• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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_0000,
107         V3D_SAMPLER_STATE_BORDER_0001,
108         V3D_SAMPLER_STATE_BORDER_1111,
109         V3D_SAMPLER_STATE_F16,
110         V3D_SAMPLER_STATE_F16_UNORM,
111         V3D_SAMPLER_STATE_F16_SNORM,
112         V3D_SAMPLER_STATE_F16_BGRA,
113         V3D_SAMPLER_STATE_F16_BGRA_UNORM,
114         V3D_SAMPLER_STATE_F16_BGRA_SNORM,
115         V3D_SAMPLER_STATE_F16_A,
116         V3D_SAMPLER_STATE_F16_A_SNORM,
117         V3D_SAMPLER_STATE_F16_A_UNORM,
118         V3D_SAMPLER_STATE_F16_LA,
119         V3D_SAMPLER_STATE_F16_LA_UNORM,
120         V3D_SAMPLER_STATE_F16_LA_SNORM,
121         V3D_SAMPLER_STATE_32,
122         V3D_SAMPLER_STATE_32_UNORM,
123         V3D_SAMPLER_STATE_32_SNORM,
124         V3D_SAMPLER_STATE_32_A,
125         V3D_SAMPLER_STATE_32_A_UNORM,
126         V3D_SAMPLER_STATE_32_A_SNORM,
127         V3D_SAMPLER_STATE_1010102U,
128         V3D_SAMPLER_STATE_16U,
129         V3D_SAMPLER_STATE_16I,
130         V3D_SAMPLER_STATE_8I,
131         V3D_SAMPLER_STATE_8U,
132 
133         V3D_SAMPLER_STATE_VARIANT_COUNT,
134 };
135 
136 enum v3d_flush_cond {
137         /* Flush job unless we are flushing for transform feedback, where we
138          * handle flushing in the driver via the 'Wait for TF' packet.
139          */
140         V3D_FLUSH_DEFAULT,
141         /* Always flush the job, even for cases where we would normally not
142          * do it, such as transform feedback.
143          */
144         V3D_FLUSH_ALWAYS,
145         /* Flush job if it is not the current FBO job. This is intended to
146          * skip automatic flushes of the current job for resources that we
147          * expect to be externally synchronized by the application using
148          * glMemoryBarrier(), such as SSBOs and shader images.
149          */
150         V3D_FLUSH_NOT_CURRENT_JOB,
151 };
152 
153 struct v3d_sampler_view {
154         struct pipe_sampler_view base;
155         uint32_t p0;
156         uint32_t p1;
157         /* Precomputed swizzles to pass in to the shader key. */
158         uint8_t swizzle[4];
159 
160         uint8_t texture_shader_state[32];
161         /* V3D 4.x: Texture state struct. */
162         struct v3d_bo *bo;
163 
164         enum v3d_sampler_state_variant sampler_variant;
165 
166         /* Actual texture to be read by this sampler view.  May be different
167          * from base.texture in the case of having a shadow tiled copy of a
168          * raster texture.
169          */
170         struct pipe_resource *texture;
171 
172         /* A serial ID used to identify cases where a new BO has been created
173          * and we need to rebind a sampler view that was created against the
174          * previous BO to to point to the new one.
