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 #include "broadcom/compiler/v3d_compiler.h"
45
46 struct v3d_job;
47 struct v3d_bo;
48 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
49
50 #include "v3d_bufmgr.h"
51 #include "v3d_resource.h"
52 #include "v3d_cl.h"
53
54 #ifdef USE_V3D_SIMULATOR
55 #define using_v3d_simulator true
56 #else
57 #define using_v3d_simulator false
58 #endif
59
60 #define V3D_DIRTY_BLEND (1ull << 0)
61 #define V3D_DIRTY_RASTERIZER (1ull << 1)
62 #define V3D_DIRTY_ZSA (1ull << 2)
63 #define V3D_DIRTY_COMPTEX (1ull << 3)
64 #define V3D_DIRTY_VERTTEX (1ull << 4)
65 #define V3D_DIRTY_GEOMTEX (1ull << 5)
66 #define V3D_DIRTY_FRAGTEX (1ull << 6)
67
68 #define V3D_DIRTY_SHADER_IMAGE (1ull << 9)
69 #define V3D_DIRTY_BLEND_COLOR (1ull << 10)
70 #define V3D_DIRTY_STENCIL_REF (1ull << 11)
71 #define V3D_DIRTY_SAMPLE_STATE (1ull << 12)
72 #define V3D_DIRTY_FRAMEBUFFER (1ull << 13)
73 #define V3D_DIRTY_STIPPLE (1ull << 14)
74 #define V3D_DIRTY_VIEWPORT (1ull << 15)
75 #define V3D_DIRTY_CONSTBUF (1ull << 16)
76 #define V3D_DIRTY_VTXSTATE (1ull << 17)
77 #define V3D_DIRTY_VTXBUF (1ull << 18)
78 #define V3D_DIRTY_SCISSOR (1ull << 19)
79 #define V3D_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
80 #define V3D_DIRTY_PRIM_MODE (1ull << 21)
81 #define V3D_DIRTY_CLIP (1ull << 22)
82 #define V3D_DIRTY_UNCOMPILED_CS (1ull << 23)
83 #define V3D_DIRTY_UNCOMPILED_VS (1ull << 24)
84 #define V3D_DIRTY_UNCOMPILED_GS (1ull << 25)
85 #define V3D_DIRTY_UNCOMPILED_FS (1ull << 26)
86
87 #define V3D_DIRTY_COMPILED_CS (1ull << 29)
88 #define V3D_DIRTY_COMPILED_VS (1ull << 30)
89 #define V3D_DIRTY_COMPILED_GS_BIN (1ULL << 31)
90 #define V3D_DIRTY_COMPILED_GS (1ULL << 32)
91 #define V3D_DIRTY_COMPILED_FS (1ull << 33)
92
93 #define V3D_DIRTY_FS_INPUTS (1ull << 38)
94 #define V3D_DIRTY_GS_INPUTS (1ull << 39)
95 #define V3D_DIRTY_STREAMOUT (1ull << 40)
96 #define V3D_DIRTY_OQ (1ull << 41)
97 #define V3D_DIRTY_CENTROID_FLAGS (1ull << 42)
98 #define V3D_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
99 #define V3D_DIRTY_SSBO (1ull << 44)
100
101 #define V3D_MAX_FS_INPUTS 64
102
103 #define MAX_JOB_SCISSORS 16
104
105 enum v3d_sampler_state_variant {
106 V3D_SAMPLER_STATE_BORDER_0,
107 V3D_SAMPLER_STATE_F16,
108 V3D_SAMPLER_STATE_F16_UNORM,
109 V3D_SAMPLER_STATE_F16_SNORM,
110 V3D_SAMPLER_STATE_F16_BGRA,
111 V3D_SAMPLER_STATE_F16_BGRA_UNORM,
112 V3D_SAMPLER_STATE_F16_BGRA_SNORM,
113 V3D_SAMPLER_STATE_F16_A,
114 V3D_SAMPLER_STATE_F16_A_SNORM,
115 V3D_SAMPLER_STATE_F16_A_UNORM,
116 V3D_SAMPLER_STATE_F16_LA,
117 V3D_SAMPLER_STATE_F16_LA_UNORM,
118 V3D_SAMPLER_STATE_F16_LA_SNORM,
119 V3D_SAMPLER_STATE_32,
120 V3D_SAMPLER_STATE_32_UNORM,
121 V3D_SAMPLER_STATE_32_SNORM,
122 V3D_SAMPLER_STATE_32_A,
123 V3D_SAMPLER_STATE_32_A_UNORM,
124 V3D_SAMPLER_STATE_32_A_SNORM,
125 V3D_SAMPLER_STATE_1010102U,
126 V3D_SAMPLER_STATE_16U,
127 V3D_SAMPLER_STATE_16I,
128 V3D_SAMPLER_STATE_8I,
129 V3D_SAMPLER_STATE_8U,
130
131 V3D_SAMPLER_STATE_VARIANT_COUNT,
132 };
133
134 enum v3d_flush_cond {
135 /* Flush job unless we are flushing for transform feedback, where we
136 * handle flushing in the driver via the 'Wait for TF' packet.
