1/* 2 * Copyright © 2014-2017 Broadcom 3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org> 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining a 6 * copy of this software and associated documentation files (the "Software"), 7 * to deal in the Software without restriction, including without limitation 8 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 9 * and/or sell copies of the Software, and to permit persons to whom the 10 * Software is furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice (including the next 13 * paragraph) shall be included in all copies or substantial portions of the 14 * Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 22 * IN THE SOFTWARE. 23 */ 24 25#ifndef VC5_CONTEXT_H 26#define VC5_CONTEXT_H 27 28#ifdef V3D_VERSION 29#include "broadcom/common/v3d_macros.h" 30#endif 31 32#include <stdio.h> 33 34#include "pipe/p_context.h" 35#include "pipe/p_state.h" 36#include "util/bitset.h" 37#include "util/slab.h" 38#include "xf86drm.h" 39#include "drm-uapi/v3d_drm.h" 40#include "v3d_screen.h" 41#include "broadcom/common/v3d_limits.h" 42 43struct v3d_job; 44struct v3d_bo; 45void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); 46 47#include "v3d_bufmgr.h" 48#include "v3d_resource.h" 49#include "v3d_cl.h" 50 51#ifdef USE_V3D_SIMULATOR 52#define using_v3d_simulator true 53#else 54#define using_v3d_simulator false 55#endif 56 57#define VC5_DIRTY_BLEND (1 << 0) 58#define VC5_DIRTY_RASTERIZER (1 << 1) 59#define VC5_DIRTY_ZSA (1 << 2) 60#define VC5_DIRTY_FRAGTEX (1 << 3) 61#define VC5_DIRTY_VERTTEX (1 << 4) 62#define VC5_DIRTY_SHADER_IMAGE (1 << 5) 63 64#define VC5_DIRTY_BLEND_COLOR (1 << 7) 65#define VC5_DIRTY_STENCIL_REF (1 << 8) 66#define VC5_DIRTY_SAMPLE_STATE (1 << 9) 67#define VC5_DIRTY_FRAMEBUFFER (1 << 10) 68#define VC5_DIRTY_STIPPLE (1 << 11) 69#define VC5_DIRTY_VIEWPORT (1 << 12) 70#define VC5_DIRTY_CONSTBUF (1 << 13) 71#define VC5_DIRTY_VTXSTATE (1 << 14) 72#define VC5_DIRTY_VTXBUF (1 << 15) 73#define VC5_DIRTY_SCISSOR (1 << 17) 74#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18) 75#define VC5_DIRTY_PRIM_MODE (1 << 19) 76#define VC5_DIRTY_CLIP (1 << 20) 77#define VC5_DIRTY_UNCOMPILED_VS (1 << 21) 78#define VC5_DIRTY_UNCOMPILED_FS (1 << 22) 79#define VC5_DIRTY_COMPILED_CS (1 << 23) 80#define VC5_DIRTY_COMPILED_VS (1 << 24) 81#define VC5_DIRTY_COMPILED_FS (1 << 25) 82#define VC5_DIRTY_FS_INPUTS (1 << 26) 83#define VC5_DIRTY_STREAMOUT (1 << 27) 84#define VC5_DIRTY_OQ (1 << 28) 85#define VC5_DIRTY_CENTROID_FLAGS (1 << 29) 86#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30) 87#define VC5_DIRTY_SSBO (1 << 31) 88 89#define VC5_MAX_FS_INPUTS 64 90 91enum v3d_sampler_state_variant { 92 V3D_SAMPLER_STATE_BORDER_0, 93 V3D_SAMPLER_STATE_F16, 94 V3D_SAMPLER_STATE_F16_UNORM, 95 V3D_SAMPLER_STATE_F16_SNORM, 96 V3D_SAMPLER_STATE_F16_BGRA, 97 V3D_SAMPLER_STATE_F16_BGRA_UNORM, 98 V3D_SAMPLER_STATE_F16_BGRA_SNORM, 99 V3D_SAMPLER_STATE_F16_A, 100 V3D_SAMPLER_STATE_F16_A_SNORM, 101 V3D_SAMPLER_STATE_F16_A_UNORM, 102 V3D_SAMPLER_STATE_F16_LA, 103 V3D_SAMPLER_STATE_F16_LA_UNORM, 104 V3D_SAMPLER_STATE_F16_LA_SNORM, 105 V3D_SAMPLER_STATE_32, 106 V3D_SAMPLER_STATE_32_UNORM, 107 V3D_SAMPLER_STATE_32_SNORM, 108 V3D_SAMPLER_STATE_32_A, 109 V3D_SAMPLER_STATE_32_A_UNORM, 110 V3D_SAMPLER_STATE_32_A_SNORM, 111 V3D_SAMPLER_STATE_1010102U, 112 V3D_SAMPLER_STATE_16U, 113 V3D_SAMPLER_STATE_16I, 114 V3D_SAMPLER_STATE_8I, 115 V3D_SAMPLER_STATE_8U, 116 117 V3D_SAMPLER_STATE_VARIANT_COUNT, 118}; 119 120struct v3d_sampler_view { 121 struct pipe_sampler_view base; 122 uint32_t p0; 123 uint32_t p1; 124 /* Precomputed swizzles to pass in to the shader key. */ 125 uint8_t swizzle[4]; 126 127 uint8_t texture_shader_state[32]; 128 /* V3D 4.x: Texture state struct. */ 129 struct v3d_bo *bo; 130 131 enum v3d_sampler_state_variant sampler_variant; 132 133 /* Actual texture to be read by this sampler view. May be different 134 * from base.texture in the case of having a shadow tiled copy of a 135 * raster texture. 