aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/v3d/v3dx_state.c
blob: ee41b9fa75e9dba5c15e02432e46d29c69728a50 (plain)
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
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
/*
 * 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.
 */

#include "pipe/p_state.h"
#include "util/format/u_format.h"
#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_half.h"
#include "util/u_helpers.h"
#include "util/u_upload_mgr.h"

#include "v3d_context.h"
#include "v3d_tiling.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/compiler/v3d_compiler.h"
#include "broadcom/cle/v3dx_pack.h"

static void
v3d_generic_cso_state_delete(struct pipe_context *pctx, void *hwcso)
{
        free(hwcso);
}

static void
v3d_set_blend_color(struct pipe_context *pctx,
                    const struct pipe_blend_color *blend_color)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->blend_color.f = *blend_color;
        for (int i = 0; i < 4; i++) {
                v3d->blend_color.hf[i] =
                        util_float_to_half(blend_color->color[i]);
        }
        v3d->dirty |= VC5_DIRTY_BLEND_COLOR;
}

static void
v3d_set_stencil_ref(struct pipe_context *pctx,
                    const struct pipe_stencil_ref *stencil_ref)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->stencil_ref = *stencil_ref;
        v3d->dirty |= VC5_DIRTY_STENCIL_REF;
}

static void
v3d_set_clip_state(struct pipe_context *pctx,
                   const struct pipe_clip_state *clip)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->clip = *clip;
        v3d->dirty |= VC5_DIRTY_CLIP;
}

static void
v3d_set_sample_mask(struct pipe_context *pctx, unsigned sample_mask)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->sample_mask = sample_mask & ((1 << V3D_MAX_SAMPLES) - 1);
        v3d->dirty |= VC5_DIRTY_SAMPLE_STATE;
}

static void *
v3d_create_rasterizer_state(struct pipe_context *pctx,
                            const struct pipe_rasterizer_state *cso)
{
        struct v3d_rasterizer_state *so;

        so = CALLOC_STRUCT(v3d_rasterizer_state);
        if (!so)
                return NULL;

        so->base = *cso;

        /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
         * BCM21553).
         */
        so->point_size = MAX2(cso->point_size, .125f);

        STATIC_ASSERT(sizeof(so->depth_offset) >=
                      cl_packet_length(DEPTH_OFFSET));
        v3dx_pack(&so->depth_offset, DEPTH_OFFSET, depth) {
                depth.depth_offset_factor = cso->offset_scale;
                depth.depth_offset_units = cso->offset_units;
        }

        /* The HW treats polygon offset units based on a Z24 buffer, so we
         * need to scale up offset_units if we're only Z16.
         */
        v3dx_pack(&so->depth_offset_z16, DEPTH_OFFSET, depth) {
                depth.depth_offset_factor = cso->offset_scale;
                depth.depth_offset_units = cso->offset_units * 256.0;
        }

        return so;
}

/* Blend state is baked into shaders. */
static void *
v3d_create_blend_state(struct pipe_context *pctx,
                       const struct pipe_blend_state *cso)
{
        struct v3d_blend_state *so;

        so = CALLOC_STRUCT(v3d_blend_state);
        if (!so)
                return NULL;

        so->base = *cso;

        if (cso->independent_blend_enable) {
                for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
                        so->blend_enables |= cso->rt[i].blend_enable << i;

                        /* V3D 4.x is when we got independent blend enables. */
                        assert(V3D_VERSION >= 40 ||
                               cso->rt[i].blend_enable == cso->rt[0].blend_enable);
                }
        } else {
                if (cso->rt[0].blend_enable)
                        so->blend_enables = (1 << V3D_MAX_DRAW_BUFFERS) - 1;
        }

        return so;
}

static uint32_t
translate_stencil_op(enum pipe_stencil_op op)
{
        switch (op) {
        case PIPE_STENCIL_OP_KEEP:      return V3D_STENCIL_OP_KEEP;
        case PIPE_STENCIL_OP_ZERO:      return V3D_STENCIL_OP_ZERO;
        case PIPE_STENCIL_OP_REPLACE:   return V3D_STENCIL_OP_REPLACE;
        case PIPE_STENCIL_OP_INCR:      return V3D_STENCIL_OP_INCR;
        case PIPE_STENCIL_OP_DECR:      return V3D_STENCIL_OP_DECR;
        case PIPE_STENCIL_OP_INCR_WRAP: return V3D_STENCIL_OP_INCWRAP;
        case PIPE_STENCIL_OP_DECR_WRAP: return V3D_STENCIL_OP_DECWRAP;
        case PIPE_STENCIL_OP_INVERT:    return V3D_STENCIL_OP_INVERT;
        }
        unreachable("bad stencil op");
}

static void *
v3d_create_depth_stencil_alpha_state(struct pipe_context *pctx,
                                     const struct pipe_depth_stencil_alpha_state *cso)
{
        struct v3d_depth_stencil_alpha_state *so;

        so = CALLOC_STRUCT(v3d_depth_stencil_alpha_state);
        if (!so)
                return NULL;

        so->base = *cso;

        if (cso->depth.enabled) {
                switch (cso->depth.func) {
                case PIPE_FUNC_LESS:
                case PIPE_FUNC_LEQUAL:
                        so->ez_state = VC5_EZ_LT_LE;
                        break;
                case PIPE_FUNC_GREATER:
                case PIPE_FUNC_GEQUAL:
                        so->ez_state = VC5_EZ_GT_GE;
                        break;
                case PIPE_FUNC_NEVER:
                case PIPE_FUNC_EQUAL:
                        so->ez_state = VC5_EZ_UNDECIDED;
                        break;
                default:
                        so->ez_state = VC5_EZ_DISABLED;
                        break;
                }

