2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
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:
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
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
29 #include "broadcom/common/v3d_macros.h"
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
39 #include "drm-uapi/v3d_drm.h"
40 #include "v3d_screen.h"
41 #include "broadcom/common/v3d_limits.h"
45 void v3d_job_add_bo(struct v3d_job
*job
, struct v3d_bo
*bo
);
47 #include "v3d_bufmgr.h"
48 #include "v3d_resource.h"
51 #ifdef USE_V3D_SIMULATOR
52 #define using_v3d_simulator true
54 #define using_v3d_simulator false
57 #define VC5_DIRTY_BLEND (1ull << 0)
58 #define VC5_DIRTY_RASTERIZER (1ull << 1)
59 #define VC5_DIRTY_ZSA (1ull << 2)
60 #define VC5_DIRTY_COMPTEX (1ull << 3)
61 #define VC5_DIRTY_VERTTEX (1ull << 4)
62 #define VC5_DIRTY_GEOMTEX (1ull << 5)
63 #define VC5_DIRTY_FRAGTEX (1ull << 6)
65 #define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
66 #define VC5_DIRTY_BLEND_COLOR (1ull << 10)
67 #define VC5_DIRTY_STENCIL_REF (1ull << 11)
68 #define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
69 #define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
70 #define VC5_DIRTY_STIPPLE (1ull << 14)
71 #define VC5_DIRTY_VIEWPORT (1ull << 15)
72 #define VC5_DIRTY_CONSTBUF (1ull << 16)
73 #define VC5_DIRTY_VTXSTATE (1ull << 17)
74 #define VC5_DIRTY_VTXBUF (1ull << 18)
75 #define VC5_DIRTY_SCISSOR (1ull << 19)
76 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
77 #define VC5_DIRTY_PRIM_MODE (1ull << 21)
78 #define VC5_DIRTY_CLIP (1ull << 22)
79 #define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
80 #define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
81 #define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
82 #define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
84 #define VC5_DIRTY_COMPILED_CS (1ull << 29)
85 #define VC5_DIRTY_COMPILED_VS (1ull << 30)
86 #define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
87 #define VC5_DIRTY_COMPILED_GS (1ULL << 32)
88 #define VC5_DIRTY_COMPILED_FS (1ull << 33)
90 #define VC5_DIRTY_FS_INPUTS (1ull << 38)
91 #define VC5_DIRTY_GS_INPUTS (1ull << 39)
92 #define VC5_DIRTY_STREAMOUT (1ull << 40)
93 #define VC5_DIRTY_OQ (1ull << 41)
94 #define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
95 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
96 #define VC5_DIRTY_SSBO (1ull << 44)
98 #define VC5_MAX_FS_INPUTS 64
100 enum v3d_sampler_state_variant
{
101 V3D_SAMPLER_STATE_BORDER_0
,
102 V3D_SAMPLER_STATE_F16
,
103 V3D_SAMPLER_STATE_F16_UNORM
,
104 V3D_SAMPLER_STATE_F16_SNORM
,
105 V3D_SAMPLER_STATE_F16_BGRA
,
106 V3D_SAMPLER_STATE_F16_BGRA_UNORM
,
107 V3D_SAMPLER_STATE_F16_BGRA_SNORM
,
108 V3D_SAMPLER_STATE_F16_A
,
109 V3D_SAMPLER_STATE_F16_A_SNORM
,
110 V3D_SAMPLER_STATE_F16_A_UNORM
,
111 V3D_SAMPLER_STATE_F16_LA
,
112 V3D_SAMPLER_STATE_F16_LA_UNORM
,
113 V3D_SAMPLER_STATE_F16_LA_SNORM
,
114 V3D_SAMPLER_STATE_32
,
115 V3D_SAMPLER_STATE_32_UNORM
,
116 V3D_SAMPLER_STATE_32_SNORM
,
117 V3D_SAMPLER_STATE_32_A
,
118 V3D_SAMPLER_STATE_32_A_UNORM
,
119 V3D_SAMPLER_STATE_32_A_SNORM
,
120 V3D_SAMPLER_STATE_1010102U
,
121 V3D_SAMPLER_STATE_16U
,
122 V3D_SAMPLER_STATE_16I
,
123 V3D_SAMPLER_STATE_8I
,
124 V3D_SAMPLER_STATE_8U
,
126 V3D_SAMPLER_STATE_VARIANT_COUNT
,
129 enum v3d_flush_cond
{
130 /* Flush job unless we are flushing for transform feedback, where we
131 * handle flushing in the driver via the 'Wait for TF' packet.
