/* * Copyright (C) 2012 Rob Clark * * 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. * * Authors: * Rob Clark */ #ifndef FREEDRENO_CONTEXT_H_ #define FREEDRENO_CONTEXT_H_ #include "pipe/p_context.h" #include "util/libsync.h" #include "util/list.h" #include "util/slab.h" #include "util/u_blitter.h" #include "util/u_string.h" #include "util/u_threaded_context.h" #include "util/perf/u_trace.h" #include "freedreno_autotune.h" #include "freedreno_gmem.h" #include "freedreno_perfetto.h" #include "freedreno_screen.h" #include "freedreno_util.h" #ifdef __cplusplus extern "C" { #endif #define BORDER_COLOR_UPLOAD_SIZE (2 * PIPE_MAX_SAMPLERS * BORDERCOLOR_SIZE) struct fd_vertex_stateobj; struct fd_batch; struct fd_texture_stateobj { struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; unsigned num_textures; unsigned valid_textures; struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; unsigned num_samplers; unsigned valid_samplers; }; struct fd_program_stateobj { void *vs, *hs, *ds, *gs, *fs; }; struct fd_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; }; struct fd_shaderbuf_stateobj { struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS]; uint32_t enabled_mask; uint32_t writable_mask; }; struct fd_shaderimg_stateobj { struct pipe_image_view si[PIPE_MAX_SHADER_IMAGES]; uint32_t enabled_mask; }; struct fd_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; }; struct fd_vertex_stateobj { struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS]; unsigned num_elements; }; struct fd_stream_output_target { struct pipe_stream_output_target base; struct pipe_resource *offset_buf; /* stride of the last stream out recorded to this target, for * glDrawTransformFeedback(). */ uint32_t stride; }; struct fd_streamout_stateobj { struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; /* Bitmask of stream that should be reset. */ unsigned reset; unsigned num_targets; /* Track offset from vtxcnt for streamout data. This counter * is just incremented by # of vertices on each draw until * reset or new streamout buffer bound. * * When we eventually have GS, the CPU won't actually know the * number of vertices per draw, so I think we'll have to do * something more clever. */ unsigned offsets[PIPE_MAX_SO_BUFFERS]; /* Pre-a6xx, the maximum number of vertices that could be recorded to this * set of targets with the current vertex shader. a6xx and newer, hardware * queries are used. */ unsigned max_tf_vtx; /* Pre-a6xx, the number of verts written to the buffers since the last * Begin. Used for overflow checking for SW queries. */ unsigned verts_written; }; #define MAX_GLOBAL_BUFFERS 16 struct fd_global_bindings_stateobj { struct pipe_resource *buf[MAX_GLOBAL_BUFFERS]; uint32_t enabled_mask; }; /* group together the vertex and vertexbuf state.. for ease of passing * around, and because various internal operations (gmem<->mem, etc) * need their own vertex state: */ struct fd_vertex_state { struct fd_vertex_stateobj *vtx; struct fd_vertexbuf_stateobj vertexbuf; }; /* global 3d pipeline dirty state: */ enum fd_dirty_3d_state { FD_DIRTY_BLEND = BIT(0), FD_DIRTY_RASTERIZER = BIT(1), FD_DIRTY_ZSA = BIT(2), FD_DIRTY_BLEND_COLOR = BIT(3), FD_DIRTY_STENCIL_REF = BIT(4), FD_DIRTY_SAMPLE_MASK = BIT(5), FD_DIRTY_FRAMEBUFFER = BIT(6), FD_DIRTY_STIPPLE = BIT(7), FD_DIRTY_VIEWPORT = BIT(8), FD_DIRTY_VTXSTATE = BIT(9), FD_DIRTY_VTXBUF = BIT(10), FD_DIRTY_MIN_SAMPLES = BIT(11), FD_DIRTY_SCISSOR = BIT(12), FD_DIRTY_STREAMOUT = BIT(13), FD_DIRTY_UCP = BIT(14), FD_DIRTY_PROG = BIT(15), FD_DIRTY_CONST = BIT(16), FD_DIRTY_TEX = BIT(17), FD_DIRTY_IMAGE = BIT(18), FD_DIRTY_SSBO = BIT(19), /* only used by a2xx.. possibly can be removed.. */ FD_DIRTY_TEXSTATE = BIT(20), /* fine grained state changes, for cases where state is not orthogonal * from hw perspective: */ FD_DIRTY_RASTERIZER_DISCARD = BIT(24), FD_DIRTY_RASTERIZER_CLIP_PLANE_ENABLE = BIT(25), FD_DIRTY_BLEND_DUAL = BIT(26), #define NUM_DIRTY_BITS 27 /* additional flag for state requires updated resource tracking: */ FD_DIRTY_RESOURCE = BIT(31), }; /* per shader-stage dirty state: */ enum fd_dirty_shader_state { FD_DIRTY_SHADER_PROG = BIT(0), FD_DIRTY_SHADER_CONST = BIT(1), FD_DIRTY_SHADER_TEX = BIT(2), FD_DIRTY_SHADER_SSBO = BIT(3), FD_DIRTY_SHADER_IMAGE = BIT(4), #define NUM_DIRTY_SHADER_BITS 5 }; #define MAX_HW_SAMPLE_PROVIDERS 7 struct fd_hw_sample_provider; struct fd_hw_sample; struct ir3_shader_key; struct fd_context { struct pipe_context base; unsigned flags; /* PIPE_CONTEXT_x */ struct threaded_context *tc; struct list_head node; /* node in screen->context_list */ /* We currently need to serialize emitting GMEM batches, because of * VSC state access in the context. * * In practice this lock should not be contended, since pipe_context * use should be single threaded. But it is needed to protect the * case, with batch reordering where a ctxB batch triggers flushing * a ctxA batch */ simple_mtx_t gmem_lock; struct fd_device *dev; struct fd_screen *screen; struct fd_pipe *pipe; struct blitter_context *blitter dt; void *clear_rs_state[2] dt; /* slab for pipe_transfer allocations: */ struct slab_child_pool transfer_pool dt; struct slab_child_pool transfer_pool_unsync; /* for threaded_context */ struct fd_autotune autotune dt; /** * query related state: */ /*@{*/ /* slabs for fd_hw_sample and fd_hw_sample_period allocations: */ struct slab_mempool sample_pool dt; struct slab_mempool sample_period_pool dt; /* sample-providers for hw queries: */ const struct fd_hw_sample_provider *hw_sample_providers[MAX_HW_SAMPLE_PROVIDERS]; /* list of active queries: */ struct list_head hw_active_queries dt; /* sample-providers for accumulating hw queries: */ const struct fd_acc_sample_provider *acc_sample_providers[MAX_HW_SAMPLE_PROVIDERS]; /* list of active accumulating queries: */ struct list_head acc_active_queries dt; /*@}*/ uint8_t patch_vertices; /* Whether we need to recheck the active_queries list next * fd_batch_update_queries(). */ bool update_active_queries dt; /* Current state of pctx->set_active_query_state() (i.e. "should drawing * be counted against non-perfcounter queries") */ bool active_queries dt; /* shaders used by clear, and gmem->mem blits: */ struct fd_program_stateobj solid_prog; // TODO move to screen? struct fd_program_stateobj solid_layered_prog; /* shaders used by mem->gmem blits: */ struct fd_program_stateobj blit_prog[MAX_RENDER_TARGETS]; // TODO move to screen? struct fd_program_stateobj blit_z, blit_zs; /* Stats/counters: */ struct { uint64_t prims_emitted; uint64_t prims_generated; uint64_t draw_calls; uint64_t batch_total, batch_sysmem, batch_gmem, batch_nondraw, batch_restore; uint64_t staging_uploads, shadow_uploads; uint64_t vs_regs, hs_regs, ds_regs, gs_regs, fs_regs; } stats dt; /* Counter for number of users who need sw counters (so we can * skip collecting them when not needed) */ unsigned stats_users; /* Current batch.. the rule here is that you can deref ctx->batch * in