137 */
138 V3D_FLUSH_DEFAULT,
139 /* Always flush the job, even for cases where we would normally not
140 * do it, such as transform feedback.
141 */
142 V3D_FLUSH_ALWAYS,
143 /* Flush job if it is not the current FBO job. This is intended to
144 * skip automatic flushes of the current job for resources that we
145 * expect to be externally synchronized by the application using
146 * glMemoryBarrier(), such as SSBOs and shader images.
147 */
148 V3D_FLUSH_NOT_CURRENT_JOB,
149 };
150
151 struct v3d_sampler_view {
152 struct pipe_sampler_view base;
153 uint32_t p0;
154 uint32_t p1;
155 /* Precomputed swizzles to pass in to the shader key. */
156 uint8_t swizzle[4];
157
158 uint8_t texture_shader_state[32];
159 /* V3D 4.x: Texture state struct. */
160 struct v3d_bo *bo;
161
162 enum v3d_sampler_state_variant sampler_variant;
163
164 /* Actual texture to be read by this sampler view. May be different
165 * from base.texture in the case of having a shadow tiled copy of a
166 * raster texture.
167 */
168 struct pipe_resource *texture;
169
170 /* A serial ID used to identify cases where a new BO has been created
171 * and we need to rebind a sampler view that was created against the
172 * previous BO to to point to the new one.
173 */
174 uint32_t serial_id;
175 };
176
177 struct v3d_sampler_state {
178 struct pipe_sampler_state base;
179 uint32_t p0;
180 uint32_t p1;
181
182 /* V3D 3.x: Packed texture state. */
183 uint8_t texture_shader_state[32];
184 /* V3D 4.x: Sampler state struct. */
185 struct pipe_resource *sampler_state;
186 uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
187
188 bool border_color_variants;
189 };
190
191 struct v3d_texture_stateobj {
192 struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
193 unsigned num_textures;
194 struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
195 unsigned num_samplers;
196 struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
197 };
198
199 struct v3d_shader_uniform_info {
200 enum quniform_contents *contents;
201 uint32_t *data;
202 uint32_t count;
203 };
204
205 struct v3d_uncompiled_shader {
206 /** A name for this program, so you can track it in shader-db output. */
207 uint32_t program_id;
208 /** How many variants of this program were compiled, for shader-db. */
209 uint32_t compiled_variant_count;
210 struct pipe_shader_state base;
211 uint32_t num_tf_outputs;
212 struct v3d_varying_slot *tf_outputs;
213 uint16_t tf_specs[16];
214 uint16_t tf_specs_psiz[16];
215 uint32_t num_tf_specs;
216 };
217
218 struct v3d_compiled_shader {
219 struct pipe_resource *resource;
220 uint32_t offset;
221
222 union {
223 struct v3d_prog_data *base;
224 struct v3d_vs_prog_data *vs;
225 struct v3d_gs_prog_data *gs;
226 struct v3d_fs_prog_data *fs;
227 struct v3d_compute_prog_data *compute;
228 } prog_data;
229
230 /**
231 * V3D_DIRTY_* flags that, when set in v3d->dirty, mean that the
232 * uniforms have to be rewritten (and therefore the shader state
233 * reemitted).
