx = v3d->vtx;
/* VC5_DIRTY_VTXBUF */
- struct vc5_vertexbuf_stateobj *vertexbuf = &vc5->vertexbuf;
+ struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
/* Upload the uniforms to the indirect CL first */
- struct vc5_cl_reloc fs_uniforms =
- vc5_write_uniforms(vc5, vc5->prog.fs,
- &vc5->constbuf[PIPE_SHADER_FRAGMENT],
- &vc5->fragtex);
- struct vc5_cl_reloc vs_uniforms =
- vc5_write_uniforms(vc5, vc5->prog.vs,
- &vc5->constbuf[PIPE_SHADER_VERTEX],
- &vc5->verttex);
- struct vc5_cl_reloc cs_uniforms =
- vc5_write_uniforms(vc5, vc5->prog.cs,
- &vc5->constbuf[PIPE_SHADER_VERTEX],
- &vc5->verttex);
+ struct v3d_cl_reloc fs_uniforms =
+ v3d_write_uniforms(v3d, v3d->prog.fs,
+ &v3d->constbuf[PIPE_SHADER_FRAGMENT],
+ &v3d->fragtex);
+ struct v3d_cl_reloc vs_uniforms =
+ v3d_write_uniforms(v3d, v3d->prog.vs,
+ &v3d->constbuf[PIPE_SHADER_VERTEX],
+ &v3d->verttex);
+ struct v3d_cl_reloc cs_uniforms =
+ v3d_write_uniforms(v3d, v3d->prog.cs,
+ &v3d->constbuf[PIPE_SHADER_VERTEX],
+ &v3d->verttex);
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset =
- vc5_cl_ensure_space(&job->indirect,
+ v3d_cl_ensure_space(&job->indirect,
cl_packet_length(GL_SHADER_STATE_RECORD) +
num_elements_to_emit *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
@@ -167,30 +167,30 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
/* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
shader.point_size_in_shaded_vertex_data =
(info->mode == PIPE_PRIM_POINTS &&
- vc5->rasterizer->base.point_size_per_vertex);
+ v3d->rasterizer->base.point_size_per_vertex);
/* Must be set if the shader modifies Z, discards, or modifies
* the sample mask. For any of these cases, the fragment
* shader needs to write the Z value (even just discards).
*/
shader.fragment_shader_does_z_writes =
- (vc5->prog.fs->prog_data.fs->writes_z ||
- vc5->prog.fs->prog_data.fs->discard);
+ (v3d->prog.fs->prog_data.fs->writes_z ||
+ v3d->prog.fs->prog_data.fs->discard);
shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
- vc5->prog.fs->prog_data.fs->uses_centroid_and_center_w;
+ v3d->prog.fs->prog_data.fs->uses_centroid_and_center_w;
shader.number_of_varyings_in_fragment_shader =
- vc5->prog.fs->prog_data.base->num_inputs;
+ v3d->prog.fs->prog_data.base->num_inputs;
shader.propagate_nans = true;
shader.coordinate_shader_code_address =
- cl_address(vc5->prog.cs->bo, 0);
+ cl_address(v3d->prog.cs->bo, 0);
shader.vertex_shader_code_address =
- cl_address(vc5->prog.vs->bo, 0);
+ cl_address(v3d->prog.vs->bo, 0);
shader.fragment_shader_code_address =
- cl_address(vc5->prog.fs->bo, 0);
+ cl_address(v3d->prog.fs->bo, 0);
/* XXX: Use combined input/output size flag in the common
* case.