134 /* Always flush the job, even for cases where we would normally not
135 * do it, such as transform feedback.
138 /* Flush job if it is not the current FBO job. This is intended to
139 * skip automatic flushes of the current job for resources that we
140 * expect to be externally synchronized by the application using
141 * glMemoryBarrier(), such as SSBOs and shader images.
143 V3D_FLUSH_NOT_CURRENT_JOB
,
146 struct v3d_sampler_view
{
147 struct pipe_sampler_view base
;
150 /* Precomputed swizzles to pass in to the shader key. */
153 uint8_t texture_shader_state
[32];
154 /* V3D 4.x: Texture state struct. */
157 enum v3d_sampler_state_variant sampler_variant
;
159 /* Actual texture to be read by this sampler view. May be different
160 * from base.texture in the case of having a shadow tiled copy of a
163 struct pipe_resource
*texture
;
166 struct v3d_sampler_state
{
167 struct pipe_sampler_state base
;
171 /* V3D 3.x: Packed texture state. */
172 uint8_t texture_shader_state
[32];
173 /* V3D 4.x: Sampler state struct. */
174 struct pipe_resource
*sampler_state
;
175 uint32_t sampler_state_offset
[V3D_SAMPLER_STATE_VARIANT_COUNT
];
177 bool border_color_variants
;
180 struct v3d_texture_stateobj
{
181 struct pipe_sampler_view
*textures
[V3D_MAX_TEXTURE_SAMPLERS
];
182 unsigned num_textures
;
183 struct pipe_sampler_state
*samplers
[V3D_MAX_TEXTURE_SAMPLERS
];
184 unsigned num_samplers
;
185 struct v3d_cl_reloc texture_state
[V3D_MAX_TEXTURE_SAMPLERS
];
188 struct v3d_shader_uniform_info
{
189 enum quniform_contents
*contents
;
194 struct v3d_uncompiled_shader
{
195 /** A name for this program, so you can track it in shader-db output. */
197 /** How many variants of this program were compiled, for shader-db. */
198 uint32_t compiled_variant_count
;
199 struct pipe_shader_state base
;
200 uint32_t num_tf_outputs
;
201 struct v3d_varying_slot
*tf_outputs
;
202 uint16_t tf_specs
[16];
203 uint16_t tf_specs_psiz
[16];
204 uint32_t num_tf_specs
;
207 struct v3d_compiled_shader
{
208 struct pipe_resource
*resource
;
212 struct v3d_prog_data
*base
;
213 struct v3d_vs_prog_data
*vs
;
214 struct v3d_gs_prog_data
*gs
;
215 struct v3d_fs_prog_data
*fs
;
216 struct v3d_compute_prog_data
*compute
;
220 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
221 * uniforms have to be rewritten (and therefore the shader state
224 uint64_t uniform_dirty_bits
;
227 struct v3d_program_stateobj
{
228 struct v3d_uncompiled_shader
*bind_vs
, *bind_gs
, *bind_fs
, *bind_compute
;
229 struct v3d_compiled_shader
*cs
, *vs
, *gs_bin
, *gs
, *fs
, *compute
;
231 struct hash_table
*cache
[MESA_SHADER_STAGES
];
233 struct v3d_bo
*spill_bo
;
234 int spill_size_per_thread
;
237 struct v3d_constbuf_stateobj
{
238 struct pipe_constant_buffer cb
[PIPE_MAX_CONSTANT_BUFFERS
];
239 uint32_t enabled_mask
;
243 struct v3d_vertexbuf_stateobj
{
244 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
246 uint32_t enabled_mask
;
250 struct v3d_vertex_stateobj
{
251 struct pipe_vertex_element pipe
[V3D_MAX_VS_INPUTS
/ 4];
252 unsigned num_elements
;
254 uint8_t attrs
[16 * (V3D_MAX_VS_INPUTS
/ 4)];
255 struct pipe_resource
*defaults
;
256 uint32_t defaults_offset
;
259 struct v3d_stream_output_target
{
260 struct pipe_stream_output_target base
;
261 /* Number of transform feedback vertices written to this target */
262 uint32_t recorded_vertex_count
;
265 struct v3d_streamout_stateobj
{
266 struct pipe_stream_output_target
*targets
[PIPE_MAX_SO_BUFFERS
];
267 /* Number of vertices we've written into the buffer so far. */
268 uint32_t offsets
[PIPE_MAX_SO_BUFFERS
];
269 unsigned num_targets
;
272 struct v3d_ssbo_stateobj
{
273 struct pipe_shader_buffer sb
[PIPE_MAX_SHADER_BUFFERS
];
274 uint32_t enabled_mask
;
277 /* Hash table key for v3d->jobs */
279 struct pipe_surface
*cbufs
[4];
280 struct pipe_surface
*zsbuf
;
284 VC5_EZ_UNDECIDED
= 0,
290 struct v3d_image_view
{
291 struct pipe_image_view base
;
292 /* V3D 4.x texture shader state struct */
293 struct pipe_resource
*tex_state
;
294 uint32_t tex_state_offset
;
297 struct v3d_shaderimg_stateobj
{
298 struct v3d_image_view si
[PIPE_MAX_SHADER_IMAGES
];
299 uint32_t enabled_mask
;
303 * A complete bin/render job.