234 */
235 uint64_t uniform_dirty_bits;
236 };
237
238 struct v3d_program_stateobj {
239 struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
240 struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
241
242 struct hash_table *cache[MESA_SHADER_STAGES];
243
244 struct v3d_bo *spill_bo;
245 int spill_size_per_thread;
246 };
247
248 struct v3d_constbuf_stateobj {
249 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
250 uint32_t enabled_mask;
251 uint32_t dirty_mask;
252 };
253
254 struct v3d_vertexbuf_stateobj {
255 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
256 unsigned count;
257 uint32_t enabled_mask;
258 uint32_t dirty_mask;
259 };
260
261 struct v3d_vertex_stateobj {
262 struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
263 unsigned num_elements;
264
265 uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
266 struct pipe_resource *defaults;
267 uint32_t defaults_offset;
268 };
269
270 struct v3d_stream_output_target {
271 struct pipe_stream_output_target base;
272 /* Number of transform feedback vertices written to this target */
273 uint32_t recorded_vertex_count;
274 };
275
276 struct v3d_streamout_stateobj {
277 struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
278 /* Number of vertices we've written into the buffer so far. */
279 uint32_t offsets[PIPE_MAX_SO_BUFFERS];
280 unsigned num_targets;
281 };
282
283 struct v3d_ssbo_stateobj {
284 struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
285 uint32_t enabled_mask;
286 };
287
288 /* Hash table key for v3d->jobs */
289 struct v3d_job_key {
290 struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
291 struct pipe_surface *zsbuf;
292 struct pipe_surface *bbuf;
293 };
294
295 enum v3d_ez_state {
296 V3D_EZ_UNDECIDED = 0,
297 V3D_EZ_GT_GE,
298 V3D_EZ_LT_LE,
299 V3D_EZ_DISABLED,
300 };
301
302 struct v3d_image_view {
303 struct pipe_image_view base;
304 /* V3D 4.x texture shader state struct */
305 struct pipe_resource *tex_state;
306 uint32_t tex_state_offset;
307 };
308
309 struct v3d_shaderimg_stateobj {
310 struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
311 uint32_t enabled_mask;
312 };
313
314 struct v3d_perfmon_state {
315 /* The kernel perfmon id */
316 uint32_t kperfmon_id;
317 /* True if at least one job was submitted with this perfmon. */
318 bool job_submitted;
319 /* Fence to be signaled when the last job submitted with this perfmon
320 * is executed by the GPU.
321 */
322 struct v3d_fence *last_job_fence;
323 uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS];
324 uint64_t values[DRM_V3D_MAX_PERF_COUNTERS];
325 };
326
327 /**
328 * A complete bin/render job.
329 *
330 * This is all of the state necessary to submit a bin/render to the kernel.
331 * We want to be able to have multiple in progress at a time, so that we don't
332 * need to flush an existing CL just to switch to rendering to a new render
333 * target (which would mean reading back from the old render target when
334 * starting to render to it again).
335 */
336 struct v3d_job {
337 struct v3d_context *v3d;
338 struct v3d_cl bcl;
339 struct v3d_cl rcl;
340 struct v3d_cl indirect;
341 struct v3d_bo *tile_alloc;
342 struct v3d_bo *tile_state;
343
344 struct drm_v3d_submit_cl submit;
345
346 /**
347 * Set of all BOs referenced by the job. This will be used for making
348 * the list of BOs that the kernel will need to have paged in to
349 * execute our job.
350 */
351 struct set *bos;
352
353 /** Sum of the sizes of the BOs referenced by the job. */
354 uint32_t referenced_size;
355
356 struct set *write_prscs;
357 struct set *tf_write_prscs;
358
359 /* Size of the submit.bo_handles array. */
360 uint32_t bo_handles_size;
361
362 /** @{
363 * Surfaces to submit rendering for.
364 * For blit operations, bbuf is the source surface, and cbufs[0] is
365 * the destination surface.
366 */
367 uint32_t nr_cbufs;
368 struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
369 struct pipe_surface *zsbuf;
370 struct pipe_surface *bbuf;
371 /** @} */
372 /** @{
373 * Bounding box of the scissor across all queued drawing.
374 *
375 * Note that the max values are exclusive.
376 */
377 uint32_t draw_min_x;
378 uint32_t draw_min_y;
379 uint32_t draw_max_x;
380 uint32_t draw_max_y;
381
382 /** @} */
383 /** @{
384 * List of scissor rects used for all queued drawing. All scissor
385 * rects will be contained in the draw_{min/max}_{x/y} bounding box.
386 *
387 * This is used as an optimization when all drawing is scissored to
388 * limit tile flushing only to tiles that intersect a scissor rect.
389 * If scissor is used together with non-scissored drawing, then
390 * the optimization is disabled.
