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
25 #include "pipe/p_state.h"
26 #include "util/u_format.h"
27 #include "util/u_framebuffer.h"
28 #include "util/u_inlines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 #include "util/u_half.h"
32 #include "util/u_helpers.h"
33 #include "util/u_upload_mgr.h"
35 #include "v3d_context.h"
36 #include "v3d_tiling.h"
37 #include "broadcom/common/v3d_macros.h"
38 #include "broadcom/compiler/v3d_compiler.h"
39 #include "broadcom/cle/v3dx_pack.h"
42 v3d_generic_cso_state_delete(struct pipe_context
*pctx
, void *hwcso
)
48 v3d_set_blend_color(struct pipe_context
*pctx
,
49 const struct pipe_blend_color
*blend_color
)
51 struct v3d_context
*v3d
= v3d_context(pctx
);
52 v3d
->blend_color
.f
= *blend_color
;
53 for (int i
= 0; i
< 4; i
++) {
54 v3d
->blend_color
.hf
[i
] =
55 util_float_to_half(blend_color
->color
[i
]);
57 v3d
->dirty
|= VC5_DIRTY_BLEND_COLOR
;
61 v3d_set_stencil_ref(struct pipe_context
*pctx
,
62 const struct pipe_stencil_ref
*stencil_ref
)
64 struct v3d_context
*v3d
= v3d_context(pctx
);
65 v3d
->stencil_ref
= *stencil_ref
;
66 v3d
->dirty
|= VC5_DIRTY_STENCIL_REF
;
70 v3d_set_clip_state(struct pipe_context
*pctx
,
71 const struct pipe_clip_state
*clip
)
73 struct v3d_context
*v3d
= v3d_context(pctx
);
75 v3d
->dirty
|= VC5_DIRTY_CLIP
;
79 v3d_set_sample_mask(struct pipe_context
*pctx
, unsigned sample_mask
)
81 struct v3d_context
*v3d
= v3d_context(pctx
);
82 v3d
->sample_mask
= sample_mask
& ((1 << V3D_MAX_SAMPLES
) - 1);
83 v3d
->dirty
|= VC5_DIRTY_SAMPLE_STATE
;
87 v3d_create_rasterizer_state(struct pipe_context
*pctx
,
88 const struct pipe_rasterizer_state
*cso
)
90 struct v3d_rasterizer_state
*so
;
92 so
= CALLOC_STRUCT(v3d_rasterizer_state
);
98 /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
101 so
->point_size
= MAX2(cso
->point_size
, .125f
);
103 STATIC_ASSERT(sizeof(so
->depth_offset
) >=
104 cl_packet_length(DEPTH_OFFSET
));
105 v3dx_pack(&so
->depth_offset
, DEPTH_OFFSET
, depth
) {
106 depth
.depth_offset_factor
= cso
->offset_scale
;
107 depth
.depth_offset_units
= cso
->offset_units
;
110 /* The HW treats polygon offset units based on a Z24 buffer, so we
111 * need to scale up offset_units if we're only Z16.
113 v3dx_pack(&so
->depth_offset_z16
, DEPTH_OFFSET
, depth
) {
114 depth
.depth_offset_factor
= cso
->offset_scale
;
115 depth
.depth_offset_units
= cso
->offset_units
* 256.0;
121 /* Blend state is baked into shaders. */
123 v3d_create_blend_state(struct pipe_context
*pctx
,
124 const struct pipe_blend_state
*cso
)
126 struct v3d_blend_state
*so
;
128 so
= CALLOC_STRUCT(v3d_blend_state
);
134 if (cso
->independent_blend_enable
) {
135 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
136 so
->blend_enables
|= cso
->rt
[i
].blend_enable
<< i
;
138 /* V3D 4.x is when we got independent blend enables. */
139 assert(V3D_VERSION
>= 40 ||
140 cso
->rt
[i
].blend_enable
== cso
->rt
[0].blend_enable
);
143 if (cso
->rt
[0].blend_enable
)
144 so
->blend_enables
= (1 << V3D_MAX_DRAW_BUFFERS
) - 1;
151 translate_stencil_op(enum pipe_stencil_op op
)
154 case PIPE_STENCIL_OP_KEEP
: return V3D_STENCIL_OP_KEEP
;
155 case PIPE_STENCIL_OP_ZERO
: return V3D_STENCIL_OP_ZERO
;
156 case PIPE_STENCIL_OP_REPLACE
: return V3D_STENCIL_OP_REPLACE
;
157 case PIPE_STENCIL_OP_INCR
: return V3D_STENCIL_OP_INCR
;
158 case PIPE_STENCIL_OP_DECR
: return V3D_STENCIL_OP_DECR
;
159 case PIPE_STENCIL_OP_INCR_WRAP
: return V3D_STENCIL_OP_INCWRAP
;
160 case PIPE_STENCIL_OP_DECR_WRAP
: return V3D_STENCIL_OP_DECWRAP
;
161 case PIPE_STENCIL_OP_INVERT
: return V3D_STENCIL_OP_INVERT
;
163 unreachable("bad stencil op");
167 v3d_create_depth_stencil_alpha_state(struct pipe_context
*pctx
,
168 const struct pipe_depth_stencil_alpha_state
*cso
)
170 struct v3d_depth_stencil_alpha_state
*so
;
172 so
= CALLOC_STRUCT(v3d_depth_stencil_alpha_state
);
178 if (cso
->depth
.enabled
) {
179 switch (cso
->depth
.func
) {
181 case PIPE_FUNC_LEQUAL
:
182 so
->ez_state
= VC5_EZ_LT_LE
;
184 case PIPE_FUNC_GREATER
:
185 case PIPE_FUNC_GEQUAL
:
186 so
->ez_state
= VC5_EZ_GT_GE
;
188 case PIPE_FUNC_NEVER
:
189 case PIPE_FUNC_EQUAL
:
190 so
->ez_state
= VC5_EZ_UNDECIDED
;
193 so
->ez_state
= VC5_EZ_DISABLED
;
197 /* If stencil is enabled and it's not a no-op, then it would
200 if (cso
->stencil
[0].enabled
&&
201 (cso
->stencil
[0].zfail_op
!= PIPE_STENCIL_OP_KEEP
||
202 cso
->stencil
[0].func
!= PIPE_FUNC_ALWAYS
||
203 (cso
->stencil
[1].enabled
&&
204 (cso
->stencil
[1].zfail_op
!= PIPE_STENCIL_OP_KEEP
&&
205 cso
->stencil
[1].func
!= PIPE_FUNC_ALWAYS
)))) {
206 so
->ez_state
= VC5_EZ_DISABLED
;
210 const struct pipe_stencil_state
*front
= &cso
->stencil
[0];
211 const struct pipe_stencil_state
*back
= &cso
->stencil
[1];
213 if (front
->enabled
) {
214 STATIC_ASSERT(sizeof(so
->stencil_front
) >=
215 cl_packet_length(STENCIL_CFG
));
216 v3dx_pack(&so
->stencil_front
, STENCIL_CFG
, config
) {
217 config
.front_config
= true;
218 /* If !back->enabled, then the front values should be
219 * used for both front and back-facing primitives.