136 */ 137 struct pipe_resource *texture; 138}; 139 140struct v3d_sampler_state { 141 struct pipe_sampler_state base; 142 uint32_t p0; 143 uint32_t p1; 144 145 /* V3D 3.x: Packed texture state. */ 146 uint8_t texture_shader_state[32]; 147 /* V3D 4.x: Sampler state struct. */ 148 struct pipe_resource *sampler_state; 149 uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT]; 150 151 bool border_color_variants; 152}; 153 154struct v3d_texture_stateobj { 155 struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS]; 156 unsigned num_textures; 157 struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS]; 158 unsigned num_samplers; 159 struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS]; 160}; 161 162struct v3d_shader_uniform_info { 163 enum quniform_contents *contents; 164 uint32_t *data; 165 uint32_t count; 166}; 167 168struct v3d_uncompiled_shader { 169 /** A name for this program, so you can track it in shader-db output. */ 170 uint32_t program_id; 171 /** How many variants of this program were compiled, for shader-db. */ 172 uint32_t compiled_variant_count; 173 struct pipe_shader_state base; 174 uint32_t num_tf_outputs; 175 struct v3d_varying_slot *tf_outputs; 176 uint16_t tf_specs[16]; 177 uint16_t tf_specs_psiz[16]; 178 uint32_t num_tf_specs; 179}; 180 181struct v3d_compiled_shader { 182 struct pipe_resource *resource; 183 uint32_t offset; 184 185 union { 186 struct v3d_prog_data *base; 187 struct v3d_vs_prog_data *vs; 188 struct v3d_fs_prog_data *fs; 189 struct v3d_compute_prog_data *compute; 190 } prog_data; 191 192 /** 193 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the 194 * uniforms have to be rewritten (and therefore the shader state 195 * reemitted). 196 */ 197 uint32_t uniform_dirty_bits; 198}; 199 200struct v3d_program_stateobj { 201 struct v3d_uncompiled_shader *bind_vs, *bind_fs, *bind_compute; 202 struct v3d_compiled_shader *cs, *vs, *fs, *compute; 203 204 struct hash_table *cache[MESA_SHADER_STAGES]; 205 206 struct v3d_bo *spill_bo; 207 int spill_size_per_thread; 208}; 209 210struct v3d_constbuf_stateobj { 211 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; 212 uint32_t enabled_mask; 213 uint32_t dirty_mask; 214}; 215 216struct v3d_vertexbuf_stateobj { 217 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; 218 unsigned count; 219 uint32_t enabled_mask; 220 uint32_t dirty_mask; 221}; 222 223struct v3d_vertex_stateobj { 224 struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4]; 225 unsigned num_elements; 226 227 uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)]; 228 struct pipe_resource *defaults; 229 uint32_t defaults_offset; 230}; 231 232struct v3d_streamout_stateobj { 233 struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; 234 /* Number of vertices we've written into the buffer so far. */ 235 uint32_t offsets[PIPE_MAX_SO_BUFFERS]; 236 unsigned num_targets; 237}; 238 239struct v3d_ssbo_stateobj { 240 struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS]; 241 uint32_t enabled_mask; 242}; 243 244/* Hash table key for v3d->jobs */ 245struct v3d_job_key { 246 struct pipe_surface *cbufs[4]; 247 struct pipe_surface *zsbuf; 248}; 249 250enum v3d_ez_state { 251 VC5_EZ_UNDECIDED = 0, 252 VC5_EZ_GT_GE, 253 VC5_EZ_LT_LE, 254 VC5_EZ_DISABLED, 255}; 256 257struct v3d_image_view { 258 struct pipe_image_view base; 259 /* V3D 4.x texture shader state struct */ 260 struct pipe_resource *tex_state; 261 uint32_t tex_state_offset; 262}; 263 264struct v3d_shaderimg_stateobj { 265 struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES]; 266 uint32_t enabled_mask; 267}; 268 269/** 270 * A complete bin/render job. 271 * 272 * This is all of the state necessary to submit a bin/render to the kernel. 