radeonsi/gfx10: jump over the shader query atomic if the queries are disabled
[mesa.git] / src / gallium / drivers / v3d / v3d_context.h
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 struct v3d_job;
44 struct v3d_bo;
45 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
46
47 #include "v3d_bufmgr.h"
48 #include "v3d_resource.h"
49 #include "v3d_cl.h"
50
51 #ifdef USE_V3D_SIMULATOR
52 #define using_v3d_simulator true
53 #else
54 #define using_v3d_simulator false
55 #endif
56
57 #define VC5_DIRTY_BLEND (1 << 0)
58 #define VC5_DIRTY_RASTERIZER (1 << 1)
59 #define VC5_DIRTY_ZSA (1 << 2)
60 #define VC5_DIRTY_FRAGTEX (1 << 3)
61 #define VC5_DIRTY_VERTTEX (1 << 4)
62 #define VC5_DIRTY_SHADER_IMAGE (1 << 5)
63
64 #define VC5_DIRTY_BLEND_COLOR (1 << 7)
65 #define VC5_DIRTY_STENCIL_REF (1 << 8)
66 #define VC5_DIRTY_SAMPLE_STATE (1 << 9)
67 #define VC5_DIRTY_FRAMEBUFFER (1 << 10)
68 #define VC5_DIRTY_STIPPLE (1 << 11)
69 #define VC5_DIRTY_VIEWPORT (1 << 12)
70 #define VC5_DIRTY_CONSTBUF (1 << 13)
71 #define VC5_DIRTY_VTXSTATE (1 << 14)
72 #define VC5_DIRTY_VTXBUF (1 << 15)
73 #define VC5_DIRTY_SCISSOR (1 << 17)
74 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
75 #define VC5_DIRTY_PRIM_MODE (1 << 19)
76 #define VC5_DIRTY_CLIP (1 << 20)
77 #define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
78 #define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
79 #define VC5_DIRTY_COMPILED_CS (1 << 23)
80 #define VC5_DIRTY_COMPILED_VS (1 << 24)
81 #define VC5_DIRTY_COMPILED_FS (1 << 25)
82 #define VC5_DIRTY_FS_INPUTS (1 << 26)
83 #define VC5_DIRTY_STREAMOUT (1 << 27)
84 #define VC5_DIRTY_OQ (1 << 28)
85 #define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
86 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
87 #define VC5_DIRTY_SSBO (1 << 31)
88
89 #define VC5_MAX_FS_INPUTS 64
90
91 enum v3d_sampler_state_variant {
92 V3D_SAMPLER_STATE_BORDER_0,
93 V3D_SAMPLER_STATE_F16,
94 V3D_SAMPLER_STATE_F16_UNORM,
95 V3D_SAMPLER_STATE_F16_SNORM,
96 V3D_SAMPLER_STATE_F16_BGRA,
97 V3D_SAMPLER_STATE_F16_BGRA_UNORM,
98 V3D_SAMPLER_STATE_F16_BGRA_SNORM,
99 V3D_SAMPLER_STATE_F16_A,
100 V3D_SAMPLER_STATE_F16_A_SNORM,
101 V3D_SAMPLER_STATE_F16_A_UNORM,
102 V3D_SAMPLER_STATE_F16_LA,
103 V3D_SAMPLER_STATE_F16_LA_UNORM,
104 V3D_SAMPLER_STATE_F16_LA_SNORM,
105 V3D_SAMPLER_STATE_32,
106 V3D_SAMPLER_STATE_32_UNORM,
107 V3D_SAMPLER_STATE_32_SNORM,
108 V3D_SAMPLER_STATE_32_A,
109 V3D_SAMPLER_STATE_32_A_UNORM,
110 V3D_SAMPLER_STATE_32_A_SNORM,
111 V3D_SAMPLER_STATE_1010102U,
112 V3D_SAMPLER_STATE_16U,
113 V3D_SAMPLER_STATE_16I,
114 V3D_SAMPLER_STATE_8I,
115 V3D_SAMPLER_STATE_8U,
116
117 V3D_SAMPLER_STATE_VARIANT_COUNT,
118 };
119
120 struct v3d_sampler_view {
121 struct pipe_sampler_view base;
122 uint32_t p0;
123 uint32_t p1;
124 /* Precomputed swizzles to pass in to the shader key. */
125 uint8_t swizzle[4];
126
127 uint8_t texture_shader_state[32];
128 /* V3D 4.x: Texture state struct. */
129 struct v3d_bo *bo;
130
131 enum v3d_sampler_state_variant sampler_variant;
132
133 /* Actual texture to be read by this sampler view. May be different
134 * from base.texture in the case of having a shadow tiled copy of a
135 * raster texture.