175          */
176         uint32_t serial_id;
177 };
178 
179 struct v3d_sampler_state {
180         struct pipe_sampler_state base;
181         uint32_t p0;
182         uint32_t p1;
183 
184         /* V3D 3.x: Packed texture state. */
185         uint8_t texture_shader_state[32];
186         /* V3D 4.x: Sampler state struct. */
187         struct pipe_resource *sampler_state;
188         uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
189 
190         bool border_color_variants;
191 };
192 
193 struct v3d_texture_stateobj {
194         struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
195         unsigned num_textures;
196         struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
197         unsigned num_samplers;
198         struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
199 };
200 
201 struct v3d_shader_uniform_info {
202         enum quniform_contents *contents;
203         uint32_t *data;
204         uint32_t count;
205 };
206 
207 struct v3d_uncompiled_shader {
208         /** A name for this program, so you can track it in shader-db output. */
209         uint32_t program_id;
210         /** How many variants of this program were compiled, for shader-db. */
211         uint32_t compiled_variant_count;
212         struct pipe_shader_state base;
213         uint32_t num_tf_outputs;
214         struct v3d_varying_slot *tf_outputs;
215         uint16_t tf_specs[16];
216         uint16_t tf_specs_psiz[16];
217         uint32_t num_tf_specs;
218 };
219 
220 struct v3d_compiled_shader {
221         struct pipe_resource *resource;
222         uint32_t offset;
223 
224         union {
225                 struct v3d_prog_data *base;
226                 struct v3d_vs_prog_data *vs;
227                 struct v3d_gs_prog_data *gs;
228                 struct v3d_fs_prog_data *fs;
229                 struct v3d_compute_prog_data *compute;
230         } prog_data;
231 
232         /**
233          * V3D_DIRTY_* flags that, when set in v3d->dirty, mean that the
234          * uniforms have to be rewritten (and therefore the shader state
235          * reemitted).
236          */
237         uint64_t uniform_dirty_bits;
238 };
239 
240 struct v3d_program_stateobj {
241         struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
242         struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
243 
244         struct hash_table *cache[MESA_SHADER_STAGES];
245 
246         struct v3d_bo *spill_bo;
247         int spill_size_per_thread;
248 };
249 
250 struct v3d_constbuf_stateobj {
251         struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
252         uint32_t enabled_mask;
253         uint32_t dirty_mask;
254 };
255 
256 struct v3d_vertexbuf_stateobj {
257         struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
258         unsigned count;
259         uint32_t enabled_mask;
260         uint32_t dirty_mask;
261 };
262 
263 struct v3d_vertex_stateobj {
264         struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
265         unsigned num_elements;
266 
267         uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
268         struct pipe_resource *defaults;
269         uint32_t defaults_offset;
270 };
271 
272 struct v3d_stream_output_target {
273         struct pipe_stream_output_target base;
274         /* Number of transform feedback vertices written to this target */
275         uint32_t recorded_vertex_count;
276 };
277 
278 struct v3d_streamout_stateobj {
279         struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
280         /* Number of vertices we've written into the buffer so far. */
281         uint32_t offsets[PIPE_MAX_SO_BUFFERS];
282         unsigned num_targets;
283 };
284 
285 struct v3d_ssbo_stateobj {
286         struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
287         uint32_t enabled_mask;
288 };
289 
290 /* Hash table key for v3d->jobs */
291 struct v3d_job_key {
292         struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
293         struct pipe_surface *zsbuf;
294         struct pipe_surface *bbuf;
295 };
296 
297 enum v3d_ez_state {
298         V3D_EZ_UNDECIDED = 0,
299         V3D_EZ_GT_GE,
300         V3D_EZ_LT_LE,
301         V3D_EZ_DISABLED,
302 };
303 
304 struct v3d_image_view {
305         struct pipe_image_view base;
306         /* V3D 4.x texture shader state struct */
307         struct pipe_resource *tex_state;
308         uint32_t tex_state_offset;
309 };
310 
311 struct v3d_shaderimg_stateobj {
312         struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
313         uint32_t enabled_mask;
314 };
315 
316 struct v3d_perfmon_state {
317         /* The kernel perfmon id */
318         uint32_t kperfmon_id;
319         /* True if at least one job was submitted with this perfmon. */
320         bool job_submitted;
321         /* Fence to be signaled when the last job submitted with this perfmon
322          * is executed by the GPU.
323          */
324         struct v3d_fence *last_job_fence;
325         uint8_t counters[DRM_V3D_MAX_PERF_COUNTERS];
326         uint64_t values[DRM_V3D_MAX_PERF_COUNTERS];
327 };
328 
329 /**
330  * A complete bin/render job.
331  *
332  * This is all of the state necessary to submit a bin/render to the kernel.
