1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
|
/*
* Copyright © 2014-2017 Broadcom
* Copyright (C) 2012 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.
*/
#ifndef VC5_CONTEXT_H
#define VC5_CONTEXT_H
#ifdef V3D_VERSION
#include "broadcom/common/v3d_macros.h"
#endif
#include <stdio.h>
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/bitset.h"
#include "util/slab.h"
#include "xf86drm.h"
#include "drm-uapi/v3d_drm.h"
#include "v3d_screen.h"
#include "broadcom/common/v3d_limits.h"
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_v3d_simulator true
#else
#define using_v3d_simulator false
#endif
#define VC5_DIRTY_BLEND (1ull << 0)
#define VC5_DIRTY_RASTERIZER (1ull << 1)
#define VC5_DIRTY_ZSA (1ull << 2)
#define VC5_DIRTY_COMPTEX (1ull << 3)
#define VC5_DIRTY_VERTTEX (1ull << 4)
#define VC5_DIRTY_GEOMTEX (1ull << 5)
#define VC5_DIRTY_FRAGTEX (1ull << 6)
#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
#define VC5_DIRTY_STENCIL_REF (1ull << 11)
#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
#define VC5_DIRTY_STIPPLE (1ull << 14)
#define VC5_DIRTY_VIEWPORT (1ull << 15)
#define VC5_DIRTY_CONSTBUF (1ull << 16)
#define VC5_DIRTY_VTXSTATE (1ull << 17)
#define VC5_DIRTY_VTXBUF (1ull << 18)
#define VC5_DIRTY_SCISSOR (1ull << 19)
#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
#define VC5_DIRTY_PRIM_MODE (1ull << 21)
#define VC5_DIRTY_CLIP (1ull << 22)
#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
#define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
#define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
#define VC5_DIRTY_COMPILED_CS (1ull << 29)
#define VC5_DIRTY_COMPILED_VS (1ull << 30)
#define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
#define VC5_DIRTY_COMPILED_GS (1ULL << 32)
#define VC5_DIRTY_COMPILED_FS (1ull << 33)
#define VC5_DIRTY_FS_INPUTS (1ull << 38)
#define VC5_DIRTY_GS_INPUTS (1ull << 39)
#define VC5_DIRTY_STREAMOUT (1ull << 40)
#define VC5_DIRTY_OQ (1ull << 41)
#define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
#define VC5_DIRTY_SSBO (1ull << 44)
#define VC5_MAX_FS_INPUTS 64
enum v3d_sampler_state_variant {
V3D_SAMPLER_STATE_BORDER_0,
V3D_SAMPLER_STATE_F16,
V3D_SAMPLER_STATE_F16_UNORM,
V3D_SAMPLER_STATE_F16_SNORM,
V3D_SAMPLER_STATE_F16_BGRA,
V3D_SAMPLER_STATE_F16_BGRA_UNORM,
V3D_SAMPLER_STATE_F16_BGRA_SNORM,
V3D_SAMPLER_STATE_F16_A,
V3D_SAMPLER_STATE_F16_A_SNORM,
V3D_SAMPLER_STATE_F16_A_UNORM,
V3D_SAMPLER_STATE_F16_LA,
V3D_SAMPLER_STATE_F16_LA_UNORM,
V3D_SAMPLER_STATE_F16_LA_SNORM,
V3D_SAMPLER_STATE_32,
V3D_SAMPLER_STATE_32_UNORM,
V3D_SAMPLER_STATE_32_SNORM,
V3D_SAMPLER_STATE_32_A,
V3D_SAMPLER_STATE_32_A_UNORM,
V3D_SAMPLER_STATE_32_A_SNORM,
V3D_SAMPLER_STATE_1010102U,
V3D_SAMPLER_STATE_16U,
V3D_SAMPLER_STATE_16I,
V3D_SAMPLER_STATE_8I,
V3D_SAMPLER_STATE_8U,
V3D_SAMPLER_STATE_VARIANT_COUNT,
};
enum v3d_flush_cond {
/* Flush job unless we are flushing for transform feedback, where we
* handle flushing in the driver via the 'Wait for TF' packet.
*/
V3D_FLUSH_DEFAULT,
/* Always flush the job, even for cases where we would normally not
* do it, such as transform feedback.
*/
V3D_FLUSH_ALWAYS,
/* Flush job if it is not the current FBO job. This is intended to
* skip automatic flushes of the current job for resources that we
* expect to be externally synchronized by the application using
* glMemoryBarrier(), such as SSBOs and shader images.
*/
V3D_FLUSH_NOT_CURRENT_JOB,
};
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
uint32_t p1;
/* Precomputed swizzles to pass in to the shader key. */
uint8_t swizzle[4];
uint8_t texture_shader_state[32];
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
enum v3d_sampler_state_variant sampler_variant;
/* Actual texture to be read by this sampler view. May be different
* from base.texture in the case of having a shadow tiled copy of a
* raster texture.