@@ -198,14 +198,14 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
shader.coordinate_shader_input_vpm_segment_size =
- MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1);
+ MAX2(v3d->prog.cs->prog_data.vs->vpm_input_size, 1);
shader.vertex_shader_input_vpm_segment_size =
- MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1);
+ MAX2(v3d->prog.vs->prog_data.vs->vpm_input_size, 1);
shader.coordinate_shader_output_vpm_segment_size =
- vc5->prog.cs->prog_data.vs->vpm_output_size;
+ v3d->prog.cs->prog_data.vs->vpm_output_size;
shader.vertex_shader_output_vpm_segment_size =
- vc5->prog.vs->prog_data.vs->vpm_output_size;
+ v3d->prog.vs->prog_data.vs->vpm_output_size;
shader.coordinate_shader_uniforms_address = cs_uniforms;
shader.vertex_shader_uniforms_address = vs_uniforms;
@@ -213,41 +213,41 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
#if V3D_VERSION >= 41
shader.coordinate_shader_4_way_threadable =
- vc5->prog.cs->prog_data.vs->base.threads == 4;
+ v3d->prog.cs->prog_data.vs->base.threads == 4;
shader.vertex_shader_4_way_threadable =
- vc5->prog.vs->prog_data.vs->base.threads == 4;
+ v3d->prog.vs->prog_data.vs->base.threads == 4;
shader.fragment_shader_4_way_threadable =
- vc5->prog.fs->prog_data.fs->base.threads == 4;
+ v3d->prog.fs->prog_data.fs->base.threads == 4;
shader.coordinate_shader_start_in_final_thread_section =
- vc5->prog.cs->prog_data.vs->base.single_seg;
+ v3d->prog.cs->prog_data.vs->base.single_seg;
shader.vertex_shader_start_in_final_thread_section =
- vc5->prog.vs->prog_data.vs->base.single_seg;
+ v3d->prog.vs->prog_data.vs->base.single_seg;
shader.fragment_shader_start_in_final_thread_section =
- vc5->prog.fs->prog_data.fs->base.single_seg;
+ v3d->prog.fs->prog_data.fs->base.single_seg;
#else
shader.coordinate_shader_4_way_threadable =
- vc5->prog.cs->prog_data.vs->base.threads == 4;
+ v3d->prog.cs->prog_data.vs->base.threads == 4;
shader.coordinate_shader_2_way_threadable =
- vc5->prog.cs->prog_data.vs->base.threads == 2;
+ v3d->prog.cs->prog_data.vs->base.threads == 2;
shader.vertex_shader_4_way_threadable =
- vc5->prog.vs->prog_data.vs->base.threads == 4;
+ v3d->prog.vs->prog_data.vs->base.threads == 4;
shader.vertex_shader_2_way_threadable =
- vc5->prog.vs->prog_data.vs->base.threads == 2;
+ v3d->prog.vs->prog_data.vs->base.threads == 2;
shader.fragment_shader_4_way_threadable =
- vc5->prog.fs->prog_data.fs->base.threads == 4;
+ v3d->prog.fs->prog_data.fs->base.threads == 4;
shader.fragment_shader_2_way_threadable =
- vc5->prog.fs->prog_data.fs->base.threads == 2;
+ v3d->prog.fs->prog_data.fs->base.threads == 2;
#endif
shader.vertex_id_read_by_coordinate_shader =
- vc5->prog.cs->prog_data.vs->uses_vid;
+ v3d->prog.cs->prog_data.vs->uses_vid;
shader.instance_id_read_by_coordinate_shader =
- vc5->prog.cs->prog_data.vs->uses_iid;
+ v3d->prog.cs->prog_data.vs->uses_iid;
shader.vertex_id_read_by_vertex_shader =
- vc5->prog.vs->prog_data.vs->uses_vid;
+ v3d->prog.vs->prog_data.vs->uses_vid;
shader.instance_id_read_by_vertex_shader =
- vc5->prog.vs->prog_data.vs->uses_iid;
+ v3d->prog.vs->prog_data.vs->uses_iid;
shader.address_of_default_attribute_values =
cl_address(vtx->default_attribute_values, 0);
@@ -257,7 +257,7 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
- struct vc5_resource *rsc = vc5_resource(vb->buffer.resource);
+ struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
const uint32_t size =
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
@@ -269,9 +269,9 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
vb->buffer_offset +
elem->src_offset);
attr.number_of_values_read_by_coordinate_shader =
- vc5->prog.cs->prog_data.vs->vattr_sizes[i];
+ v3d->prog.cs->prog_data.vs->vattr_sizes[i];
attr.number_of_values_read_by_vertex_shader =
- vc5->prog.vs->prog_data.vs->vattr_sizes[i];
+ v3d->prog.vs->prog_data.vs->vattr_sizes[i];
#if V3D_VERSION >= 41
attr.maximum_index = 0xffffff;
#endif
@@ -301,9 +301,9 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
state.number_of_attribute_arrays = num_elements_to_emit;
}
- vc5_bo_unreference(&cs_uniforms.bo);
- vc5_bo_unreference(&vs_uniforms.bo);
- vc5_bo_unreference(&fs_uniforms.bo);
+ v3d_bo_unreference(&cs_uniforms.bo);
+ v3d_bo_unreference(&vs_uniforms.bo);
+ v3d_bo_unreference(&fs_uniforms.bo);
job->shader_rec_count++;
}
@@ -313,26 +313,26 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
* recorded by CL packets.
