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 V3D_CONTEXT_H
26#define V3D_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
43#include "broadcom/simulator/v3d_simulator.h"
44
45struct v3d_job;
46struct v3d_bo;
47void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
48
49#include "v3d_bufmgr.h"
50#include "v3d_resource.h"
51#include "v3d_cl.h"
52
53#ifdef USE_V3D_SIMULATOR
54#define using_v3d_simulator true
55#else
56#define using_v3d_simulator false
57#endif
58
59#define V3D_DIRTY_BLEND               (1ull <<  0)
60#define V3D_DIRTY_RASTERIZER          (1ull <<  1)
61#define V3D_DIRTY_ZSA                 (1ull <<  2)
62#define V3D_DIRTY_COMPTEX             (1ull <<  3)
63#define V3D_DIRTY_VERTTEX             (1ull <<  4)
64#define V3D_DIRTY_GEOMTEX             (1ull <<  5)
65#define V3D_DIRTY_FRAGTEX             (1ull <<  6)
66
67#define V3D_DIRTY_SHADER_IMAGE        (1ull <<  9)
68#define V3D_DIRTY_BLEND_COLOR         (1ull << 10)
69#define V3D_DIRTY_STENCIL_REF         (1ull << 11)
70#define V3D_DIRTY_SAMPLE_STATE        (1ull << 12)
71#define V3D_DIRTY_FRAMEBUFFER         (1ull << 13)
72#define V3D_DIRTY_STIPPLE             (1ull << 14)
73#define V3D_DIRTY_VIEWPORT            (1ull << 15)
74#define V3D_DIRTY_CONSTBUF            (1ull << 16)
75#define V3D_DIRTY_VTXSTATE            (1ull << 17)
76#define V3D_DIRTY_VTXBUF              (1ull << 18)
77#define V3D_DIRTY_SCISSOR             (1ull << 19)
78#define V3D_DIRTY_FLAT_SHADE_FLAGS    (1ull << 20)
79#define V3D_DIRTY_PRIM_MODE           (1ull << 21)
80#define V3D_DIRTY_CLIP                (1ull << 22)
81#define V3D_DIRTY_UNCOMPILED_CS       (1ull << 23)
82#define V3D_DIRTY_UNCOMPILED_VS       (1ull << 24)
83#define V3D_DIRTY_UNCOMPILED_GS       (1ull << 25)
84#define V3D_DIRTY_UNCOMPILED_FS       (1ull << 26)
85
86#define V3D_DIRTY_COMPILED_CS         (1ull << 29)
87#define V3D_DIRTY_COMPILED_VS         (1ull << 30)
88#define V3D_DIRTY_COMPILED_GS_BIN     (1ULL << 31)
89#define V3D_DIRTY_COMPILED_GS         (1ULL << 32)
90#define V3D_DIRTY_COMPILED_FS         (1ull << 33)
91
92#define V3D_DIRTY_FS_INPUTS           (1ull << 38)
93#define V3D_DIRTY_GS_INPUTS           (1ull << 39)
94#define V3D_DIRTY_STREAMOUT           (1ull << 40)
95#define V3D_DIRTY_OQ                  (1ull << 41)
96#define V3D_DIRTY_CENTROID_FLAGS      (1ull << 42)
97#define V3D_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
98#define V3D_DIRTY_SSBO                (1ull << 44)
99
100#define V3D_MAX_FS_INPUTS 64
101
102#define MAX_JOB_SCISSORS 16
103
104enum v3d_sampler_state_variant {
105        V3D_SAMPLER_STATE_BORDER_0,
106        V3D_SAMPLER_STATE_F16,
107        V3D_SAMPLER_STATE_F16_UNORM,
108        V3D_SAMPLER_STATE_F16_SNORM,
109        V3D_SAMPLER_STATE_F16_BGRA,
110        V3D_SAMPLER_STATE_F16_BGRA_UNORM,
111        V3D_SAMPLER_STATE_F16_BGRA_SNORM,
112        V3D_SAMPLER_STATE_F16_A,
113        V3D_SAMPLER_STATE_F16_A_SNORM,
114        V3D_SAMPLER_STATE_F16_A_UNORM,
115        V3D_SAMPLER_STATE_F16_LA,
116        V3D_SAMPLER_STATE_F16_LA_UNORM,
117        V3D_SAMPLER_STATE_F16_LA_SNORM,
118        V3D_SAMPLER_STATE_32,
119        V3D_SAMPLER_STATE_32_UNORM,
120        V3D_SAMPLER_STATE_32_SNORM,
121        V3D_SAMPLER_STATE_32_A,
122        V3D_SAMPLER_STATE_32_A_UNORM,
123        V3D_SAMPLER_STATE_32_A_SNORM,
124        V3D_SAMPLER_STATE_1010102U,
125        V3D_SAMPLER_STATE_16U,
126        V3D_SAMPLER_STATE_16I,
127        V3D_SAMPLER_STATE_8I,
128        V3D_SAMPLER_STATE_8U,
129
130        V3D_SAMPLER_STATE_VARIANT_COUNT,
131};
132
133enum v3d_flush_cond {
134        /* Flush job unless we are flushing for transform feedback, where we
135         * handle flushing in the driver via the 'Wait for TF' packet.
