Files
third_party_mesa3d/src/gallium/drivers/v3d/v3d_context.h
Jose Maria Casanova Crespo 6c46890325 v3d: avoid load/store of tile buffer on invalidated framebuffer
With the information of the invalidated framebuffer we avoid the stores
of the results of tile buffer rendering that are not going to be used
again or the loads of the tile buffer when the buffer data can be ignored
as it would be never read.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30341>
2024-09-19 18:57:19 +00:00

902 lines
31 KiB
C

/*
* Copyright © 2014-2017 Broadcom
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef V3D_CONTEXT_H
#define V3D_CONTEXT_H
#ifdef V3D_VERSION
#include "broadcom/common/v3d_macros.h"
#endif
#include <stdio.h>
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/bitset.h"
#include "util/slab.h"
#include "util/u_dynarray.h"
#include "xf86drm.h"
#include "drm-uapi/v3d_drm.h"
#include "v3d_screen.h"
#include "broadcom/common/v3d_limits.h"
#include "broadcom/simulator/v3d_simulator.h"
#include "broadcom/compiler/v3d_compiler.h"
struct v3d_job;
struct v3d_bo;
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
#include "v3d_bufmgr.h"
#include "v3d_resource.h"
#include "v3d_cl.h"
#define V3D_DIRTY_BLEND (1ull << 0)
#define V3D_DIRTY_RASTERIZER (1ull << 1)
#define V3D_DIRTY_ZSA (1ull << 2)
#define V3D_DIRTY_COMPTEX (1ull << 3)
#define V3D_DIRTY_VERTTEX (1ull << 4)
#define V3D_DIRTY_GEOMTEX (1ull << 5)
#define V3D_DIRTY_FRAGTEX (1ull << 6)
#define V3D_DIRTY_SHADER_IMAGE (1ull << 9)
#define V3D_DIRTY_BLEND_COLOR (1ull << 10)
#define V3D_DIRTY_STENCIL_REF (1ull << 11)
#define V3D_DIRTY_SAMPLE_STATE (1ull << 12)
#define V3D_DIRTY_FRAMEBUFFER (1ull << 13)
#define V3D_DIRTY_STIPPLE (1ull << 14)
#define V3D_DIRTY_VIEWPORT (1ull << 15)
#define V3D_DIRTY_CONSTBUF (1ull << 16)
#define V3D_DIRTY_VTXSTATE (1ull << 17)
#define V3D_DIRTY_VTXBUF (1ull << 18)
#define V3D_DIRTY_SCISSOR (1ull << 19)
#define V3D_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
#define V3D_DIRTY_PRIM_MODE (1ull << 21)
#define V3D_DIRTY_CLIP (1ull << 22)
#define V3D_DIRTY_UNCOMPILED_CS (1ull << 23)
#define V3D_DIRTY_UNCOMPILED_VS (1ull << 24)
#define V3D_DIRTY_UNCOMPILED_GS (1ull << 25)
#define V3D_DIRTY_UNCOMPILED_FS (1ull << 26)
#define V3D_DIRTY_COMPILED_CS (1ull << 29)
#define V3D_DIRTY_COMPILED_VS (1ull << 30)
#define V3D_DIRTY_COMPILED_GS_BIN (1ULL << 31)
#define V3D_DIRTY_COMPILED_GS (1ULL << 32)
#define V3D_DIRTY_COMPILED_FS (1ull << 33)
#define V3D_DIRTY_FS_INPUTS (1ull << 38)
#define V3D_DIRTY_GS_INPUTS (1ull << 39)
#define V3D_DIRTY_STREAMOUT (1ull << 40)
#define V3D_DIRTY_OQ (1ull << 41)
