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