136         */
137        V3D_FLUSH_DEFAULT,
138        /* Always flush the job, even for cases where we would normally not
139         * do it, such as transform feedback.
140         */
141        V3D_FLUSH_ALWAYS,
142        /* Flush job if it is not the current FBO job. This is intended to
143         * skip automatic flushes of the current job for resources that we
144         * expect to be externally synchronized by the application using
145         * glMemoryBarrier(), such as SSBOs and shader images.
146         */
147        V3D_FLUSH_NOT_CURRENT_JOB,
148};
149
150struct v3d_sampler_view {
151        struct pipe_sampler_view base;
152        uint32_t p0;
153        uint32_t p1;
154        /* Precomputed swizzles to pass in to the shader key. */
155        uint8_t swizzle[4];
156
157        uint8_t texture_shader_state[32];
158        /* V3D 4.x: Texture state struct. */
159        struct v3d_bo *bo;
160
161        enum v3d_sampler_state_variant sampler_variant;
162
163        /* Actual texture to be read by this sampler view.  May be different
164         * from base.texture in the case of having a shadow tiled copy of a
165         * raster texture.
166         */
167        struct pipe_resource *texture;
168};
169
170struct v3d_sampler_state {
171        struct pipe_sampler_state base;
172        uint32_t p0;
173        uint32_t p1;
174
175        /* V3D 3.x: Packed texture state. */
176        uint8_t texture_shader_state[32];
177        /* V3D 4.x: Sampler state struct. */
178        struct pipe_resource *sampler_state;
179        uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
180
181        bool border_color_variants;
182};
183
184struct v3d_texture_stateobj {
185        struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
186        unsigned num_textures;
187        struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
188        unsigned num_samplers;
189        struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
190};
191
192struct v3d_shader_uniform_info {
193        enum quniform_contents *contents;
194        uint32_t *data;
195        uint32_t count;
196};
197
198struct v3d_uncompiled_shader {
199        /** A name for this program, so you can track it in shader-db output. */
200        uint32_t program_id;
201        /** How many variants of this program were compiled, for shader-db. */
202        uint32_t compiled_variant_count;
203        struct pipe_shader_state base;
204        uint32_t num_tf_outputs;
205        struct v3d_varying_slot *tf_outputs;
206        uint16_t tf_specs[16];
207        uint16_t tf_specs_psiz[16];
208        uint32_t num_tf_specs;
209};
210
211struct v3d_compiled_shader {
212        struct pipe_resource *resource;
213        uint32_t offset;
214
215        union {
216                struct v3d_prog_data *base;
217                struct v3d_vs_prog_data *vs;
218                struct v3d_gs_prog_data *gs;
219                struct v3d_fs_prog_data *fs;
220                struct v3d_compute_prog_data *compute;
221        } prog_data;
222
223        /**
224         * V3D_DIRTY_* flags that, when set in v3d->dirty, mean that the
225         * uniforms have to be rewritten (and therefore the shader state
226         * reemitted).