221 config
.back_config
= !back
->enabled
;
223 config
.stencil_write_mask
= front
->writemask
;
224 config
.stencil_test_mask
= front
->valuemask
;
226 config
.stencil_test_function
= front
->func
;
227 config
.stencil_pass_op
=
228 translate_stencil_op(front
->zpass_op
);
229 config
.depth_test_fail_op
=
230 translate_stencil_op(front
->zfail_op
);
231 config
.stencil_test_fail_op
=
232 translate_stencil_op(front
->fail_op
);
236 STATIC_ASSERT(sizeof(so
->stencil_back
) >=
237 cl_packet_length(STENCIL_CFG
));
238 v3dx_pack(&so
->stencil_back
, STENCIL_CFG
, config
) {
239 config
.front_config
= false;
240 config
.back_config
= true;
242 config
.stencil_write_mask
= back
->writemask
;
243 config
.stencil_test_mask
= back
->valuemask
;
245 config
.stencil_test_function
= back
->func
;
246 config
.stencil_pass_op
=
247 translate_stencil_op(back
->zpass_op
);
248 config
.depth_test_fail_op
=
249 translate_stencil_op(back
->zfail_op
);
250 config
.stencil_test_fail_op
=
251 translate_stencil_op(back
->fail_op
);
259 v3d_set_polygon_stipple(struct pipe_context
*pctx
,
260 const struct pipe_poly_stipple
*stipple
)
262 struct v3d_context
*v3d
= v3d_context(pctx
);
263 v3d
->stipple
= *stipple
;
264 v3d
->dirty
|= VC5_DIRTY_STIPPLE
;
268 v3d_set_scissor_states(struct pipe_context
*pctx
,
270 unsigned num_scissors
,
271 const struct pipe_scissor_state
*scissor
)
273 struct v3d_context
*v3d
= v3d_context(pctx
);
275 v3d
->scissor
= *scissor
;
276 v3d
->dirty
|= VC5_DIRTY_SCISSOR
;
280 v3d_set_viewport_states(struct pipe_context
*pctx
,
282 unsigned num_viewports
,
283 const struct pipe_viewport_state
*viewport
)
285 struct v3d_context
*v3d
= v3d_context(pctx
);
286 v3d
->viewport
= *viewport
;
287 v3d
->dirty
|= VC5_DIRTY_VIEWPORT
;
291 v3d_set_vertex_buffers(struct pipe_context
*pctx
,
292 unsigned start_slot
, unsigned count
,
293 const struct pipe_vertex_buffer
*vb
)
295 struct v3d_context
*v3d
= v3d_context(pctx
);
296 struct v3d_vertexbuf_stateobj
*so
= &v3d
->vertexbuf
;
298 util_set_vertex_buffers_mask(so
->vb
, &so
->enabled_mask
, vb
,
300 so
->count
= util_last_bit(so
->enabled_mask
);
302 v3d
->dirty
|= VC5_DIRTY_VTXBUF
;
306 v3d_blend_state_bind(struct pipe_context
*pctx
, void *hwcso
)
308 struct v3d_context
*v3d
= v3d_context(pctx
);
310 v3d
->dirty
|= VC5_DIRTY_BLEND
;
314 v3d_rasterizer_state_bind(struct pipe_context
*pctx
, void *hwcso
)
316 struct v3d_context
*v3d
= v3d_context(pctx
);
317 v3d
->rasterizer
= hwcso
;
318 v3d
->dirty
|= VC5_DIRTY_RASTERIZER
;
322 v3d_zsa_state_bind(struct pipe_context
*pctx
, void *hwcso
)
324 struct v3d_context
*v3d
= v3d_context(pctx
);
326 v3d
->dirty
|= VC5_DIRTY_ZSA
;
330 v3d_vertex_state_create(struct pipe_context
*pctx
, unsigned num_elements
,
331 const struct pipe_vertex_element
*elements
)
333 struct v3d_context
*v3d
= v3d_context(pctx
);
334 struct v3d_vertex_stateobj
*so
= CALLOC_STRUCT(v3d_vertex_stateobj
);
339 memcpy(so
->pipe
, elements
, sizeof(*elements
) * num_elements
);
340 so
->num_elements
= num_elements
;
342 for (int i
= 0; i
< so
->num_elements
; i
++) {
343 const struct pipe_vertex_element
*elem
= &elements
[i
];
344 const struct util_format_description
*desc
=
345 util_format_description(elem
->src_format
);
346 uint32_t r_size
= desc
->channel
[0].size
;
348 const uint32_t size
=
349 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
);
351 v3dx_pack(&so
->attrs
[i
* size
],
352 GL_SHADER_STATE_ATTRIBUTE_RECORD
, attr
) {
353 /* vec_size == 0 means 4 */
354 attr
.vec_size
= desc
->nr_channels
& 3;
355 attr
.signed_int_type
= (desc
->channel
[0].type
==
356 UTIL_FORMAT_TYPE_SIGNED
);
358 attr
.normalized_int_type
= desc
->channel
[0].normalized
;
359 attr
.read_as_int_uint
= desc
->channel
[0].pure_integer
;
360 attr
.instance_divisor
= MIN2(elem
->instance_divisor
,
363 switch (desc
->channel
[0].type
) {
364 case UTIL_FORMAT_TYPE_FLOAT
:
366 attr
.type
= ATTRIBUTE_FLOAT
;
368 assert(r_size
== 16);
369 attr
.type
= ATTRIBUTE_HALF_FLOAT
;
373 case UTIL_FORMAT_TYPE_SIGNED
:
374 case UTIL_FORMAT_TYPE_UNSIGNED
:
377 attr
.type
= ATTRIBUTE_INT
;
380 attr
.type
= ATTRIBUTE_SHORT
;
383 attr
.type
= ATTRIBUTE_INT2_10_10_10
;
386 attr
.type
= ATTRIBUTE_BYTE
;
390 "format %s unsupported\n",
392 attr
.type
= ATTRIBUTE_BYTE
;
399 "format %s unsupported\n",