#define V3D_DIRTY_CENTROID_FLAGS (1ull << 42)
#define V3D_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
#define V3D_DIRTY_SSBO (1ull << 44)
#define V3D_MAX_FS_INPUTS 64
#define MAX_JOB_SCISSORS 16
enum v3d_sampler_state_variant {
V3D_SAMPLER_STATE_BORDER_0000,
V3D_SAMPLER_STATE_BORDER_0001,
V3D_SAMPLER_STATE_BORDER_1111,
V3D_SAMPLER_STATE_F16,
V3D_SAMPLER_STATE_F16_UNORM,
V3D_SAMPLER_STATE_F16_SNORM,
V3D_SAMPLER_STATE_F16_BGRA,
V3D_SAMPLER_STATE_F16_BGRA_UNORM,
V3D_SAMPLER_STATE_F16_BGRA_SNORM,
V3D_SAMPLER_STATE_F16_A,
V3D_SAMPLER_STATE_F16_A_SNORM,
V3D_SAMPLER_STATE_F16_A_UNORM,
V3D_SAMPLER_STATE_F16_LA,
V3D_SAMPLER_STATE_F16_LA_UNORM,
V3D_SAMPLER_STATE_F16_LA_SNORM,
V3D_SAMPLER_STATE_32,
V3D_SAMPLER_STATE_32_UNORM,
V3D_SAMPLER_STATE_32_SNORM,
V3D_SAMPLER_STATE_32_A,
V3D_SAMPLER_STATE_32_A_UNORM,
V3D_SAMPLER_STATE_32_A_SNORM,
V3D_SAMPLER_STATE_1010102U,
V3D_SAMPLER_STATE_16U,
V3D_SAMPLER_STATE_16I,
V3D_SAMPLER_STATE_8I,
V3D_SAMPLER_STATE_8U,
V3D_SAMPLER_STATE_VARIANT_COUNT,
};
enum v3d_flush_cond {
/* Flush job unless we are flushing for transform feedback, where we
* handle flushing in the driver via the 'Wait for TF' packet.
*/
V3D_FLUSH_DEFAULT,
/* Always flush the job, even for cases where we would normally not
* do it, such as transform feedback.
*/
V3D_FLUSH_ALWAYS,
/* Flush job if it is not the current FBO job. This is intended to
* skip automatic flushes of the current job for resources that we
* expect to be externally synchronized by the application using
* glMemoryBarrier(), such as SSBOs and shader images.
*/
V3D_FLUSH_NOT_CURRENT_JOB,
};
/* bitmask */
enum v3d_blitter_op {
V3D_SAVE_TEXTURES = (1u << 1),
V3D_SAVE_FRAMEBUFFER = (1u << 2),
V3D_DISABLE_RENDER_COND = (1u << 3),
V3D_BLIT = V3D_SAVE_FRAMEBUFFER | V3D_SAVE_TEXTURES,
V3D_BLIT_COND = V3D_BLIT | V3D_DISABLE_RENDER_COND,
V3D_CLEAR = 0,
V3D_CLEAR_COND = V3D_CLEAR | V3D_DISABLE_RENDER_COND,
V3D_CLEAR_SURFACE = V3D_SAVE_FRAMEBUFFER,
V3D_CLEAR_SURFACE_COND = V3D_CLEAR_SURFACE | V3D_DISABLE_RENDER_COND
};
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
uint32_t p1;
/* Precomputed swizzles to pass in to the shader key. */
uint8_t swizzle[4];
uint8_t texture_shader_state[32];
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
enum v3d_sampler_state_variant sampler_variant;
/* Actual texture to be read by this sampler view. May be different
* from base.texture in the case of having a shadow tiled copy of a
* raster texture.
*/
struct pipe_resource *texture;
/* A serial ID used to identify cases where a new BO has been created
* and we need to rebind a sampler view that was created against the
* previous BO to to point to the new one.
