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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 VC5_CONTEXT_H
26 #define VC5_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 
45 struct v3d_job;
46 struct v3d_bo;
47 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
48 
49 #include "v3d_bufmgr.h"
50 #include "v3d_resource.h"
51 #include "v3d_cl.h"
52 
53 #ifdef USE_V3D_SIMULATOR
54 #define using_v3d_simulator true
55 #else
56 #define using_v3d_simulator false
57 #endif
58 
59 #define VC5_DIRTY_BLEND               (1ull <<  0)
60 #define VC5_DIRTY_RASTERIZER          (1ull <<  1)
61 #define VC5_DIRTY_ZSA                 (1ull <<  2)
62 #define VC5_DIRTY_COMPTEX             (1ull <<  3)
63 #define VC5_DIRTY_VERTTEX             (1ull <<  4)
64 #define VC5_DIRTY_GEOMTEX             (1ull <<  5)
65 #define VC5_DIRTY_FRAGTEX             (1ull <<  6)
66 
67 #define VC5_DIRTY_SHADER_IMAGE        (1ull <<  9)
68 #define VC5_DIRTY_BLEND_COLOR         (1ull << 10)
69 #define VC5_DIRTY_STENCIL_REF         (1ull << 11)
70 #define VC5_DIRTY_SAMPLE_STATE        (1ull << 12)
71 #define VC5_DIRTY_FRAMEBUFFER         (1ull << 13)
72 #define VC5_DIRTY_STIPPLE             (1ull << 14)
73 #define VC5_DIRTY_VIEWPORT            (1ull << 15)
74 #define VC5_DIRTY_CONSTBUF            (1ull << 16)
75 #define VC5_DIRTY_VTXSTATE            (1ull << 17)
76 #define VC5_DIRTY_VTXBUF              (1ull << 18)
77 #define VC5_DIRTY_SCISSOR             (1ull << 19)
78 #define VC5_DIRTY_FLAT_SHADE_FLAGS    (1ull << 20)
79 #define VC5_DIRTY_PRIM_MODE           (1ull << 21)
80 #define VC5_DIRTY_CLIP                (1ull << 22)
81 #define VC5_DIRTY_UNCOMPILED_CS       (1ull << 23)
82 #define VC5_DIRTY_UNCOMPILED_VS       (1ull << 24)
83 #define VC5_DIRTY_UNCOMPILED_GS       (1ull << 25)
84 #define VC5_DIRTY_UNCOMPILED_FS       (1ull << 26)
85 
86 #define VC5_DIRTY_COMPILED_CS         (1ull << 29)
87 #define VC5_DIRTY_COMPILED_VS         (1ull << 30)
88 #define VC5_DIRTY_COMPILED_GS_BIN     (1ULL << 31)
89 #define VC5_DIRTY_COMPILED_GS         (1ULL << 32)
90 #define VC5_DIRTY_COMPILED_FS         (1ull << 33)
91 
92 #define VC5_DIRTY_FS_INPUTS           (1ull << 38)
93 #define VC5_DIRTY_GS_INPUTS           (1ull << 39)
94 #define VC5_DIRTY_STREAMOUT           (1ull << 40)
95 #define VC5_DIRTY_OQ                  (1ull << 41)
96 #define VC5_DIRTY_CENTROID_FLAGS      (1ull << 42)
97 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
98 #define VC5_DIRTY_SSBO                (1ull << 44)
99 
100 #define VC5_MAX_FS_INPUTS 64
101 
102 enum v3d_sampler_state_variant {
103         V3D_SAMPLER_STATE_BORDER_0,
104         V3D_SAMPLER_STATE_F16,
105         V3D_SAMPLER_STATE_F16_UNORM,
106         V3D_SAMPLER_STATE_F16_SNORM,
107         V3D_SAMPLER_STATE_F16_BGRA,
108         V3D_SAMPLER_STATE_F16_BGRA_UNORM,
109         V3D_SAMPLER_STATE_F16_BGRA_SNORM,
110         V3D_SAMPLER_STATE_F16_A,
111         V3D_SAMPLER_STATE_F16_A_SNORM,
112         V3D_SAMPLER_STATE_F16_A_UNORM,
113         V3D_SAMPLER_STATE_F16_LA,
114         V3D_SAMPLER_STATE_F16_LA_UNORM,
115         V3D_SAMPLER_STATE_F16_LA_SNORM,
116         V3D_SAMPLER_STATE_32,
117         V3D_SAMPLER_STATE_32_UNORM,
118         V3D_SAMPLER_STATE_32_SNORM,
119         V3D_SAMPLER_STATE_32_A,
120         V3D_SAMPLER_STATE_32_A_UNORM,
121         V3D_SAMPLER_STATE_32_A_SNORM,
122         V3D_SAMPLER_STATE_1010102U,
123         V3D_SAMPLER_STATE_16U,
124         V3D_SAMPLER_STATE_16I,
125         V3D_SAMPLER_STATE_8I,
126         V3D_SAMPLER_STATE_8U,
127 