227         */
228        uint64_t uniform_dirty_bits;
229};
230
231struct v3d_program_stateobj {
232        struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
233        struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
234
235        struct hash_table *cache[MESA_SHADER_STAGES];
236
237        struct v3d_bo *spill_bo;
238        int spill_size_per_thread;
239};
240
241struct v3d_constbuf_stateobj {
242        struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
243        uint32_t enabled_mask;
244        uint32_t dirty_mask;
245};
246
247struct v3d_vertexbuf_stateobj {
248        struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
249        unsigned count;
250        uint32_t enabled_mask;
251        uint32_t dirty_mask;
252};
253
254struct v3d_vertex_stateobj {
255        struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
256        unsigned num_elements;
257
258        uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
259        struct pipe_resource *defaults;
260        uint32_t defaults_offset;
261};
262
263struct v3d_stream_output_target {
264        struct pipe_stream_output_target base;
265        /* Number of transform feedback vertices written to this target */
266        uint32_t recorded_vertex_count;
267};
268
269struct v3d_streamout_stateobj {
270        struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
271        /* Number of vertices we've written into the buffer so far. */
272        uint32_t offsets[PIPE_MAX_SO_BUFFERS];
273        unsigned num_targets;
274};
275
276struct v3d_ssbo_stateobj {
277        struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
278        uint32_t enabled_mask;
279};
280
281/* Hash table key for v3d->jobs */
282struct v3d_job_key {
283        struct pipe_surface *cbufs[4];
284        struct pipe_surface *zsbuf;
285        struct pipe_surface *bbuf;
286};
287
288enum v3d_ez_state {
289        V3D_EZ_UNDECIDED = 0,
290        V3D_EZ_GT_GE,
291        V3D_EZ_LT_LE,
292        V3D_EZ_DISABLED,
293};
294
295struct v3d_image_view {
296        struct pipe_image_view base;
297        /* V3D 4.x texture shader state struct */
298        struct pipe_resource *tex_state;
299        uint32_t tex_state_offset;
300};
301
302struct v3d_shaderimg_stateobj {
303        struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
304        uint32_t enabled_mask;
305};
306
307struct v3d_perfmon_state {
308        /* The kernel perfmon id */
309        uint32_t kperfmon_id;
310        /* True if at least one job was submitted with this perfmon. */
311        bool job_submitted;
312        /* Fence to be signaled when the last job submitted with this perfmon
313         * is executed by the GPU.
314         */
315        struct v3d_fence *last_job_fence;
316        uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS];
317        uint64_t values[DRM_V3D_MAX_PERF_COUNTERS];
318};
319
320/**
321 * A complete bin/render job.
322 *
323 * This is all of the state necessary to submit a bin/render to the kernel.
324 * We want to be able to have multiple in progress at a time, so that we don't
325 * need to flush an existing CL just to switch to rendering to a new render
326 * target (which would mean reading back from the old render target when
327 * starting to render to it again).
328 */
329struct v3d_job {
330        struct v3d_context *v3d;
331        struct v3d_cl bcl;
332        struct v3d_cl rcl;
333        struct v3d_cl indirect;
334        struct v3d_bo *tile_alloc;
335        struct v3d_bo *tile_state;
336
337        struct drm_v3d_submit_cl submit;
338
339        /**
340         * Set of all BOs referenced by the job.  This will be used for making
341         * the list of BOs that the kernel will need to have paged in to
342         * execute our job.
343         */
344        struct set *bos;
345
346        /** Sum of the sizes of the BOs referenced by the job. */
347        uint32_t referenced_size;
348
349        struct set *write_prscs;
350        struct set *tf_write_prscs;
351
352        /* Size of the submit.bo_handles array. */
353        uint32_t bo_handles_size;
354
355        /** @{
356         * Surfaces to submit rendering for.
357         * For blit operations, bbuf is the source surface, and cbufs[0] is
358         * the destination surface.
359         */
360        uint32_t nr_cbufs;
361        struct pipe_surface *cbufs[4];
362        struct pipe_surface *zsbuf;
363        struct pipe_surface *bbuf;
364        /** @} */
365        /** @{
366         * Bounding box of the scissor across all queued drawing.
367         *
368         * Note that the max values are exclusive.
369         */
370        uint32_t draw_min_x;
371        uint32_t draw_min_y;
372        uint32_t draw_max_x;
373        uint32_t draw_max_y;
374
375        /** @} */
376        /** @{
377         * List of scissor rects used for all queued drawing. All scissor
378         * rects will be contained in the draw_{min/max}_{x/y} bounding box.