                /* If stencil is enabled and it's not a no-op, then it would
                 * break EZ updates.
                 */
                if (cso->stencil[0].enabled &&
                    (cso->stencil[0].zfail_op != PIPE_STENCIL_OP_KEEP ||
                     cso->stencil[0].func != PIPE_FUNC_ALWAYS ||
                     (cso->stencil[1].enabled &&
                      (cso->stencil[1].zfail_op != PIPE_STENCIL_OP_KEEP &&
                       cso->stencil[1].func != PIPE_FUNC_ALWAYS)))) {
                        so->ez_state = VC5_EZ_DISABLED;
                }
        }

        const struct pipe_stencil_state *front = &cso->stencil[0];
        const struct pipe_stencil_state *back = &cso->stencil[1];

        if (front->enabled) {
                STATIC_ASSERT(sizeof(so->stencil_front) >=
                              cl_packet_length(STENCIL_CFG));
                v3dx_pack(&so->stencil_front, STENCIL_CFG, config) {
                        config.front_config = true;
                        /* If !back->enabled, then the front values should be
                         * used for both front and back-facing primitives.
                         */
                        config.back_config = !back->enabled;

                        config.stencil_write_mask = front->writemask;
                        config.stencil_test_mask = front->valuemask;

                        config.stencil_test_function = front->func;
                        config.stencil_pass_op =
                                translate_stencil_op(front->zpass_op);
                        config.depth_test_fail_op =
                                translate_stencil_op(front->zfail_op);
                        config.stencil_test_fail_op =
                                translate_stencil_op(front->fail_op);
                }
        }
        if (back->enabled) {
                STATIC_ASSERT(sizeof(so->stencil_back) >=
                              cl_packet_length(STENCIL_CFG));
                v3dx_pack(&so->stencil_back, STENCIL_CFG, config) {
                        config.front_config = false;
                        config.back_config = true;

                        config.stencil_write_mask = back->writemask;
                        config.stencil_test_mask = back->valuemask;

                        config.stencil_test_function = back->func;
                        config.stencil_pass_op =
                                translate_stencil_op(back->zpass_op);
                        config.depth_test_fail_op =
                                translate_stencil_op(back->zfail_op);
                        config.stencil_test_fail_op =
                                translate_stencil_op(back->fail_op);
                }
        }

        return so;
}

static void
v3d_set_polygon_stipple(struct pipe_context *pctx,
                        const struct pipe_poly_stipple *stipple)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->stipple = *stipple;
        v3d->dirty |= VC5_DIRTY_STIPPLE;
}

static void
v3d_set_scissor_states(struct pipe_context *pctx,
                       unsigned start_slot,
                       unsigned num_scissors,
                       const struct pipe_scissor_state *scissor)
{
        struct v3d_context *v3d = v3d_context(pctx);

        v3d->scissor = *scissor;
        v3d->dirty |= VC5_DIRTY_SCISSOR;
}

static void
v3d_set_viewport_states(struct pipe_context *pctx,
                        unsigned start_slot,
                        unsigned num_viewports,
                        const struct pipe_viewport_state *viewport)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->viewport = *viewport;
        v3d->dirty |= VC5_DIRTY_VIEWPORT;
}

static void
v3d_set_vertex_buffers(struct pipe_context *pctx,
                       unsigned start_slot, unsigned count,
                       const struct pipe_vertex_buffer *vb)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_vertexbuf_stateobj *so = &v3d->vertexbuf;

        util_set_vertex_buffers_mask(so->vb, &so->enabled_mask, vb,
                                     start_slot, count);
        so->count = util_last_bit(so->enabled_mask);

        v3d->dirty |= VC5_DIRTY_VTXBUF;
}

static void
v3d_blend_state_bind(struct pipe_context *pctx, void *hwcso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->blend = hwcso;
        v3d->dirty |= VC5_DIRTY_BLEND;
}

static void
v3d_rasterizer_state_bind(struct pipe_context *pctx, void *hwcso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->rasterizer = hwcso;
        v3d->dirty |= VC5_DIRTY_RASTERIZER;
}

static void
v3d_zsa_state_bind(struct pipe_context *pctx, void *hwcso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->zsa = hwcso;
        v3d->dirty |= VC5_DIRTY_ZSA;
}

static void *
v3d_vertex_state_create(struct pipe_context *pctx, unsigned num_elements,
                        const struct pipe_vertex_element *elements)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_vertex_stateobj *so = CALLOC_STRUCT(v3d_vertex_stateobj);

        if (!so)
                return NULL;

        memcpy(so->pipe, elements, sizeof(*elements) * num_elements);
        so->num_elements = num_elements;

        for (int i = 0; i < so->num_elements; i++) {
                const struct pipe_vertex_element *elem = &elements[i];
                const struct util_format_description *desc =
                        util_format_description(elem->src_format);
                uint32_t r_size = desc->channel[0].size;

                const uint32_t size =
                        cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);

                v3dx_pack(&so->attrs[i * size],
                          GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
                        /* vec_size == 0 means 4 */
                        attr.vec_size = desc->nr_channels & 3;
                        attr.signed_int_type = (desc->channel[0].type ==
                                                UTIL_FORMAT_TYPE_SIGNED);

                        attr.normalized_int_type = desc->channel[0].normalized;
                        attr.read_as_int_uint = desc->channel[0].pure_integer;
                        attr.instance_divisor = MIN2(elem->instance_divisor,
                                                     0xffff);

                        switch (desc->channel[0].type) {
                        case UTIL_FORMAT_TYPE_FLOAT:
                                if (r_size == 32) {
                                        attr.type = ATTRIBUTE_FLOAT;
                                } else {
                                        assert(r_size == 16);
                                        attr.type = ATTRIBUTE_HALF_FLOAT;
                                }
                                break;

                        case UTIL_FORMAT_TYPE_SIGNED:
                        case UTIL_FORMAT_TYPE_UNSIGNED:
                                switch (r_size) {
                                case 32:
                                        attr.type = ATTRIBUTE_INT;
                                        break;
                                case 16:
                                        attr.type = ATTRIBUTE_SHORT;
                                        break;
                                case 10:
                                        attr.type = ATTRIBUTE_INT2_10_10_10;
                                        break;
                                case 8:
                                        attr.type = ATTRIBUTE_BYTE;
                                        break;
                                default:
                                        fprintf(stderr,
                                                "format %s unsupported\n",
                                                desc->name);
                                        attr.type = ATTRIBUTE_BYTE;
                                        abort();
                                }
                                break;

                        default:
                                fprintf(stderr,
                                        "format %s unsupported\n",
                                        desc->name);
                                abort();
                        }
                }
        }