406 /* Set up the default attribute values in case any of the vertex
410 u_upload_alloc(v3d
->state_uploader
, 0,
411 V3D_MAX_VS_INPUTS
* sizeof(float), 16,
412 &so
->defaults_offset
, &so
->defaults
, (void **)&attrs
);
414 for (int i
= 0; i
< V3D_MAX_VS_INPUTS
/ 4; i
++) {
415 attrs
[i
* 4 + 0] = 0;
416 attrs
[i
* 4 + 1] = 0;
417 attrs
[i
* 4 + 2] = 0;
418 if (i
< so
->num_elements
&&
419 util_format_is_pure_integer(so
->pipe
[i
].src_format
)) {
420 attrs
[i
* 4 + 3] = 1;
422 attrs
[i
* 4 + 3] = fui(1.0);
426 u_upload_unmap(v3d
->state_uploader
);
431 v3d_vertex_state_delete(struct pipe_context
*pctx
, void *hwcso
)
433 struct v3d_vertex_stateobj
*so
= hwcso
;
435 pipe_resource_reference(&so
->defaults
, NULL
);
440 v3d_vertex_state_bind(struct pipe_context
*pctx
, void *hwcso
)
442 struct v3d_context
*v3d
= v3d_context(pctx
);
444 v3d
->dirty
|= VC5_DIRTY_VTXSTATE
;
448 v3d_set_constant_buffer(struct pipe_context
*pctx
, uint shader
, uint index
,
449 const struct pipe_constant_buffer
*cb
)
451 struct v3d_context
*v3d
= v3d_context(pctx
);
452 struct v3d_constbuf_stateobj
*so
= &v3d
->constbuf
[shader
];
454 util_copy_constant_buffer(&so
->cb
[index
], cb
);
456 /* Note that the state tracker can unbind constant buffers by
460 so
->enabled_mask
&= ~(1 << index
);
461 so
->dirty_mask
&= ~(1 << index
);
465 so
->enabled_mask
|= 1 << index
;
466 so
->dirty_mask
|= 1 << index
;
467 v3d
->dirty
|= VC5_DIRTY_CONSTBUF
;
471 v3d_set_framebuffer_state(struct pipe_context
*pctx
,
472 const struct pipe_framebuffer_state
*framebuffer
)
474 struct v3d_context
*v3d
= v3d_context(pctx
);
475 struct pipe_framebuffer_state
*cso
= &v3d
->framebuffer
;
479 util_copy_framebuffer_state(cso
, framebuffer
);
481 v3d
->swap_color_rb
= 0;
482 v3d
->blend_dst_alpha_one
= 0;
483 for (int i
= 0; i
< v3d
->framebuffer
.nr_cbufs
; i
++) {
484 struct pipe_surface
*cbuf
= v3d
->framebuffer
.cbufs
[i
];
487 struct v3d_surface
*v3d_cbuf
= v3d_surface(cbuf
);
489 const struct util_format_description
*desc
=
490 util_format_description(cbuf
->format
);
492 /* For BGRA8 formats (DRI window system default format), we
493 * need to swap R and B, since the HW's format is RGBA8. On
494 * V3D 4.1+, the RCL can swap R and B on load/store.
496 if (v3d
->screen
->devinfo
.ver
< 41 && v3d_cbuf
->swap_rb
)
497 v3d
->swap_color_rb
|= 1 << i
;
499 if (desc
->swizzle
[3] == PIPE_SWIZZLE_1
)
500 v3d
->blend_dst_alpha_one
|= 1 << i
;
503 v3d
->dirty
|= VC5_DIRTY_FRAMEBUFFER
;
506 static enum V3DX(Wrap_Mode
)
507 translate_wrap(uint32_t pipe_wrap
, bool using_nearest
)
510 case PIPE_TEX_WRAP_REPEAT
:
511 return V3D_WRAP_MODE_REPEAT
;
512 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
513 return V3D_WRAP_MODE_CLAMP
;
514 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
515 return V3D_WRAP_MODE_MIRROR
;
516 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
517 return V3D_WRAP_MODE_BORDER
;
518 case PIPE_TEX_WRAP_CLAMP
:
519 return (using_nearest
?
520 V3D_WRAP_MODE_CLAMP
:
521 V3D_WRAP_MODE_BORDER
);
523 unreachable("Unknown wrap mode");
527 #if V3D_VERSION >= 40
529 v3d_upload_sampler_state_variant(void *map
,
530 const struct pipe_sampler_state
*cso
,
531 enum v3d_sampler_state_variant variant
,
534 v3dx_pack(map
, SAMPLER_STATE
, sampler
) {
535 sampler
.wrap_i_border
= false;
537 sampler
.wrap_s
= translate_wrap(cso
->wrap_s
, either_nearest
);
538 sampler
.wrap_t
= translate_wrap(cso
->wrap_t
, either_nearest
);
539 sampler
.wrap_r
= translate_wrap(cso
->wrap_r
, either_nearest
);
541 sampler
.fixed_bias
= cso
->lod_bias
;
542 sampler
.depth_compare_function
= cso
->compare_func
;
544 sampler
.min_filter_nearest
=
545 cso
->min_img_filter
== PIPE_TEX_FILTER_NEAREST
;
546 sampler
.mag_filter_nearest
=
547 cso
->mag_img_filter
== PIPE_TEX_FILTER_NEAREST
;
548 sampler
.mip_filter_nearest
=
549 cso
->min_mip_filter
!= PIPE_TEX_MIPFILTER_LINEAR
;
551 sampler
.min_level_of_detail
= MIN2(MAX2(0, cso
->min_lod
),
553 sampler
.max_level_of_detail
= MIN2(cso
->max_lod
, 15);
555 /* If we're not doing inter-miplevel filtering, we need to
556 * clamp the LOD so that we only sample from baselevel.
557 * However, we need to still allow the calculated LOD to be
558 * fractionally over the baselevel, so that the HW can decide
559 * between the min and mag filters.