273 * We want to be able to have multiple in progress at a time, so that we don't 274 * need to flush an existing CL just to switch to rendering to a new render 275 * target (which would mean reading back from the old render target when 276 * starting to render to it again). 277 */ 278struct v3d_job { 279 struct v3d_context *v3d; 280 struct v3d_cl bcl; 281 struct v3d_cl rcl; 282 struct v3d_cl indirect; 283 struct v3d_bo *tile_alloc; 284 struct v3d_bo *tile_state; 285 uint32_t shader_rec_count; 286 287 struct drm_v3d_submit_cl submit; 288 289 /** 290 * Set of all BOs referenced by the job. This will be used for making 291 * the list of BOs that the kernel will need to have paged in to 292 * execute our job. 293 */ 294 struct set *bos; 295 296 /** Sum of the sizes of the BOs referenced by the job. */ 297 uint32_t referenced_size; 298 299 struct set *write_prscs; 300 301 /* Size of the submit.bo_handles array. */ 302 uint32_t bo_handles_size; 303 304 /** @{ Surfaces to submit rendering for. */ 305 struct pipe_surface *cbufs[4]; 306 struct pipe_surface *zsbuf; 307 /** @} */ 308 /** @{ 309 * Bounding box of the scissor across all queued drawing. 310 * 311 * Note that the max values are exclusive. 312 */ 313 uint32_t draw_min_x; 314 uint32_t draw_min_y; 315 uint32_t draw_max_x; 316 uint32_t draw_max_y; 317 /** @} */ 318 /** @{ 319 * Width/height of the color framebuffer being rendered to, 320 * for VC5_TILE_RENDERING_MODE_CONFIG. 321 */ 322 uint32_t draw_width; 323 uint32_t draw_height; 324 /** @} */ 325 /** @{ Tile information, depending on MSAA and float color buffer. */ 326 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */ 327 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */ 328 329 uint32_t tile_width; /** @< Width of a tile. */ 330 uint32_t tile_height; /** @< Height of a tile. */ 331 /** maximum internal_bpp of all color render targets. */ 332 uint32_t internal_bpp; 333 334 /** Whether the current rendering is in a 4X MSAA tile buffer. */ 335 bool msaa; 336 /** @} */ 337 338 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the 339 * first rendering. 340 */ 341 uint32_t clear; 342 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw 343 * call without having been cleared first. 344 */ 345 uint32_t load; 346 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to 347 * (either clears or draws) and should be stored. 348 */ 349 uint32_t store; 350 uint32_t clear_color[4][4]; 351 float clear_z; 352 uint8_t clear_s; 353 354 /** 355 * Set if some drawing (triangles, blits, or just a glClear()) has 356 * been done to the FBO, meaning that we need to 357 * DRM_IOCTL_VC5_SUBMIT_CL. 358 */ 359 bool needs_flush; 360 361 /* Set if any shader has dirtied cachelines in the TMU that need to be 362 * flushed before job end. 363 */ 364 bool tmu_dirty_rcl; 365 366 /** 367 * Set if a packet enabling TF has been emitted in the job (V3D 4.x). 368 */ 369 bool tf_enabled; 370 371 /** 372 * Current EZ state for drawing. Updated at the start of draw after 373 * we've decided on the shader being rendered. 374 */ 375 enum v3d_ez_state ez_state; 376 /** 377 * The first EZ state that was used for drawing with a decided EZ 378 * direction (so either UNDECIDED, GT, or LT). 379 */ 380 enum v3d_ez_state first_ez_state; 381 382 /** 383 * Number of draw calls (not counting full buffer clears) queued in 384 * the current job. 385 */ 386 uint32_t draw_calls_queued; 387 388 struct v3d_job_key key; 389}; 390 391struct v3d_context { 392 struct pipe_context base; 393 394 int fd; 395 struct v3d_screen *screen; 396 397 /** The 3D rendering job for the currently bound FBO. */ 398 struct v3d_job *job; 399 400 /* Map from struct v3d_job_key to the job for that FBO. 401 */ 402 struct hash_table *jobs; 403 404 /** 405 * Map from v3d_resource to a job writing to that resource. 