*/
static void
-vc5_tf_statistics_record(struct vc5_context *vc5,
+v3d_tf_statistics_record(struct v3d_context *v3d,
const struct pipe_draw_info *info,
bool prim_tf)
{
- if (!vc5->active_queries)
+ if (!v3d->active_queries)
return;
uint32_t prims = u_prims_for_vertices(info->mode, info->count);
- vc5->prims_generated += prims;
+ v3d->prims_generated += prims;
if (prim_tf) {
/* XXX: Only count if we didn't overflow. */
- vc5->tf_prims_generated += prims;
+ v3d->tf_prims_generated += prims;
}
}
static void
-vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
+v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
{
- switch (vc5->zsa->ez_state) {
+ switch (v3d->zsa->ez_state) {
case VC5_EZ_UNDECIDED:
/* If the Z/S state didn't pick a direction but didn't
* disable, then go along with the current EZ state. This
@@ -346,8 +346,8 @@ vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
* the current direction if we've decided on one.
*/
if (job->ez_state == VC5_EZ_UNDECIDED)
- job->ez_state = vc5->zsa->ez_state;
- else if (job->ez_state != vc5->zsa->ez_state)
+ job->ez_state = v3d->zsa->ez_state;
+ else if (job->ez_state != v3d->zsa->ez_state)
job->ez_state = VC5_EZ_DISABLED;
break;
@@ -364,7 +364,7 @@ vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
* the chosen EZ direction (though we could use
* ARB_conservative_depth's hints to avoid this)
*/
- if (vc5->prog.fs->prog_data.fs->writes_z) {
+ if (v3d->prog.fs->prog_data.fs->writes_z) {
job->ez_state = VC5_EZ_DISABLED;
}
@@ -373,9 +373,9 @@ vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
}
static void
-vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
- struct vc5_context *vc5 = vc5_context(pctx);
+ struct v3d_context *v3d = v3d_context(pctx);
if (!info->count_from_stream_output && !info->indirect &&
!info->primitive_restart &&
@@ -403,8 +403,8 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
}
if (info->mode >= PIPE_PRIM_QUADS) {
- util_primconvert_save_rasterizer_state(vc5->primconvert, &vc5->rasterizer->base);
- util_primconvert_draw_vbo(vc5->primconvert, info);
+ util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
+ util_primconvert_draw_vbo(v3d->primconvert, info);
perf_debug("Fallback conversion for %d %s vertices\n",
info->count, u_prim_name(info->mode));
return;
@@ -413,24 +413,24 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
/* Before setting up the draw, flush anything writing to the textures
* that we read from.
*/
- vc5_predraw_check_textures(pctx, &vc5->verttex);
- vc5_predraw_check_textures(pctx, &vc5->fragtex);
+ v3d_predraw_check_textures(pctx, &v3d->verttex);
+ v3d_predraw_check_textures(pctx, &v3d->fragtex);
- struct vc5_job *job = vc5_get_job_for_fbo(vc5);
+ struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* Get space to emit our draw call into the BCL, using a branch to
* jump to a new BO if necessary.
