#include "v3d_screen.h"
#include "broadcom/common/v3d_limits.h"
+#include "broadcom/simulator/v3d_simulator.h"
+
struct v3d_job;
struct v3d_bo;
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
#define using_v3d_simulator false
#endif
-#define VC5_DIRTY_BLEND (1 << 0)
-#define VC5_DIRTY_RASTERIZER (1 << 1)
-#define VC5_DIRTY_ZSA (1 << 2)
-#define VC5_DIRTY_FRAGTEX (1 << 3)
-#define VC5_DIRTY_VERTTEX (1 << 4)
-#define VC5_DIRTY_SHADER_IMAGE (1 << 5)
-
-#define VC5_DIRTY_BLEND_COLOR (1 << 7)
-#define VC5_DIRTY_STENCIL_REF (1 << 8)
-#define VC5_DIRTY_SAMPLE_STATE (1 << 9)
-#define VC5_DIRTY_FRAMEBUFFER (1 << 10)
-#define VC5_DIRTY_STIPPLE (1 << 11)
-#define VC5_DIRTY_VIEWPORT (1 << 12)
-#define VC5_DIRTY_CONSTBUF (1 << 13)
-#define VC5_DIRTY_VTXSTATE (1 << 14)
-#define VC5_DIRTY_VTXBUF (1 << 15)
-#define VC5_DIRTY_SCISSOR (1 << 17)
-#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
-#define VC5_DIRTY_PRIM_MODE (1 << 19)
-#define VC5_DIRTY_CLIP (1 << 20)
-#define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
-#define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
-#define VC5_DIRTY_COMPILED_CS (1 << 23)
-#define VC5_DIRTY_COMPILED_VS (1 << 24)
-#define VC5_DIRTY_COMPILED_FS (1 << 25)
-#define VC5_DIRTY_FS_INPUTS (1 << 26)
-#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_DIRTY_SSBO (1 << 31)
+#define VC5_DIRTY_BLEND (1ull << 0)
+#define VC5_DIRTY_RASTERIZER (1ull << 1)
+#define VC5_DIRTY_ZSA (1ull << 2)
+#define VC5_DIRTY_COMPTEX (1ull << 3)
+#define VC5_DIRTY_VERTTEX (1ull << 4)
+#define VC5_DIRTY_GEOMTEX (1ull << 5)
+#define VC5_DIRTY_FRAGTEX (1ull << 6)
+
+#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
+#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
+#define VC5_DIRTY_STENCIL_REF (1ull << 11)
+#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
+#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
+#define VC5_DIRTY_STIPPLE (1ull << 14)
+#define VC5_DIRTY_VIEWPORT (1ull << 15)
+#define VC5_DIRTY_CONSTBUF (1ull << 16)
+#define VC5_DIRTY_VTXSTATE (1ull << 17)
+#define VC5_DIRTY_VTXBUF (1ull << 18)
+#define VC5_DIRTY_SCISSOR (1ull << 19)
+#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
+#define VC5_DIRTY_PRIM_MODE (1ull << 21)
+#define VC5_DIRTY_CLIP (1ull << 22)
+#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
+#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
+#define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
+#define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
+
+#define VC5_DIRTY_COMPILED_CS (1ull << 29)
+#define VC5_DIRTY_COMPILED_VS (1ull << 30)
+#define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
+#define VC5_DIRTY_COMPILED_GS (1ULL << 32)
+#define VC5_DIRTY_COMPILED_FS (1ull << 33)
+
+#define VC5_DIRTY_FS_INPUTS (1ull << 38)
+#define VC5_DIRTY_GS_INPUTS (1ull << 39)
+#define VC5_DIRTY_STREAMOUT (1ull << 40)
+#define VC5_DIRTY_OQ (1ull << 41)
+#define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
+#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
+#define VC5_DIRTY_SSBO (1ull << 44)
#define VC5_MAX_FS_INPUTS 64
V3D_SAMPLER_STATE_VARIANT_COUNT,
};
+enum v3d_flush_cond {
+ /* Flush job unless we are flushing for transform feedback, where we
+ * handle flushing in the driver via the 'Wait for TF' packet.