136 */
137 struct pipe_resource *texture;
138 };
139
140 struct v3d_sampler_state {
141 struct pipe_sampler_state base;
142 uint32_t p0;
143 uint32_t p1;
144
145 /* V3D 3.x: Packed texture state. */
146 uint8_t texture_shader_state[32];
147 /* V3D 4.x: Sampler state struct. */
148 struct pipe_resource *sampler_state;
149 uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
150
151 bool border_color_variants;
152 };
153
154 struct v3d_texture_stateobj {
155 struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
156 unsigned num_textures;
157 struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
158 unsigned num_samplers;
159 struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
160 };
161
162 struct v3d_shader_uniform_info {
163 enum quniform_contents *contents;
164 uint32_t *data;
165 uint32_t count;
166 };
167
168 struct v3d_uncompiled_shader {
169 /** A name for this program, so you can track it in shader-db output. */
170 uint32_t program_id;
171 /** How many variants of this program were compiled, for shader-db. */
172 uint32_t compiled_variant_count;
173 struct pipe_shader_state base;
174 uint32_t num_tf_outputs;
175 struct v3d_varying_slot *tf_outputs;
176 uint16_t tf_specs[16];
177 uint16_t tf_specs_psiz[16];
178 uint32_t num_tf_specs;
179 };
180
181 struct v3d_compiled_shader {
182 struct pipe_resource *resource;
183 uint32_t offset;
184
185 union {
186 struct v3d_prog_data *base;
187 struct v3d_vs_prog_data *vs;
188 struct v3d_fs_prog_data *fs;
189 struct v3d_compute_prog_data *compute;
190 } prog_data;
191
192 /**
193 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
194 * uniforms have to be rewritten (and therefore the shader state
195 * reemitted).
196 */
197 uint32_t uniform_dirty_bits;
198 };
199
200 struct v3d_program_stateobj {
201 struct v3d_uncompiled_shader *bind_vs, *bind_fs, *bind_compute;
202 struct v3d_compiled_shader *cs, *vs, *fs, *compute;
203
204 struct hash_table *cache[MESA_SHADER_STAGES];
205
206 struct v3d_bo *spill_bo;
207 int spill_size_per_thread;
208 };
209
210 struct v3d_constbuf_stateobj {
211 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
212 uint32_t enabled_mask;
213 uint32_t dirty_mask;
214 };
215
216 struct v3d_vertexbuf_stateobj {
217 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
218 unsigned count;
219 uint32_t enabled_mask;
220 uint32_t dirty_mask;
221 };
222
223 struct v3d_vertex_stateobj {
224 struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
225 unsigned num_elements;
226
227 uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
228 struct pipe_resource *defaults;
229 uint32_t defaults_offset;
230 };
231
232 struct v3d_streamout_stateobj {
233 struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
234 /* Number of vertices we've written into the buffer so far. */
235 uint32_t offsets[PIPE_MAX_SO_BUFFERS];
236 unsigned num_targets;
237 };
238
239 struct v3d_ssbo_stateobj {
240 struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
241 uint32_t enabled_mask;
242 };
243
244 /* Hash table key for v3d->jobs */
245 struct v3d_job_key {
246 struct pipe_surface *cbufs[4];
247 struct pipe_surface *zsbuf;
248 };
249
250 enum v3d_ez_state {
251 VC5_EZ_UNDECIDED = 0,
252 VC5_EZ_GT_GE,
253 VC5_EZ_LT_LE,
254 VC5_EZ_DISABLED,
255 };
256
257 struct v3d_image_view {
258 struct pipe_image_view base;
259 /* V3D 4.x texture shader state struct */
260 struct pipe_resource *tex_state;
261 uint32_t tex_state_offset;
262 };
263
264 struct v3d_shaderimg_stateobj {
265 struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
266 uint32_t enabled_mask;
267 };
268
269 /**
270 * A complete bin/render job.