codepaths from pipe_context entrypoints. But not in code- * paths from fd_batch_flush() (basically, the stuff that gets * called from GMEM code), since in those code-paths the batch * you care about is not necessarily the same as ctx->batch. */ struct fd_batch *batch dt; /* NULL if there has been rendering since last flush. Otherwise * keeps a reference to the last fence so we can re-use it rather * than having to flush no-op batch. */ struct pipe_fence_handle *last_fence dt; /* Fence fd we are told to wait on via ->fence_server_sync() (or -1 * if none). The in-fence is transferred over to the batch on the * next draw/blit/grid. * * The reason for this extra complexity is that apps will typically * do eglWaitSyncKHR()/etc at the beginning of the frame, before the * first draw. But mesa/st doesn't flush down framebuffer state * change until we hit a draw, so at ->fence_server_sync() time, we * don't yet have the correct batch. If we created a batch at that * point, it would be the wrong one, and we'd have to flush it pre- * maturely, causing us to stall early in the frame where we could * be building up cmdstream. */ int in_fence_fd dt; /* track last known reset status globally and per-context to * determine if more resets occurred since then. If global reset * count increases, it means some other context crashed. If * per-context reset count increases, it means we crashed the * gpu. * * Only accessed by front-end thread, never accessed by TC driver * thread. */ uint32_t context_reset_count; uint32_t global_reset_count; /* Context sequence #, used for batch-cache key: */ uint16_t seqno; /* Cost per draw, used in conjunction with samples-passed history to * estimate whether GMEM or bypass is the better option. */ uint8_t draw_cost; /* Are we in process of shadowing a resource? Used to detect recursion * in transfer_map, and skip unneeded synchronization. */ bool in_shadow : 1 dt; /* For catching recursion problems with blit fallback: */ bool in_blit : 1 dt; /* points to either scissor or disabled_scissor depending on rast state: */ struct pipe_scissor_state *current_scissor dt; struct pipe_scissor_state scissor dt; /* we don't have a disable/enable bit for scissor, so instead we keep * a disabled-scissor state which matches the entire bound framebuffer * and use that when scissor is not enabled. */ struct pipe_scissor_state disabled_scissor dt; /* Per vsc pipe bo's (a2xx-a5xx): */ struct fd_bo *vsc_pipe_bo[32] dt; /* Maps generic gallium oriented fd_dirty_3d_state bits to generation * specific bitmask of state "groups". */ uint32_t gen_dirty_map[NUM_DIRTY_BITS]; uint32_t gen_dirty_shader_map[PIPE_SHADER_TYPES][NUM_DIRTY_SHADER_BITS]; /* Bitmask of all possible gen_dirty bits: */ uint32_t gen_all_dirty; /* Generation specific bitmask of dirty state groups: */ uint32_t gen_dirty; /* which state objects need to be re-emit'd: */ enum fd_dirty_3d_state dirty dt; /* per shader-stage dirty status: */ enum fd_dirty_shader_state dirty_shader[PIPE_SHADER_TYPES] dt; void *compute dt; struct pipe_blend_state *blend dt; struct pipe_rasterizer_state *rasterizer dt; struct pipe_depth_stencil_alpha_state *zsa dt; struct fd_texture_stateobj tex[PIPE_SHADER_TYPES] dt; struct fd_program_stateobj prog dt; uint32_t bound_shader_stages dt; struct fd_vertex_state vtx dt; struct pipe_blend_color blend_color dt; struct pipe_stencil_ref stencil_ref dt; unsigned sample_mask dt; unsigned min_samples dt; /* local context fb state, for when ctx->batch