305 * This is all of the state necessary to submit a bin/render to the kernel.
306 * We want to be able to have multiple in progress at a time, so that we don't
307 * need to flush an existing CL just to switch to rendering to a new render
308 * target (which would mean reading back from the old render target when
309 * starting to render to it again).
312 struct v3d_context
*v3d
;
315 struct v3d_cl indirect
;
316 struct v3d_bo
*tile_alloc
;
317 struct v3d_bo
*tile_state
;
319 struct drm_v3d_submit_cl submit
;
322 * Set of all BOs referenced by the job. This will be used for making
323 * the list of BOs that the kernel will need to have paged in to
328 /** Sum of the sizes of the BOs referenced by the job. */
329 uint32_t referenced_size
;
331 struct set
*write_prscs
;
332 struct set
*tf_write_prscs
;
334 /* Size of the submit.bo_handles array. */
335 uint32_t bo_handles_size
;
337 /** @{ Surfaces to submit rendering for. */
338 struct pipe_surface
*cbufs
[4];
339 struct pipe_surface
*zsbuf
;
342 * Bounding box of the scissor across all queued drawing.
344 * Note that the max values are exclusive.
352 * Width/height of the color framebuffer being rendered to,
353 * for VC5_TILE_RENDERING_MODE_CONFIG.
356 uint32_t draw_height
;
358 /** @{ Tile information, depending on MSAA and float color buffer. */
359 uint32_t draw_tiles_x
; /** @< Number of tiles wide for framebuffer. */
360 uint32_t draw_tiles_y
; /** @< Number of tiles high for framebuffer. */
362 uint32_t tile_width
; /** @< Width of a tile. */
363 uint32_t tile_height
; /** @< Height of a tile. */
364 /** maximum internal_bpp of all color render targets. */
365 uint32_t internal_bpp
;
367 /** Whether the current rendering is in a 4X MSAA tile buffer. */
371 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
375 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
376 * call without having been cleared first.
379 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
380 * (either clears or draws) and should be stored.
383 uint32_t clear_color
[4][4];
388 * Set if some drawing (triangles, blits, or just a glClear()) has
389 * been done to the FBO, meaning that we need to
390 * DRM_IOCTL_VC5_SUBMIT_CL.
394 /* Set if any shader has dirtied cachelines in the TMU that need to be
395 * flushed before job end.
400 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
405 * Current EZ state for drawing. Updated at the start of draw after
406 * we've decided on the shader being rendered.
408 enum v3d_ez_state ez_state
;
410 * The first EZ state that was used for drawing with a decided EZ
411 * direction (so either UNDECIDED, GT, or LT).
413 enum v3d_ez_state first_ez_state
;
416 * Number of draw calls (not counting full buffer clears) queued in
419 uint32_t draw_calls_queued
;
422 * Number of draw calls (not counting full buffer clears) queued in
423 * the current job during active transform feedback.
425 uint32_t tf_draw_calls_queued
;
427 struct v3d_job_key key
;
431 struct pipe_context base
;
434 struct v3d_screen
*screen
;
436 /** The 3D rendering job for the currently bound FBO. */
439 /* Map from struct v3d_job_key to the job for that FBO.
441 struct hash_table
*jobs
;
444 * Map from v3d_resource to a job writing to that resource.