128         V3D_SAMPLER_STATE_VARIANT_COUNT,
129 };
130 
131 enum v3d_flush_cond {
132         /* Flush job unless we are flushing for transform feedback, where we
133          * handle flushing in the driver via the 'Wait for TF' packet.
134          */
135         V3D_FLUSH_DEFAULT,
136         /* Always flush the job, even for cases where we would normally not
137          * do it, such as transform feedback.
138          */
139         V3D_FLUSH_ALWAYS,
140         /* Flush job if it is not the current FBO job. This is intended to
141          * skip automatic flushes of the current job for resources that we
142          * expect to be externally synchronized by the application using
143          * glMemoryBarrier(), such as SSBOs and shader images.
144          */
145         V3D_FLUSH_NOT_CURRENT_JOB,
146 };
147 
148 struct v3d_sampler_view {
149         struct pipe_sampler_view base;
150         uint32_t p0;
151         uint32_t p1;
152         /* Precomputed swizzles to pass in to the shader key. */
153         uint8_t swizzle[4];
154 
155         uint8_t texture_shader_state[32];
156         /* V3D 4.x: Texture state struct. */
157         struct v3d_bo *bo;
158 
159         enum v3d_sampler_state_variant sampler_variant;
160 
161         /* Actual texture to be read by this sampler view.  May be different
162          * from base.texture in the case of having a shadow tiled copy of a
163          * raster texture.
164          */
165         struct pipe_resource *texture;
166 };
167 
168 struct v3d_sampler_state {
169         struct pipe_sampler_state base;
170         uint32_t p0;
171         uint32_t p1;
172 
173         /* V3D 3.x: Packed texture state. */
174         uint8_t texture_shader_state[32];
175         /* V3D 4.x: Sampler state struct. */
176         struct pipe_resource *sampler_state;
177         uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
178 
179         bool border_color_variants;
180 };
181 
182 struct v3d_texture_stateobj {
183         struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
184         unsigned num_textures;
185         struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
186         unsigned num_samplers;
187         struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
188 };
189 
190 struct v3d_shader_uniform_info {
191         enum quniform_contents *contents;
192         uint32_t *data;
193         uint32_t count;
194 };
195 
196 struct v3d_uncompiled_shader {
197         /** A name for this program, so you can track it in shader-db output. */
198         uint32_t program_id;
199         /** How many variants of this program were compiled, for shader-db. */
200         uint32_t compiled_variant_count;
201         struct pipe_shader_state base;
202         uint32_t num_tf_outputs;
203         struct v3d_varying_slot *tf_outputs;
204         uint16_t tf_specs[16];
205         uint16_t tf_specs_psiz[16];
206         uint32_t num_tf_specs;
207 };
208 
209 struct v3d_compiled_shader {
210         struct pipe_resource *resource;
211         uint32_t offset;
212 
213         union {
214                 struct v3d_prog_data *base;
215                 struct v3d_vs_prog_data *vs;
216                 struct v3d_gs_prog_data *gs;
217                 struct v3d_fs_prog_data *fs;
218                 struct v3d_compute_prog_data *compute;
219         } prog_data;
220 
221         /**
222          * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
223          * uniforms have to be rewritten (and therefore the shader state
224          * reemitted).