561 if (cso
->min_mip_filter
== PIPE_TEX_MIPFILTER_NONE
) {
562 sampler
.min_level_of_detail
=
563 MIN2(sampler
.min_level_of_detail
, 1.0 / 256.0);
564 sampler
.max_level_of_detail
=
565 MIN2(sampler
.max_level_of_detail
, 1.0 / 256.0);
568 if (cso
->max_anisotropy
) {
569 sampler
.anisotropy_enable
= true;
571 if (cso
->max_anisotropy
> 8)
572 sampler
.maximum_anisotropy
= 3;
573 else if (cso
->max_anisotropy
> 4)
574 sampler
.maximum_anisotropy
= 2;
575 else if (cso
->max_anisotropy
> 2)
576 sampler
.maximum_anisotropy
= 1;
579 if (variant
== V3D_SAMPLER_STATE_BORDER_0
) {
580 sampler
.border_color_mode
= V3D_BORDER_COLOR_0000
;
582 sampler
.border_color_mode
= V3D_BORDER_COLOR_FOLLOWS
;
584 union pipe_color_union border
;
586 /* First, reswizzle the border color for any
587 * mismatching we're doing between the texture's
588 * channel order in hardware (R) versus what it is at
589 * the GL level (ALPHA)
592 case V3D_SAMPLER_STATE_F16_BGRA
:
593 case V3D_SAMPLER_STATE_F16_BGRA_UNORM
:
594 case V3D_SAMPLER_STATE_F16_BGRA_SNORM
:
595 border
.i
[0] = cso
->border_color
.i
[2];
596 border
.i
[1] = cso
->border_color
.i
[1];
597 border
.i
[2] = cso
->border_color
.i
[0];
598 border
.i
[3] = cso
->border_color
.i
[3];
601 case V3D_SAMPLER_STATE_F16_A
:
602 case V3D_SAMPLER_STATE_F16_A_UNORM
:
603 case V3D_SAMPLER_STATE_F16_A_SNORM
:
604 case V3D_SAMPLER_STATE_32_A
:
605 case V3D_SAMPLER_STATE_32_A_UNORM
:
606 case V3D_SAMPLER_STATE_32_A_SNORM
:
607 border
.i
[0] = cso
->border_color
.i
[3];
613 case V3D_SAMPLER_STATE_F16_LA
:
614 case V3D_SAMPLER_STATE_F16_LA_UNORM
:
615 case V3D_SAMPLER_STATE_F16_LA_SNORM
:
616 border
.i
[0] = cso
->border_color
.i
[0];
617 border
.i
[1] = cso
->border_color
.i
[3];
623 border
= cso
->border_color
;
626 /* Perform any clamping. */
628 case V3D_SAMPLER_STATE_F16_UNORM
:
629 case V3D_SAMPLER_STATE_F16_BGRA_UNORM
:
630 case V3D_SAMPLER_STATE_F16_A_UNORM
:
631 case V3D_SAMPLER_STATE_F16_LA_UNORM
:
632 case V3D_SAMPLER_STATE_32_UNORM
:
633 case V3D_SAMPLER_STATE_32_A_UNORM
:
634 for (int i
= 0; i
< 4; i
++)
635 border
.f
[i
] = CLAMP(border
.f
[i
], 0, 1);
638 case V3D_SAMPLER_STATE_F16_SNORM
:
639 case V3D_SAMPLER_STATE_F16_BGRA_SNORM
:
640 case V3D_SAMPLER_STATE_F16_A_SNORM
:
641 case V3D_SAMPLER_STATE_F16_LA_SNORM
:
642 case V3D_SAMPLER_STATE_32_SNORM
:
643 case V3D_SAMPLER_STATE_32_A_SNORM
:
644 for (int i
= 0; i
< 4; i
++)
645 border
.f
[i
] = CLAMP(border
.f
[i
], -1, 1);
648 case V3D_SAMPLER_STATE_1010102U
:
649 border
.ui
[0] = CLAMP(border
.ui
[0],
651 border
.ui
[1] = CLAMP(border
.ui
[1],
653 border
.ui
[2] = CLAMP(border
.ui
[2],
655 border
.ui
[3] = CLAMP(border
.ui
[3],
659 case V3D_SAMPLER_STATE_16U
:
660 for (int i
= 0; i
< 4; i
++)
661 border
.ui
[i
] = CLAMP(border
.ui
[i
],
665 case V3D_SAMPLER_STATE_16I
:
666 for (int i
= 0; i
< 4; i
++)
667 border
.i
[i
] = CLAMP(border
.i
[i
],
671 case V3D_SAMPLER_STATE_8U
:
672 for (int i
= 0; i
< 4; i
++)
673 border
.ui
[i
] = CLAMP(border
.ui
[i
],
677 case V3D_SAMPLER_STATE_8I
:
678 for (int i
= 0; i
< 4; i
++)
679 border
.i
[i
] = CLAMP(border
.i
[i
],
687 if (variant
>= V3D_SAMPLER_STATE_32
) {
688 sampler
.border_color_word_0
= border
.ui
[0];
689 sampler
.border_color_word_1
= border
.ui
[1];
690 sampler
.border_color_word_2
= border
.ui
[2];
691 sampler
.border_color_word_3
= border
.ui
[3];
693 sampler
.border_color_word_0
=
694 util_float_to_half(border
.f
[0]);
695 sampler
.border_color_word_1
=
696 util_float_to_half(border
.f
[1]);
697 sampler
.border_color_word_2
=
698 util_float_to_half(border
.f
[2]);
699 sampler
.border_color_word_3
=
700 util_float_to_half(border
.f
[3]);
708 v3d_create_sampler_state(struct pipe_context
*pctx
,
709 const struct pipe_sampler_state
*cso
)
711 MAYBE_UNUSED
struct v3d_context
*v3d
= v3d_context(pctx
);
712 struct v3d_sampler_state
*so
= CALLOC_STRUCT(v3d_sampler_state
);
717 memcpy(so
, cso
, sizeof(*cso
));
719 bool either_nearest
=
720 (cso
->mag_img_filter
== PIPE_TEX_MIPFILTER_NEAREST
||
721 cso
->min_img_filter
== PIPE_TEX_MIPFILTER_NEAREST
);
723 enum V3DX(Wrap_Mode
) wrap_s
= translate_wrap(cso
->wrap_s
,
725 enum V3DX(Wrap_Mode
) wrap_t
= translate_wrap(cso
->wrap_t
,
727 enum V3DX(Wrap_Mode
) wrap_r
= translate_wrap(cso
->wrap_r
,
730 bool uses_border_color
= (wrap_s
== V3D_WRAP_MODE_BORDER
||
731 wrap_t
== V3D_WRAP_MODE_BORDER
||
732 wrap_r
== V3D_WRAP_MODE_BORDER
);
733 so
->border_color_variants
= (uses_border_color
&&
734 (cso
->border_color
.ui
[0] != 0 ||
735 cso
->border_color
.ui
[1] != 0 ||
736 cso
->border_color
.ui
[2] != 0 ||
737 cso
->border_color
.ui
[3] != 0));
739 #if V3D_VERSION >= 40
741 int sampler_align
= so
->border_color_variants
? 32 : 8;
742 int sampler_size
= align(cl_packet_length(SAMPLER_STATE
), sampler_align
);
743 int num_variants
= (so
->border_color_variants