is null: */ struct pipe_framebuffer_state framebuffer dt; struct pipe_poly_stipple stipple dt; struct pipe_viewport_state viewport dt; struct pipe_scissor_state viewport_scissor dt; struct fd_constbuf_stateobj constbuf[PIPE_SHADER_TYPES] dt; struct fd_shaderbuf_stateobj shaderbuf[PIPE_SHADER_TYPES] dt; struct fd_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES] dt; struct fd_streamout_stateobj streamout dt; struct fd_global_bindings_stateobj global_bindings dt; struct pipe_clip_state ucp dt; struct pipe_query *cond_query dt; bool cond_cond dt; /* inverted rendering condition */ uint cond_mode dt; /* Private memory is a memory space where each fiber gets its own piece of * memory, in addition to registers. It is backed by a buffer which needs * to be large enough to hold the contents of every possible wavefront in * every core of the GPU. Because it allocates space via the internal * wavefront ID which is shared between all currently executing shaders, * the same buffer can be reused by all shaders, as long as all shaders * sharing the same buffer use the exact same configuration. There are two * inputs to the configuration, the amount of per-fiber space and whether * to use the newer per-wave or older per-fiber layout. We only ever * increase the size, and shaders with a smaller size requirement simply * use the larger existing buffer, so that we only need to keep track of * one buffer and its size, but we still need to keep track of per-fiber * and per-wave buffers separately so that we never use the same buffer * for different layouts. pvtmem[0] is for per-fiber, and pvtmem[1] is for * per-wave. */ struct { struct fd_bo *bo; uint32_t per_fiber_size; } pvtmem[2] dt; /* maps per-shader-stage state plus variant key to hw * program stateobj: */ struct ir3_cache *shader_cache; struct util_debug_callback debug; struct u_trace_context trace_context dt; #ifdef HAVE_PERFETTO struct fd_perfetto_state perfetto; #endif /* * Counter to generate submit-ids */ uint32_t submit_count; /* Called on rebind_resource() for any per-gen cleanup required: */ void (*rebind_resource)(struct fd_context *ctx, struct fd_resource *rsc) dt; /* GMEM/tile handling fxns: */ void (*emit_tile_init)(struct fd_batch *batch) dt; void (*emit_tile_prep)(struct fd_batch *batch, const struct fd_tile *tile) dt; void (*emit_tile_mem2gmem)(struct fd_batch *batch, const struct fd_tile *tile) dt; void (*emit_tile_renderprep)(struct fd_batch *batch, const struct fd_tile *tile) dt; void (*emit_tile)(struct fd_batch *batch, const struct fd_tile *tile) dt; void (*emit_tile_gmem2mem)(struct fd_batch *batch, const struct fd_tile *tile) dt; void (*emit_tile_fini)(struct fd_batch *batch) dt; /* optional */ /* optional, for GMEM bypass: */ void (*emit_sysmem_prep)(struct fd_batch *batch) dt; void (*emit_sysmem_fini)(struct fd_batch *batch) dt; /* draw: */ bool (*draw_vbo)(struct fd_context *ctx, const struct pipe_draw_info *info, unsigned drawid_offset, const struct pipe_draw_indirect_info *indirect, const struct pipe_draw_start_count_bias *draw, unsigned index_offset) dt; bool (*clear)(struct fd_context *ctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) dt; /* compute: */ void (*launch_grid)(struct fd_context *ctx, const struct pipe_grid_info *info) dt; /* query: */ struct fd_query *(*create_query)(struct fd_context *ctx, unsigned query_type, unsigned index); void (*query_prepare)(struct fd_batch *batch, uint32_t num_tiles) dt; void (*query_prepare_tile)(struct