        /* Set up the default attribute values in case any of the vertex
         * elements use them.
         */
        uint32_t *attrs;
        u_upload_alloc(v3d->state_uploader, 0,
                       V3D_MAX_VS_INPUTS * sizeof(float), 16,
                       &so->defaults_offset, &so->defaults, (void **)&attrs);

        for (int i = 0; i < V3D_MAX_VS_INPUTS / 4; i++) {
                attrs[i * 4 + 0] = 0;
                attrs[i * 4 + 1] = 0;
                attrs[i * 4 + 2] = 0;
                if (i < so->num_elements &&
                    util_format_is_pure_integer(so->pipe[i].src_format)) {
                        attrs[i * 4 + 3] = 1;
                } else {
                        attrs[i * 4 + 3] = fui(1.0);
                }
        }

        u_upload_unmap(v3d->state_uploader);
        return so;
}

static void
v3d_vertex_state_delete(struct pipe_context *pctx, void *hwcso)
{
        struct v3d_vertex_stateobj *so = hwcso;

        pipe_resource_reference(&so->defaults, NULL);
        free(so);
}

static void
v3d_vertex_state_bind(struct pipe_context *pctx, void *hwcso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        v3d->vtx = hwcso;
        v3d->dirty |= VC5_DIRTY_VTXSTATE;
}

static void
v3d_set_constant_buffer(struct pipe_context *pctx, uint shader, uint index,
                        const struct pipe_constant_buffer *cb)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_constbuf_stateobj *so = &v3d->constbuf[shader];

        util_copy_constant_buffer(&so->cb[index], cb);

        /* Note that the gallium frontend can unbind constant buffers by
         * passing NULL here.
         */
        if (unlikely(!cb)) {
                so->enabled_mask &= ~(1 << index);
                so->dirty_mask &= ~(1 << index);
                return;
        }

        so->enabled_mask |= 1 << index;
        so->dirty_mask |= 1 << index;
        v3d->dirty |= VC5_DIRTY_CONSTBUF;
}

static void
v3d_set_framebuffer_state(struct pipe_context *pctx,
                          const struct pipe_framebuffer_state *framebuffer)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct pipe_framebuffer_state *cso = &v3d->framebuffer;

        v3d->job = NULL;

        util_copy_framebuffer_state(cso, framebuffer);

        v3d->swap_color_rb = 0;
        v3d->blend_dst_alpha_one = 0;
        for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
                struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
                if (!cbuf)
                        continue;
                struct v3d_surface *v3d_cbuf = v3d_surface(cbuf);

                const struct util_format_description *desc =
                        util_format_description(cbuf->format);

                /* For BGRA8 formats (DRI window system default format), we
                 * need to swap R and B, since the HW's format is RGBA8.  On
                 * V3D 4.1+, the RCL can swap R and B on load/store.
                 */
                if (v3d->screen->devinfo.ver < 41 && v3d_cbuf->swap_rb)
                        v3d->swap_color_rb |= 1 << i;

                if (desc->swizzle[3] == PIPE_SWIZZLE_1)
                        v3d->blend_dst_alpha_one |= 1 << i;
        }

        v3d->dirty |= VC5_DIRTY_FRAMEBUFFER;
}

static enum V3DX(Wrap_Mode)
translate_wrap(uint32_t pipe_wrap, bool using_nearest)
{
        switch (pipe_wrap) {
        case PIPE_TEX_WRAP_REPEAT:
                return V3D_WRAP_MODE_REPEAT;
        case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
                return V3D_WRAP_MODE_CLAMP;
        case PIPE_TEX_WRAP_MIRROR_REPEAT:
                return V3D_WRAP_MODE_MIRROR;
        case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
                return V3D_WRAP_MODE_BORDER;
        case PIPE_TEX_WRAP_CLAMP:
                return (using_nearest ?
                        V3D_WRAP_MODE_CLAMP :
                        V3D_WRAP_MODE_BORDER);
        default:
                unreachable("Unknown wrap mode");
        }
}

#if V3D_VERSION >= 40
static void
v3d_upload_sampler_state_variant(void *map,
                                 const struct pipe_sampler_state *cso,
                                 enum v3d_sampler_state_variant variant,
                                 bool either_nearest)
{
        v3dx_pack(map, SAMPLER_STATE, sampler) {
                sampler.wrap_i_border = false;

                sampler.wrap_s = translate_wrap(cso->wrap_s, either_nearest);
                sampler.wrap_t = translate_wrap(cso->wrap_t, either_nearest);
                sampler.wrap_r = translate_wrap(cso->wrap_r, either_nearest);

                sampler.fixed_bias = cso->lod_bias;
                sampler.depth_compare_function = cso->compare_func;

                sampler.min_filter_nearest =
                        cso->min_img_filter == PIPE_TEX_FILTER_NEAREST;
                sampler.mag_filter_nearest =
                        cso->mag_img_filter == PIPE_TEX_FILTER_NEAREST;
                sampler.mip_filter_nearest =
                        cso->min_mip_filter != PIPE_TEX_MIPFILTER_LINEAR;

                sampler.min_level_of_detail = MIN2(MAX2(0, cso->min_lod),
                                                   15);
                sampler.max_level_of_detail = MIN2(cso->max_lod, 15);

                /* If we're not doing inter-miplevel filtering, we need to
                 * clamp the LOD so that we only sample from baselevel.
                 * However, we need to still allow the calculated LOD to be
                 * fractionally over the baselevel, so that the HW can decide
                 * between the min and mag filters.
                 */
                if (cso->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
                        sampler.min_level_of_detail =
                                MIN2(sampler.min_level_of_detail, 1.0 / 256.0);
                        sampler.max_level_of_detail =
                                MIN2(sampler.max_level_of_detail, 1.0 / 256.0);
                }

                if (cso->max_anisotropy) {
                        sampler.anisotropy_enable = true;

                        if (cso->max_anisotropy > 8)
                                sampler.maximum_anisotropy = 3;
                        else if (cso->max_anisotropy > 4)
                                sampler.maximum_anisotropy = 2;
                        else if (cso->max_anisotropy > 2)
                                sampler.maximum_anisotropy = 1;
                }

                if (variant == V3D_SAMPLER_STATE_BORDER_0) {
                        sampler.border_color_mode = V3D_BORDER_COLOR_0000;
                } else {
                        sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;