*/
uint32_t serial_id;
};
struct v3d_sampler_state {
struct pipe_sampler_state base;
uint32_t p0;
uint32_t p1;
/* V3D 3.x: Packed texture state. */
uint8_t texture_shader_state[32];
/* V3D 4.x: Sampler state struct. */
struct pipe_resource *sampler_state;
uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
bool border_color_variants;
};
struct v3d_texture_stateobj {
struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_textures;
struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_samplers;
struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
};
struct v3d_shader_uniform_info {
enum quniform_contents *contents;
uint32_t *data;
uint32_t count;
};
struct v3d_uncompiled_shader {
/** A name for this program, so you can track it in shader-db output. */
uint32_t program_id;
/** How many variants of this program were compiled, for shader-db. */
uint32_t compiled_variant_count;
struct pipe_shader_state base;
uint32_t num_tf_outputs;
struct v3d_varying_slot *tf_outputs;
uint16_t tf_specs[16];
uint16_t tf_specs_psiz[16];
uint32_t num_tf_specs;
/* For caching */
unsigned char sha1[20];
};
struct v3d_compiled_shader {
struct pipe_resource *resource;
uint32_t offset;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
struct v3d_compute_prog_data *compute;
} prog_data;
/**
* V3D_DIRTY_* flags that, when set in v3d->dirty, mean that the
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
struct hash_table *cache[MESA_SHADER_STAGES];
struct v3d_bo *spill_bo;
int spill_size_per_thread;
};
struct v3d_constbuf_stateobj {
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
BITSET_DECLARE(enabled_mask, PIPE_MAX_CONSTANT_BUFFERS);
BITSET_DECLARE(dirty_mask, PIPE_MAX_CONSTANT_BUFFERS);
};
struct v3d_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
BITSET_DECLARE(enabled_mask, PIPE_MAX_ATTRIBS);
BITSET_DECLARE(dirty_mask, PIPE_MAX_ATTRIBS);
};
struct v3d_vertex_stateobj {
struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
unsigned num_elements;
uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
/* defaults can be NULL for some hw generation */
struct pipe_resource *defaults;
uint32_t defaults_offset;
};
struct v3d_stream_output_target {
struct pipe_stream_output_target base;
/* Number of transform feedback vertices written to this target */
uint32_t recorded_vertex_count;
/* Number of vertices we've written into the buffer so far */
uint32_t offset;
};
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
};
struct v3d_ssbo_stateobj {
struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
BITSET_DECLARE(enabled_mask, PIPE_MAX_SHADER_BUFFERS);
};
/* Hash table key for v3d->jobs */
struct v3d_job_key {
struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
struct pipe_surface *zsbuf;
struct pipe_surface *bbuf;
};
enum v3d_ez_state {
V3D_EZ_UNDECIDED = 0,
V3D_EZ_GT_GE,
V3D_EZ_LT_LE,
V3D_EZ_DISABLED,
};
struct v3d_image_view {
struct pipe_image_view base;
/* V3D 4.x texture shader state struct */
struct pipe_resource *tex_state;
uint32_t tex_state_offset;
};
struct v3d_shaderimg_stateobj {
struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
BITSET_DECLARE(enabled_mask, PIPE_MAX_SHADER_IMAGES);
};
struct v3d_perfmon_state {
/* The kernel perfmon id */
uint32_t kperfmon_id;
/* True if at least one job was submitted with this perfmon. */
bool job_submitted;
/* Fence to be signaled when the last job submitted with this perfmon
* is executed by the GPU.
*/
struct v3d_fence *last_job_fence;
uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS];
uint64_t values[DRM_V3D_MAX_PERF_COUNTERS];
};
/**
* A complete bin/render job.
*
* This is all of the state necessary to submit a bin/render to the kernel.
* We want to be able to have multiple in progress at a time, so that we don't
* need to flush an existing CL just to switch to rendering to a new render
* target (which would mean reading back from the old render target when
* starting to render to it again).
*/
struct v3d_job {
struct v3d_context *v3d;
struct v3d_cl bcl;
struct v3d_cl rcl;
struct v3d_cl indirect;
struct v3d_bo *tile_alloc;
struct v3d_bo *tile_state;
struct drm_v3d_submit_cl submit;
/**
* Set of all BOs referenced by the job. This will be used for making
* the list of BOs that the kernel will need to have paged in to
* execute our job.
*/
struct set *bos;
/** Sum of the sizes of the BOs referenced by the job. */
uint32_t referenced_size;
struct set *write_prscs;
struct set *tf_write_prscs;
/* Size of the submit.bo_handles array. */
uint32_t bo_handles_size;
/** @{
* Surfaces to submit rendering for.
* For blit operations, bbuf is the source surface, and cbufs[0] is
* the destination surface.
