uint32_t dirty_mask;
};
+struct fd_shaderbuf_stateobj {
+ struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
+ uint32_t enabled_mask;
+ uint32_t dirty_mask;
+};
+
+struct fd_shaderimg_stateobj {
+ struct pipe_image_view si[PIPE_MAX_SHADER_IMAGES];
+ uint32_t enabled_mask;
+ uint32_t dirty_mask;
+};
+
struct fd_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
struct fd_vertexbuf_stateobj vertexbuf;
};
+/* global 3d pipeline dirty state: */
+enum fd_dirty_3d_state {
+ FD_DIRTY_BLEND = BIT(0),
+ FD_DIRTY_RASTERIZER = BIT(1),
+ FD_DIRTY_ZSA = BIT(2),
+ FD_DIRTY_BLEND_COLOR = BIT(3),
+ FD_DIRTY_STENCIL_REF = BIT(4),
+ FD_DIRTY_SAMPLE_MASK = BIT(5),
+ FD_DIRTY_FRAMEBUFFER = BIT(6),
+ FD_DIRTY_STIPPLE = BIT(7),
+ FD_DIRTY_VIEWPORT = BIT(8),
+ FD_DIRTY_VTXSTATE = BIT(9),
+ FD_DIRTY_VTXBUF = BIT(10),
+
+ FD_DIRTY_SCISSOR = BIT(12),
+ FD_DIRTY_STREAMOUT = BIT(13),
+ FD_DIRTY_UCP = BIT(14),
+ FD_DIRTY_BLEND_DUAL = BIT(15),
+
+ /* These are a bit redundent with fd_dirty_shader_state, and possibly
+ * should be removed. (But OTOH kinda convenient in some places)
+ */
+ FD_DIRTY_PROG = BIT(16),
+ FD_DIRTY_CONST = BIT(17),
+ FD_DIRTY_TEX = BIT(18),
+
+ /* only used by a2xx.. possibly can be removed.. */
+ FD_DIRTY_TEXSTATE = BIT(19),
+};
+
+/* per shader-stage dirty state: */
+enum fd_dirty_shader_state {
+ FD_DIRTY_SHADER_PROG = BIT(0),
+ FD_DIRTY_SHADER_CONST = BIT(1),
+ FD_DIRTY_SHADER_TEX = BIT(2),
+ FD_DIRTY_SHADER_SSBO = BIT(3),
+ FD_DIRTY_SHADER_IMAGE = BIT(4),
+};
struct fd_context {
struct pipe_context base;
struct fd_device *dev;
struct fd_screen *screen;
+ struct fd_pipe *pipe;
struct util_queue flush_queue;
/* slab for pipe_transfer allocations: */
struct slab_child_pool transfer_pool;
+ /**
+ * query related state:
+ */
+ /*@{*/
/* slabs for fd_hw_sample and fd_hw_sample_period allocations: */
struct slab_mempool sample_pool;
struct slab_mempool sample_period_pool;
/* sample-providers for hw queries: */
- const struct fd_hw_sample_provider *sample_providers[MAX_HW_SAMPLE_PROVIDERS];
+ const struct fd_hw_sample_provider *hw_sample_providers[MAX_HW_SAMPLE_PROVIDERS];
/* list of active queries: */
- struct list_head active_queries;
+ struct list_head hw_active_queries;
+
+ /* sample-providers for accumulating hw queries: */
+ const struct fd_acc_sample_provider *acc_sample_providers[MAX_HW_SAMPLE_PROVIDERS];
+
+ /* list of active accumulating queries: */
+ struct list_head acc_active_queries;
+ /*@}*/
/* table with PIPE_PRIM_MAX entries mapping PIPE_PRIM_x to
* DI_PT_x value to use for draw initiator. There are some
uint64_t prims_emitted;
uint64_t prims_generated;
uint64_t draw_calls;
- uint64_t batch_total, batch_sysmem, batch_gmem, batch_restore;
+ uint64_t batch_total, batch_sysmem, batch_gmem, batch_nondraw, batch_restore;
+ uint64_t staging_uploads, shadow_uploads;
} stats;
/* Current batch.. the rule here is that you can deref ctx->batch
*/
struct fd_batch *batch;
- struct pipe_fence_handle *last_fence;
-
/* Are we in process of shadowing a resource? Used to detect recursion
* in transfer_map, and skip unneeded synchronization.