225          */
226         uint64_t uniform_dirty_bits;
227 };
228 
229 struct v3d_program_stateobj {
230         struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
231         struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
232 
233         struct hash_table *cache[MESA_SHADER_STAGES];
234 
235         struct v3d_bo *spill_bo;
236         int spill_size_per_thread;
237 };
238 
239 struct v3d_constbuf_stateobj {
240         struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
241         uint32_t enabled_mask;
242         uint32_t dirty_mask;
243 };
244 
245 struct v3d_vertexbuf_stateobj {
246         struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
247         unsigned count;
248         uint32_t enabled_mask;
249         uint32_t dirty_mask;
250 };
251 
252 struct v3d_vertex_stateobj {
253         struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
254         unsigned num_elements;
255 
256         uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
257         struct pipe_resource *defaults;
258         uint32_t defaults_offset;
259 };
260 
261 struct v3d_stream_output_target {
262         struct pipe_stream_output_target base;
263         /* Number of transform feedback vertices written to this target */
264         uint32_t recorded_vertex_count;
265 };
266 
267 struct v3d_streamout_stateobj {
268         struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
269         /* Number of vertices we've written into the buffer so far. */
270         uint32_t offsets[PIPE_MAX_SO_BUFFERS];
271         unsigned num_targets;
272 };
273 
274 struct v3d_ssbo_stateobj {
275         struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
276         uint32_t enabled_mask;
277 };
278 
279 /* Hash table key for v3d->jobs */
280 struct v3d_job_key {
281         struct pipe_surface *cbufs[4];
282         struct pipe_surface *zsbuf;
283 };
284 
285 enum v3d_ez_state {
286         VC5_EZ_UNDECIDED = 0,
287         VC5_EZ_GT_GE,
288         VC5_EZ_LT_LE,
289         VC5_EZ_DISABLED,
290 };
291 
292 struct v3d_image_view {
293         struct pipe_image_view base;
294         /* V3D 4.x texture shader state struct */
295         struct pipe_resource *tex_state;
296         uint32_t tex_state_offset;
297 };
298 
299 struct v3d_shaderimg_stateobj {
300         struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
301         uint32_t enabled_mask;
302 };
303 
304 /**
305  * A complete bin/render job.
306  *
307  * This is all of the state necessary to submit a bin/render to the kernel.
308  * We want to be able to have multiple in progress at a time, so that we don't
309  * need to flush an existing CL just to switch to rendering to a new render
310  * target (which would mean reading back from the old render target when
311  * starting to render to it again).
312  */
313 struct v3d_job {
314         struct v3d_context *v3d;
315         struct v3d_cl bcl;
316         struct v3d_cl rcl;
317         struct v3d_cl indirect;
318         struct v3d_bo *tile_alloc;
319         struct v3d_bo *tile_state;
320 
321         struct drm_v3d_submit_cl submit;
322 
323         /**
324          * Set of all BOs referenced by the job.  This will be used for making
325          * the list of BOs that the kernel will need to have paged in to
326          * execute our job.
327          */
328         struct set *bos;
329 
330         /** Sum of the sizes of the BOs referenced by the job. */
331         uint32_t referenced_size;
332 
333         struct set *write_prscs;
334         struct set *tf_write_prscs;
335 
336         /* Size of the submit.bo_handles array. */
337         uint32_t bo_handles_size;
338 
339         /** @{ Surfaces to submit rendering for. */
340         struct pipe_surface *cbufs[4];
341         struct pipe_surface *zsbuf;
342         /** @} */
343         /** @{
344          * Bounding box of the scissor across all queued drawing.