? ARRAY_SIZE(so
->sampler_state_offset
) : 1);
744 u_upload_alloc(v3d
->state_uploader
, 0,
745 sampler_size
* num_variants
,
747 &so
->sampler_state_offset
[0],
751 for (int i
= 0; i
< num_variants
; i
++) {
752 so
->sampler_state_offset
[i
] =
753 so
->sampler_state_offset
[0] + i
* sampler_size
;
754 v3d_upload_sampler_state_variant(map
+ i
* sampler_size
,
755 cso
, i
, either_nearest
);
758 #else /* V3D_VERSION < 40 */
759 v3dx_pack(&so
->p0
, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1
, p0
) {
760 p0
.s_wrap_mode
= wrap_s
;
761 p0
.t_wrap_mode
= wrap_t
;
762 p0
.r_wrap_mode
= wrap_r
;
765 v3dx_pack(&so
->texture_shader_state
, TEXTURE_SHADER_STATE
, tex
) {
766 tex
.depth_compare_function
= cso
->compare_func
;
767 tex
.fixed_bias
= cso
->lod_bias
;
769 #endif /* V3D_VERSION < 40 */
774 v3d_sampler_states_bind(struct pipe_context
*pctx
,
775 enum pipe_shader_type shader
, unsigned start
,
776 unsigned nr
, void **hwcso
)
778 struct v3d_context
*v3d
= v3d_context(pctx
);
779 struct v3d_texture_stateobj
*stage_tex
= &v3d
->tex
[shader
];
785 for (i
= 0; i
< nr
; i
++) {
788 stage_tex
->samplers
[i
] = hwcso
[i
];
791 for (; i
< stage_tex
->num_samplers
; i
++) {
792 stage_tex
->samplers
[i
] = NULL
;
795 stage_tex
->num_samplers
= new_nr
;
799 v3d_sampler_state_delete(struct pipe_context
*pctx
,
802 struct pipe_sampler_state
*psampler
= hwcso
;
803 struct v3d_sampler_state
*sampler
= v3d_sampler_state(psampler
);
805 pipe_resource_reference(&sampler
->sampler_state
, NULL
);
809 #if V3D_VERSION >= 40
811 translate_swizzle(unsigned char pipe_swizzle
)
813 switch (pipe_swizzle
) {
822 return 2 + pipe_swizzle
;
824 unreachable("unknown swizzle");
830 v3d_setup_texture_shader_state(struct V3DX(TEXTURE_SHADER_STATE
) *tex
,
831 struct pipe_resource
*prsc
,
832 int base_level
, int last_level
,
833 int first_layer
, int last_layer
)
835 struct v3d_resource
*rsc
= v3d_resource(prsc
);
836 int msaa_scale
= prsc
->nr_samples
> 1 ? 2 : 1;
838 tex
->image_width
= prsc
->width0
* msaa_scale
;
839 tex
->image_height
= prsc
->height0
* msaa_scale
;
841 #if V3D_VERSION >= 40
842 /* On 4.x, the height of a 1D texture is redefined to be the
843 * upper 14 bits of the width (which is only usable with txf).
845 if (prsc
->target
== PIPE_TEXTURE_1D
||
846 prsc
->target
== PIPE_TEXTURE_1D_ARRAY
) {
847 tex
->image_height
= tex
->image_width
>> 14;
851 if (prsc
->target
== PIPE_TEXTURE_3D
) {
852 tex
->image_depth
= prsc
->depth0
;
854 tex
->image_depth
= (last_layer
- first_layer
) + 1;
857 tex
->base_level
= base_level
;
858 #if V3D_VERSION >= 40
859 tex
->max_level
= last_level
;
860 /* Note that we don't have a job to reference the texture's sBO
861 * at state create time, so any time this sampler view is used
862 * we need to add the texture to the job.
864 tex
->texture_base_pointer
=
867 v3d_layer_offset(prsc
, 0, first_layer
));
869 tex
->array_stride_64_byte_aligned
= rsc
->cube_map_stride
/ 64;
871 /* Since other platform devices may produce UIF images even
872 * when they're not big enough for V3D to assume they're UIF,
873 * we force images with level 0 as UIF to be always treated
876 tex
->level_0_is_strictly_uif
=
877 (rsc
->slices
[0].tiling
== VC5_TILING_UIF_XOR
||
878 rsc
->slices
[0].tiling
== VC5_TILING_UIF_NO_XOR
);
879 tex
->level_0_xor_enable
= (rsc
->slices
[0].tiling
== VC5_TILING_UIF_XOR
);
881 if (tex
->level_0_is_strictly_uif
)
882 tex
->level_0_ub_pad
= rsc
->slices
[0].ub_pad
;
884 #if V3D_VERSION >= 40
885 if (tex
->uif_xor_disable
||
886 tex
->level_0_is_strictly_uif
) {
887 tex
->extended
= true;
889 #endif /* V3D_VERSION >= 40 */
892 static struct pipe_sampler_view
*
893 v3d_create_sampler_view(struct pipe_context
*pctx
, struct pipe_resource
*prsc
,
894 const struct pipe_sampler_view
*cso
)
896 struct v3d_context
*v3d
= v3d_context(pctx
);
897 struct v3d_screen
*screen
= v3d
->screen
;
898 struct v3d_sampler_view
*so
= CALLOC_STRUCT(v3d_sampler_view
);
899 struct v3d_resource
*rsc
= v3d_resource(prsc
);
906 pipe_reference(NULL
, &prsc
->reference
);
908 /* Compute the sampler view's swizzle up front. This will be plugged
909 * into either the sampler (for 16-bit returns) or the shader's
910 * texture key (for 32)
912 uint8_t view_swizzle
[4] = {
918 const uint8_t *fmt_swizzle
=
919 v3d_get_format_swizzle(&screen
->devinfo
, so
->base
.format
);
920 util_format_compose_swizzles(fmt_swizzle
, view_swizzle
, so
->swizzle
);
922 so
->base
.texture
= prsc
;
923 so
->base
.reference
.count
= 1;
924 so
->base
.context
= pctx
;
926 if (rsc
->separate_stencil
&&
927 cso
->format
== PIPE_FORMAT_X32_S8X24_UINT
) {
928 rsc
= rsc
->separate_stencil
;
932 /* If we're sampling depth from depth/stencil, demote the format to
933 * just depth. u_format will end up giving the answers for the
934 * stencil channel, otherwise.