391 */
392 struct {
393 bool disabled;
394 uint32_t count;
395 struct {
396 uint32_t min_x, min_y;
397 uint32_t max_x, max_y;
398 } rects[MAX_JOB_SCISSORS];
399 } scissor;
400
401 /** @} */
402 /** @{
403 * Width/height of the color framebuffer being rendered to,
404 * for V3D_TILE_RENDERING_MODE_CONFIG.
405 */
406 uint32_t draw_width;
407 uint32_t draw_height;
408 uint32_t num_layers;
409
410 /** @} */
411 /** @{ Tile information, depending on MSAA and float color buffer. */
412 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
413 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
414
415 uint32_t tile_width; /** @< Width of a tile. */
416 uint32_t tile_height; /** @< Height of a tile. */
417 /** maximum internal_bpp of all color render targets. */
418 uint32_t internal_bpp;
419
420 /** Whether the current rendering is in a 4X MSAA tile buffer. */
421 bool msaa;
422 /** @} */
423
424 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
425 * first rendering.
426 */
427 uint32_t clear;
428 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
429 * call without having been cleared first.
430 */
431 uint32_t load;
432 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
433 * (either clears or draws) and should be stored.
434 */
435 uint32_t store;
436 uint32_t clear_color[V3D_MAX_DRAW_BUFFERS][4];
437 float clear_z;
438 uint8_t clear_s;
439
440 /* If TLB double-buffering is enabled for this job */
441 bool double_buffer;
442
443 /**
444 * Set if some drawing (triangles, blits, or just a glClear()) has
445 * been done to the FBO, meaning that we need to
446 * DRM_IOCTL_V3D_SUBMIT_CL.
447 */
448 bool needs_flush;
449
450 /* Set if any shader has dirtied cachelines in the TMU that need to be
451 * flushed before job end.
452 */
453 bool tmu_dirty_rcl;
454
455 /**
456 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
457 */
458 bool tf_enabled;
459
460 bool needs_primitives_generated;
461
462 /**
463 * Current EZ state for drawing. Updated at the start of draw after
464 * we've decided on the shader being rendered.
465 */
466 enum v3d_ez_state ez_state;
467 /**
468 * The first EZ state that was used for drawing with a decided EZ
469 * direction (so either UNDECIDED, GT, or LT).
470 */
471 enum v3d_ez_state first_ez_state;
472
473 /**
474 * Number of draw calls (not counting full buffer clears) queued in
475 * the current job.
476 */
477 uint32_t draw_calls_queued;
478
479 /**
480 * Number of draw calls (not counting full buffer clears) queued in
481 * the current job during active transform feedback.
482 */
483 uint32_t tf_draw_calls_queued;
484
485 struct v3d_job_key key;
486 };
487
488 struct v3d_context {
489 struct pipe_context base;
490
491 int fd;
492 struct v3d_screen *screen;
493
494 /** The 3D rendering job for the currently bound FBO. */
495 struct v3d_job *job;
496
497 /* Map from struct v3d_job_key to the job for that FBO.
498 */
499 struct hash_table *jobs;
500
501 /**
502 * Map from v3d_resource to a job writing to that resource.
503 *
504 * Primarily for flushing jobs rendering to textures that are now
505 * being read from.
506 */
507 struct hash_table *write_jobs;
508
509 struct slab_child_pool transfer_pool;
510 struct blitter_context *blitter;
511
512 /** bitfield of V3D_DIRTY_* */
513 uint64_t dirty;
514
515 uint32_t next_uncompiled_program_id;
516 uint64_t next_compiled_program_id;
517
518 struct v3d_compiler_state *compiler_state;
519
520 uint8_t prim_mode;
521
522 /** Maximum index buffer valid for the current shader_rec. */
523 uint32_t max_index;
524
525 /** Sync object that our RCL or TFU job will update as its out_sync. */
526 uint32_t out_sync;
527
528 /* Stream uploader used by gallium internals. This could also be used
529 * by driver internals, but we tend to use the v3d_cl.h interfaces
530 * instead.
531 */
532 struct u_upload_mgr *uploader;
533 /* State uploader used inside the driver. This is for packing bits of
534 * long-term state inside buffers, since the kernel interfaces
535 * allocate a page at a time.