446 * Primarily for flushing jobs rendering to textures that are now
449 struct hash_table
*write_jobs
;
451 struct slab_child_pool transfer_pool
;
452 struct blitter_context
*blitter
;
454 /** bitfield of VC5_DIRTY_* */
457 struct primconvert_context
*primconvert
;
459 uint32_t next_uncompiled_program_id
;
460 uint64_t next_compiled_program_id
;
462 struct v3d_compiler_state
*compiler_state
;
466 /** Maximum index buffer valid for the current shader_rec. */
469 /** Sync object that our RCL or TFU job will update as its out_sync. */
472 /* Stream uploader used by gallium internals. This could also be used
473 * by driver internals, but we tend to use the v3d_cl.h interfaces
476 struct u_upload_mgr
*uploader
;
477 /* State uploader used inside the driver. This is for packing bits of
478 * long-term state inside buffers, since the kernel interfaces
479 * allocate a page at a time.
481 struct u_upload_mgr
*state_uploader
;
483 /** @{ Current pipeline state objects */
484 struct pipe_scissor_state scissor
;
485 struct v3d_blend_state
*blend
;
486 struct v3d_rasterizer_state
*rasterizer
;
487 struct v3d_depth_stencil_alpha_state
*zsa
;
489 struct v3d_program_stateobj prog
;
490 uint32_t compute_num_workgroups
[3];
491 struct v3d_bo
*compute_shared_memory
;
493 struct v3d_vertex_stateobj
*vtx
;
496 struct pipe_blend_color f
;
499 struct pipe_stencil_ref stencil_ref
;
500 unsigned sample_mask
;
501 struct pipe_framebuffer_state framebuffer
;
503 /* Per render target, whether we should swap the R and B fields in the
504 * shader's color output and in blending. If render targets disagree
505 * on the R/B swap and use the constant color, then we would need to
506 * fall back to in-shader blending.
508 uint8_t swap_color_rb
;
510 /* Per render target, whether we should treat the dst alpha values as
513 * For RGBX formats, the tile buffer's alpha channel will be
516 uint8_t blend_dst_alpha_one
;
520 uint32_t tf_prims_generated
;
521 uint32_t prims_generated
;
523 struct pipe_poly_stipple stipple
;
524 struct pipe_clip_state clip
;
525 struct pipe_viewport_state viewport
;
526 struct v3d_ssbo_stateobj ssbo
[PIPE_SHADER_TYPES
];
527 struct v3d_shaderimg_stateobj shaderimg
[PIPE_SHADER_TYPES
];
528 struct v3d_constbuf_stateobj constbuf
[PIPE_SHADER_TYPES
];
529 struct v3d_texture_stateobj tex
[PIPE_SHADER_TYPES
];
530 struct v3d_vertexbuf_stateobj vertexbuf
;
531 struct v3d_streamout_stateobj streamout
;
532 struct v3d_bo
*current_oq
;
533 struct pipe_resource
*prim_counts
;
534 uint32_t prim_counts_offset
;
535 struct pipe_debug_callback debug
;
539 struct v3d_rasterizer_state
{
540 struct pipe_rasterizer_state base
;
544 uint8_t depth_offset
[9];
545 uint8_t depth_offset_z16
[9];
548 struct v3d_depth_stencil_alpha_state
{
549 struct pipe_depth_stencil_alpha_state base
;
551 enum v3d_ez_state ez_state
;
553 uint8_t stencil_front
[6];
554 uint8_t stencil_back
[6];
557 struct v3d_blend_state
{
558 struct pipe_blend_state base
;
560 /* Per-RT mask of whether blending is enabled. */
561 uint8_t blend_enables
;
564 #define perf_debug(...) do { \
565 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
566 fprintf(stderr, __VA_ARGS__); \
567 if (unlikely(v3d->debug.debug_message)) \
568 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
571 #define foreach_bit(b, mask) \
572 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
574 static inline struct v3d_context
*
575 v3d_context(struct pipe_context
*pcontext
)
577 return (struct v3d_context
*)pcontext
;
580 static inline struct v3d_sampler_view
*
581 v3d_sampler_view(struct pipe_sampler_view
*psview
)
583 return (struct v3d_sampler_view
*)psview
;
586 static inline struct v3d_sampler_state
*
587 v3d_sampler_state(struct pipe_sampler_state
*psampler
)
589 return (struct v3d_sampler_state
*)psampler
;
592 static inline struct v3d_stream_output_target
*
593 v3d_stream_output_target(struct pipe_stream_output_target
*ptarget
)
595 return (struct v3d_stream_output_target
*)ptarget
;
598 static inline uint32_t