406 * 407 * Primarily for flushing jobs rendering to textures that are now 408 * being read from. 409 */ 410 struct hash_table *write_jobs; 411 412 struct slab_child_pool transfer_pool; 413 struct blitter_context *blitter; 414 415 /** bitfield of VC5_DIRTY_* */ 416 uint32_t dirty; 417 418 struct primconvert_context *primconvert; 419 420 uint32_t next_uncompiled_program_id; 421 uint64_t next_compiled_program_id; 422 423 struct v3d_compiler_state *compiler_state; 424 425 uint8_t prim_mode; 426 427 /** Maximum index buffer valid for the current shader_rec. */ 428 uint32_t max_index; 429 430 /** Sync object that our RCL or TFU job will update as its out_sync. */ 431 uint32_t out_sync; 432 433 /* Stream uploader used by gallium internals. This could also be used 434 * by driver internals, but we tend to use the v3d_cl.h interfaces 435 * instead. 436 */ 437 struct u_upload_mgr *uploader; 438 /* State uploader used inside the driver. This is for packing bits of 439 * long-term state inside buffers, since the kernel interfaces 440 * allocate a page at a time. 441 */ 442 struct u_upload_mgr *state_uploader; 443 444 /** @{ Current pipeline state objects */ 445 struct pipe_scissor_state scissor; 446 struct v3d_blend_state *blend; 447 struct v3d_rasterizer_state *rasterizer; 448 struct v3d_depth_stencil_alpha_state *zsa; 449 450 struct v3d_program_stateobj prog; 451 uint32_t compute_num_workgroups[3]; 452 struct v3d_bo *compute_shared_memory; 453 454 struct v3d_vertex_stateobj *vtx; 455 456 struct { 457 struct pipe_blend_color f; 458 uint16_t hf[4]; 459 } blend_color; 460 struct pipe_stencil_ref stencil_ref; 461 unsigned sample_mask; 462 struct pipe_framebuffer_state framebuffer; 463 464 /* Per render target, whether we should swap the R and B fields in the 465 * shader's color output and in blending. If render targets disagree 466 * on the R/B swap and use the constant color, then we would need to 467 * fall back to in-shader blending. 468 */ 469 uint8_t swap_color_rb; 470 471 /* Per render target, whether we should treat the dst alpha values as 472 * one in blending. 473 * 474 * For RGBX formats, the tile buffer's alpha channel will be 475 * undefined. 476 */ 477 uint8_t blend_dst_alpha_one; 478 479 bool active_queries; 480 481 uint32_t tf_prims_generated; 482 uint32_t prims_generated; 483 484 struct pipe_poly_stipple stipple; 485 struct pipe_clip_state clip; 486 struct pipe_viewport_state viewport; 487 struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES]; 488 struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES]; 489 struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; 490 struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES]; 491 struct v3d_vertexbuf_stateobj vertexbuf; 492 struct v3d_streamout_stateobj streamout; 493 struct v3d_bo *current_oq; 494 struct pipe_debug_callback debug; 495 /** @} */ 496}; 497 498struct v3d_rasterizer_state { 499 struct pipe_rasterizer_state base; 500 501 float point_size; 502 503 uint8_t depth_offset[9]; 504 uint8_t depth_offset_z16[9]; 505}; 506 507struct v3d_depth_stencil_alpha_state { 508 struct pipe_depth_stencil_alpha_state base; 509 510 enum v3d_ez_state ez_state; 511 512 uint8_t stencil_front[6]; 513 uint8_t stencil_back[6]; 514}; 515 516struct v3d_blend_state { 517 struct pipe_blend_state base; 518 519 /* Per-RT mask of whether blending is enabled. */ 520 uint8_t blend_enables; 521}; 522 523#define perf_debug(...) do { \ 524 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \ 525 fprintf(stderr, __VA_ARGS__); \ 526 if (unlikely(v3d->debug.debug_message)) \ 527 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \ 528} while (0) 529 530#define foreach_bit(b, mask) \ 531 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});) 