936 enum pipe_format sample_format
= cso
->format
;
937 if (sample_format
== PIPE_FORMAT_S8_UINT_Z24_UNORM
)
938 sample_format
= PIPE_FORMAT_X8Z24_UNORM
;
940 #if V3D_VERSION >= 40
941 const struct util_format_description
*desc
=
942 util_format_description(sample_format
);
944 if (util_format_is_pure_integer(sample_format
) &&
945 !util_format_has_depth(desc
)) {
946 int chan
= util_format_get_first_non_void_channel(sample_format
);
947 if (util_format_is_pure_uint(sample_format
)) {
948 switch (desc
->channel
[chan
].size
) {
950 so
->sampler_variant
= V3D_SAMPLER_STATE_32
;
953 so
->sampler_variant
= V3D_SAMPLER_STATE_16U
;
956 so
->sampler_variant
= V3D_SAMPLER_STATE_1010102U
;
959 so
->sampler_variant
= V3D_SAMPLER_STATE_8U
;
963 switch (desc
->channel
[chan
].size
) {
965 so
->sampler_variant
= V3D_SAMPLER_STATE_32
;
968 so
->sampler_variant
= V3D_SAMPLER_STATE_16I
;
971 so
->sampler_variant
= V3D_SAMPLER_STATE_8I
;
976 if (v3d_get_tex_return_size(&screen
->devinfo
, sample_format
,
977 PIPE_TEX_COMPARE_NONE
) == 32) {
978 if (util_format_is_alpha(sample_format
))
979 so
->sampler_variant
= V3D_SAMPLER_STATE_32_A
;
981 so
->sampler_variant
= V3D_SAMPLER_STATE_32
;
983 if (util_format_is_luminance_alpha(sample_format
))
984 so
->sampler_variant
= V3D_SAMPLER_STATE_F16_LA
;
985 else if (util_format_is_alpha(sample_format
))
986 so
->sampler_variant
= V3D_SAMPLER_STATE_F16_A
;
987 else if (fmt_swizzle
[0] == PIPE_SWIZZLE_Z
)
988 so
->sampler_variant
= V3D_SAMPLER_STATE_F16_BGRA
;
990 so
->sampler_variant
= V3D_SAMPLER_STATE_F16
;
994 if (util_format_is_unorm(sample_format
)) {
995 so
->sampler_variant
+= (V3D_SAMPLER_STATE_F16_UNORM
-
996 V3D_SAMPLER_STATE_F16
);
997 } else if (util_format_is_snorm(sample_format
)){
998 so
->sampler_variant
+= (V3D_SAMPLER_STATE_F16_SNORM
-
999 V3D_SAMPLER_STATE_F16
);
1004 /* V3D still doesn't support sampling from raster textures, so we will
1005 * have to copy to a temporary tiled texture.
1007 if (!rsc
->tiled
&& !(prsc
->target
== PIPE_TEXTURE_1D
||
1008 prsc
->target
== PIPE_TEXTURE_1D_ARRAY
)) {
1009 struct v3d_resource
*shadow_parent
= rsc
;
1010 struct pipe_resource tmpl
= {
1011 .target
= prsc
->target
,
1012 .format
= prsc
->format
,
1013 .width0
= u_minify(prsc
->width0
,
1014 cso
->u
.tex
.first_level
),
1015 .height0
= u_minify(prsc
->height0
,
1016 cso
->u
.tex
.first_level
),
1019 .bind
= PIPE_BIND_SAMPLER_VIEW
| PIPE_BIND_RENDER_TARGET
,
1020 .last_level
= cso
->u
.tex
.last_level
- cso
->u
.tex
.first_level
,
1021 .nr_samples
= prsc
->nr_samples
,
1024 /* Create the shadow texture. The rest of the sampler view
1025 * setup will use the shadow.
1027 prsc
= v3d_resource_create(pctx
->screen
, &tmpl
);
1032 rsc
= v3d_resource(prsc
);
1034 /* Flag it as needing update of the contents from the parent. */
1035 rsc
->writes
= shadow_parent
->writes
- 1;
1040 pipe_resource_reference(&so
->texture
, prsc
);
1044 #if V3D_VERSION >= 40
1045 so
->bo
= v3d_bo_alloc(v3d
->screen
,
1046 cl_packet_length(TEXTURE_SHADER_STATE
), "sampler");
1047 map
= v3d_bo_map(so
->bo
);
1048 #else /* V3D_VERSION < 40 */
1049 STATIC_ASSERT(sizeof(so
->texture_shader_state
) >=
1050 cl_packet_length(TEXTURE_SHADER_STATE
));
1051 map
= &so
->texture_shader_state
;
1054 v3dx_pack(map
, TEXTURE_SHADER_STATE
, tex
) {
1055 v3d_setup_texture_shader_state(&tex
, prsc
,
1056 cso
->u
.tex
.first_level
,
1057 cso
->u
.tex
.last_level
,
1058 cso
->u
.tex
.first_layer
,
1059 cso
->u
.tex
.last_layer
);
1061 tex
.srgb
= util_format_is_srgb(cso
->format
);
1063 #if V3D_VERSION >= 40
1064 tex
.swizzle_r
= translate_swizzle(so
->swizzle
[0]);
1065 tex
.swizzle_g
= translate_swizzle(so
->swizzle
[1]);
1066 tex
.swizzle_b
= translate_swizzle(so
->swizzle
[2]);
1067 tex
.swizzle_a
= translate_swizzle(so
->swizzle
[3]);
1070 if (prsc
->nr_samples
> 1 && V3D_VERSION
< 40) {
1071 /* Using texture views to reinterpret formats on our
1072 * MSAA textures won't work, because we don't lay out
1073 * the bits in memory as it's expected -- for example,
1074 * RGBA8 and RGB10_A2 are compatible in the
1075 * ARB_texture_view spec, but in HW we lay them out as
1076 * 32bpp RGBA8 and 64bpp RGBA16F. Just assert for now
1077 * to catch failures.