                        union pipe_color_union border;

                        /* First, reswizzle the border color for any
                         * mismatching we're doing between the texture's
                         * channel order in hardware (R) versus what it is at
                         * the GL level (ALPHA)
                         */
                        switch (variant) {
                        case V3D_SAMPLER_STATE_F16_BGRA:
                        case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
                        case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
                                border.i[0] = cso->border_color.i[2];
                                border.i[1] = cso->border_color.i[1];
                                border.i[2] = cso->border_color.i[0];
                                border.i[3] = cso->border_color.i[3];
                                break;

                        case V3D_SAMPLER_STATE_F16_A:
                        case V3D_SAMPLER_STATE_F16_A_UNORM:
                        case V3D_SAMPLER_STATE_F16_A_SNORM:
                        case V3D_SAMPLER_STATE_32_A:
                        case V3D_SAMPLER_STATE_32_A_UNORM:
                        case V3D_SAMPLER_STATE_32_A_SNORM:
                                border.i[0] = cso->border_color.i[3];
                                border.i[1] = 0;
                                border.i[2] = 0;
                                border.i[3] = 0;
                                break;

                        case V3D_SAMPLER_STATE_F16_LA:
                        case V3D_SAMPLER_STATE_F16_LA_UNORM:
                        case V3D_SAMPLER_STATE_F16_LA_SNORM:
                                border.i[0] = cso->border_color.i[0];
                                border.i[1] = cso->border_color.i[3];
                                border.i[2] = 0;
                                border.i[3] = 0;
                                break;

                        default:
                                border = cso->border_color;
                        }

                        /* Perform any clamping. */
                        switch (variant) {
                        case V3D_SAMPLER_STATE_F16_UNORM:
                        case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
                        case V3D_SAMPLER_STATE_F16_A_UNORM:
                        case V3D_SAMPLER_STATE_F16_LA_UNORM:
                        case V3D_SAMPLER_STATE_32_UNORM:
                        case V3D_SAMPLER_STATE_32_A_UNORM:
                                for (int i = 0; i < 4; i++)
                                        border.f[i] = CLAMP(border.f[i], 0, 1);
                                break;

                        case V3D_SAMPLER_STATE_F16_SNORM:
                        case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
                        case V3D_SAMPLER_STATE_F16_A_SNORM:
                        case V3D_SAMPLER_STATE_F16_LA_SNORM:
                        case V3D_SAMPLER_STATE_32_SNORM:
                        case V3D_SAMPLER_STATE_32_A_SNORM:
                                for (int i = 0; i < 4; i++)
                                        border.f[i] = CLAMP(border.f[i], -1, 1);
                                break;

                        case V3D_SAMPLER_STATE_1010102U:
                                border.ui[0] = CLAMP(border.ui[0],
                                                     0, (1 << 10) - 1);
                                border.ui[1] = CLAMP(border.ui[1],
                                                     0, (1 << 10) - 1);
                                border.ui[2] = CLAMP(border.ui[2],
                                                     0, (1 << 10) - 1);
                                border.ui[3] = CLAMP(border.ui[3],
                                                     0, 3);
                                break;

                        case V3D_SAMPLER_STATE_16U:
                                for (int i = 0; i < 4; i++)
                                        border.ui[i] = CLAMP(border.ui[i],
                                                             0, 0xffff);
                                break;

                        case V3D_SAMPLER_STATE_16I:
                                for (int i = 0; i < 4; i++)
                                        border.i[i] = CLAMP(border.i[i],
                                                            -32768, 32767);
                                break;

                        case V3D_SAMPLER_STATE_8U:
                                for (int i = 0; i < 4; i++)
                                        border.ui[i] = CLAMP(border.ui[i],
                                                             0, 0xff);
                                break;

                        case V3D_SAMPLER_STATE_8I:
                                for (int i = 0; i < 4; i++)
                                        border.i[i] = CLAMP(border.i[i],
                                                            -128, 127);
                                break;

                        default:
                                break;
                        }

                        if (variant >= V3D_SAMPLER_STATE_32) {
                                sampler.border_color_word_0 = border.ui[0];
                                sampler.border_color_word_1 = border.ui[1];
                                sampler.border_color_word_2 = border.ui[2];
                                sampler.border_color_word_3 = border.ui[3];
                        } else {
                                sampler.border_color_word_0 =
                                        util_float_to_half(border.f[0]);
                                sampler.border_color_word_1 =
                                        util_float_to_half(border.f[1]);
                                sampler.border_color_word_2 =
                                        util_float_to_half(border.f[2]);
                                sampler.border_color_word_3 =
                                        util_float_to_half(border.f[3]);
                        }
                }
        }
}
#endif

static void *
v3d_create_sampler_state(struct pipe_context *pctx,
                         const struct pipe_sampler_state *cso)
{
        UNUSED struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);

        if (!so)
                return NULL;

        memcpy(so, cso, sizeof(*cso));

        bool either_nearest =
                (cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
                 cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);

        enum V3DX(Wrap_Mode) wrap_s = translate_wrap(cso->wrap_s,
                                                     either_nearest);
        enum V3DX(Wrap_Mode) wrap_t = translate_wrap(cso->wrap_t,
                                                     either_nearest);
        enum V3DX(Wrap_Mode) wrap_r = translate_wrap(cso->wrap_r,
                                                     either_nearest);

        bool uses_border_color = (wrap_s == V3D_WRAP_MODE_BORDER ||
                                  wrap_t == V3D_WRAP_MODE_BORDER ||
                                  wrap_r == V3D_WRAP_MODE_BORDER);
        so->border_color_variants = (uses_border_color &&
                                     (cso->border_color.ui[0] != 0 ||
                                      cso->border_color.ui[1] != 0 ||
                                      cso->border_color.ui[2] != 0 ||
                                      cso->border_color.ui[3] != 0));