532 533static inline struct v3d_context * 534v3d_context(struct pipe_context *pcontext) 535{ 536 return (struct v3d_context *)pcontext; 537} 538 539static inline struct v3d_sampler_view * 540v3d_sampler_view(struct pipe_sampler_view *psview) 541{ 542 return (struct v3d_sampler_view *)psview; 543} 544 545static inline struct v3d_sampler_state * 546v3d_sampler_state(struct pipe_sampler_state *psampler) 547{ 548 return (struct v3d_sampler_state *)psampler; 549} 550 551struct pipe_context *v3d_context_create(struct pipe_screen *pscreen, 552 void *priv, unsigned flags); 553void v3d_program_init(struct pipe_context *pctx); 554void v3d_program_fini(struct pipe_context *pctx); 555void v3d_query_init(struct pipe_context *pctx); 556 557void v3d_simulator_init(struct v3d_screen *screen); 558void v3d_simulator_destroy(struct v3d_screen *screen); 559uint32_t v3d_simulator_get_spill(uint32_t spill_size); 560int v3d_simulator_ioctl(int fd, unsigned long request, void *arg); 561void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size); 562 563static inline int 564v3d_ioctl(int fd, unsigned long request, void *arg) 565{ 566 if (using_v3d_simulator) 567 return v3d_simulator_ioctl(fd, request, arg); 568 else 569 return drmIoctl(fd, request, arg); 570} 571 572void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader); 573struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d, 574 struct v3d_compiled_shader *shader, 575 enum pipe_shader_type stage); 576 577void v3d_flush(struct pipe_context *pctx); 578void v3d_job_init(struct v3d_context *v3d); 579struct v3d_job *v3d_get_job(struct v3d_context *v3d, 580 struct pipe_surface **cbufs, 581 struct pipe_surface *zsbuf); 582struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d); 583void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); 584void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc); 585void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job); 586void v3d_flush_jobs_writing_resource(struct v3d_context *v3d, 587 struct pipe_resource *prsc); 588void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, 589 struct pipe_resource *prsc); 590void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode); 591void v3d_update_compiled_cs(struct v3d_context *v3d); 592 593bool v3d_rt_format_supported(const struct v3d_device_info *devinfo, 594 enum pipe_format f); 595bool v3d_tex_format_supported(const struct v3d_device_info *devinfo, 596 enum pipe_format f); 597uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f); 598uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f); 599uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo, 600 enum pipe_format f, 601 enum pipe_tex_compare compare); 602uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo, 603 enum pipe_format f); 604const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo, 605 enum pipe_format f); 606void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo, 607 uint32_t format, 608 uint32_t *type, 609 uint32_t *bpp); 610bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo, 611 uint32_t tex_format); 612 613void v3d_init_query_functions(struct v3d_context *v3d); 614void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); 615void v3d_blitter_save(struct v3d_context *v3d); 616boolean v3d_generate_mipmap(struct pipe_context *pctx, 617 struct pipe_resource *prsc, 618 enum pipe_format format, 619 unsigned int base_level, 620 unsigned int last_level, 621 unsigned int first_layer, 622 unsigned int last_layer); 623 624struct v3d_fence *v3d_fence_create(struct v3d_context *v3d); 625 626#ifdef v3dX 627# include "v3dx_context.h" 628#else 629# define v3dX(x) v3d33_##x 630# include "v3dx_context.h" 631# undef v3dX 632 633# define v3dX(x) v3d41_##x 634# include "v3dx_context.h" 635# undef v3dX 636#endif 637 638#endif /* VC5_CONTEXT_H */ 639