333  * We want to be able to have multiple in progress at a time, so that we don't
334  * need to flush an existing CL just to switch to rendering to a new render
335  * target (which would mean reading back from the old render target when
336  * starting to render to it again).
337  */
338 struct v3d_job {
339         struct v3d_context *v3d;
340         struct v3d_cl bcl;
341         struct v3d_cl rcl;
342         struct v3d_cl indirect;
343         struct v3d_bo *tile_alloc;
344         struct v3d_bo *tile_state;
345 
346         struct drm_v3d_submit_cl submit;
347 
348         /**
349          * Set of all BOs referenced by the job.  This will be used for making
350          * the list of BOs that the kernel will need to have paged in to
351          * execute our job.
352          */
353         struct set *bos;
354 
355         /** Sum of the sizes of the BOs referenced by the job. */
356         uint32_t referenced_size;
357 
358         struct set *write_prscs;
359         struct set *tf_write_prscs;
360 
361         /* Size of the submit.bo_handles array. */
362         uint32_t bo_handles_size;
363 
364         /** @{
365          * Surfaces to submit rendering for.
366          * For blit operations, bbuf is the source surface, and cbufs[0] is
367          * the destination surface.
368          */
369         uint32_t nr_cbufs;
370         struct pipe_surface *cbufs[V3D_MAX_DRAW_BUFFERS];
371         struct pipe_surface *zsbuf;
372         struct pipe_surface *bbuf;
373         /** @} */
374         /** @{
375          * Bounding box of the scissor across all queued drawing.
376          *
377          * Note that the max values are exclusive.
378          */
379         uint32_t draw_min_x;
380         uint32_t draw_min_y;
381         uint32_t draw_max_x;
382         uint32_t draw_max_y;
383 
384         /** @} */
385         /** @{
386          * List of scissor rects used for all queued drawing. All scissor
387          * rects will be contained in the draw_{min/max}_{x/y} bounding box.
388          *
389          * This is used as an optimization when all drawing is scissored to
390          * limit tile flushing only to tiles that intersect a scissor rect.
391          * If scissor is used together with non-scissored drawing, then
392          * the optimization is disabled.
393          */
394         struct {
395                 bool disabled;
396                 uint32_t count;
397                 struct {
398                         uint32_t min_x, min_y;
399                         uint32_t max_x, max_y;
400                 } rects[MAX_JOB_SCISSORS];
401         } scissor;
402 
403         /** @} */
404         /** @{
405          * Width/height of the color framebuffer being rendered to,
406          * for V3D_TILE_RENDERING_MODE_CONFIG.
407          */
408         uint32_t draw_width;
409         uint32_t draw_height;
410         uint32_t num_layers;
411 
412         /** @} */
413         /** @{ Tile information, depending on MSAA and float color buffer. */
414         uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
415         uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
416 
417         uint32_t tile_width; /** @< Width of a tile. */
418         uint32_t tile_height; /** @< Height of a tile. */
419         /** maximum internal_bpp of all color render targets. */
420         uint32_t internal_bpp;
421 
422         /** Whether the current rendering is in a 4X MSAA tile buffer. */
423         bool msaa;
424         /** @} */
425 
426         /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
427          * first rendering.
428          */
429         uint32_t clear;
430         /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
431          * call without having been cleared first.
432          */
433         uint32_t load;
434         /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
435          * (either clears or draws) and should be stored.
436          */
437         uint32_t store;
438         uint32_t clear_color[V3D_MAX_DRAW_BUFFERS][4];
439         float clear_z;
440         uint8_t clear_s;
441 
442         /* If TLB double-buffering is enabled for this job */
443         bool double_buffer;
444 
445         /**
446          * Set if some drawing (triangles, blits, or just a glClear()) has
447          * been done to the FBO, meaning that we need to
448          * DRM_IOCTL_V3D_SUBMIT_CL.
449          */
450         bool needs_flush;
451 
452         /* Set if any shader has dirtied cachelines in the TMU that need to be
453          * flushed before job end.
