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/*
* Copyright © 2014 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 VC4_CONTEXT_H
#define VC4_CONTEXT_H
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/u_slab.h"
#define __user
#include "vc4_drm.h"
#include "vc4_bufmgr.h"
#include "vc4_resource.h"
#include "vc4_cl.h"
#include "vc4_qir.h"
#define VC4_DIRTY_BLEND (1 << 0)
#define VC4_DIRTY_RASTERIZER (1 << 1)
#define VC4_DIRTY_ZSA (1 << 2)
#define VC4_DIRTY_FRAGTEX (1 << 3)
#define VC4_DIRTY_VERTTEX (1 << 4)
#define VC4_DIRTY_TEXSTATE (1 << 5)
#define VC4_DIRTY_PROG (1 << 6)
#define VC4_DIRTY_BLEND_COLOR (1 << 7)
#define VC4_DIRTY_STENCIL_REF (1 << 8)
#define VC4_DIRTY_SAMPLE_MASK (1 << 9)
#define VC4_DIRTY_FRAMEBUFFER (1 << 10)
#define VC4_DIRTY_STIPPLE (1 << 11)
#define VC4_DIRTY_VIEWPORT (1 << 12)
#define VC4_DIRTY_CONSTBUF (1 << 13)
#define VC4_DIRTY_VTXSTATE (1 << 14)
#define VC4_DIRTY_VTXBUF (1 << 15)
#define VC4_DIRTY_INDEXBUF (1 << 16)
#define VC4_DIRTY_SCISSOR (1 << 17)
#define VC4_SHADER_DIRTY_VP (1 << 0)
#define VC4_SHADER_DIRTY_FP (1 << 1)
struct vc4_texture_stateobj {
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
unsigned dirty_samplers;
};
struct vc4_shader_uniform_info {
enum quniform_contents *contents;
uint32_t *data;
uint32_t count;
uint32_t num_texture_samples;
};
struct vc4_compiled_shader {
struct vc4_bo *bo;
struct vc4_shader_uniform_info uniforms[2];
uint32_t coord_shader_offset;
uint8_t num_inputs;
};
struct vc4_program_stateobj {
struct pipe_shader_state *bind_vs, *bind_fs;
struct vc4_compiled_shader *vs, *fs;
uint32_t dirty;
uint8_t num_exports;
/* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index
* for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point-
* size) are not included in this
*/
uint8_t export_linkage[63];
};
struct vc4_constbuf_stateobj {
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct vc4_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct vc4_vertex_stateobj {
struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
unsigned num_elements;
};
struct vc4_context {
struct pipe_context base;
int fd;
struct vc4_screen *screen;
struct vc4_cl bcl;
struct vc4_cl rcl;
struct vc4_cl shader_rec;
struct vc4_cl uniforms;
struct vc4_cl bo_handles;
#ifdef USE_VC4_SIMULATOR
struct vc4_cl bo_pointers;
#endif
uint32_t shader_rec_count;
struct vc4_bo *tile_alloc;
struct vc4_bo *tile_state;
struct util_slab_mempool transfer_pool;
struct blitter_context *blitter;
/** bitfield of VC4_DIRTY_* */
uint32_t dirty;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
* been done to the FBO, meaning that we need to
* DRM_IOCTL_VC4_SUBMIT_CL.
*/
bool needs_flush;
struct primconvert_context *primconvert;
struct util_hash_table *fs_cache, *vs_cache;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct pipe_blend_state *blend;
struct vc4_rasterizer_state *rasterizer;
struct pipe_depth_stencil_alpha_state *zsa;
struct vc4_texture_stateobj verttex, fragtex;
struct vc4_program_stateobj prog;
struct vc4_vertex_stateobj *vtx;
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple stipple;
struct pipe_viewport_state viewport;
struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct vc4_vertexbuf_stateobj vertexbuf;
struct pipe_index_buffer indexbuf;
/** @} */
};
struct vc4_rasterizer_state {
struct pipe_rasterizer_state base;
/* VC4_CONFIGURATION_BITS */
uint8_t config_bits[3];
float point_size;
};
static inline struct vc4_context *
vc4_context(struct pipe_context *pcontext)
{
return (struct vc4_context *)pcontext;
}
struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
void *priv);
void vc4_draw_init(struct pipe_context *pctx);
void vc4_state_init(struct pipe_context *pctx);
void vc4_program_init(struct pipe_context *pctx);
void vc4_simulator_init(struct vc4_screen *screen);
int vc4_simulator_flush(struct vc4_context *vc4,
struct drm_vc4_submit_cl *args,
struct vc4_surface *color_surf);
void vc4_write_uniforms(struct vc4_context *vc4,
struct vc4_compiled_shader *shader,
struct vc4_constbuf_stateobj *cb,
struct vc4_texture_stateobj *texstate,
int shader_index);
void vc4_flush(struct pipe_context *pctx);
void vc4_emit_state(struct pipe_context *pctx);
void vc4_generate_code(struct qcompile *c);
void vc4_update_compiled_shaders(struct vc4_context *vc4);
#endif /* VC4_CONTEXT_H */
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