379         *
380         * This is used as an optimization when all drawing is scissored to
381         * limit tile flushing only to tiles that intersect a scissor rect.
382         * If scissor is used together with non-scissored drawing, then
383         * the optimization is disabled.
384         */
385        struct {
386                bool disabled;
387                uint32_t count;
388                struct {
389                        uint32_t min_x, min_y;
390                        uint32_t max_x, max_y;
391                } rects[MAX_JOB_SCISSORS];
392        } scissor;
393
394        /** @} */
395        /** @{
396         * Width/height of the color framebuffer being rendered to,
397         * for V3D_TILE_RENDERING_MODE_CONFIG.
398         */
399        uint32_t draw_width;
400        uint32_t draw_height;
401        uint32_t num_layers;
402
403        /** @} */
404        /** @{ Tile information, depending on MSAA and float color buffer. */
405        uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
406        uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
407
408        uint32_t tile_width; /** @< Width of a tile. */
409        uint32_t tile_height; /** @< Height of a tile. */
410        /** maximum internal_bpp of all color render targets. */
411        uint32_t internal_bpp;
412
413        /** Whether the current rendering is in a 4X MSAA tile buffer. */
414        bool msaa;
415        /** @} */
416
417        /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
418         * first rendering.
419         */
420        uint32_t clear;
421        /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
422         * call without having been cleared first.
423         */
424        uint32_t load;
425        /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
426         * (either clears or draws) and should be stored.
427         */
428        uint32_t store;
429        uint32_t clear_color[4][4];
430        float clear_z;
431        uint8_t clear_s;
432
433        /**
434         * Set if some drawing (triangles, blits, or just a glClear()) has
435         * been done to the FBO, meaning that we need to
436         * DRM_IOCTL_V3D_SUBMIT_CL.
437         */
438        bool needs_flush;
439
440        /* Set if any shader has dirtied cachelines in the TMU that need to be
441         * flushed before job end.
442         */
443        bool tmu_dirty_rcl;
444
445        /**
446         * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
447         */
448        bool tf_enabled;
449
450        bool needs_primitives_generated;
451
452        /**
453         * Current EZ state for drawing. Updated at the start of draw after
454         * we've decided on the shader being rendered.
455         */
456        enum v3d_ez_state ez_state;
457        /**
458         * The first EZ state that was used for drawing with a decided EZ
459         * direction (so either UNDECIDED, GT, or LT).
460         */
461        enum v3d_ez_state first_ez_state;
462
463        /**
464         * Number of draw calls (not counting full buffer clears) queued in
465         * the current job.
466         */
467        uint32_t draw_calls_queued;
468
469        /**
470         * Number of draw calls (not counting full buffer clears) queued in
471         * the current job during active transform feedback.
472         */
473        uint32_t tf_draw_calls_queued;
474
475        struct v3d_job_key key;
476};
477
478struct v3d_context {
479        struct pipe_context base;
480
481        int fd;
482        struct v3d_screen *screen;
483
484        /** The 3D rendering job for the currently bound FBO. */
485        struct v3d_job *job;
486
487        /* Map from struct v3d_job_key to the job for that FBO.
488         */
489        struct hash_table *jobs;
490
491        /**
492         * Map from v3d_resource to a job writing to that resource.
493         *
494         * Primarily for flushing jobs rendering to textures that are now
495         * being read from.
496         */
497        struct hash_table *write_jobs;
498
499        struct slab_child_pool transfer_pool;
500        struct blitter_context *blitter;
501
502        /** bitfield of V3D_DIRTY_* */
503        uint64_t dirty;
504
505        uint32_t next_uncompiled_program_id;
506        uint64_t next_compiled_program_id;
507
508        struct v3d_compiler_state *compiler_state;
509
510        uint8_t prim_mode;
511
512        /** Maximum index buffer valid for the current shader_rec. */
513        uint32_t max_index;
514
515        /** Sync object that our RCL or TFU job will update as its out_sync. */
516        uint32_t out_sync;
517
518        /* Stream uploader used by gallium internals.  This could also be used
519         * by driver internals, but we tend to use the v3d_cl.h interfaces
520         * instead.
521         */
522        struct u_upload_mgr *uploader;
523        /* State uploader used inside the driver.  This is for packing bits of
524         * long-term state inside buffers, since the kernel interfaces
525         * allocate a page at a time.