*/
struct pipe_resource *texture;
};
struct v3d_sampler_state {
struct pipe_sampler_state base;
uint32_t p0;
uint32_t p1;
/* V3D 3.x: Packed texture state. */
uint8_t texture_shader_state[32];
/* V3D 4.x: Sampler state struct. */
struct pipe_resource *sampler_state;
uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
bool border_color_variants;
};
struct v3d_texture_stateobj {
struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_textures;
struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_samplers;
struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
};
struct v3d_shader_uniform_info {
enum quniform_contents *contents;
uint32_t *data;
uint32_t count;
};
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. */
uint32_t compiled_variant_count;
struct pipe_shader_state base;
uint32_t num_tf_outputs;
struct v3d_varying_slot *tf_outputs;
uint16_t tf_specs[16];
uint16_t tf_specs_psiz[16];
uint32_t num_tf_specs;
};
struct v3d_compiled_shader {
struct pipe_resource *resource;
uint32_t offset;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
struct v3d_compute_prog_data *compute;
} prog_data;
/**
* VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
struct hash_table *cache[MESA_SHADER_STAGES];
struct v3d_bo *spill_bo;
int spill_size_per_thread;
};
struct v3d_constbuf_stateobj {
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct v3d_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct v3d_vertex_stateobj {
struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
unsigned num_elements;
uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
struct pipe_resource *defaults;
uint32_t defaults_offset;
};
struct v3d_stream_output_target {
struct pipe_stream_output_target base;
/* Number of transform feedback vertices written to this target */
uint32_t recorded_vertex_count;
};
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
/* Number of vertices we've written into the buffer so far. */
uint32_t offsets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
};
struct v3d_ssbo_stateobj {
struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
uint32_t enabled_mask;
};
/* Hash table key for v3d->jobs */
struct v3d_job_key {
struct pipe_surface *cbufs[4];
struct pipe_surface *zsbuf;
};
enum v3d_ez_state {
VC5_EZ_UNDECIDED = 0,
VC5_EZ_GT_GE,
VC5_EZ_LT_LE,
VC5_EZ_DISABLED,
};
struct v3d_image_view {
struct pipe_image_view base;
/* V3D 4.x texture shader state struct */
struct pipe_resource *tex_state;
uint32_t tex_state_offset;
};
struct v3d_shaderimg_stateobj {
struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
uint32_t enabled_mask;
};
/**
* A complete bin/render job.
*
* This is all of the state necessary to submit a bin/render to the kernel.
* We want to be able to have multiple in progress at a time, so that we don't
* need to flush an existing CL just to switch to rendering to a new render
* target (which would mean reading back from the old render target when
* starting to render to it again).
*/
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;
struct drm_v3d_submit_cl submit;
/**
* Set of all BOs referenced by the job. This will be used for making
* the list of BOs that the kernel will need to have paged in to
* execute our job.
*/
struct set *bos;
/** Sum of the sizes of the BOs referenced by the job. */
uint32_t referenced_size;
struct set *write_prscs;
struct set *tf_write_prscs;
/* Size of the submit.bo_handles array. */
uint32_t bo_handles_size;
/** @{ Surfaces to submit rendering for. */
struct pipe_surface *cbufs[4];
struct pipe_surface *zsbuf;
/** @} */
/** @{
* Bounding box of the scissor across all queued drawing.
*
* Note that the max values are exclusive.
*/
uint32_t draw_min_x;
uint32_t draw_min_y;
uint32_t draw_max_x;
uint32_t draw_max_y;
/** @} */
/** @{
* Width/height of the color framebuffer being rendered to,
* for VC5_TILE_RENDERING_MODE_CONFIG.
*/
uint32_t draw_width;
uint32_t draw_height;
uint32_t num_layers;
/** @} */
/** @{ Tile information, depending on MSAA and float color buffer. */
uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
uint32_t tile_width; /** @< Width of a tile. */
uint32_t tile_height; /** @< Height of a tile. */
/** maximum internal_bpp of all color render targets. */
uint32_t internal_bpp;
/** Whether the current rendering is in a 4X MSAA tile buffer. */
bool msaa;
/** @} */
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
uint32_t clear;
/* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
* call without having been cleared first.
*/
uint32_t load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
* (either clears or draws) and should be stored.
*/
uint32_t store;
uint32_t clear_color[4][4];
float clear_z;
uint8_t clear_s;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
* been done to the FBO, meaning that we need to
* DRM_IOCTL_VC5_SUBMIT_CL.
*/
bool needs_flush;
/* Set if any shader has dirtied cachelines in the TMU that need to be
* flushed before job end.
*/
bool tmu_dirty_rcl;
/**
* Set if a packet enabling TF has been emitted in the job (V3D 4.x).
*/
bool tf_enabled;
/**
* Current EZ state for drawing. Updated at the start of draw after
* we've decided on the shader being rendered.
*/
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 v3d_ez_state first_ez_state;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job.
*/
uint32_t draw_calls_queued;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job during active transform feedback.