#if V3D_VERSION >= 40
        void *map;
        int sampler_align = so->border_color_variants ? 32 : 8;
        int sampler_size = align(cl_packet_length(SAMPLER_STATE), sampler_align);
        int num_variants = (so->border_color_variants ? ARRAY_SIZE(so->sampler_state_offset) : 1);
        u_upload_alloc(v3d->state_uploader, 0,
                       sampler_size * num_variants,
                       sampler_align,
                       &so->sampler_state_offset[0],
                       &so->sampler_state,
                       &map);

        for (int i = 0; i < num_variants; i++) {
                so->sampler_state_offset[i] =
                        so->sampler_state_offset[0] + i * sampler_size;
                v3d_upload_sampler_state_variant(map + i * sampler_size,
                                                 cso, i, either_nearest);
        }

#else /* V3D_VERSION < 40 */
        v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
                p0.s_wrap_mode = wrap_s;
                p0.t_wrap_mode = wrap_t;
                p0.r_wrap_mode = wrap_r;
        }

        v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
                tex.depth_compare_function = cso->compare_func;
                tex.fixed_bias = cso->lod_bias;
        }
#endif /* V3D_VERSION < 40 */
        return so;
}

static void
v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
                             enum pipe_shader_type shader)
{
        switch (shader) {
        case PIPE_SHADER_VERTEX:
                v3d->dirty |= VC5_DIRTY_VERTTEX;
                break;
        case PIPE_SHADER_GEOMETRY:
                v3d->dirty |= VC5_DIRTY_GEOMTEX;
                break;
        case PIPE_SHADER_FRAGMENT:
                v3d->dirty |= VC5_DIRTY_FRAGTEX;
                break;
        case PIPE_SHADER_COMPUTE:
                v3d->dirty |= VC5_DIRTY_COMPTEX;
                break;
        default:
                unreachable("Unsupported shader stage");
        }
}

static void
v3d_sampler_states_bind(struct pipe_context *pctx,
                        enum pipe_shader_type shader, unsigned start,
                        unsigned nr, void **hwcso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];

        assert(start == 0);
        unsigned i;
        unsigned new_nr = 0;

        for (i = 0; i < nr; i++) {
                if (hwcso[i])
                        new_nr = i + 1;
                stage_tex->samplers[i] = hwcso[i];
        }

        for (; i < stage_tex->num_samplers; i++) {
                stage_tex->samplers[i] = NULL;
        }

        stage_tex->num_samplers = new_nr;

        v3d_flag_dirty_sampler_state(v3d, shader);
}

static void
v3d_sampler_state_delete(struct pipe_context *pctx,
                         void *hwcso)
{
        struct pipe_sampler_state *psampler = hwcso;
        struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);

        pipe_resource_reference(&sampler->sampler_state, NULL);
        free(psampler);
}

#if V3D_VERSION >= 40
static uint32_t
translate_swizzle(unsigned char pipe_swizzle)
{
        switch (pipe_swizzle) {
        case PIPE_SWIZZLE_0:
                return 0;
        case PIPE_SWIZZLE_1:
                return 1;
        case PIPE_SWIZZLE_X:
        case PIPE_SWIZZLE_Y:
        case PIPE_SWIZZLE_Z:
        case PIPE_SWIZZLE_W:
                return 2 + pipe_swizzle;
        default:
                unreachable("unknown swizzle");
        }
}
#endif

static void
v3d_setup_texture_shader_state(struct V3DX(TEXTURE_SHADER_STATE) *tex,
                               struct pipe_resource *prsc,
                               int base_level, int last_level,
                               int first_layer, int last_layer)
{
        struct v3d_resource *rsc = v3d_resource(prsc);
        int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;

        tex->image_width = prsc->width0 * msaa_scale;
        tex->image_height = prsc->height0 * msaa_scale;

#if V3D_VERSION >= 40
        /* On 4.x, the height of a 1D texture is redefined to be the
         * upper 14 bits of the width (which is only usable with txf).
         */
        if (prsc->target == PIPE_TEXTURE_1D ||
            prsc->target == PIPE_TEXTURE_1D_ARRAY) {
                tex->image_height = tex->image_width >> 14;
        }

        tex->image_width &= (1 << 14) - 1;
        tex->image_height &= (1 << 14) - 1;
#endif

        if (prsc->target == PIPE_TEXTURE_3D) {
                tex->image_depth = prsc->depth0;
        } else {
                tex->image_depth = (last_layer - first_layer) + 1;
        }

        tex->base_level = base_level;
#if V3D_VERSION >= 40
        tex->max_level = last_level;
        /* Note that we don't have a job to reference the texture's sBO
         * at state create time, so any time this sampler view is used
         * we need to add the texture to the job.
         */
        tex->texture_base_pointer =
                cl_address(NULL,
                           rsc->bo->offset +
                           v3d_layer_offset(prsc, 0, first_layer));
#endif
        tex->array_stride_64_byte_aligned = rsc->cube_map_stride / 64;

        /* Since other platform devices may produce UIF images even
         * when they're not big enough for V3D to assume they're UIF,
         * we force images with level 0 as UIF to be always treated
         * that way.
         */
        tex->level_0_is_strictly_uif =
                (rsc->slices[0].tiling == VC5_TILING_UIF_XOR ||
                 rsc->slices[0].tiling == VC5_TILING_UIF_NO_XOR);
        tex->level_0_xor_enable = (rsc->slices[0].tiling == VC5_TILING_UIF_XOR);

        if (tex->level_0_is_strictly_uif)
                tex->level_0_ub_pad = rsc->slices[0].ub_pad;

#if V3D_VERSION >= 40
        if (tex->uif_xor_disable ||
            tex->level_0_is_strictly_uif) {
                tex->extended = true;
        }
#endif /* V3D_VERSION >= 40 */
}

static struct pipe_sampler_view *
v3d_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
                        const struct pipe_sampler_view *cso)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_screen *screen = v3d->screen;
        struct v3d_sampler_view *so = CALLOC_STRUCT(v3d_sampler_view);
        struct v3d_resource *rsc = v3d_resource(prsc);

        if (!so)
                return NULL;

        so->base = *cso;

        pipe_reference(NULL, &prsc->reference);