536 */
537 struct u_upload_mgr *state_uploader;
538
539 struct pipe_shader_state *sand8_blit_vs;
540 struct pipe_shader_state *sand8_blit_fs_luma;
541 struct pipe_shader_state *sand8_blit_fs_chroma;
542
543 /** @{ Current pipeline state objects */
544 struct pipe_scissor_state scissor;
545 struct v3d_blend_state *blend;
546 struct v3d_rasterizer_state *rasterizer;
547 struct v3d_depth_stencil_alpha_state *zsa;
548
549 struct v3d_program_stateobj prog;
550 uint32_t compute_num_workgroups[3];
551 struct v3d_bo *compute_shared_memory;
552
553 struct v3d_vertex_stateobj *vtx;
554
555 struct {
556 struct pipe_blend_color f;
557 uint16_t hf[4];
558 } blend_color;
559 struct pipe_stencil_ref stencil_ref;
560 unsigned sample_mask;
561 struct pipe_framebuffer_state framebuffer;
562
563 /* Per render target, whether we should swap the R and B fields in the
564 * shader's color output and in blending. If render targets disagree
565 * on the R/B swap and use the constant color, then we would need to
566 * fall back to in-shader blending.
567 */
568 uint8_t swap_color_rb;
569
570 /* Per render target, whether we should treat the dst alpha values as
571 * one in blending.
572 *
573 * For RGBX formats, the tile buffer's alpha channel will be
574 * undefined.
575 */
576 uint8_t blend_dst_alpha_one;
577
578 bool active_queries;
579
580 /**
581 * If a compute job writes a resource read by a non-compute stage we
582 * should sync on the last compute job.
583 */
584 bool sync_on_last_compute_job;
585
586 uint32_t tf_prims_generated;
587 uint32_t prims_generated;
588
589 uint32_t n_primitives_generated_queries_in_flight;
590
591 struct pipe_poly_stipple stipple;
592 struct pipe_clip_state clip;
593 struct pipe_viewport_state viewport;
594 struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
595 struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
596 struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
597 struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
598 struct v3d_vertexbuf_stateobj vertexbuf;
599 struct v3d_streamout_stateobj streamout;
600 struct v3d_bo *current_oq;
601 struct pipe_resource *prim_counts;
602 uint32_t prim_counts_offset;
603 struct pipe_debug_callback debug;
604 struct v3d_perfmon_state *active_perfmon;
605 struct v3d_perfmon_state *last_perfmon;
606 /** @} */
607 };
608
609 struct v3d_rasterizer_state {
610 struct pipe_rasterizer_state base;
611
612 float point_size;
613
614 uint8_t depth_offset[9];
615 uint8_t depth_offset_z16[9];
616 };
617
618 struct v3d_depth_stencil_alpha_state {
619 struct pipe_depth_stencil_alpha_state base;
620
621 enum v3d_ez_state ez_state;
622
623 uint8_t stencil_front[6];
624 uint8_t stencil_back[6];
625 };
626
627 struct v3d_blend_state {
628 struct pipe_blend_state base;
629
630 /* Per-RT mask of whether blending is enabled. */
631 uint8_t blend_enables;
632 };
633
634 #define perf_debug(...) do { \
635 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
636 fprintf(stderr, __VA_ARGS__); \
637 if (unlikely(v3d->debug.debug_message)) \
638 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
639 } while (0)
640
641 static inline struct v3d_context *
v3d_context(struct pipe_context * pcontext)642 v3d_context(struct pipe_context *pcontext)
643 {
644 return (struct v3d_context *)pcontext;
645 }
646
647 static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view * psview)648 v3d_sampler_view(struct pipe_sampler_view *psview)
649 {
650 return (struct v3d_sampler_view *)psview;
651 }
652
653 static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state * psampler)654 v3d_sampler_state(struct pipe_sampler_state *psampler)
655 {
656 return (struct v3d_sampler_state *)psampler;
657 }
658
659 static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target * ptarget)660 v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
661 {
662 return (struct v3d_stream_output_target *)ptarget;
663 }
664
665 static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target * ptarget)666 v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
667 {
668 return v3d_stream_output_target(ptarget)->recorded_vertex_count;
669 }
670
671 int v3d_get_driver_query_group_info(struct pipe_screen *pscreen,
672 unsigned index,
673 struct pipe_driver_query_group_info *info);
674 int v3d_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
675 struct pipe_driver_query_info *info);
676
677 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
678 void *priv, unsigned flags);
679 void v3d_program_init(struct pipe_context *pctx);
680 void v3d_program_fini(struct pipe_context *pctx);
681 void v3d_query_init(struct pipe_context *pctx);
682
683 static inline int
v3d_ioctl(int fd,unsigned long request,void * arg)684 v3d_ioctl(int fd, unsigned long request, void *arg)