526         */
527        struct u_upload_mgr *state_uploader;
528
529        struct pipe_shader_state *sand8_blit_vs;
530        struct pipe_shader_state *sand8_blit_fs_luma;
531        struct pipe_shader_state *sand8_blit_fs_chroma;
532
533        /** @{ Current pipeline state objects */
534        struct pipe_scissor_state scissor;
535        struct v3d_blend_state *blend;
536        struct v3d_rasterizer_state *rasterizer;
537        struct v3d_depth_stencil_alpha_state *zsa;
538
539        struct v3d_program_stateobj prog;
540        uint32_t compute_num_workgroups[3];
541        struct v3d_bo *compute_shared_memory;
542
543        struct v3d_vertex_stateobj *vtx;
544
545        struct {
546                struct pipe_blend_color f;
547                uint16_t hf[4];
548        } blend_color;
549        struct pipe_stencil_ref stencil_ref;
550        unsigned sample_mask;
551        struct pipe_framebuffer_state framebuffer;
552
553        /* Per render target, whether we should swap the R and B fields in the
554         * shader's color output and in blending.  If render targets disagree
555         * on the R/B swap and use the constant color, then we would need to
556         * fall back to in-shader blending.
557         */
558        uint8_t swap_color_rb;
559
560        /* Per render target, whether we should treat the dst alpha values as
561         * one in blending.
562         *
563         * For RGBX formats, the tile buffer's alpha channel will be
564         * undefined.
565         */
566        uint8_t blend_dst_alpha_one;
567
568        bool active_queries;
569
570        /**
571         * If a compute job writes a resource read by a non-compute stage we
572         * should sync on the last compute job.
573         */
574        bool sync_on_last_compute_job;
575
576        uint32_t tf_prims_generated;
577        uint32_t prims_generated;
578
579        uint32_t n_primitives_generated_queries_in_flight;
580
581        struct pipe_poly_stipple stipple;
582        struct pipe_clip_state clip;
583        struct pipe_viewport_state viewport;
584        struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
585        struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
586        struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
587        struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
588        struct v3d_vertexbuf_stateobj vertexbuf;
589        struct v3d_streamout_stateobj streamout;
590        struct v3d_bo *current_oq;
591        struct pipe_resource *prim_counts;
592        uint32_t prim_counts_offset;
593        struct pipe_debug_callback debug;
594        struct v3d_perfmon_state *active_perfmon;
595        struct v3d_perfmon_state *last_perfmon;
596        /** @} */
597};
598
599struct v3d_rasterizer_state {
600        struct pipe_rasterizer_state base;
601
602        float point_size;
603
604        uint8_t depth_offset[9];
605        uint8_t depth_offset_z16[9];
606};
607
608struct v3d_depth_stencil_alpha_state {
609        struct pipe_depth_stencil_alpha_state base;
610
611        enum v3d_ez_state ez_state;
612
613        uint8_t stencil_front[6];
614        uint8_t stencil_back[6];
615};
616
617struct v3d_blend_state {
618        struct pipe_blend_state base;
619
620        /* Per-RT mask of whether blending is enabled. */
621        uint8_t blend_enables;
622};
623
624#define perf_debug(...) do {                            \
625        if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF))       \
626                fprintf(stderr, __VA_ARGS__);           \
627        if (unlikely(v3d->debug.debug_message))         \
628                pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__);    \
629} while (0)
630
631static inline struct v3d_context *
632v3d_context(struct pipe_context *pcontext)
633{
634        return (struct v3d_context *)pcontext;
635}
636
637static inline struct v3d_sampler_view *
638v3d_sampler_view(struct pipe_sampler_view *psview)
639{
640        return (struct v3d_sampler_view *)psview;
641}
642
643static inline struct v3d_sampler_state *
644v3d_sampler_state(struct pipe_sampler_state *psampler)
645{
646        return (struct v3d_sampler_state *)psampler;
647}
648
649static inline struct v3d_stream_output_target *
650v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
651{
652        return (struct v3d_stream_output_target *)ptarget;
653}
654
655static inline uint32_t
656v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
657{
658    return v3d_stream_output_target(ptarget)->recorded_vertex_count;
659}
660
661int v3d_get_driver_query_group_info(struct pipe_screen *pscreen,
662                                    unsigned index,
663                                    struct pipe_driver_query_group_info *info);
664int v3d_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
665                              struct pipe_driver_query_info *info);
666
667struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
668                                        void *priv, unsigned flags);
669void v3d_program_init(struct pipe_context *pctx);
670void v3d_program_fini(struct pipe_context *pctx);
671void v3d_query_init(struct pipe_context *pctx);
672
673static inline int
674v3d_ioctl(int fd, unsigned long request, void *arg)
675{
676        if (using_v3d_simulator)
677                return v3d_simulator_ioctl(fd, request, arg);
678        else
679                return drmIoctl(fd, request, arg);
680}
681