        /* Compute the sampler view's swizzle up front. This will be plugged
         * into either the sampler (for 16-bit returns) or the shader's
         * texture key (for 32)
         */
        uint8_t view_swizzle[4] = {
                cso->swizzle_r,
                cso->swizzle_g,
                cso->swizzle_b,
                cso->swizzle_a
        };
        const uint8_t *fmt_swizzle =
                v3d_get_format_swizzle(&screen->devinfo, so->base.format);
        util_format_compose_swizzles(fmt_swizzle, view_swizzle, so->swizzle);

        so->base.texture = prsc;
        so->base.reference.count = 1;
        so->base.context = pctx;

        if (rsc->separate_stencil &&
            cso->format == PIPE_FORMAT_X32_S8X24_UINT) {
                rsc = rsc->separate_stencil;
                prsc = &rsc->base;
        }

        /* If we're sampling depth from depth/stencil, demote the format to
         * just depth.  u_format will end up giving the answers for the
         * stencil channel, otherwise.
         */
        enum pipe_format sample_format = cso->format;
        if (sample_format == PIPE_FORMAT_S8_UINT_Z24_UNORM)
                sample_format = PIPE_FORMAT_X8Z24_UNORM;

#if V3D_VERSION >= 40
        const struct util_format_description *desc =
                util_format_description(sample_format);

        if (util_format_is_pure_integer(sample_format) &&
            !util_format_has_depth(desc)) {
                int chan = util_format_get_first_non_void_channel(sample_format);
                if (util_format_is_pure_uint(sample_format)) {
                        switch (desc->channel[chan].size) {
                        case 32:
                                so->sampler_variant = V3D_SAMPLER_STATE_32;
                                break;
                        case 16:
                                so->sampler_variant = V3D_SAMPLER_STATE_16U;
                                break;
                        case 10:
                                so->sampler_variant = V3D_SAMPLER_STATE_1010102U;
                                break;
                        case 8:
                                so->sampler_variant = V3D_SAMPLER_STATE_8U;
                                break;
                        }
                } else {
                        switch (desc->channel[chan].size) {
                        case 32:
                                so->sampler_variant = V3D_SAMPLER_STATE_32;
                                break;
                        case 16:
                                so->sampler_variant = V3D_SAMPLER_STATE_16I;
                                break;
                        case 8:
                                so->sampler_variant = V3D_SAMPLER_STATE_8I;
                                break;
                        }
                }
        } else {
                if (v3d_get_tex_return_size(&screen->devinfo, sample_format,
                                           PIPE_TEX_COMPARE_NONE) == 32) {
                        if (util_format_is_alpha(sample_format))
                                so->sampler_variant = V3D_SAMPLER_STATE_32_A;
                        else
                                so->sampler_variant = V3D_SAMPLER_STATE_32;
                } else {
                        if (util_format_is_luminance_alpha(sample_format))
                                so->sampler_variant = V3D_SAMPLER_STATE_F16_LA;
                        else if (util_format_is_alpha(sample_format))
                                so->sampler_variant = V3D_SAMPLER_STATE_F16_A;
                        else if (fmt_swizzle[0] == PIPE_SWIZZLE_Z)
                                so->sampler_variant = V3D_SAMPLER_STATE_F16_BGRA;
                        else
                                so->sampler_variant = V3D_SAMPLER_STATE_F16;

                }

                if (util_format_is_unorm(sample_format)) {
                        so->sampler_variant += (V3D_SAMPLER_STATE_F16_UNORM -
                                                V3D_SAMPLER_STATE_F16);
                } else if (util_format_is_snorm(sample_format)){
                        so->sampler_variant += (V3D_SAMPLER_STATE_F16_SNORM -
                                                V3D_SAMPLER_STATE_F16);
                }
        }
#endif

        /* V3D still doesn't support sampling from raster textures, so we will
         * have to copy to a temporary tiled texture.
         */
        if (!rsc->tiled && !(prsc->target == PIPE_TEXTURE_1D ||
                             prsc->target == PIPE_TEXTURE_1D_ARRAY)) {
                struct v3d_resource *shadow_parent = rsc;
                struct pipe_resource tmpl = {
                        .target = prsc->target,
                        .format = prsc->format,
                        .width0 = u_minify(prsc->width0,
                                           cso->u.tex.first_level),
                        .height0 = u_minify(prsc->height0,
                                            cso->u.tex.first_level),
                        .depth0 = 1,
                        .array_size = 1,
                        .bind = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET,
                        .last_level = cso->u.tex.last_level - cso->u.tex.first_level,
                        .nr_samples = prsc->nr_samples,
                };

                /* Create the shadow texture.  The rest of the sampler view
                 * setup will use the shadow.
                 */
                prsc = v3d_resource_create(pctx->screen, &tmpl);
                if (!prsc) {
                        free(so);
                        return NULL;
                }
                rsc = v3d_resource(prsc);

                /* Flag it as needing update of the contents from the parent. */
                rsc->writes = shadow_parent->writes - 1;
                assert(rsc->tiled);

                so->texture = prsc;
        } else {
                pipe_resource_reference(&so->texture, prsc);
        }

        void *map;
#if V3D_VERSION >= 40
        so->bo = v3d_bo_alloc(v3d->screen,
                              cl_packet_length(TEXTURE_SHADER_STATE), "sampler");
        map = v3d_bo_map(so->bo);
#else /* V3D_VERSION < 40 */
        STATIC_ASSERT(sizeof(so->texture_shader_state) >=
                      cl_packet_length(TEXTURE_SHADER_STATE));
        map = &so->texture_shader_state;
#endif

        v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
                v3d_setup_texture_shader_state(&tex, prsc,
                                               cso->u.tex.first_level,
                                               cso->u.tex.last_level,
                                               cso->u.tex.first_layer,
                                               cso->u.tex.last_layer);

                tex.srgb = util_format_is_srgb(cso->format);

