#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
+#include "broadcom/compiler/v3d_compiler.h"
void
v3d_flush(struct pipe_context *pctx)
}
}
+static void
+v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+
+ if (!(flags & ~PIPE_BARRIER_UPDATE))
+ return;
+
+ /* We only need to flush jobs writing to SSBOs/images. */
+ perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
+ v3d_flush(pctx);
+}
+
+static void
+v3d_set_debug_callback(struct pipe_context *pctx,
+ const struct pipe_debug_callback *cb)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+
+ if (cb)
+ v3d->debug = *cb;
+ else
+ memset(&v3d->debug, 0, sizeof(v3d->debug));
+}
+
static void
v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
if (v3d->uploader)
u_upload_destroy(v3d->uploader);
+ if (v3d->state_uploader)
+ u_upload_destroy(v3d->state_uploader);
slab_destroy_child(&v3d->transfer_pool);
ralloc_free(v3d);
}
+static void
+v3d_get_sample_position(struct pipe_context *pctx,
+ unsigned sample_count, unsigned sample_index,
+ float *xy)
+{
+ struct v3d_context *v3d = v3d_context(pctx);
+
+ if (sample_count <= 1) {
+ xy[0] = 0.5;
+ xy[1] = 0.5;
+ } else {
+ static const int xoffsets_v33[] = { 1, -3, 3, -1 };
+ static const int xoffsets_v42[] = { -1, 3, -3, 1 };
+ const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ?
+ xoffsets_v42 : xoffsets_v33);
+
+ xy[0] = 0.5 + xoffsets[sample_index] * .125;
+ xy[1] = .125 + sample_index * .25;
+ }
+}
+
struct pipe_context *
v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
pctx->priv = priv;
pctx->destroy = v3d_context_destroy;
pctx->flush = v3d_pipe_flush;
+ pctx->memory_barrier = v3d_memory_barrier;
+ pctx->set_debug_callback = v3d_set_debug_callback;
pctx->invalidate_resource = v3d_invalidate_resource;
+ pctx->get_sample_position = v3d_get_sample_position;
if (screen->devinfo.ver >= 41) {
v3d41_draw_init(pctx);
v3d->uploader = u_upload_create_default(&v3d->base);
v3d->base.stream_uploader = v3d->uploader;
v3d->base.const_uploader = v3d->uploader;
+ v3d->state_uploader = u_upload_create(&v3d->base,
+ 4096,
+ PIPE_BIND_CONSTANT_BUFFER,
+ PIPE_USAGE_STREAM, 0);
v3d->blitter = util_blitter_create(pctx);
if (!v3d->blitter)
V3D_DEBUG |= saved_shaderdb_flag;
- v3d->sample_mask = (1 << VC5_MAX_SAMPLES) - 1;
+ v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
v3d->active_queries = true;
return &v3d->base;