*/
uint32_t tf_draw_calls_queued;
struct v3d_job_key key;
};
struct v3d_context {
struct pipe_context base;
int fd;
struct v3d_screen *screen;
/** The 3D rendering job for the currently bound FBO. */
struct v3d_job *job;
/* Map from struct v3d_job_key to the job for that FBO.
*/
struct hash_table *jobs;
/**
* Map from v3d_resource to a job writing to that resource.
*
* Primarily for flushing jobs rendering to textures that are now
* being read from.
*/
struct hash_table *write_jobs;
struct slab_child_pool transfer_pool;
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
uint64_t dirty;
struct primconvert_context *primconvert;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
struct v3d_compiler_state *compiler_state;
uint8_t prim_mode;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
/** Sync object that our RCL or TFU job will update as its out_sync. */
uint32_t out_sync;
/* Stream uploader used by gallium internals. This could also be used
* by driver internals, but we tend to use the v3d_cl.h interfaces
* instead.
*/
struct u_upload_mgr *uploader;
/* State uploader used inside the driver. This is for packing bits of
* long-term state inside buffers, since the kernel interfaces
* allocate a page at a time.
*/
struct u_upload_mgr *state_uploader;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct v3d_blend_state *blend;
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
struct v3d_program_stateobj prog;
uint32_t compute_num_workgroups[3];
struct v3d_bo *compute_shared_memory;
struct v3d_vertex_stateobj *vtx;
struct {
struct pipe_blend_color f;
uint16_t hf[4];
} blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
/* Per render target, whether we should swap the R and B fields in the
* shader's color output and in blending. If render targets disagree
* on the R/B swap and use the constant color, then we would need to
* fall back to in-shader blending.
*/
uint8_t swap_color_rb;
/* Per render target, whether we should treat the dst alpha values as
* one in blending.
*
* For RGBX formats, the tile buffer's alpha channel will be
* undefined.
*/
uint8_t blend_dst_alpha_one;
bool active_queries;
/**
* If a compute job writes a resource read by a non-compute stage we
* should sync on the last compute job.
*/
bool sync_on_last_compute_job;
uint32_t tf_prims_generated;
uint32_t prims_generated;
struct pipe_poly_stipple stipple;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
struct pipe_resource *prim_counts;
uint32_t prim_counts_offset;
struct pipe_debug_callback debug;
/** @} */
};
struct v3d_rasterizer_state {
struct pipe_rasterizer_state base;
float point_size;
uint8_t depth_offset[9];
uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
struct pipe_depth_stencil_alpha_state base;
enum v3d_ez_state ez_state;
uint8_t stencil_front[6];
uint8_t stencil_back[6];
};
struct v3d_blend_state {
struct pipe_blend_state base;
/* Per-RT mask of whether blending is enabled. */
uint8_t blend_enables;
};
#define perf_debug(...) do { \
if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
fprintf(stderr, __VA_ARGS__); \
if (unlikely(v3d->debug.debug_message)) \
pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
} while (0)
#define foreach_bit(b, mask) \
for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{
return (struct v3d_context *)pcontext;
}
static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view *psview)
{
return (struct v3d_sampler_view *)psview;
}
static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state *psampler)
{
return (struct v3d_sampler_state *)psampler;
}
static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
{
return (struct v3d_stream_output_target *)ptarget;
}
static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
{
return v3d_stream_output_target(ptarget)->recorded_vertex_count;
}
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
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 v3d_simulator_init(struct v3d_screen *screen);
void v3d_simulator_destroy(struct v3d_screen *screen);
uint32_t v3d_simulator_get_spill(uint32_t spill_size);
int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size);
static inline int
v3d_ioctl(int fd, unsigned long request, void *arg)
{
if (using_v3d_simulator)
return v3d_simulator_ioctl(fd, request, arg);
else
return drmIoctl(fd, request, arg);
}
static inline bool
v3d_transform_feedback_enabled(struct v3d_context *v3d)
{
return (v3d->prog.bind_vs->num_tf_specs != 0 ||
(v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
v3d->active_queries;
}
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_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
struct v3d_job *v3d_job_create(struct v3d_context *v3d);
void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
struct v3d_job *v3d_get_job(struct v3d_context *v3d,
struct pipe_surface **cbufs,
struct pipe_surface *zsbuf);
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_add_tf_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_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
void v3d_update_compiled_cs(struct v3d_context *v3d);
bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
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 v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
enum pipe_format f);
const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
enum pipe_format f);
void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
uint32_t format,
uint32_t *type,
uint32_t *bpp);
bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
uint32_t tex_format);
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);
bool v3d_generate_mipmap(struct pipe_context *pctx,
struct pipe_resource *prsc,
enum pipe_format format,
unsigned int base_level,
unsigned int last_level,
unsigned int first_layer,
unsigned int last_layer);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
void v3d_update_primitive_counters(struct v3d_context *v3d);
#ifdef v3dX
# include "v3dx_context.h"
#else
# define v3dX(x) v3d33_##x
# include "v3dx_context.h"
# undef v3dX
# define v3dX(x) v3d41_##x
# include "v3dx_context.h"
# undef v3dX
#endif
#endif /* VC5_CONTEXT_H */
|