fd_batch *batch, uint32_t n, struct fd_ringbuffer *ring) dt; void (*query_update_batch)(struct fd_batch *batch, bool disable_all) dt; /* blitter: */ bool (*blit)(struct fd_context *ctx, const struct pipe_blit_info *info) dt; void (*clear_ubwc)(struct fd_batch *batch, struct fd_resource *rsc) dt; /* uncompress resource, if necessary, to use as the specified format: */ void (*validate_format)(struct fd_context *ctx, struct fd_resource *rsc, enum pipe_format format) dt; /* handling for barriers: */ void (*framebuffer_barrier)(struct fd_context *ctx) dt; /* logger: */ void (*record_timestamp)(struct fd_ringbuffer *ring, struct fd_bo *bo, unsigned offset); uint64_t (*ts_to_ns)(uint64_t ts); /* * Common pre-cooked VBO state (used for a3xx and later): */ /* for clear/gmem->mem vertices, and mem->gmem */ struct pipe_resource *solid_vbuf; /* for mem->gmem tex coords: */ struct pipe_resource *blit_texcoord_vbuf; /* vertex state for solid_vbuf: * - solid_vbuf / 12 / R32G32B32_FLOAT */ struct fd_vertex_state solid_vbuf_state; /* vertex state for blit_prog: * - blit_texcoord_vbuf / 8 / R32G32_FLOAT * - solid_vbuf / 12 / R32G32B32_FLOAT */ struct fd_vertex_state blit_vbuf_state; /* * Info about state of previous draw, for state that comes from * pipe_draw_info (ie. not part of a CSO). This allows us to * skip some register emit when the state doesn't change from * draw-to-draw */ struct { bool dirty; /* last draw state unknown */ bool primitive_restart; uint32_t index_start; uint32_t instance_start; uint32_t restart_index; uint32_t streamout_mask; /* some state changes require a different shader variant. Keep * track of this so we know when we need to re-emit shader state * due to variant change. See ir3_fixup_shader_state() * * (used for a3xx+, NULL otherwise) */ struct ir3_shader_key *key; } last dt; }; static inline struct fd_context * fd_context(struct pipe_context *pctx) { return (struct fd_context *)pctx; } static inline struct fd_stream_output_target * fd_stream_output_target(struct pipe_stream_output_target *target) { return (struct fd_stream_output_target *)target; } /** * Does the dirty state require resource tracking, ie. in general * does it reference some resource. There are some special cases: * * - FD_DIRTY_CONST can reference a resource, but cb0 is handled * specially as if it is not a user-buffer, we expect it to be * coming from const_uploader, so we can make some assumptions * that future transfer_map will be UNSYNCRONIZED * - FD_DIRTY_ZSA controls how the framebuffer is accessed * - FD_DIRTY_BLEND needs to update GMEM reason * * TODO if we can make assumptions that framebuffer state is bound * first, before blend/zsa/etc state we can move some of the ZSA/ * BLEND state handling from draw time to bind time. I think this * is true of mesa/st, perhaps we can just document it to be a * frontend requirement? */ static inline bool fd_context_dirty_resource(enum fd_dirty_3d_state dirty) { return dirty & (FD_DIRTY_FRAMEBUFFER | FD_DIRTY_ZSA | FD_DIRTY_BLEND | FD_DIRTY_SSBO | FD_DIRTY_IMAGE | FD_DIRTY_VTXBUF | FD_DIRTY_TEX | FD_DIRTY_STREAMOUT); } /* Mark specified non-shader-stage related state as dirty: */ static inline void fd_context_dirty(struct fd_context *ctx, enum fd_dirty_3d_state dirty) assert_dt { assert(util_is_power_of_two_nonzero(dirty)); assert(ffs(dirty) <= ARRAY_SIZE(ctx->gen_dirty_map)); ctx->gen_dirty |= ctx->gen_dirty_map[ffs(dirty) - 1]; if (fd_context_dirty_resource(dirty)) or_mask(dirty, FD_DIRTY_RESOURCE); or_mask(ctx->dirty, dirty); } static