345          *
346          * Note that the max values are exclusive.
347          */
348         uint32_t draw_min_x;
349         uint32_t draw_min_y;
350         uint32_t draw_max_x;
351         uint32_t draw_max_y;
352         /** @} */
353         /** @{
354          * Width/height of the color framebuffer being rendered to,
355          * for VC5_TILE_RENDERING_MODE_CONFIG.
356         */
357         uint32_t draw_width;
358         uint32_t draw_height;
359         uint32_t num_layers;
360 
361         /** @} */
362         /** @{ Tile information, depending on MSAA and float color buffer. */
363         uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
364         uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
365 
366         uint32_t tile_width; /** @< Width of a tile. */
367         uint32_t tile_height; /** @< Height of a tile. */
368         /** maximum internal_bpp of all color render targets. */
369         uint32_t internal_bpp;
370 
371         /** Whether the current rendering is in a 4X MSAA tile buffer. */
372         bool msaa;
373         /** @} */
374 
375         /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
376          * first rendering.
377          */
378         uint32_t clear;
379         /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
380          * call without having been cleared first.
381          */
382         uint32_t load;
383         /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
384          * (either clears or draws) and should be stored.
385          */
386         uint32_t store;
387         uint32_t clear_color[4][4];
388         float clear_z;
389         uint8_t clear_s;
390 
391         /**
392          * Set if some drawing (triangles, blits, or just a glClear()) has
393          * been done to the FBO, meaning that we need to
394          * DRM_IOCTL_VC5_SUBMIT_CL.
395          */
396         bool needs_flush;
397 
398         /* Set if any shader has dirtied cachelines in the TMU that need to be
399          * flushed before job end.
400          */
401         bool tmu_dirty_rcl;
402 
403         /**
404          * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
405          */
406         bool tf_enabled;
407 
408         /**
409          * Current EZ state for drawing. Updated at the start of draw after
410          * we've decided on the shader being rendered.
411          */
412         enum v3d_ez_state ez_state;
413         /**
414          * The first EZ state that was used for drawing with a decided EZ
415          * direction (so either UNDECIDED, GT, or LT).
416          */
417         enum v3d_ez_state first_ez_state;
418 
419         /**
420          * Number of draw calls (not counting full buffer clears) queued in
421          * the current job.
422          */
423         uint32_t draw_calls_queued;
424 
425         /**
426          * Number of draw calls (not counting full buffer clears) queued in
427          * the current job during active transform feedback.
428          */
429         uint32_t tf_draw_calls_queued;
430 
431         struct v3d_job_key key;
432 };
433 
434 struct v3d_context {
435         struct pipe_context base;
436 
437         int fd;
438         struct v3d_screen *screen;
439 
440         /** The 3D rendering job for the currently bound FBO. */
441         struct v3d_job *job;
442 
443         /* Map from struct v3d_job_key to the job for that FBO.
444          */
445         struct hash_table *jobs;
446 
447         /**
448          * Map from v3d_resource to a job writing to that resource.
449          *
450          * Primarily for flushing jobs rendering to textures that are now
451          * being read from.
452          */
453         struct hash_table *write_jobs;
454 
455         struct slab_child_pool transfer_pool;
456         struct blitter_context *blitter;
457 
458         /** bitfield of VC5_DIRTY_* */
459         uint64_t dirty;
460 
461         struct primconvert_context *primconvert;
462 
463         uint32_t next_uncompiled_program_id;
464         uint64_t next_compiled_program_id;
465 
466         struct v3d_compiler_state *compiler_state;
467 
468         uint8_t prim_mode;
469 
470         /** Maximum index buffer valid for the current shader_rec. */
471         uint32_t max_index;
472 
473         /** Sync object that our RCL or TFU job will update as its out_sync. */
474         uint32_t out_sync;
475 
476         /* Stream uploader used by gallium internals.  This could also be used
477          * by driver internals, but we tend to use the v3d_cl.h interfaces
478          * instead.