* For blit operations straight from the job's tile buffer, dbuf is the
* blit destination surface.
*/
uint32_t nr_cbufs;
struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
struct pipe_surface *zsbuf;
struct pipe_surface *bbuf;
struct pipe_surface *dbuf;
/** @} */
/** @{
* Bounding box of the scissor across all queued drawing.
*
* Note that the max values are exclusive.
*/
uint32_t draw_min_x;
uint32_t draw_min_y;
uint32_t draw_max_x;
uint32_t draw_max_y;
/** @} */
/** @{
* List of scissor rects used for all queued drawing. All scissor
* rects will be contained in the draw_{min/max}_{x/y} bounding box.
*
* This is used as an optimization when all drawing is scissored to
* limit tile flushing only to tiles that intersect a scissor rect.
* If scissor is used together with non-scissored drawing, then
* the optimization is disabled.
*/
struct {
bool disabled;
uint32_t count;
struct {
uint32_t min_x, min_y;
uint32_t max_x, max_y;
} rects[MAX_JOB_SCISSORS];
} scissor;
/** @} */
/** @{
* Width/height of the color framebuffer being rendered to,
* for V3D_TILE_RENDERING_MODE_CONFIG.
*/
uint32_t draw_width;
uint32_t draw_height;
uint32_t num_layers;
/** @} */
/** @{ Tile information, depending on MSAA and float color buffer. */
uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
uint32_t tile_width; /** @< Width of a tile. */
uint32_t tile_height; /** @< Height of a tile. */
/** maximum internal_bpp of all color render targets. */
uint32_t internal_bpp;
/** Whether the current rendering is in a 4X MSAA tile buffer. */
bool msaa;
/** @} */
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
uint32_t clear_tlb;
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared using a draw
* call (not necessarily before the first rendering) instead of a TLB
* clear.
*/
uint32_t clear_draw;
/* Bitmask of PIPE_CLEAR_* of attached buffers that were invalidated
* by glInvalidateFramebuffer so we can avoid loading them.
*/
uint32_t invalidated_load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
* call without having been cleared first.
*/
uint32_t load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
* (either clears or draws) and should be stored.
*/
uint32_t store;
/* Bitmask of PIPE_CLEAR_* of buffers that need to be blitted into
* a destination buffer other than the jobs RT. Used to implement
* blits from jobs that have not yet been flushed, including MSAA
* resolve.
*/
uint32_t blit_tlb;
uint32_t clear_color[V3D_MAX_DRAW_BUFFERS][4];
float clear_z;
uint8_t clear_s;
/* If TLB double-buffering is enabled for this job */
bool double_buffer;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
* been done to the FBO, meaning that we need to
* DRM_IOCTL_V3D_SUBMIT_CL.
*/
bool needs_flush;
/* Set if any shader has dirtied cachelines in the TMU that need to be
* flushed before job end.
*/
bool tmu_dirty_rcl;
/**
* Set if a packet enabling TF has been emitted in the job (V3D 4.x).
*/
bool tf_enabled;
bool needs_primitives_generated;
/**
* Current EZ state for drawing. Updated at the start of draw after
* we've decided on the shader being rendered.
*/
enum v3d_ez_state ez_state;
/**
* The first EZ state that was used for drawing with a decided EZ
* direction (so either UNDECIDED, GT, or LT).
*/
enum v3d_ez_state first_ez_state;
/**
* If we have already decided if we need to disable early Z/S
* completely for this job.
*/
bool decided_global_ez_enable;
/**
* When we decide if we nee to disable early Z/S gobally, track the
* Z-state we used to make that decision so we can change the decision
* if the state changes.
*/
struct v3d_depth_stencil_alpha_state *global_ez_zsa_decision_state;
/**
* If this job has been configured to use early Z/S clear.
*/
bool early_zs_clear;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job.
*/
uint32_t draw_calls_queued;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job during active transform feedback.
*/
uint32_t tf_draw_calls_queued;
struct v3d_job_key key;
};
struct v3d_context {
struct pipe_context base;
int fd;
struct v3d_screen *screen;
/** The 3D rendering job for the currently bound FBO. */
struct v3d_job *job;
/* Map from struct v3d_job_key to the job for that FBO.