#if V3D_VERSION >= 40
                tex.swizzle_r = translate_swizzle(so->swizzle[0]);
                tex.swizzle_g = translate_swizzle(so->swizzle[1]);
                tex.swizzle_b = translate_swizzle(so->swizzle[2]);
                tex.swizzle_a = translate_swizzle(so->swizzle[3]);
#endif

                if (prsc->nr_samples > 1 && V3D_VERSION < 40) {
                        /* Using texture views to reinterpret formats on our
                         * MSAA textures won't work, because we don't lay out
                         * the bits in memory as it's expected -- for example,
                         * RGBA8 and RGB10_A2 are compatible in the
                         * ARB_texture_view spec, but in HW we lay them out as
                         * 32bpp RGBA8 and 64bpp RGBA16F.  Just assert for now
                         * to catch failures.
                         *
                         * We explicitly allow remapping S8Z24 to RGBA8888 for
                         * v3d_blit.c's stencil blits.
                         */
                        assert((util_format_linear(cso->format) ==
                                util_format_linear(prsc->format)) ||
                               (prsc->format == PIPE_FORMAT_S8_UINT_Z24_UNORM &&
                                cso->format == PIPE_FORMAT_R8G8B8A8_UNORM));
                        uint32_t output_image_format =
                                v3d_get_rt_format(&screen->devinfo, cso->format);
                        uint32_t internal_type;
                        uint32_t internal_bpp;
                        v3d_get_internal_type_bpp_for_output_format(&screen->devinfo,
                                                                    output_image_format,
                                                                    &internal_type,
                                                                    &internal_bpp);

                        switch (internal_type) {
                        case V3D_INTERNAL_TYPE_8:
                                tex.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
                                break;
                        case V3D_INTERNAL_TYPE_16F:
                                tex.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
                                break;
                        default:
                                unreachable("Bad MSAA texture type");
                        }

                        /* sRGB was stored in the tile buffer as linear and
                         * would have been encoded to sRGB on resolved tile
                         * buffer store.  Note that this means we would need
                         * shader code if we wanted to read an MSAA sRGB
                         * texture without sRGB decode.
                         */
                        tex.srgb = false;
                } else {
                        tex.texture_type = v3d_get_tex_format(&screen->devinfo,
                                                              cso->format);
                }
        };

        return &so->base;
}

static void
v3d_sampler_view_destroy(struct pipe_context *pctx,
                         struct pipe_sampler_view *psview)
{
        struct v3d_sampler_view *sview = v3d_sampler_view(psview);

        v3d_bo_unreference(&sview->bo);
        pipe_resource_reference(&psview->texture, NULL);
        pipe_resource_reference(&sview->texture, NULL);
        free(psview);
}

static void
v3d_set_sampler_views(struct pipe_context *pctx,
                      enum pipe_shader_type shader,
                      unsigned start, unsigned nr,
                      struct pipe_sampler_view **views)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_texture_stateobj *stage_tex = &v3d->tex[shader];
        unsigned i;
        unsigned new_nr = 0;

        assert(start == 0);

        for (i = 0; i < nr; i++) {
                if (views[i])
                        new_nr = i + 1;
                pipe_sampler_view_reference(&stage_tex->textures[i], views[i]);
        }

        for (; i < stage_tex->num_textures; i++) {
                pipe_sampler_view_reference(&stage_tex->textures[i], NULL);
        }

        stage_tex->num_textures = new_nr;

        v3d_flag_dirty_sampler_state(v3d, shader);
}

static struct pipe_stream_output_target *
v3d_create_stream_output_target(struct pipe_context *pctx,
                                struct pipe_resource *prsc,
                                unsigned buffer_offset,
                                unsigned buffer_size)
{
        struct v3d_stream_output_target *target;

        target = CALLOC_STRUCT(v3d_stream_output_target);
        if (!target)
                return NULL;

        pipe_reference_init(&target->base.reference, 1);
        pipe_resource_reference(&target->base.buffer, prsc);

        target->base.context = pctx;
        target->base.buffer_offset = buffer_offset;
        target->base.buffer_size = buffer_size;

        return &target->base;
}

static void
v3d_stream_output_target_destroy(struct pipe_context *pctx,
                                 struct pipe_stream_output_target *target)
{
        pipe_resource_reference(&target->buffer, NULL);
        free(target);
}

static void
v3d_set_stream_output_targets(struct pipe_context *pctx,
                              unsigned num_targets,
                              struct pipe_stream_output_target **targets,
                              const unsigned *offsets)
{
        struct v3d_context *ctx = v3d_context(pctx);
        struct v3d_streamout_stateobj *so = &ctx->streamout;
        unsigned i;

        assert(num_targets <= ARRAY_SIZE(so->targets));

        /* Update recorded vertex counts when we are ending the recording of
         * transform feedback. We do this when we switch primitive types
         * at draw time, but if we haven't switched primitives in our last
         * draw we need to do it here as well.
         */
        if (num_targets == 0 && so->num_targets > 0)
                v3d_update_primitive_counters(ctx);

        for (i = 0; i < num_targets; i++) {
                if (offsets[i] != -1)
                        so->offsets[i] = offsets[i];

                pipe_so_target_reference(&so->targets[i], targets[i]);
        }

        for (; i < so->num_targets; i++)
                pipe_so_target_reference(&so->targets[i], NULL);

        so->num_targets = num_targets;

        /* Create primitive counters BO if needed */
        if (num_targets > 0 && !ctx->prim_counts) {
                /* Init all 7 counters and 1 padding to 0 */
                uint32_t zeroes[8] = { 0 };
                u_upload_data(ctx->uploader,
                              0, sizeof(zeroes), 32, zeroes,
                              &ctx->prim_counts_offset,
                              &ctx->prim_counts);
        }

        ctx->dirty |= VC5_DIRTY_STREAMOUT;
}

static void
v3d_set_shader_buffers(struct pipe_context *pctx,
                       enum pipe_shader_type shader,
                       unsigned start, unsigned count,
                       const struct pipe_shader_buffer *buffers,
                       unsigned writable_bitmask)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_ssbo_stateobj *so = &v3d->ssbo[shader];
        unsigned mask = 0;

        if (buffers) {
                for (unsigned i = 0; i < count; i++) {
                        unsigned n = i + start;
                        struct pipe_shader_buffer *buf = &so->sb[n];

                        if ((buf->buffer == buffers[i].buffer) &&
                            (buf->buffer_offset == buffers[i].buffer_offset) &&
                            (buf->buffer_size == buffers[i].buffer_size))
                                continue;