271 *
272 * This is all of the state necessary to submit a bin/render to the kernel.
273 * We want to be able to have multiple in progress at a time, so that we don't
274 * need to flush an existing CL just to switch to rendering to a new render
275 * target (which would mean reading back from the old render target when
276 * starting to render to it again).
277 */
278 struct v3d_job {
279 struct v3d_context *v3d;
280 struct v3d_cl bcl;
281 struct v3d_cl rcl;
282 struct v3d_cl indirect;
283 struct v3d_bo *tile_alloc;
284 struct v3d_bo *tile_state;
285 uint32_t shader_rec_count;
286
287 struct drm_v3d_submit_cl submit;
288
289 /**
290 * Set of all BOs referenced by the job. This will be used for making
291 * the list of BOs that the kernel will need to have paged in to
292 * execute our job.
293 */
294 struct set *bos;
295
296 /** Sum of the sizes of the BOs referenced by the job. */
297 uint32_t referenced_size;
298
299 struct set *write_prscs;
300 struct set *tf_write_prscs;
301
302 /* Size of the submit.bo_handles array. */
303 uint32_t bo_handles_size;
304
305 /** @{ Surfaces to submit rendering for. */
306 struct pipe_surface *cbufs[4];
307 struct pipe_surface *zsbuf;
308 /** @} */
309 /** @{
310 * Bounding box of the scissor across all queued drawing.
311 *
312 * Note that the max values are exclusive.
313 */
314 uint32_t draw_min_x;
315 uint32_t draw_min_y;
316 uint32_t draw_max_x;
317 uint32_t draw_max_y;
318 /** @} */
319 /** @{
320 * Width/height of the color framebuffer being rendered to,
321 * for VC5_TILE_RENDERING_MODE_CONFIG.
322 */
323 uint32_t draw_width;
324 uint32_t draw_height;
325 /** @} */
326 /** @{ Tile information, depending on MSAA and float color buffer. */
327 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
328 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
329
330 uint32_t tile_width; /** @< Width of a tile. */
331 uint32_t tile_height; /** @< Height of a tile. */
332 /** maximum internal_bpp of all color render targets. */
333 uint32_t internal_bpp;
334
335 /** Whether the current rendering is in a 4X MSAA tile buffer. */
336 bool msaa;
337 /** @} */
338
339 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
340 * first rendering.
341 */
342 uint32_t clear;
343 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
344 * call without having been cleared first.
345 */
346 uint32_t load;
347 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
348 * (either clears or draws) and should be stored.
349 */
350 uint32_t store;
351 uint32_t clear_color[4][4];
352 float clear_z;
353 uint8_t clear_s;
354
355 /**
356 * Set if some drawing (triangles, blits, or just a glClear()) has
357 * been done to the FBO, meaning that we need to
358 * DRM_IOCTL_VC5_SUBMIT_CL.
359 */
360 bool needs_flush;
361
362 /* Set if any shader has dirtied cachelines in the TMU that need to be
363 * flushed before job end.
364 */
365 bool tmu_dirty_rcl;
366
367 /**
368 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
369 */
370 bool tf_enabled;
371
372 /**
373 * Current EZ state for drawing. Updated at the start of draw after
374 * we've decided on the shader being rendered.
375 */
376 enum v3d_ez_state ez_state;
377 /**
378 * The first EZ state that was used for drawing with a decided EZ
379 * direction (so either UNDECIDED, GT, or LT).
