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/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
/*
* Copyright (C) 2013 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef FD3_CONTEXT_H_
#define FD3_CONTEXT_H_
#include "util/u_upload_mgr.h"
#include "freedreno_drmif.h"
#include "freedreno_context.h"
#include "ir3_shader.h"
struct fd3_context {
struct fd_context base;
/* Keep track of writes to RB_RENDER_CONTROL which need to be patched
* once we know whether or not to use GMEM, and GMEM tile pitch.
*/
struct util_dynarray rbrc_patches;
struct fd_bo *vs_pvt_mem, *fs_pvt_mem;
/* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes). We
* could combine it with another allocation.
*/
struct fd_bo *vsc_size_mem;
/* vertex buf used for clear/gmem->mem vertices, and mem->gmem
* vertices:
*/
struct pipe_resource *solid_vbuf;
/* vertex buf used for mem->gmem tex coords:
*/
struct pipe_resource *blit_texcoord_vbuf;
/* vertex state for solid_vbuf:
* - solid_vbuf / 12 / R32G32B32_FLOAT
*/
struct fd_vertex_state solid_vbuf_state;
/* vertex state for blit_prog:
* - blit_texcoord_vbuf / 8 / R32G32_FLOAT
* - solid_vbuf / 12 / R32G32B32_FLOAT
*/
struct fd_vertex_state blit_vbuf_state;
/*
* Border color layout *appears* to be as arrays of 0x40 byte
* elements, with frag shader elements starting at (16 x 0x40).
* But at some point I should probably experiment more with
* samplers in vertex shaders to be sure. Unclear about why
* there is this offset when there are separate VS and FS base
* addr regs.
*
* The first 8 bytes of each entry are the requested border
* color in fp16. Unclear about the rest.. could be used for
* other formats, or could simply be for aligning the pitch
* to 32 pixels.
*/
#define BORDERCOLOR_SIZE 0x40
struct u_upload_mgr *border_color_uploader;
struct pipe_resource *border_color_buf;
/* if *any* of bits are set in {v,f}saturate_{s,t,r} */
bool vsaturate, fsaturate;
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
unsigned vsaturate_s, vsaturate_t, vsaturate_r;
/* bitmask of sampler which needs coords clamped for frag
* shader:
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
/* some state changes require a different shader variant. Keep
* track of this so we know when we need to re-emit shader state
* due to variant change. See fixup_shader_state()
*/
struct ir3_shader_key last_key;
};
static inline struct fd3_context *
fd3_context(struct fd_context *ctx)
{
return (struct fd3_context *)ctx;
}
struct pipe_context *
fd3_context_create(struct pipe_screen *pscreen, void *priv);
#endif /* FD3_CONTEXT_H_ */
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