+ */
+ V3D_FLUSH_DEFAULT,
+ /* Always flush the job, even for cases where we would normally not
+ * do it, such as transform feedback.
+ */
+ V3D_FLUSH_ALWAYS,
+ /* Flush job if it is not the current FBO job. This is intended to
+ * skip automatic flushes of the current job for resources that we
+ * expect to be externally synchronized by the application using
+ * glMemoryBarrier(), such as SSBOs and shader images.
+ */
+ V3D_FLUSH_NOT_CURRENT_JOB,
+};
+
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
+ struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
struct v3d_compute_prog_data *compute;
} prog_data;
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
- uint32_t uniform_dirty_bits;
+ uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
- struct v3d_uncompiled_shader *bind_vs, *bind_fs, *bind_compute;
- struct v3d_compiled_shader *cs, *vs, *fs, *compute;
+ struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
+ struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
struct hash_table *cache[MESA_SHADER_STAGES];
uint32_t defaults_offset;
};
+struct v3d_stream_output_target {
+ struct pipe_stream_output_target base;
+ /* Number of transform feedback vertices written to this target */
+ uint32_t recorded_vertex_count;
+};
+
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. */
struct v3d_cl indirect;
struct v3d_bo *tile_alloc;
struct v3d_bo *tile_state;
- uint32_t shader_rec_count;
struct drm_v3d_submit_cl submit;
uint32_t referenced_size;
struct set *write_prscs;
+ struct set *tf_write_prscs;
/* Size of the submit.bo_handles array. */
uint32_t bo_handles_size;
*/
uint32_t draw_width;
uint32_t draw_height;
+ uint32_t num_layers;
+
/** @} */
/** @{ Tile information, depending on MSAA and float color buffer. */
uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
*/
uint32_t draw_calls_queued;
+ /**
+ * Number of draw calls (not counting full buffer clears) queued in
+ * the current job during active transform feedback.
+ */
+ uint32_t tf_draw_calls_queued;
+
struct v3d_job_key key;
};
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
- uint32_t dirty;
+ uint64_t dirty;
struct primconvert_context *primconvert;
bool active_queries;
+ /**
+ * If a compute job writes a resource read by a non-compute stage we
+ * should sync on the last compute job.
+ */
+ bool sync_on_last_compute_job;
+
uint32_t tf_prims_generated;
uint32_t prims_generated;
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
+ struct pipe_resource *prim_counts;
+ uint32_t prim_counts_offset;
struct pipe_debug_callback debug;
/** @} */
};
return (struct v3d_sampler_state *)psampler;
}
+static inline struct v3d_stream_output_target *
+v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
+{
+ return (struct v3d_stream_output_target *)ptarget;
+}
+
+static inline uint32_t
+v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
+{
+ return v3d_stream_output_target(ptarget)->recorded_vertex_count;
+}
+
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
void v3d_program_init(struct pipe_context *pctx);
void v3d_program_fini(struct pipe_context *pctx);
void v3d_query_init(struct pipe_context *pctx);
-void v3d_simulator_init(struct v3d_screen *screen);
-void v3d_simulator_destroy(struct v3d_screen *screen);
-uint32_t v3d_simulator_get_spill(uint32_t spill_size);
-int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
-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)
{
static inline bool
v3d_transform_feedback_enabled(struct v3d_context *v3d)
{
- return v3d->prog.bind_vs->num_tf_specs != 0 &&
+ return (v3d->prog.bind_vs->num_tf_specs != 0 ||
+ (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
v3d->active_queries;
}
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_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
+struct v3d_job *v3d_job_create(struct v3d_context *v3d);
+void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
struct v3d_job *v3d_get_job(struct v3d_context *v3d,
struct pipe_surface **cbufs,
struct pipe_surface *zsbuf);
struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
+void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
- struct pipe_resource *prsc);
+ struct pipe_resource *prsc,
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
- struct pipe_resource *prsc);
+ struct pipe_resource *prsc,
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
void v3d_update_compiled_cs(struct v3d_context *v3d);
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);
+bool 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);
+void v3d_update_primitive_counters(struct v3d_context *v3d);
+
#ifdef v3dX
# include "v3dx_context.h"
#else