599 v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target
*ptarget
)
601 return v3d_stream_output_target(ptarget
)->recorded_vertex_count
;
604 struct pipe_context
*v3d_context_create(struct pipe_screen
*pscreen
,
605 void *priv
, unsigned flags
);
606 void v3d_program_init(struct pipe_context
*pctx
);
607 void v3d_program_fini(struct pipe_context
*pctx
);
608 void v3d_query_init(struct pipe_context
*pctx
);
610 void v3d_simulator_init(struct v3d_screen
*screen
);
611 void v3d_simulator_destroy(struct v3d_screen
*screen
);
612 uint32_t v3d_simulator_get_spill(uint32_t spill_size
);
613 int v3d_simulator_ioctl(int fd
, unsigned long request
, void *arg
);
614 void v3d_simulator_open_from_handle(int fd
, int handle
, uint32_t size
);
617 v3d_ioctl(int fd
, unsigned long request
, void *arg
)
619 if (using_v3d_simulator
)
620 return v3d_simulator_ioctl(fd
, request
, arg
);
622 return drmIoctl(fd
, request
, arg
);
626 v3d_transform_feedback_enabled(struct v3d_context
*v3d
)
628 return v3d
->prog
.bind_vs
->num_tf_specs
!= 0 &&
632 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader
*shader
);
633 struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context
*v3d
,
635 struct v3d_compiled_shader
*shader
,
636 enum pipe_shader_type stage
);
638 void v3d_flush(struct pipe_context
*pctx
);
639 void v3d_job_init(struct v3d_context
*v3d
);
640 struct v3d_job
*v3d_job_create(struct v3d_context
*v3d
);
641 void v3d_job_free(struct v3d_context
*v3d
, struct v3d_job
*job
);
642 struct v3d_job
*v3d_get_job(struct v3d_context
*v3d
,
643 struct pipe_surface
**cbufs
,
644 struct pipe_surface
*zsbuf
);
645 struct v3d_job
*v3d_get_job_for_fbo(struct v3d_context
*v3d
);
646 void v3d_job_add_bo(struct v3d_job
*job
, struct v3d_bo
*bo
);
647 void v3d_job_add_write_resource(struct v3d_job
*job
, struct pipe_resource
*prsc
);
648 void v3d_job_add_tf_write_resource(struct v3d_job
*job
, struct pipe_resource
*prsc
);
649 void v3d_job_submit(struct v3d_context
*v3d
, struct v3d_job
*job
);
650 void v3d_flush_jobs_using_bo(struct v3d_context
*v3d
, struct v3d_bo
*bo
);
651 void v3d_flush_jobs_writing_resource(struct v3d_context
*v3d
,
652 struct pipe_resource
*prsc
,
653 enum v3d_flush_cond flush_cond
);
654 void v3d_flush_jobs_reading_resource(struct v3d_context
*v3d
,
655 struct pipe_resource
*prsc
,
656 enum v3d_flush_cond flush_cond
);
657 void v3d_update_compiled_shaders(struct v3d_context
*v3d
, uint8_t prim_mode
);
658 void v3d_update_compiled_cs(struct v3d_context
*v3d
);
660 bool v3d_rt_format_supported(const struct v3d_device_info
*devinfo
,
662 bool v3d_tex_format_supported(const struct v3d_device_info
*devinfo
,
664 uint8_t v3d_get_rt_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
665 uint8_t v3d_get_tex_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
666 uint8_t v3d_get_tex_return_size(const struct v3d_device_info
*devinfo
,
668 enum pipe_tex_compare compare
);
669 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info
*devinfo
,
671 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info
*devinfo
,
673 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info
*devinfo
,
677 bool v3d_tfu_supports_tex_format(const struct v3d_device_info
*devinfo
,
678 uint32_t tex_format
);
680 void v3d_init_query_functions(struct v3d_context
*v3d
);
681 void v3d_blit(struct pipe_context
*pctx
, const struct pipe_blit_info
*blit_info
);
682 void v3d_blitter_save(struct v3d_context
*v3d
);
683 bool v3d_generate_mipmap(struct pipe_context
*pctx
,
684 struct pipe_resource
*prsc
,
685 enum pipe_format format
,
686 unsigned int base_level
,
687 unsigned int last_level
,
688 unsigned int first_layer
,
689 unsigned int last_layer
);
691 struct v3d_fence
*v3d_fence_create(struct v3d_context
*v3d
);
693 void v3d_tf_update_counters(struct v3d_context
*v3d
);
696 # include "v3dx_context.h"
698 # define v3dX(x) v3d33_##x
699 # include "v3dx_context.h"
702 # define v3dX(x) v3d41_##x
703 # include "v3dx_context.h"
707 #endif /* VC5_CONTEXT_H */