                        mask |= 1 << n;

                        buf->buffer_offset = buffers[i].buffer_offset;
                        buf->buffer_size = buffers[i].buffer_size;
                        pipe_resource_reference(&buf->buffer, buffers[i].buffer);

                        if (buf->buffer)
                                so->enabled_mask |= 1 << n;
                        else
                                so->enabled_mask &= ~(1 << n);
                }
        } else {
                mask = ((1 << count) - 1) << start;

                for (unsigned i = 0; i < count; i++) {
                        unsigned n = i + start;
                        struct pipe_shader_buffer *buf = &so->sb[n];

                        pipe_resource_reference(&buf->buffer, NULL);
                }

                so->enabled_mask &= ~mask;
        }

        v3d->dirty |= VC5_DIRTY_SSBO;
}

static void
v3d_create_image_view_texture_shader_state(struct v3d_context *v3d,
                                           struct v3d_shaderimg_stateobj *so,
                                           int img)
{
#if V3D_VERSION >= 40
        struct v3d_image_view *iview = &so->si[img];

        void *map;
        u_upload_alloc(v3d->uploader, 0, cl_packet_length(TEXTURE_SHADER_STATE),
                       32,
                       &iview->tex_state_offset,
                       &iview->tex_state,
                       &map);

        struct pipe_resource *prsc = iview->base.resource;

        v3dx_pack(map, TEXTURE_SHADER_STATE, tex) {
                v3d_setup_texture_shader_state(&tex, prsc,
                                               iview->base.u.tex.level,
                                               iview->base.u.tex.level,
                                               iview->base.u.tex.first_layer,
                                               iview->base.u.tex.last_layer);

                tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
                tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
                tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
                tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);

                tex.texture_type = v3d_get_tex_format(&v3d->screen->devinfo,
                                                      iview->base.format);
        };
#else /* V3D_VERSION < 40 */
        /* V3D 3.x doesn't use support shader image load/store operations on
         * textures, so it would get lowered in the shader to general memory
         * acceses.
         */
#endif
}

static void
v3d_set_shader_images(struct pipe_context *pctx,
                      enum pipe_shader_type shader,
                      unsigned start, unsigned count,
                      const struct pipe_image_view *images)
{
        struct v3d_context *v3d = v3d_context(pctx);
        struct v3d_shaderimg_stateobj *so = &v3d->shaderimg[shader];

        if (images) {
                for (unsigned i = 0; i < count; i++) {
                        unsigned n = i + start;
                        struct v3d_image_view *iview = &so->si[n];

                        if ((iview->base.resource == images[i].resource) &&
                            (iview->base.format == images[i].format) &&
                            (iview->base.access == images[i].access) &&
                            !memcmp(&iview->base.u, &images[i].u,
                                    sizeof(iview->base.u)))
                                continue;

                        util_copy_image_view(&iview->base, &images[i]);

                        if (iview->base.resource) {
                                so->enabled_mask |= 1 << n;
                                v3d_create_image_view_texture_shader_state(v3d,
                                                                           so,
                                                                           n);
                        } else {
                                so->enabled_mask &= ~(1 << n);
                                pipe_resource_reference(&iview->tex_state, NULL);
                        }
                }
        } else {
                for (unsigned i = 0; i < count; i++) {
                        unsigned n = i + start;
                        struct v3d_image_view *iview = &so->si[n];

                        pipe_resource_reference(&iview->base.resource, NULL);
                        pipe_resource_reference(&iview->tex_state, NULL);
                }

                if (count == 32)
                        so->enabled_mask = 0;
                else
                        so->enabled_mask &= ~(((1 << count) - 1) << start);
        }

        v3d->dirty |= VC5_DIRTY_SHADER_IMAGE;
}

void
v3dX(state_init)(struct pipe_context *pctx)
{
        pctx->set_blend_color = v3d_set_blend_color;
        pctx->set_stencil_ref = v3d_set_stencil_ref;
        pctx->set_clip_state = v3d_set_clip_state;
        pctx->set_sample_mask = v3d_set_sample_mask;
        pctx->set_constant_buffer = v3d_set_constant_buffer;
        pctx->set_framebuffer_state = v3d_set_framebuffer_state;
        pctx->set_polygon_stipple = v3d_set_polygon_stipple;
        pctx->set_scissor_states = v3d_set_scissor_states;
        pctx->set_viewport_states = v3d_set_viewport_states;

        pctx->set_vertex_buffers = v3d_set_vertex_buffers;

        pctx->create_blend_state = v3d_create_blend_state;
        pctx->bind_blend_state = v3d_blend_state_bind;
        pctx->delete_blend_state = v3d_generic_cso_state_delete;

        pctx->create_rasterizer_state = v3d_create_rasterizer_state;
        pctx->bind_rasterizer_state = v3d_rasterizer_state_bind;
        pctx->delete_rasterizer_state = v3d_generic_cso_state_delete;

        pctx->create_depth_stencil_alpha_state = v3d_create_depth_stencil_alpha_state;
        pctx->bind_depth_stencil_alpha_state = v3d_zsa_state_bind;
        pctx->delete_depth_stencil_alpha_state = v3d_generic_cso_state_delete;

        pctx->create_vertex_elements_state = v3d_vertex_state_create;
        pctx->delete_vertex_elements_state = v3d_vertex_state_delete;
        pctx->bind_vertex_elements_state = v3d_vertex_state_bind;

        pctx->create_sampler_state = v3d_create_sampler_state;
        pctx->delete_sampler_state = v3d_sampler_state_delete;
        pctx->bind_sampler_states = v3d_sampler_states_bind;

        pctx->create_sampler_view = v3d_create_sampler_view;
        pctx->sampler_view_destroy = v3d_sampler_view_destroy;
        pctx->set_sampler_views = v3d_set_sampler_views;

        pctx->set_shader_buffers = v3d_set_shader_buffers;
        pctx->set_shader_images = v3d_set_shader_images;

        pctx->create_stream_output_target = v3d_create_stream_output_target;
        pctx->stream_output_target_destroy = v3d_stream_output_target_destroy;
        pctx->set_stream_output_targets = v3d_set_stream_output_targets;
}