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