#define VC5_DIRTY_STREAMOUT (1 << 27)
#define VC5_DIRTY_OQ (1 << 28)
#define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
+#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
#define VC5_MAX_FS_INPUTS 64
};
struct v3d_compiled_shader {
- struct v3d_bo *bo;
+ struct pipe_resource *resource;
+ uint32_t offset;
union {
struct v3d_prog_data *base;
unsigned num_elements;
uint8_t attrs[16 * VC5_MAX_ATTRIBUTES];
- struct v3d_bo *default_attribute_values;
+ struct pipe_resource *defaults;
+ uint32_t defaults_offset;
};
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
+ /* Number of vertices we've written into the buffer so far. */
+ uint32_t offsets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
};
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
- uint32_t cleared;
+ uint32_t clear;
+ /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
+ * call without having been cleared first.
+ */
+ uint32_t load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
- * (either clears or draws).
+ * (either clears or draws) and should be stored.
*/
- uint32_t resolve;
+ uint32_t store;
uint32_t clear_color[4][4];
float clear_z;
uint8_t clear_s;
bool needs_flush;
/**
- * Set if there is a nonzero address for OCCLUSION_QUERY_COUNTER. If
- * so, we need to disable it and flush before ending the CL, to keep
- * the next tile from starting with it enabled.
- */
- bool oq_enabled;
-
- /**
- * Set when a packet enabling TF on all further primitives has been
- * emitted.
+ * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
*/
bool tf_enabled;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
- /** Sync object that our RCL will update as its out_sync. */
+ /** Sync object that our RCL or TFU job will update as its out_sync. */
uint32_t out_sync;
+ /* Stream uploader used by gallium internals. This could also be used
+ * by driver internals, but we tend to use the v3d_cl.h interfaces
+ * instead.
+ */
struct u_upload_mgr *uploader;
+ /* State uploader used inside the driver. This is for packing bits of
+ * long-term state inside buffers.
+ */
+ struct u_upload_mgr *state_uploader;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
- struct pipe_blend_state *blend;
+ struct v3d_blend_state *blend;
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
- struct v3d_texture_stateobj verttex, fragtex;
-
struct v3d_program_stateobj prog;
struct v3d_vertex_stateobj *vtx;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
+ struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
float point_size;
- /**
- * Half-float (1/8/7 bits) value of polygon offset units for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_units;
- /**
- * Half-float (1/8/7 bits) value of polygon offset scale for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_factor;
+ uint8_t depth_offset[9];
+ uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
uint8_t stencil_back[6];
};
+struct v3d_blend_state {
+ struct pipe_blend_state base;
+
+ /* Per-RT mask of whether blending is enabled. */
+ uint8_t blend_enables;
+};
+
#define perf_debug(...) do { \
if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
fprintf(stderr, __VA_ARGS__); \
} while (0)
+#define foreach_bit(b, mask) \
+ for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
+
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{
void v3d_simulator_init(struct v3d_screen *screen);
void v3d_simulator_destroy(struct v3d_screen *screen);
-int v3d_simulator_flush(struct v3d_context *v3d,
- struct drm_v3d_submit_cl *args,
- struct v3d_job *job);
int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
-void v3d_simulator_open_from_handle(int fd, uint32_t winsys_stride,
- int handle, uint32_t size);
+void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size);
static inline int
v3d_ioctl(int fd, unsigned long request, void *arg)
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
struct v3d_compiled_shader *shader,
- struct v3d_constbuf_stateobj *cb,
- struct v3d_texture_stateobj *texstate);
+ enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
uint32_t format,
uint32_t *type,
uint32_t *bpp);
+bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
+ uint32_t tex_format);
void v3d_init_query_functions(struct v3d_context *v3d);
void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
void v3d_blitter_save(struct v3d_context *v3d);
+boolean v3d_generate_mipmap(struct pipe_context *pctx,
+ struct pipe_resource *prsc,
+ enum pipe_format format,
+ unsigned int base_level,
+ unsigned int last_level,
+ unsigned int first_layer,
+ unsigned int last_layer);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);