*/
struct hash_table *jobs;
/**
* Map from v3d_resource to a job writing to that resource.
*
* Primarily for flushing jobs rendering to textures that are now
* being read from.
*/
struct hash_table *write_jobs;
struct slab_child_pool transfer_pool;
struct blitter_context *blitter;
/** bitfield of V3D_DIRTY_* */
uint64_t dirty;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
struct v3d_compiler_state *compiler_state;
uint8_t prim_mode;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
/** Sync object that our RCL or TFU job will update as its out_sync. */
uint32_t out_sync;
/* Stream uploader used by gallium internals. This could also be used
* by driver internals, but we tend to use the v3d_cl.h interfaces
* instead.
*/
struct u_upload_mgr *uploader;
/* State uploader used inside the driver. This is for packing bits of
* long-term state inside buffers, since the kernel interfaces
* allocate a page at a time.
*/
struct u_upload_mgr *state_uploader;
struct pipe_shader_state *sand8_blit_vs;
struct pipe_shader_state *sand8_blit_fs_luma;
struct pipe_shader_state *sand8_blit_fs_chroma;
struct pipe_shader_state *sand30_blit_vs;
struct pipe_shader_state *sand30_blit_fs;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct v3d_blend_state *blend;
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
struct v3d_program_stateobj prog;
uint32_t compute_num_workgroups[3];
uint32_t compute_workgroup_size[3];
struct v3d_bo *compute_shared_memory;
uint32_t shared_memory;
struct v3d_vertex_stateobj *vtx;
struct {
struct pipe_blend_color f;
uint16_t hf[4];
} blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
/* Per render target, whether we should swap the R and B fields in the
* shader's color output and in blending. If render targets disagree
* on the R/B swap and use the constant color, then we would need to
* fall back to in-shader blending.
*/
uint8_t swap_color_rb;
/* Per render target, whether we should treat the dst alpha values as
* one in blending.
*
* For RGBX formats, the tile buffer's alpha channel will be
* undefined.
*/
uint8_t blend_dst_alpha_one;
bool active_queries;
/**
* If a compute job writes a resource read by a non-compute stage we
* should sync on the last compute job.
*/
bool sync_on_last_compute_job;
uint32_t tf_prims_generated;
uint32_t prims_generated;
bool prim_restart;
uint32_t n_primitives_generated_queries_in_flight;
struct pipe_poly_stipple stipple;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
struct pipe_resource *prim_counts;
uint32_t prim_counts_offset;
struct v3d_perfmon_state *active_perfmon;
struct v3d_perfmon_state *last_perfmon;
struct pipe_query *cond_query;
bool cond_cond;
enum pipe_render_cond_flag cond_mode;
int in_fence_fd;
/** Handle of the syncobj that holds in_fence_fd for submission. */
uint32_t in_syncobj;
struct util_dynarray global_buffers;
/** @} */
};
struct v3d_rasterizer_state {
struct pipe_rasterizer_state base;
float point_size;
uint8_t depth_offset[9];
uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
struct pipe_depth_stencil_alpha_state base;
enum v3d_ez_state ez_state;
uint8_t stencil_front[6];
uint8_t stencil_back[6];
};
struct v3d_blend_state {
struct pipe_blend_state base;
/* Per-RT mask of whether blending is enabled. */
uint8_t blend_enables;
};
#define perf_debug(...) do { \
if (V3D_DBG(PERF)) \
fprintf(stderr, __VA_ARGS__); \
if (unlikely(v3d->base.debug.debug_message)) \
util_debug_message(&v3d->base.debug, PERF_INFO, __VA_ARGS__); \
} while (0)
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{
return (struct v3d_context *)pcontext;
}
static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view *psview)
{
return (struct v3d_sampler_view *)psview;
}
static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state *psampler)
{
return (struct v3d_sampler_state *)psampler;
}
static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
{
return (struct v3d_stream_output_target *)ptarget;
}
static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
{