479          */
480         struct u_upload_mgr *uploader;
481         /* State uploader used inside the driver.  This is for packing bits of
482          * long-term state inside buffers, since the kernel interfaces
483          * allocate a page at a time.
484          */
485         struct u_upload_mgr *state_uploader;
486 
487         /** @{ Current pipeline state objects */
488         struct pipe_scissor_state scissor;
489         struct v3d_blend_state *blend;
490         struct v3d_rasterizer_state *rasterizer;
491         struct v3d_depth_stencil_alpha_state *zsa;
492 
493         struct v3d_program_stateobj prog;
494         uint32_t compute_num_workgroups[3];
495         struct v3d_bo *compute_shared_memory;
496 
497         struct v3d_vertex_stateobj *vtx;
498 
499         struct {
500                 struct pipe_blend_color f;
501                 uint16_t hf[4];
502         } blend_color;
503         struct pipe_stencil_ref stencil_ref;
504         unsigned sample_mask;
505         struct pipe_framebuffer_state framebuffer;
506 
507         /* Per render target, whether we should swap the R and B fields in the
508          * shader's color output and in blending.  If render targets disagree
509          * on the R/B swap and use the constant color, then we would need to
510          * fall back to in-shader blending.
511          */
512         uint8_t swap_color_rb;
513 
514         /* Per render target, whether we should treat the dst alpha values as
515          * one in blending.
516          *
517          * For RGBX formats, the tile buffer's alpha channel will be
518          * undefined.
519          */
520         uint8_t blend_dst_alpha_one;
521 
522         bool active_queries;
523 
524         /**
525          * If a compute job writes a resource read by a non-compute stage we
526          * should sync on the last compute job.
527          */
528         bool sync_on_last_compute_job;
529 
530         uint32_t tf_prims_generated;
531         uint32_t prims_generated;
532 
533         struct pipe_poly_stipple stipple;
534         struct pipe_clip_state clip;
535         struct pipe_viewport_state viewport;
536         struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
537         struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
538         struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
539         struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
540         struct v3d_vertexbuf_stateobj vertexbuf;
541         struct v3d_streamout_stateobj streamout;
542         struct v3d_bo *current_oq;
543         struct pipe_resource *prim_counts;
544         uint32_t prim_counts_offset;
545         struct pipe_debug_callback debug;
546         /** @} */
547 };
548 
549 struct v3d_rasterizer_state {
550         struct pipe_rasterizer_state base;
551 
552         float point_size;
553 
554         uint8_t depth_offset[9];
555         uint8_t depth_offset_z16[9];
556 };
557 
558 struct v3d_depth_stencil_alpha_state {
559         struct pipe_depth_stencil_alpha_state base;
560 
561         enum v3d_ez_state ez_state;
562 
563         uint8_t stencil_front[6];
564         uint8_t stencil_back[6];
565 };
566 
567 struct v3d_blend_state {
568         struct pipe_blend_state base;
569 
570         /* Per-RT mask of whether blending is enabled. */
571         uint8_t blend_enables;
572 };
573 
574 #define perf_debug(...) do {                            \
575         if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF))       \
576                 fprintf(stderr, __VA_ARGS__);           \
577         if (unlikely(v3d->debug.debug_message))         \
578                 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__);    \
579 } while (0)
580 
581 #define foreach_bit(b, mask)                                            \
582         for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
583 
584 static inline struct v3d_context *
v3d_context(struct pipe_context * pcontext)585 v3d_context(struct pipe_context *pcontext)
586 {
587         return (struct v3d_context *)pcontext;
588 }
589 
590 static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view * psview)591 v3d_sampler_view(struct pipe_sampler_view *psview)
592 {
593         return (struct v3d_sampler_view *)psview;
594 }
595 
596 static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state * psampler)597 v3d_sampler_state(struct pipe_sampler_state *psampler)
598 {
599         return (struct v3d_sampler_state *)psampler;
600 }
601 
602 static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target * ptarget)603 v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
604 {
605         return (struct v3d_stream_output_target *)ptarget;
606 }
607 
608 static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target * ptarget)609 v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
610 {
611     return v3d_stream_output_target(ptarget)->recorded_vertex_count;
612 }
613 
614 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
615                                         void *priv, unsigned flags);