682static inline bool
683v3d_transform_feedback_enabled(struct v3d_context *v3d)
684{
685        return (v3d->prog.bind_vs->num_tf_specs != 0 ||
686                (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
687               v3d->active_queries;
688}
689
690void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
691struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
692                                       struct v3d_job *job,
693                                       struct v3d_compiled_shader *shader,
694                                       enum pipe_shader_type stage);
695
696void v3d_flush(struct pipe_context *pctx);
697void v3d_job_init(struct v3d_context *v3d);
698struct v3d_job *v3d_job_create(struct v3d_context *v3d);
699void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
700struct v3d_job *v3d_get_job(struct v3d_context *v3d,
701                            uint32_t nr_cbufs,
702                            struct pipe_surface **cbufs,
703                            struct pipe_surface *zsbuf,
704                            struct pipe_surface *bbuf);
705struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
706void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
707void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
708void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
709void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
710void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
711void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
712                                     struct pipe_resource *prsc,
713                                     enum v3d_flush_cond flush_cond,
714                                     bool is_compute_pipeline);
715void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
716                                     struct pipe_resource *prsc,
717                                     enum v3d_flush_cond flush_cond,
718                                     bool is_compute_pipeline);
719void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
720void v3d_update_compiled_cs(struct v3d_context *v3d);
721
722bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
723                             enum pipe_format f);
724bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
725                              enum pipe_format f);
726uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
727uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
728uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
729                                enum pipe_format f,
730                                enum pipe_tex_compare compare);
731uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
732                                    enum pipe_format f);
733const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
734                                      enum pipe_format f);
735void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
736                                                 uint32_t format,
737                                                 uint32_t *type,
738                                                 uint32_t *bpp);
739bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
740                                 uint32_t tex_format,
741                                 bool for_mipmap);
742bool v3d_format_supports_tlb_msaa_resolve(const struct v3d_device_info *devinfo,
743                                          enum pipe_format f);
744
745void v3d_init_query_functions(struct v3d_context *v3d);
746void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
747void v3d_blitter_save(struct v3d_context *v3d);
748bool v3d_generate_mipmap(struct pipe_context *pctx,
749                         struct pipe_resource *prsc,
750                         enum pipe_format format,
751                         unsigned int base_level,
752                         unsigned int last_level,
753                         unsigned int first_layer,
754                         unsigned int last_layer);
755
756void
757v3d_fence_unreference(struct v3d_fence **fence);
758
759struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
760
761bool v3d_fence_wait(struct v3d_screen *screen,
762                    struct v3d_fence *fence,
763                    uint64_t timeout_ns);
764
765void v3d_update_primitive_counters(struct v3d_context *v3d);
766
767bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
768
769float v3d_get_real_line_width(struct v3d_context *v3d);
770
771void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx);
772
773void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
774                                  enum pipe_shader_type shader);
775
776void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
777                                        struct v3d_sampler_view *so);
778
779void v3d_get_tile_buffer_size(bool is_msaa,
780                              uint32_t nr_cbufs,
781                              struct pipe_surface **cbufs,
782                              struct pipe_surface *bbuf,
783                              uint32_t *tile_width,
784                              uint32_t *tile_height,
785                              uint32_t *max_bpp);
786
787#ifdef v3dX
788#  include "v3dx_context.h"
789#else
790#  define v3dX(x) v3d33_##x
791#  include "v3dx_context.h"
792#  undef v3dX
793
794#  define v3dX(x) v3d41_##x
795#  include "v3dx_context.h"
796#  undef v3dX
797#endif
798
799#endif /* V3D_CONTEXT_H */
800