*/
- vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
+ v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
- if (vc5->prim_mode != info->mode) {
- vc5->prim_mode = info->mode;
- vc5->dirty |= VC5_DIRTY_PRIM_MODE;
+ if (v3d->prim_mode != info->mode) {
+ v3d->prim_mode = info->mode;
+ v3d->dirty |= VC5_DIRTY_PRIM_MODE;
}
- vc5_start_draw(vc5);
- vc5_update_compiled_shaders(vc5, info->mode);
- vc5_update_job_ez(vc5, job);
+ v3d_start_draw(v3d);
+ v3d_update_compiled_shaders(v3d, info->mode);
+ v3d_update_job_ez(v3d, job);
#if V3D_VERSION >= 41
v3d41_emit_state(pctx);
@@ -438,20 +438,20 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
v3d33_emit_state(pctx);
#endif
- if (vc5->dirty & (VC5_DIRTY_VTXBUF |
+ if (v3d->dirty & (VC5_DIRTY_VTXBUF |
VC5_DIRTY_VTXSTATE |
VC5_DIRTY_PRIM_MODE |
VC5_DIRTY_RASTERIZER |
VC5_DIRTY_COMPILED_CS |
VC5_DIRTY_COMPILED_VS |
VC5_DIRTY_COMPILED_FS |
- vc5->prog.cs->uniform_dirty_bits |
- vc5->prog.vs->uniform_dirty_bits |
- vc5->prog.fs->uniform_dirty_bits)) {
- vc5_emit_gl_shader_state(vc5, info);
+ v3d->prog.cs->uniform_dirty_bits |
+ v3d->prog.vs->uniform_dirty_bits |
+ v3d->prog.fs->uniform_dirty_bits)) {
+ v3d_emit_gl_shader_state(v3d, info);
}
- vc5->dirty = 0;
+ v3d->dirty = 0;
/* The Base Vertex/Base Instance packet sets those values to nonzero
* for the next draw call only.
@@ -468,11 +468,11 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
/* V3D 3.x: The HW only processes transform feedback on primitives
* with the flag set.
*/
- if (vc5->streamout.num_targets)
+ if (v3d->streamout.num_targets)
prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
#endif
- vc5_tf_statistics_record(vc5, info, vc5->streamout.num_targets);
+ v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
@@ -483,14 +483,14 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
struct pipe_resource *prsc;
if (info->has_user_indices) {
prsc = NULL;
- u_upload_data(vc5->uploader, 0,
+ u_upload_data(v3d->uploader, 0,
info->count * info->index_size, 4,
info->index.user,
&offset, &prsc);
} else {
prsc = info->index.resource;
}
- struct vc5_resource *rsc = vc5_resource(prsc);
+ struct v3d_resource *rsc = v3d_resource(prsc);
#if V3D_VERSION >= 40
cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
@@ -553,18 +553,18 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
}
job->draw_calls_queued++;
- if (vc5->zsa && job->zsbuf &&
- (vc5->zsa->base.depth.enabled ||
- vc5->zsa->base.stencil[0].enabled)) {
- struct vc5_resource *rsc = vc5_resource(job->zsbuf->texture);
- vc5_job_add_bo(job, rsc->bo);
+ if (v3d->zsa && job->zsbuf &&
+ (v3d->zsa->base.depth.enabled ||
+ v3d->zsa->base.stencil[0].enabled)) {
+ struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
+ v3d_job_add_bo(job, rsc->bo);
- if (vc5->zsa->base.depth.enabled) {
+ if (v3d->zsa->base.depth.enabled) {
job->resolve |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
- if (vc5->zsa->base.stencil[0].enabled) {
+ if (v3d->zsa->base.stencil[0].enabled) {
job->resolve |= PIPE_CLEAR_STENCIL;
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
@@ -575,36 +575,36 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
if (job->resolve & bit || !job->cbufs[i])
continue;
- struct vc5_resource *rsc = vc5_resource(job->cbufs[i]->texture);
+ struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
job->resolve |= bit;
- vc5_job_add_bo(job, rsc->bo);
+ v3d_job_add_bo(job, rsc->bo);
}
if (job->referenced_size > 768 * 1024 * 1024) {
perf_debug("Flushing job with %dkb to try to free up memory\n",
job->referenced_size / 1024);
- vc5_flush(pctx);
+ v3d_flush(pctx);
}
if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
- vc5_flush(pctx);
+ v3d_flush(pctx);
}
static void
-vc5_clear(struct pipe_context *pctx, unsigned buffers,
+v3d_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
- struct vc5_context *vc5 = vc5_context(pctx);
- struct vc5_job *job = vc5_get_job_for_fbo(vc5);
+ struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* We can't flag new buffers for clearing once we've queued draws. We
* could avoid this by using the 3d engine to clear.