inline void fd_context_dirty_shader(struct fd_context *ctx, enum pipe_shader_type shader, enum fd_dirty_shader_state dirty) assert_dt { const enum fd_dirty_3d_state map[] = { FD_DIRTY_PROG, FD_DIRTY_CONST, FD_DIRTY_TEX, FD_DIRTY_SSBO, FD_DIRTY_IMAGE, }; /* Need to update the table above if these shift: */ STATIC_ASSERT(FD_DIRTY_SHADER_PROG == BIT(0)); STATIC_ASSERT(FD_DIRTY_SHADER_CONST == BIT(1)); STATIC_ASSERT(FD_DIRTY_SHADER_TEX == BIT(2)); STATIC_ASSERT(FD_DIRTY_SHADER_SSBO == BIT(3)); STATIC_ASSERT(FD_DIRTY_SHADER_IMAGE == BIT(4)); assert(util_is_power_of_two_nonzero(dirty)); assert(ffs(dirty) <= ARRAY_SIZE(map)); ctx->gen_dirty |= ctx->gen_dirty_shader_map[shader][ffs(dirty) - 1]; or_mask(ctx->dirty_shader[shader], dirty); fd_context_dirty(ctx, map[ffs(dirty) - 1]); } /* mark all state dirty: */ static inline void fd_context_all_dirty(struct fd_context *ctx) assert_dt { ctx->last.dirty = true; ctx->dirty = (enum fd_dirty_3d_state) ~0; /* NOTE: don't use ~0 for gen_dirty, because the gen specific * emit code will loop over all the bits: */ ctx->gen_dirty = ctx->gen_all_dirty; for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) ctx->dirty_shader[i] = (enum fd_dirty_shader_state) ~0; } static inline void fd_context_all_clean(struct fd_context *ctx) assert_dt { ctx->last.dirty = false; ctx->dirty = (enum fd_dirty_3d_state)0; ctx->gen_dirty = 0; for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) { /* don't mark compute state as clean, since it is not emitted * during normal draw call. The places that call _all_dirty(), * it is safe to mark compute state dirty as well, but the * inverse is not true. */ if (i == PIPE_SHADER_COMPUTE) continue; ctx->dirty_shader[i] = (enum fd_dirty_shader_state)0; } } /** * Add mapping between global dirty bit and generation specific dirty * bit. */ static inline void fd_context_add_map(struct fd_context *ctx, enum fd_dirty_3d_state dirty, uint32_t gen_dirty) { u_foreach_bit (b, dirty) { ctx->gen_dirty_map[b] |= gen_dirty; } ctx->gen_all_dirty |= gen_dirty; } /** * Add mapping between shader stage specific dirty bit and generation * specific dirty bit */ static inline void fd_context_add_shader_map(struct fd_context *ctx, enum pipe_shader_type shader, enum fd_dirty_shader_state dirty, uint32_t gen_dirty) { u_foreach_bit (b, dirty) { ctx->gen_dirty_shader_map[shader][b] |= gen_dirty; } ctx->gen_all_dirty |= gen_dirty; } static inline struct pipe_scissor_state * fd_context_get_scissor(struct fd_context *ctx) assert_dt { return ctx->current_scissor; } void fd_context_switch_from(struct fd_context *ctx) assert_dt; void fd_context_switch_to(struct fd_context *ctx, struct fd_batch *batch) assert_dt; struct fd_batch *fd_context_batch(struct fd_context *ctx) assert_dt; struct fd_batch *fd_context_batch_locked(struct fd_context *ctx) assert_dt; void fd_context_setup_common_vbos(struct fd_context *ctx); void fd_context_cleanup_common_vbos(struct fd_context *ctx); void fd_emit_string(struct fd_ringbuffer *ring, const char *string, int len); void fd_emit_string5(struct fd_ringbuffer *ring, const char *string, int len); struct pipe_context *fd_context_init(struct fd_context *ctx, struct pipe_screen *pscreen, void *priv, unsigned flags); struct pipe_context *fd_context_init_tc(struct pipe_context *pctx, unsigned flags); void fd_context_destroy(struct pipe_context *pctx) assert_dt; #ifdef __cplusplus } #endif #endif /* FREEDRENO_CONTEXT_H_ */