685 {
686 if (using_v3d_simulator)
687 return v3d_simulator_ioctl(fd, request, arg);
688 else
689 return drmIoctl(fd, request, arg);
690 }
691
692 static inline bool
v3d_transform_feedback_enabled(struct v3d_context * v3d)693 v3d_transform_feedback_enabled(struct v3d_context *v3d)
694 {
695 return (v3d->prog.bind_vs->num_tf_specs != 0 ||
696 (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
697 v3d->active_queries;
698 }
699
700 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
701 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
702 struct v3d_job *job,
703 struct v3d_compiled_shader *shader,
704 enum pipe_shader_type stage);
705
706 void v3d_flush(struct pipe_context *pctx);
707 void v3d_job_init(struct v3d_context *v3d);
708 struct v3d_job *v3d_job_create(struct v3d_context *v3d);
709 void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
710 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
711 uint32_t nr_cbufs,
712 struct pipe_surface **cbufs,
713 struct pipe_surface *zsbuf,
714 struct pipe_surface *bbuf);
715 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
716 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
717 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
718 void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
719 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
720 void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
721 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
722 struct pipe_resource *prsc,
723 enum v3d_flush_cond flush_cond,
724 bool is_compute_pipeline);
725 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
726 struct pipe_resource *prsc,
727 enum v3d_flush_cond flush_cond,
728 bool is_compute_pipeline);
729 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
730 void v3d_update_compiled_cs(struct v3d_context *v3d);
731
732 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
733 enum pipe_format f);
734 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
735 enum pipe_format f);
736 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
737 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
738 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
739 enum pipe_format f,
740 enum pipe_tex_compare compare);
741 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
742 enum pipe_format f);
743 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
744 enum pipe_format f);
745 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
746 uint32_t format,
747 uint32_t *type,
748 uint32_t *bpp);
749 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
750 uint32_t tex_format,
751 bool for_mipmap);
752 bool v3d_format_supports_tlb_msaa_resolve(const struct v3d_device_info *devinfo,
753 enum pipe_format f);
754
755 void v3d_init_query_functions(struct v3d_context *v3d);
756 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
757 void v3d_blitter_save(struct v3d_context *v3d);
758 bool v3d_generate_mipmap(struct pipe_context *pctx,
759 struct pipe_resource *prsc,
760 enum pipe_format format,
761 unsigned int base_level,
762 unsigned int last_level,
763 unsigned int first_layer,
764 unsigned int last_layer);
765
766 void
767 v3d_fence_unreference(struct v3d_fence **fence);
768
769 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
770
771 bool v3d_fence_wait(struct v3d_screen *screen,
772 struct v3d_fence *fence,
773 uint64_t timeout_ns);
774
775 void v3d_update_primitive_counters(struct v3d_context *v3d);
776
777 bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
778
779 float v3d_get_real_line_width(struct v3d_context *v3d);
780
781 void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx);
782
783 void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
784 enum pipe_shader_type shader);
785
786 void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
787 struct v3d_sampler_view *so);
788
789 void v3d_get_tile_buffer_size(bool is_msaa,
790 bool double_buffer,
791 uint32_t nr_cbufs,
792 struct pipe_surface **cbufs,
793 struct pipe_surface *bbuf,
794 uint32_t *tile_width,
795 uint32_t *tile_height,
796 uint32_t *max_bpp);
797
798 #ifdef ENABLE_SHADER_CACHE
799 struct v3d_compiled_shader *v3d_disk_cache_retrieve(struct v3d_context *v3d,
800 const struct v3d_key *key);
801
802 void v3d_disk_cache_store(struct v3d_context *v3d,
803 const struct v3d_key *key,
804 const struct v3d_compiled_shader *shader,
805 uint64_t *qpu_insts,
806 uint32_t qpu_size);
807 #endif /* ENABLE_SHADER_CACHE */
808
809 #ifdef v3dX
810 # include "v3dx_context.h"
811 #else
812 # define v3dX(x) v3d33_##x
813 # include "v3dx_context.h"
814 # undef v3dX
815
816 # define v3dX(x) v3d41_##x
817 # include "v3dx_context.h"
818 # undef v3dX
819 #endif
820
821 #endif /* V3D_CONTEXT_H */
822