1079 * We explicitly allow remapping S8Z24 to RGBA8888 for
1080 * v3d_blit.c's stencil blits.
1082 assert((util_format_linear(cso
->format
) ==
1083 util_format_linear(prsc
->format
)) ||
1084 (prsc
->format
== PIPE_FORMAT_S8_UINT_Z24_UNORM
&&
1085 cso
->format
== PIPE_FORMAT_R8G8B8A8_UNORM
));
1086 uint32_t output_image_format
=
1087 v3d_get_rt_format(&screen
->devinfo
, cso
->format
);
1088 uint32_t internal_type
;
1089 uint32_t internal_bpp
;
1090 v3d_get_internal_type_bpp_for_output_format(&screen
->devinfo
,
1091 output_image_format
,
1095 switch (internal_type
) {
1096 case V3D_INTERNAL_TYPE_8
:
1097 tex
.texture_type
= TEXTURE_DATA_FORMAT_RGBA8
;
1099 case V3D_INTERNAL_TYPE_16F
:
1100 tex
.texture_type
= TEXTURE_DATA_FORMAT_RGBA16F
;
1103 unreachable("Bad MSAA texture type");
1106 /* sRGB was stored in the tile buffer as linear and
1107 * would have been encoded to sRGB on resolved tile
1108 * buffer store. Note that this means we would need
1109 * shader code if we wanted to read an MSAA sRGB
1110 * texture without sRGB decode.
1114 tex
.texture_type
= v3d_get_tex_format(&screen
->devinfo
,
1123 v3d_sampler_view_destroy(struct pipe_context
*pctx
,
1124 struct pipe_sampler_view
*psview
)
1126 struct v3d_sampler_view
*sview
= v3d_sampler_view(psview
);
1128 v3d_bo_unreference(&sview
->bo
);
1129 pipe_resource_reference(&psview
->texture
, NULL
);
1130 pipe_resource_reference(&sview
->texture
, NULL
);
1135 v3d_set_sampler_views(struct pipe_context
*pctx
,
1136 enum pipe_shader_type shader
,
1137 unsigned start
, unsigned nr
,
1138 struct pipe_sampler_view
**views
)
1140 struct v3d_context
*v3d
= v3d_context(pctx
);
1141 struct v3d_texture_stateobj
*stage_tex
= &v3d
->tex
[shader
];
1143 unsigned new_nr
= 0;
1147 for (i
= 0; i
< nr
; i
++) {
1150 pipe_sampler_view_reference(&stage_tex
->textures
[i
], views
[i
]);
1153 for (; i
< stage_tex
->num_textures
; i
++) {
1154 pipe_sampler_view_reference(&stage_tex
->textures
[i
], NULL
);
1157 stage_tex
->num_textures
= new_nr
;
1160 static struct pipe_stream_output_target
*
1161 v3d_create_stream_output_target(struct pipe_context
*pctx
,
1162 struct pipe_resource
*prsc
,
1163 unsigned buffer_offset
,
1164 unsigned buffer_size
)
1166 struct pipe_stream_output_target
*target
;
1168 target
= CALLOC_STRUCT(pipe_stream_output_target
);
1172 pipe_reference_init(&target
->reference
, 1);
1173 pipe_resource_reference(&target
->buffer
, prsc
);
1175 target
->context
= pctx
;
1176 target
->buffer_offset
= buffer_offset
;
1177 target
->buffer_size
= buffer_size
;
1183 v3d_stream_output_target_destroy(struct pipe_context
*pctx
,
1184 struct pipe_stream_output_target
*target
)
1186 pipe_resource_reference(&target
->buffer
, NULL
);
1191 v3d_set_stream_output_targets(struct pipe_context
*pctx
,
1192 unsigned num_targets
,
1193 struct pipe_stream_output_target
**targets
,
1194 const unsigned *offsets
)
1196 struct v3d_context
*ctx
= v3d_context(pctx
);
1197 struct v3d_streamout_stateobj
*so
= &ctx
->streamout
;
1200 assert(num_targets
<= ARRAY_SIZE(so
->targets
));
1202 for (i
= 0; i
< num_targets
; i
++) {
1203 if (offsets
[i
] != -1)
1204 so
->offsets
[i
] = offsets
[i
];
1206 pipe_so_target_reference(&so
->targets
[i
], targets
[i
]);
1209 for (; i
< so
->num_targets
; i
++)
1210 pipe_so_target_reference(&so
->targets
[i
], NULL
);
1212 so
->num_targets
= num_targets
;
1214 ctx
->dirty
|= VC5_DIRTY_STREAMOUT
;
1218 v3d_set_shader_buffers(struct pipe_context
*pctx
,
1219 enum pipe_shader_type shader
,
1220 unsigned start
, unsigned count
,
1221 const struct pipe_shader_buffer
*buffers
)
1223 struct v3d_context
*v3d
= v3d_context(pctx
);
1224 struct v3d_ssbo_stateobj
*so
= &v3d
->ssbo
[shader
];
1228 for (unsigned i
= 0; i
< count
; i
++) {
1229 unsigned n
= i
+ start
;
1230 struct pipe_shader_buffer
*buf
= &so
->sb
[n
];
1232 if ((buf
->buffer
== buffers
[i
].buffer
) &&
1233 (buf
->buffer_offset
== buffers
[i
].buffer_offset
) &&
1234 (buf
->buffer_size
== buffers
[i
].buffer_size
))
1239 buf
->buffer_offset
= buffers
[i
].buffer_offset
;
1240 buf
->buffer_size
= buffers
[i
].buffer_size
;
1241 pipe_resource_reference(&buf
->buffer
, buffers
[i
].buffer
);
1244 so
->enabled_mask
|= 1 << n
;
1246 so
->enabled_mask
&= ~(1 << n
);
1249 mask
= ((1 << count
) - 1) << start
;
1251 for (unsigned i
= 0; i
< count
; i
++) {
1252 unsigned n
= i
+ start
;
1253 struct pipe_shader_buffer
*buf
= &so
->sb
[n
];
1255 pipe_resource_reference(&buf
->buffer
, NULL
);
1258 so
->enabled_mask
&= ~mask
;
1261 v3d
->dirty
|= VC5_DIRTY_SSBO
;