380 */
381 enum v3d_ez_state first_ez_state;
382
383 /**
384 * Number of draw calls (not counting full buffer clears) queued in
385 * the current job.
386 */
387 uint32_t draw_calls_queued;
388
389 struct v3d_job_key key;
390 };
391
392 struct v3d_context {
393 struct pipe_context base;
394
395 int fd;
396 struct v3d_screen *screen;
397
398 /** The 3D rendering job for the currently bound FBO. */
399 struct v3d_job *job;
400
401 /* Map from struct v3d_job_key to the job for that FBO.
402 */
403 struct hash_table *jobs;
404
405 /**
406 * Map from v3d_resource to a job writing to that resource.
407 *
408 * Primarily for flushing jobs rendering to textures that are now
409 * being read from.
410 */
411 struct hash_table *write_jobs;
412
413 struct slab_child_pool transfer_pool;
414 struct blitter_context *blitter;
415
416 /** bitfield of VC5_DIRTY_* */
417 uint32_t dirty;
418
419 struct primconvert_context *primconvert;
420
421 uint32_t next_uncompiled_program_id;
422 uint64_t next_compiled_program_id;
423
424 struct v3d_compiler_state *compiler_state;
425
426 uint8_t prim_mode;
427
428 /** Maximum index buffer valid for the current shader_rec. */
429 uint32_t max_index;
430
431 /** Sync object that our RCL or TFU job will update as its out_sync. */
432 uint32_t out_sync;
433
434 /* Stream uploader used by gallium internals. This could also be used
435 * by driver internals, but we tend to use the v3d_cl.h interfaces
436 * instead.
437 */
438 struct u_upload_mgr *uploader;
439 /* State uploader used inside the driver. This is for packing bits of
440 * long-term state inside buffers, since the kernel interfaces
441 * allocate a page at a time.
442 */
443 struct u_upload_mgr *state_uploader;
444
445 /** @{ Current pipeline state objects */
446 struct pipe_scissor_state scissor;
447 struct v3d_blend_state *blend;
448 struct v3d_rasterizer_state *rasterizer;
449 struct v3d_depth_stencil_alpha_state *zsa;
450
451 struct v3d_program_stateobj prog;
452 uint32_t compute_num_workgroups[3];
453 struct v3d_bo *compute_shared_memory;
454
455 struct v3d_vertex_stateobj *vtx;
456
457 struct {
458 struct pipe_blend_color f;
459 uint16_t hf[4];
460 } blend_color;
461 struct pipe_stencil_ref stencil_ref;
462 unsigned sample_mask;
463 struct pipe_framebuffer_state framebuffer;
464
465 /* Per render target, whether we should swap the R and B fields in the
466 * shader's color output and in blending. If render targets disagree
467 * on the R/B swap and use the constant color, then we would need to
468 * fall back to in-shader blending.
469 */
470 uint8_t swap_color_rb;
471
472 /* Per render target, whether we should treat the dst alpha values as
473 * one in blending.
474 *
475 * For RGBX formats, the tile buffer's alpha channel will be
476 * undefined.