454          */
455         bool tmu_dirty_rcl;
456 
457         /**
458          * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
459          */
460         bool tf_enabled;
461 
462         bool needs_primitives_generated;
463 
464         /**
465          * Current EZ state for drawing. Updated at the start of draw after
466          * we've decided on the shader being rendered.
467          */
468         enum v3d_ez_state ez_state;
469         /**
470          * The first EZ state that was used for drawing with a decided EZ
471          * direction (so either UNDECIDED, GT, or LT).
472          */
473         enum v3d_ez_state first_ez_state;
474 
475         /**
476          * If we have already decided if we need to disable early Z/S
477          * completely for this job.
478          */
479         bool decided_global_ez_enable;
480 
481         /**
482          * If this job has been configured to use early Z/S clear.
483          */
484         bool early_zs_clear;
485 
486         /**
487          * Number of draw calls (not counting full buffer clears) queued in
488          * the current job.
489          */
490         uint32_t draw_calls_queued;
491 
492         /**
493          * Number of draw calls (not counting full buffer clears) queued in
494          * the current job during active transform feedback.
495          */
496         uint32_t tf_draw_calls_queued;
497 
498         struct v3d_job_key key;
499 };
500 
501 struct v3d_context {
502         struct pipe_context base;
503 
504         int fd;
505         struct v3d_screen *screen;
506 
507         /** The 3D rendering job for the currently bound FBO. */
508         struct v3d_job *job;
509 
510         /* Map from struct v3d_job_key to the job for that FBO.
511          */
512         struct hash_table *jobs;
513 
514         /**
515          * Map from v3d_resource to a job writing to that resource.
516          *
517          * Primarily for flushing jobs rendering to textures that are now
518          * being read from.
519          */
520         struct hash_table *write_jobs;
521 
522         struct slab_child_pool transfer_pool;
523         struct blitter_context *blitter;
524 
525         /** bitfield of V3D_DIRTY_* */
526         uint64_t dirty;
527 
528         uint32_t next_uncompiled_program_id;
529         uint64_t next_compiled_program_id;
530 
531         struct v3d_compiler_state *compiler_state;
532 
533         uint8_t prim_mode;
534 
535         /** Maximum index buffer valid for the current shader_rec. */
536         uint32_t max_index;
537 
538         /** Sync object that our RCL or TFU job will update as its out_sync. */
539         uint32_t out_sync;
540 
541         /* Stream uploader used by gallium internals.  This could also be used
542          * by driver internals, but we tend to use the v3d_cl.h interfaces
543          * instead.
544          */
545         struct u_upload_mgr *uploader;
546         /* State uploader used inside the driver.  This is for packing bits of
547          * long-term state inside buffers, since the kernel interfaces
548          * allocate a page at a time.
549          */
550         struct u_upload_mgr *state_uploader;
551 
552         struct pipe_shader_state *sand8_blit_vs;
553         struct pipe_shader_state *sand8_blit_fs_luma;
554         struct pipe_shader_state *sand8_blit_fs_chroma;
555 
556         /** @{ Current pipeline state objects */
557         struct pipe_scissor_state scissor;
558         struct v3d_blend_state *blend;
559         struct v3d_rasterizer_state *rasterizer;
560         struct v3d_depth_stencil_alpha_state *zsa;
561 
562         struct v3d_program_stateobj prog;
563         uint32_t compute_num_workgroups[3];
564         struct v3d_bo *compute_shared_memory;
565 
566         struct v3d_vertex_stateobj *vtx;
567 
568         struct {
569                 struct pipe_blend_color f;
570                 uint16_t hf[4];
571         } blend_color;
572         struct pipe_stencil_ref stencil_ref;
573         unsigned sample_mask;
574         struct pipe_framebuffer_state framebuffer;
575 
576         /* Per render target, whether we should swap the R and B fields in the
577          * shader's color output and in blending.  If render targets disagree
578          * on the R/B swap and use the constant color, then we would need to
579          * fall back to in-shader blending.
580          */
581         uint8_t swap_color_rb;
582 
583         /* Per render target, whether we should treat the dst alpha values as
584          * one in blending.