*/
if (job->draw_calls_queued) {
perf_debug("Flushing rendering to process new clear.\n");
- vc5_job_submit(vc5, job);
- job = vc5_get_job_for_fbo(vc5);
+ v3d_job_submit(v3d, job);
+ job = v3d_get_job_for_fbo(v3d);
}
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
@@ -612,15 +612,15 @@ vc5_clear(struct pipe_context *pctx, unsigned buffers,
if (!(buffers & bit))
continue;
- struct pipe_surface *psurf = vc5->framebuffer.cbufs[i];
- struct vc5_surface *surf = vc5_surface(psurf);
- struct vc5_resource *rsc = vc5_resource(psurf->texture);
+ struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
+ struct v3d_surface *surf = v3d_surface(psurf);
+ struct v3d_resource *rsc = v3d_resource(psurf->texture);
union util_color uc;
uint32_t internal_size = 4 << surf->internal_bpp;
static union pipe_color_union swapped_color;
- if (vc5->swap_color_rb & (1 << i)) {
+ if (v3d->swap_color_rb & (1 << i)) {
swapped_color.f[0] = color->f[2];
swapped_color.f[1] = color->f[1];
swapped_color.f[2] = color->f[0];
@@ -665,8 +665,8 @@ vc5_clear(struct pipe_context *pctx, unsigned buffers,
unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
if (zsclear) {
- struct vc5_resource *rsc =
- vc5_resource(vc5->framebuffer.zsbuf->texture);
+ struct v3d_resource *rsc =
+ v3d_resource(v3d->framebuffer.zsbuf->texture);
if (zsclear & PIPE_CLEAR_DEPTH)
job->clear_z = depth;
@@ -678,16 +678,16 @@ vc5_clear(struct pipe_context *pctx, unsigned buffers,
job->draw_min_x = 0;
job->draw_min_y = 0;
- job->draw_max_x = vc5->framebuffer.width;
- job->draw_max_y = vc5->framebuffer.height;
+ job->draw_max_x = v3d->framebuffer.width;
+ job->draw_max_y = v3d->framebuffer.height;
job->cleared |= buffers;
job->resolve |= buffers;
- vc5_start_draw(vc5);
+ v3d_start_draw(v3d);
}
static void
-vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
+v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
const union pipe_color_union *color,
unsigned x, unsigned y, unsigned w, unsigned h,
bool render_condition_enabled)
@@ -696,7 +696,7 @@ vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
}
static void
-vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
+v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
unsigned buffers, double depth, unsigned stencil,
unsigned x, unsigned y, unsigned w, unsigned h,
bool render_condition_enabled)
@@ -707,8 +707,8 @@ vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
void
v3dX(draw_init)(struct pipe_context *pctx)
{
- pctx->draw_vbo = vc5_draw_vbo;
- pctx->clear = vc5_clear;
- pctx->clear_render_target = vc5_clear_render_target;
- pctx->clear_depth_stencil = vc5_clear_depth_stencil;
+ pctx->draw_vbo = v3d_draw_vbo;
+ pctx->clear = v3d_clear;
+ pctx->clear_render_target = v3d_clear_render_target;
+ pctx->clear_depth_stencil = v3d_clear_depth_stencil;
}