477 */
478 uint8_t blend_dst_alpha_one;
479
480 bool active_queries;
481
482 uint32_t tf_prims_generated;
483 uint32_t prims_generated;
484
485 struct pipe_poly_stipple stipple;
486 struct pipe_clip_state clip;
487 struct pipe_viewport_state viewport;
488 struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
489 struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
490 struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
491 struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
492 struct v3d_vertexbuf_stateobj vertexbuf;
493 struct v3d_streamout_stateobj streamout;
494 struct v3d_bo *current_oq;
495 struct pipe_debug_callback debug;
496 /** @} */
497 };
498
499 struct v3d_rasterizer_state {
500 struct pipe_rasterizer_state base;
501
502 float point_size;
503
504 uint8_t depth_offset[9];
505 uint8_t depth_offset_z16[9];
506 };
507
508 struct v3d_depth_stencil_alpha_state {
509 struct pipe_depth_stencil_alpha_state base;
510
511 enum v3d_ez_state ez_state;
512
513 uint8_t stencil_front[6];
514 uint8_t stencil_back[6];
515 };
516
517 struct v3d_blend_state {
518 struct pipe_blend_state base;
519
520 /* Per-RT mask of whether blending is enabled. */
521 uint8_t blend_enables;
522 };
523
524 #define perf_debug(...) do { \
525 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
526 fprintf(stderr, __VA_ARGS__); \
527 if (unlikely(v3d->debug.debug_message)) \
528 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
529 } while (0)
530
531 #define foreach_bit(b, mask) \
532 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
533
534 static inline struct v3d_context *
535 v3d_context(struct pipe_context *pcontext)
536 {
537 return (struct v3d_context *)pcontext;
538 }
539
540 static inline struct v3d_sampler_view *
541 v3d_sampler_view(struct pipe_sampler_view *psview)
542 {
543 return (struct v3d_sampler_view *)psview;
544 }
545
546 static inline struct v3d_sampler_state *
547 v3d_sampler_state(struct pipe_sampler_state *psampler)
548 {
549 return (struct v3d_sampler_state *)psampler;
550 }
551
552 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
553 void *priv, unsigned flags);
554 void v3d_program_init(struct pipe_context *pctx);
555 void v3d_program_fini(struct pipe_context *pctx);
556 void v3d_query_init(struct pipe_context *pctx);
557
558 void v3d_simulator_init(struct v3d_screen *screen);
559 void v3d_simulator_destroy(struct v3d_screen *screen);
560 uint32_t v3d_simulator_get_spill(uint32_t spill_size);
561 int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
562 void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size);
563
564 static inline int
565 v3d_ioctl(int fd, unsigned long request, void *arg)
566 {
567 if (using_v3d_simulator)
568 return v3d_simulator_ioctl(fd, request, arg);
569 else
570 return drmIoctl(fd, request, arg);
571 }
572
573 static inline bool
574 v3d_transform_feedback_enabled(struct v3d_context *v3d)
575 {
576 return v3d->prog.bind_vs->num_tf_specs != 0 &&
577 v3d->active_queries;
578 }
579
580 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
581 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
582 struct v3d_compiled_shader *shader,
583 enum pipe_shader_type stage);
584
585 void v3d_flush(struct pipe_context *pctx);
586 void v3d_job_init(struct v3d_context *v3d);
587 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
588 struct pipe_surface **cbufs,
589 struct pipe_surface *zsbuf);
590 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
591 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
592 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
593 void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
594 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
595 void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
596 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
597 struct pipe_resource *prsc,
598 bool always_flush);
599 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
600 struct pipe_resource *prsc);
601 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
602 void v3d_update_compiled_cs(struct v3d_context *v3d);
603
604 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
605 enum pipe_format f);
606 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
607 enum pipe_format f);
608 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
609 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
610 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
611 enum pipe_format f,
612 enum pipe_tex_compare compare);
613 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
614 enum pipe_format f);
615 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
616 enum pipe_format f);
617 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
618 uint32_t format,
619 uint32_t *type,
620 uint32_t *bpp);
621 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
622 uint32_t tex_format);
623
624 void v3d_init_query_functions(struct v3d_context *v3d);
625 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
626 void v3d_blitter_save(struct v3d_context *v3d);
627 boolean v3d_generate_mipmap(struct pipe_context *pctx,
628 struct pipe_resource *prsc,
629 enum pipe_format format,
630 unsigned int base_level,
631 unsigned int last_level,
632 unsigned int first_layer,
633 unsigned int last_layer);
634
635 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
636
637 #ifdef v3dX
638 # include "v3dx_context.h"
639 #else
640 # define v3dX(x) v3d33_##x
641 # include "v3dx_context.h"
642 # undef v3dX
643
644 # define v3dX(x) v3d41_##x
645 # include "v3dx_context.h"
646 # undef v3dX
647 #endif
648
649 #endif /* VC5_CONTEXT_H */