585          *
586          * For RGBX formats, the tile buffer's alpha channel will be
587          * undefined.
588          */
589         uint8_t blend_dst_alpha_one;
590 
591         bool active_queries;
592 
593         /**
594          * If a compute job writes a resource read by a non-compute stage we
595          * should sync on the last compute job.
596          */
597         bool sync_on_last_compute_job;
598 
599         uint32_t tf_prims_generated;
600         uint32_t prims_generated;
601 
602         uint32_t n_primitives_generated_queries_in_flight;
603 
604         struct pipe_poly_stipple stipple;
605         struct pipe_clip_state clip;
606         struct pipe_viewport_state viewport;
607         struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
608         struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
609         struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
610         struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
611         struct v3d_vertexbuf_stateobj vertexbuf;
612         struct v3d_streamout_stateobj streamout;
613         struct v3d_bo *current_oq;
614         struct pipe_resource *prim_counts;
615         uint32_t prim_counts_offset;
616         struct util_debug_callback debug;
617         struct v3d_perfmon_state *active_perfmon;
618         struct v3d_perfmon_state *last_perfmon;
619         /** @} */
620 };
621 
622 struct v3d_rasterizer_state {
623         struct pipe_rasterizer_state base;
624 
625         float point_size;
626 
627         uint8_t depth_offset[9];
628         uint8_t depth_offset_z16[9];
629 };
630 
631 struct v3d_depth_stencil_alpha_state {
632         struct pipe_depth_stencil_alpha_state base;
633 
634         enum v3d_ez_state ez_state;
635 
636         uint8_t stencil_front[6];
637         uint8_t stencil_back[6];
638 };
639 
640 struct v3d_blend_state {
641         struct pipe_blend_state base;
642 
643         /* Per-RT mask of whether blending is enabled. */
644         uint8_t blend_enables;
645 };
646 
647 #define perf_debug(...) do {                            \
648         if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF))       \
649                 fprintf(stderr, __VA_ARGS__);           \
650         if (unlikely(v3d->debug.debug_message))         \
651                 util_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__);    \
652 } while (0)
653 
654 static inline struct v3d_context *
v3d_context(struct pipe_context * pcontext)655 v3d_context(struct pipe_context *pcontext)
656 {
657         return (struct v3d_context *)pcontext;
658 }
659 
660 static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view * psview)661 v3d_sampler_view(struct pipe_sampler_view *psview)
662 {
663         return (struct v3d_sampler_view *)psview;
664 }
665 
666 static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state * psampler)667 v3d_sampler_state(struct pipe_sampler_state *psampler)
668 {
669         return (struct v3d_sampler_state *)psampler;
670 }
671 
672 static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target * ptarget)673 v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
674 {
675         return (struct v3d_stream_output_target *)ptarget;
676 }
677 
678 static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target * ptarget)679 v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
680 {
681     return v3d_stream_output_target(ptarget)->recorded_vertex_count;
682 }
683 
684 int v3d_get_driver_query_group_info(struct pipe_screen *pscreen,
685                                     unsigned index,
686                                     struct pipe_driver_query_group_info *info);
687 int v3d_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
688                               struct pipe_driver_query_info *info);
689 
690 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
691                                         void *priv, unsigned flags);
692 void v3d_program_init(struct pipe_context *pctx);
693 void v3d_program_fini(struct pipe_context *pctx);
694 void v3d_query_init(struct pipe_context *pctx);
695 
696 static inline int
v3d_ioctl(int fd,unsigned long request,void * arg)697 v3d_ioctl(int fd, unsigned long request, void *arg)
698 {
699         if (using_v3d_simulator)
700                 return v3d_simulator_ioctl(fd, request, arg);
701         else
702                 return drmIoctl(fd, request, arg);
703 }
704 
705 static inline bool
v3d_transform_feedback_enabled(struct v3d_context * v3d)706 v3d_transform_feedback_enabled(struct v3d_context *v3d)
707 {
708         return (v3d->prog.bind_vs->num_tf_specs != 0 ||
709                 (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
710                v3d->active_queries;
711 }
712 
713 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
714 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
715                                        struct v3d_job *job,
716                                        struct v3d_compiled_shader *shader,
717                                        enum pipe_shader_type stage);
718 
719 void v3d_flush(struct pipe_context *pctx);
720 void v3d_job_init(struct v3d_context *v3d);
721 struct v3d_job *v3d_job_create(struct v3d_context *v3d);
722 void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