616 void v3d_program_init(struct pipe_context *pctx);
617 void v3d_program_fini(struct pipe_context *pctx);
618 void v3d_query_init(struct pipe_context *pctx);
619 
620 static inline int
v3d_ioctl(int fd,unsigned long request,void * arg)621 v3d_ioctl(int fd, unsigned long request, void *arg)
622 {
623         if (using_v3d_simulator)
624                 return v3d_simulator_ioctl(fd, request, arg);
625         else
626                 return drmIoctl(fd, request, arg);
627 }
628 
629 static inline bool
v3d_transform_feedback_enabled(struct v3d_context * v3d)630 v3d_transform_feedback_enabled(struct v3d_context *v3d)
631 {
632         return (v3d->prog.bind_vs->num_tf_specs != 0 ||
633                 (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
634                v3d->active_queries;
635 }
636 
637 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
638 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
639                                        struct v3d_job *job,
640                                        struct v3d_compiled_shader *shader,
641                                        enum pipe_shader_type stage);
642 
643 void v3d_flush(struct pipe_context *pctx);
644 void v3d_job_init(struct v3d_context *v3d);
645 struct v3d_job *v3d_job_create(struct v3d_context *v3d);
646 void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
647 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
648                             struct pipe_surface **cbufs,
649                             struct pipe_surface *zsbuf);
650 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
651 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
652 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
653 void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
654 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
655 void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
656 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
657                                      struct pipe_resource *prsc,
658                                      enum v3d_flush_cond flush_cond,
659                                      bool is_compute_pipeline);
660 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
661                                      struct pipe_resource *prsc,
662                                      enum v3d_flush_cond flush_cond,
663                                      bool is_compute_pipeline);
664 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
665 void v3d_update_compiled_cs(struct v3d_context *v3d);
666 
667 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
668                              enum pipe_format f);
669 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
670                               enum pipe_format f);
671 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
672 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
673 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
674                                 enum pipe_format f,
675                                 enum pipe_tex_compare compare);
676 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
677                                     enum pipe_format f);
678 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
679                                       enum pipe_format f);
680 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
681                                                  uint32_t format,
682                                                  uint32_t *type,
683                                                  uint32_t *bpp);
684 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
685                                  uint32_t tex_format);
686 
687 void v3d_init_query_functions(struct v3d_context *v3d);
688 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
689 void v3d_blitter_save(struct v3d_context *v3d);
690 bool v3d_generate_mipmap(struct pipe_context *pctx,
691                          struct pipe_resource *prsc,
692                          enum pipe_format format,
693                          unsigned int base_level,
694                          unsigned int last_level,
695                          unsigned int first_layer,
696                          unsigned int last_layer);
697 
698 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
699 
700 void v3d_update_primitive_counters(struct v3d_context *v3d);
701 
702 bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
703 
704 float v3d_get_real_line_width(struct v3d_context *v3d);
705 
706 void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
707                                   enum pipe_shader_type shader);
708 
709 void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
710                                         struct v3d_sampler_view *so);
711 
712 #ifdef v3dX
713 #  include "v3dx_context.h"
714 #else
715 #  define v3dX(x) v3d33_##x
716 #  include "v3dx_context.h"
717 #  undef v3dX
718 
719 #  define v3dX(x) v3d41_##x
720 #  include "v3dx_context.h"
721 #  undef v3dX
722 #endif
723 
724 #endif /* VC5_CONTEXT_H */
725