return v3d_stream_output_target(ptarget)->recorded_vertex_count;
}
int v3d_get_driver_query_group_info(struct pipe_screen *pscreen,
unsigned index,
struct pipe_driver_query_group_info *info);
int v3d_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
struct pipe_driver_query_info *info);
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
void v3d_program_init(struct pipe_context *pctx);
void v3d_program_fini(struct pipe_context *pctx);
void v3d_query_init(struct pipe_context *pctx);
static inline int
v3d_ioctl(int fd, unsigned long request, void *arg)
{
#if USE_V3D_SIMULATOR
return v3d_simulator_ioctl(fd, request, arg);
#else
return drmIoctl(fd, request, arg);
#endif
}
static inline bool
v3d_transform_feedback_enabled(struct v3d_context *v3d)
{
return (v3d->prog.bind_vs->num_tf_specs != 0 ||
(v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
v3d->active_queries;
}
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
struct v3d_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
struct v3d_job *v3d_job_create(struct v3d_context *v3d);
void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
struct v3d_job *v3d_get_job(struct v3d_context *v3d,
uint32_t nr_cbufs,
struct pipe_surface **cbufs,
struct pipe_surface *zsbuf,
struct pipe_surface *bbuf);
struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
void v3d_update_compiled_cs(struct v3d_context *v3d);
bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
enum pipe_format f);
uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
enum pipe_format f);
const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
enum pipe_format f);
bool v3d_format_supports_tlb_msaa_resolve(const struct v3d_device_info *devinfo,
enum pipe_format f);
void v3d_init_query_functions(struct v3d_context *v3d);
void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
void v3d_blitter_save(struct v3d_context *v3d, enum v3d_blitter_op op);
bool v3d_generate_mipmap(struct pipe_context *pctx,
struct pipe_resource *prsc,
enum pipe_format format,
unsigned int base_level,
unsigned int last_level,
unsigned int first_layer,
unsigned int last_layer);
void
v3d_fence_unreference(struct v3d_fence **fence);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d, int fd);
bool v3d_fence_wait(struct v3d_screen *screen,
struct v3d_fence *fence,
uint64_t timeout_ns);
int v3d_fence_context_init(struct v3d_context *v3d);
void v3d_fence_context_finish(struct v3d_context *v3d);
void v3d_update_primitive_counters(struct v3d_context *v3d);
bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
float v3d_get_real_line_width(struct v3d_context *v3d);
void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx);
void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader);
void v3d_get_tile_buffer_size(const struct v3d_device_info *devinfo,
bool is_msaa,
bool double_buffer,
uint32_t nr_cbufs,
struct pipe_surface **cbufs,
struct pipe_surface *bbuf,
uint32_t *tile_width,
uint32_t *tile_height,
uint32_t *max_bpp);
bool v3d_render_condition_check(struct v3d_context *v3d);
#ifdef ENABLE_SHADER_CACHE
struct v3d_compiled_shader *v3d_disk_cache_retrieve(struct v3d_context *v3d,
const struct v3d_key *key,
const struct v3d_uncompiled_shader *uncompiled);
void v3d_disk_cache_store(struct v3d_context *v3d,
const struct v3d_key *key,
const struct v3d_uncompiled_shader *uncompiled,
const struct v3d_compiled_shader *shader,
uint64_t *qpu_insts,
uint32_t qpu_size);
#endif /* ENABLE_SHADER_CACHE */
/* Helper to call hw ver specific functions */
#define v3d_X(devinfo, thing) ({ \
__typeof(&v3d42_##thing) v3d_X_thing; \
switch (devinfo->ver) { \
case 42: \
v3d_X_thing = &v3d42_##thing; \
break; \
case 71: \
v3d_X_thing = &v3d71_##thing; \
break; \
default: \
unreachable("Unsupported hardware generation"); \
} \
v3d_X_thing; \
})
#ifdef v3dX
# include "v3dx_context.h"
#else
# define v3dX(x) v3d42_##x
# include "v3dx_context.h"
# undef v3dX
# define v3dX(x) v3d71_##x
# include "v3dx_context.h"
# undef v3dX
#endif
#endif /* V3D_CONTEXT_H */