723 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
724                             uint32_t nr_cbufs,
725                             struct pipe_surface **cbufs,
726                             struct pipe_surface *zsbuf,
727                             struct pipe_surface *bbuf);
728 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
729 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
730 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
731 void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
732 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
733 void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
734 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
735                                      struct pipe_resource *prsc,
736                                      enum v3d_flush_cond flush_cond,
737                                      bool is_compute_pipeline);
738 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
739                                      struct pipe_resource *prsc,
740                                      enum v3d_flush_cond flush_cond,
741                                      bool is_compute_pipeline);
742 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
743 void v3d_update_compiled_cs(struct v3d_context *v3d);
744 
745 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
746                              enum pipe_format f);
747 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
748                               enum pipe_format f);
749 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
750 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
751 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
752                                 enum pipe_format f,
753                                 enum pipe_tex_compare compare);
754 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
755                                     enum pipe_format f);
756 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
757                                       enum pipe_format f);
758 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
759                                                  uint32_t format,
760                                                  uint32_t *type,
761                                                  uint32_t *bpp);
762 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
763                                  uint32_t tex_format,
764                                  bool for_mipmap);
765 bool v3d_format_supports_tlb_msaa_resolve(const struct v3d_device_info *devinfo,
766                                           enum pipe_format f);
767 
768 void v3d_init_query_functions(struct v3d_context *v3d);
769 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
770 void v3d_blitter_save(struct v3d_context *v3d, bool op_blit);
771 bool v3d_generate_mipmap(struct pipe_context *pctx,
772                          struct pipe_resource *prsc,
773                          enum pipe_format format,
774                          unsigned int base_level,
775                          unsigned int last_level,
776                          unsigned int first_layer,
777                          unsigned int last_layer);
778 
779 void
780 v3d_fence_unreference(struct v3d_fence **fence);
781 
782 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
783 
784 bool v3d_fence_wait(struct v3d_screen *screen,
785                     struct v3d_fence *fence,
786                     uint64_t timeout_ns);
787 
788 void v3d_update_primitive_counters(struct v3d_context *v3d);
789 
790 bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
791 
792 float v3d_get_real_line_width(struct v3d_context *v3d);
793 
794 void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx);
795 
796 void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
797                                   enum pipe_shader_type shader);
798 
799 void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
800                                         struct v3d_sampler_view *so);
801 
802 void v3d_get_tile_buffer_size(bool is_msaa,
803                               bool double_buffer,
804                               uint32_t nr_cbufs,
805                               struct pipe_surface **cbufs,
806                               struct pipe_surface *bbuf,
807                               uint32_t *tile_width,
808                               uint32_t *tile_height,
809                               uint32_t *max_bpp);
810 
811 #ifdef ENABLE_SHADER_CACHE
812 struct v3d_compiled_shader *v3d_disk_cache_retrieve(struct v3d_context *v3d,
813                                                     const struct v3d_key *key);
814 
815 void v3d_disk_cache_store(struct v3d_context *v3d,
816                           const struct v3d_key *key,
817                           const struct v3d_compiled_shader *shader,
818                           uint64_t *qpu_insts,
819                           uint32_t qpu_size);
820 #endif /* ENABLE_SHADER_CACHE */
821 
822 #ifdef v3dX
823 #  include "v3dx_context.h"
824 #else
825 #  define v3dX(x) v3d33_##x
826 #  include "v3dx_context.h"
827 #  undef v3dX
828 
829 #  define v3dX(x) v3d41_##x
830 #  include "v3dx_context.h"
831 #  undef v3dX
832 #endif
833 
834 #endif /* V3D_CONTEXT_H */
835