*/
* means we'd always have to recalc tiles ever batch)
*/
struct fd_gmem_stateobj gmem;
- struct fd_vsc_pipe pipe[8];
+ struct fd_vsc_pipe vsc_pipe[16];
struct fd_tile tile[512];
/* which state objects need to be re-emit'd: */
- enum {
- FD_DIRTY_BLEND = (1 << 0),
- FD_DIRTY_RASTERIZER = (1 << 1),
- FD_DIRTY_ZSA = (1 << 2),
- FD_DIRTY_FRAGTEX = (1 << 3),
- FD_DIRTY_VERTTEX = (1 << 4),
- FD_DIRTY_TEXSTATE = (1 << 5),
-
- FD_SHADER_DIRTY_VP = (1 << 6),
- FD_SHADER_DIRTY_FP = (1 << 7),
- /* skip geom/tcs/tes/compute */
- FD_DIRTY_PROG = FD_SHADER_DIRTY_FP | FD_SHADER_DIRTY_VP,
-
- FD_DIRTY_BLEND_COLOR = (1 << 12),
- FD_DIRTY_STENCIL_REF = (1 << 13),
- FD_DIRTY_SAMPLE_MASK = (1 << 14),
- FD_DIRTY_FRAMEBUFFER = (1 << 15),
- FD_DIRTY_STIPPLE = (1 << 16),
- FD_DIRTY_VIEWPORT = (1 << 17),
- FD_DIRTY_CONSTBUF = (1 << 18),
- FD_DIRTY_VTXSTATE = (1 << 19),
- FD_DIRTY_VTXBUF = (1 << 20),
- FD_DIRTY_INDEXBUF = (1 << 21),
- FD_DIRTY_SCISSOR = (1 << 22),
- FD_DIRTY_STREAMOUT = (1 << 23),
- FD_DIRTY_UCP = (1 << 24),
- FD_DIRTY_BLEND_DUAL = (1 << 25),
- } dirty;
+ enum fd_dirty_3d_state dirty;
+ /* per shader-stage dirty status: */
+ enum fd_dirty_shader_state dirty_shader[PIPE_SHADER_TYPES];
+
+ void *compute;
struct pipe_blend_state *blend;
struct pipe_rasterizer_state *rasterizer;
struct pipe_depth_stencil_alpha_state *zsa;
- struct fd_texture_stateobj verttex, fragtex;
+ struct fd_texture_stateobj tex[PIPE_SHADER_TYPES];
struct fd_program_stateobj prog;
struct pipe_poly_stipple stipple;
struct pipe_viewport_state viewport;
struct fd_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
- struct pipe_index_buffer indexbuf;
+ struct fd_shaderbuf_stateobj shaderbuf[PIPE_SHADER_TYPES];
+ struct fd_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct fd_streamout_stateobj streamout;
struct pipe_clip_state ucp;
void (*emit_sysmem_fini)(struct fd_batch *batch);
/* draw: */
- bool (*draw_vbo)(struct fd_context *ctx, const struct pipe_draw_info *info);
- void (*clear)(struct fd_context *ctx, unsigned buffers,
+ bool (*draw_vbo)(struct fd_context *ctx, const struct pipe_draw_info *info,
+ unsigned index_offset);
+ bool (*clear)(struct fd_context *ctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil);
+ /* compute: */
+ void (*launch_grid)(struct fd_context *ctx, const struct pipe_grid_info *info);
+
/* constant emit: (note currently not used/needed for a2xx) */
void (*emit_const)(struct fd_ringbuffer *ring, enum shader_t type,
uint32_t regid, uint32_t offset, uint32_t sizedwords,
/* indirect-branch emit: */
void (*emit_ib)(struct fd_ringbuffer *ring, struct fd_ringbuffer *target);
+ /* query: */
+ struct fd_query * (*create_query)(struct fd_context *ctx, unsigned query_type);
+ void (*query_prepare)(struct fd_batch *batch, uint32_t num_tiles);
+ void (*query_prepare_tile)(struct fd_batch *batch, uint32_t n,
+ struct fd_ringbuffer *ring);
+ void (*query_set_stage)(struct fd_batch *batch, enum fd_render_stage stage);
+
+ /* blitter: */
+ void (*blit)(struct fd_context *ctx, const struct pipe_blit_info *info);
+
+ /* simple gpu "memcpy": */
+ void (*mem_to_mem)(struct fd_ringbuffer *ring, struct pipe_resource *dst,
+ unsigned dst_off, struct pipe_resource *src, unsigned src_off,
+ unsigned sizedwords);
+
/*
* Common pre-cooked VBO state (used for a3xx and later):
*/
static inline void
fd_context_lock(struct fd_context *ctx)
{
- pipe_mutex_lock(ctx->screen->lock);
+ mtx_lock(&ctx->screen->lock);
}
static inline void
fd_context_unlock(struct fd_context *ctx)
{
- pipe_mutex_unlock(ctx->screen->lock);
+ mtx_unlock(&ctx->screen->lock);
+}
+
+/* mark all state dirty: */
+static inline void
+fd_context_all_dirty(struct fd_context *ctx)
+{
+ ctx->dirty = ~0;
+ for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++)
+ ctx->dirty_shader[i] = ~0;
+}
+
+static inline void
+fd_context_all_clean(struct fd_context *ctx)
+{
+ ctx->dirty = 0;
+ for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) {
+ /* don't mark compute state as clean, since it is not emitted
+ * during normal draw call. The places that call _all_dirty(),
+ * it is safe to mark compute state dirty as well, but the
+ * inverse is not true.
+ */
+ if (i == PIPE_SHADER_COMPUTE)
+ continue;
+ ctx->dirty_shader[i] = 0;
+ }
}
static inline struct pipe_scissor_state *
return (1 << prim) & ctx->primtype_mask;
}
+static inline void
+fd_batch_set_stage(struct fd_batch *batch, enum fd_render_stage stage)
+{
+ struct fd_context *ctx = batch->ctx;
+
+ /* special case: internal blits (like mipmap level generation)
+ * go through normal draw path (via util_blitter_blit()).. but
+ * we need to ignore the FD_STAGE_DRAW which will be set, so we
+ * don't enable queries which should be paused during internal
+ * blits:
+ */
+ if ((batch->stage == FD_STAGE_BLIT) &&
+ (stage != FD_STAGE_NULL))
+ return;
+
+ if (ctx->query_set_stage)
+ ctx->query_set_stage(batch, stage);
+
+ batch->stage = stage;
+}
+
void fd_context_setup_common_vbos(struct fd_context *ctx);
void fd_context_cleanup_common_vbos(struct fd_context *ctx);
struct pipe_context * fd_context_init(struct fd_context *ctx,
struct pipe_screen *pscreen, const uint8_t *primtypes,
- void *priv);
+ void *priv, unsigned flags);
void fd_context_destroy(struct pipe_context *pctx);