/* * Copyright © 2014 Broadcom * * 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 VC4_SCREEN_H #define VC4_SCREEN_H #include "pipe/p_screen.h" #include "renderonly/renderonly.h" #include "os/os_thread.h" #include "state_tracker/drm_driver.h" #include "util/list.h" #include "util/slab.h" #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 #endif struct vc4_bo; #define VC4_DEBUG_CL 0x0001 #define VC4_DEBUG_QPU 0x0002 #define VC4_DEBUG_QIR 0x0004 #define VC4_DEBUG_TGSI 0x0008 #define VC4_DEBUG_SHADERDB 0x0010 #define VC4_DEBUG_PERF 0x0020 #define VC4_DEBUG_NORAST 0x0040 #define VC4_DEBUG_ALWAYS_FLUSH 0x0080 #define VC4_DEBUG_ALWAYS_SYNC 0x0100 #define VC4_DEBUG_NIR 0x0200 #define VC4_DEBUG_DUMP 0x0400 #define VC4_DEBUG_SURFACE 0x0800 #define VC4_MAX_MIP_LEVELS 12 #define VC4_MAX_TEXTURE_SAMPLERS 16 struct vc4_simulator_file; struct vc4_screen { struct pipe_screen base; struct renderonly *ro; int fd; int v3d_ver; const char *name; /** The last seqno we've completed a wait for. * * This lets us slightly optimize our waits by skipping wait syscalls * if we know the job's already done. */ uint64_t finished_seqno; struct slab_parent_pool transfer_pool; struct vc4_bo_cache { /** List of struct vc4_bo freed, by age. */ struct list_head time_list; /** List of struct vc4_bo freed, per size, by age. */ struct list_head *size_list; uint32_t size_list_size; mtx_t lock; uint32_t bo_size; uint32_t bo_count; } bo_cache; struct hash_table *bo_handles; mtx_t bo_handles_mutex; uint32_t bo_size; uint32_t bo_count; bool has_control_flow; bool has_etc1; bool has_threaded_fs; bool has_madvise; bool has_tiling_ioctl; bool has_perfmon_ioctl; bool has_syncobj; struct vc4_simulator_file *sim_file; }; static inline struct vc4_screen * vc4_screen(struct pipe_screen *screen) { return (struct vc4_screen *)screen; } struct pipe_screen *vc4_screen_create(int fd, struct renderonly *ro); const void * vc4_screen_get_compiler_options(struct pipe_screen *pscreen, enum pipe_shader_ir ir, enum pipe_shader_type shader); extern uint32_t vc4_debug; void vc4_fence_screen_init(struct vc4_screen *screen); struct vc4_fence * vc4_fence_create(struct vc4_screen *screen, uint64_t seqno, int fd); #endif /* VC4_SCREEN_H */