1265 v3d_create_image_view_texture_shader_state(struct v3d_context
*v3d
,
1266 struct v3d_shaderimg_stateobj
*so
,
1269 #if V3D_VERSION >= 40
1270 struct v3d_image_view
*iview
= &so
->si
[img
];
1273 u_upload_alloc(v3d
->uploader
, 0, cl_packet_length(TEXTURE_SHADER_STATE
),
1275 &iview
->tex_state_offset
,
1279 struct pipe_resource
*prsc
= iview
->base
.resource
;
1281 v3dx_pack(map
, TEXTURE_SHADER_STATE
, tex
) {
1282 v3d_setup_texture_shader_state(&tex
, prsc
,
1283 iview
->base
.u
.tex
.level
,
1284 iview
->base
.u
.tex
.level
,
1285 iview
->base
.u
.tex
.first_layer
,
1286 iview
->base
.u
.tex
.last_layer
);
1288 tex
.swizzle_r
= translate_swizzle(PIPE_SWIZZLE_X
);
1289 tex
.swizzle_g
= translate_swizzle(PIPE_SWIZZLE_Y
);
1290 tex
.swizzle_b
= translate_swizzle(PIPE_SWIZZLE_Z
);
1291 tex
.swizzle_a
= translate_swizzle(PIPE_SWIZZLE_W
);
1293 tex
.texture_type
= v3d_get_tex_format(&v3d
->screen
->devinfo
,
1294 iview
->base
.format
);
1296 #else /* V3D_VERSION < 40 */
1297 /* V3D 3.x doesn't use support shader image load/store operations on
1298 * textures, so it would get lowered in the shader to general memory
1305 v3d_set_shader_images(struct pipe_context
*pctx
,
1306 enum pipe_shader_type shader
,
1307 unsigned start
, unsigned count
,
1308 const struct pipe_image_view
*images
)
1310 struct v3d_context
*v3d
= v3d_context(pctx
);
1311 struct v3d_shaderimg_stateobj
*so
= &v3d
->shaderimg
[shader
];
1314 for (unsigned i
= 0; i
< count
; i
++) {
1315 unsigned n
= i
+ start
;
1316 struct v3d_image_view
*iview
= &so
->si
[n
];
1318 if ((iview
->base
.resource
== images
[i
].resource
) &&
1319 (iview
->base
.format
== images
[i
].format
) &&
1320 (iview
->base
.access
== images
[i
].access
) &&
1321 !memcmp(&iview
->base
.u
, &images
[i
].u
,
1322 sizeof(iview
->base
.u
)))
1325 util_copy_image_view(&iview
->base
, &images
[i
]);
1327 if (iview
->base
.resource
) {
1328 so
->enabled_mask
|= 1 << n
;
1329 v3d_create_image_view_texture_shader_state(v3d
,
1333 so
->enabled_mask
&= ~(1 << n
);
1334 pipe_resource_reference(&iview
->tex_state
, NULL
);
1338 for (unsigned i
= 0; i
< count
; i
++) {
1339 unsigned n
= i
+ start
;
1340 struct v3d_image_view
*iview
= &so
->si
[n
];
1342 pipe_resource_reference(&iview
->base
.resource
, NULL
);
1343 pipe_resource_reference(&iview
->tex_state
, NULL
);
1347 so
->enabled_mask
= 0;
1349 so
->enabled_mask
&= ~(((1 << count
) - 1) << start
);
1352 v3d
->dirty
|= VC5_DIRTY_SHADER_IMAGE
;
1356 v3dX(state_init
)(struct pipe_context
*pctx
)
1358 pctx
->set_blend_color
= v3d_set_blend_color
;
1359 pctx
->set_stencil_ref
= v3d_set_stencil_ref
;
1360 pctx
->set_clip_state
= v3d_set_clip_state
;
1361 pctx
->set_sample_mask
= v3d_set_sample_mask
;
1362 pctx
->set_constant_buffer
= v3d_set_constant_buffer
;
1363 pctx
->set_framebuffer_state
= v3d_set_framebuffer_state
;
1364 pctx
->set_polygon_stipple
= v3d_set_polygon_stipple
;
1365 pctx
->set_scissor_states
= v3d_set_scissor_states
;
1366 pctx
->set_viewport_states
= v3d_set_viewport_states
;
1368 pctx
->set_vertex_buffers
= v3d_set_vertex_buffers
;
1370 pctx
->create_blend_state
= v3d_create_blend_state
;
1371 pctx
->bind_blend_state
= v3d_blend_state_bind
;
1372 pctx
->delete_blend_state
= v3d_generic_cso_state_delete
;
1374 pctx
->create_rasterizer_state
= v3d_create_rasterizer_state
;
1375 pctx
->bind_rasterizer_state
= v3d_rasterizer_state_bind
;
1376 pctx
->delete_rasterizer_state
= v3d_generic_cso_state_delete
;
1378 pctx
->create_depth_stencil_alpha_state
= v3d_create_depth_stencil_alpha_state
;
1379 pctx
->bind_depth_stencil_alpha_state
= v3d_zsa_state_bind
;
1380 pctx
->delete_depth_stencil_alpha_state
= v3d_generic_cso_state_delete
;
1382 pctx
->create_vertex_elements_state
= v3d_vertex_state_create
;
1383 pctx
->delete_vertex_elements_state
= v3d_vertex_state_delete
;
1384 pctx
->bind_vertex_elements_state
= v3d_vertex_state_bind
;
1386 pctx
->create_sampler_state
= v3d_create_sampler_state
;
1387 pctx
->delete_sampler_state
= v3d_sampler_state_delete
;
1388 pctx
->bind_sampler_states
= v3d_sampler_states_bind
;
1390 pctx
->create_sampler_view
= v3d_create_sampler_view
;
1391 pctx
->sampler_view_destroy
= v3d_sampler_view_destroy
;
1392 pctx
->set_sampler_views
= v3d_set_sampler_views
;
1394 pctx
->set_shader_buffers
= v3d_set_shader_buffers
;
1395 pctx
->set_shader_images
= v3d_set_shader_images
;
1397 pctx
->create_stream_output_target
= v3d_create_stream_output_target
;
1398 pctx
->stream_output_target_destroy
= v3d_stream_output_target_destroy
;
1399 pctx
->set_stream_output_targets
= v3d_set_stream_output_targets
;