#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)
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_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;