#include "vc4_cl.h"
#include "vc4_qir.h"
+#ifdef USE_VC4_SIMULATOR
+#define using_vc4_simulator true
+#else
+#define using_vc4_simulator false
+#endif
+
#define VC4_DIRTY_BLEND (1 << 0)
#define VC4_DIRTY_RASTERIZER (1 << 1)
#define VC4_DIRTY_ZSA (1 << 2)
#define VC4_DIRTY_FRAGTEX (1 << 3)
#define VC4_DIRTY_VERTTEX (1 << 4)
#define VC4_DIRTY_TEXSTATE (1 << 5)
-#define VC4_DIRTY_PROG (1 << 6)
+
#define VC4_DIRTY_BLEND_COLOR (1 << 7)
#define VC4_DIRTY_STENCIL_REF (1 << 8)
#define VC4_DIRTY_SAMPLE_MASK (1 << 9)
#define VC4_DIRTY_VTXBUF (1 << 15)
#define VC4_DIRTY_INDEXBUF (1 << 16)
#define VC4_DIRTY_SCISSOR (1 << 17)
+#define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
+#define VC4_DIRTY_PRIM_MODE (1 << 19)
+#define VC4_DIRTY_CLIP (1 << 20)
+#define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
+#define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
+#define VC4_DIRTY_COMPILED_CS (1 << 23)
+#define VC4_DIRTY_COMPILED_VS (1 << 24)
+#define VC4_DIRTY_COMPILED_FS (1 << 25)
+
+struct vc4_sampler_view {
+ struct pipe_sampler_view base;
+ uint32_t texture_p0;
+ uint32_t texture_p1;
+};
-#define VC4_SHADER_DIRTY_VP (1 << 0)
-#define VC4_SHADER_DIRTY_FP (1 << 1)
+struct vc4_sampler_state {
+ struct pipe_sampler_state base;
+ uint32_t texture_p1;
+};
struct vc4_texture_stateobj {
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
uint32_t num_texture_samples;
};
+struct vc4_uncompiled_shader {
+ /** A name for this program, so you can track it in shader-db output. */
+ uint32_t program_id;
+ /** How many variants of this program were compiled, for shader-db. */
+ uint32_t compiled_variant_count;
+ struct pipe_shader_state base;
+ const struct tgsi_token *twoside_tokens;
+};
+
+struct vc4_ubo_range {
+ /**
+ * offset in bytes from the start of the ubo where this range is
+ * uploaded.
+ *
+ * Only set once used is set.
+ */
+ uint32_t dst_offset;
+
+ /**
+ * offset in bytes from the start of the gallium uniforms where the
+ * data comes from.
+ */
+ uint32_t src_offset;
+
+ /** size in bytes of this ubo range */
+ uint32_t size;
+};
+
struct vc4_compiled_shader {
+ uint64_t program_id;
struct vc4_bo *bo;
- struct vc4_shader_uniform_info uniforms[2];
+ struct vc4_shader_uniform_info uniforms;
+
+ struct vc4_ubo_range *ubo_ranges;
+ uint32_t num_ubo_ranges;
+ uint32_t ubo_size;
+ /**
+ * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
+ * uniforms have to be rewritten (and therefore the shader state
+ * reemitted).
+ */
+ uint32_t uniform_dirty_bits;
+
+ /** bitmask of which inputs are color inputs, for flat shade handling. */
+ uint32_t color_inputs;
- uint32_t coord_shader_offset;
uint8_t num_inputs;
+
+ /* Byte offsets for the start of the vertex attributes 0-7, and the
+ * total size as "attribute" 8.
+ */
+ uint8_t vattr_offsets[9];
+ uint8_t vattrs_live;
+
+ /**
+ * Array of the meanings of the VPM inputs this shader needs.
+ *
+ * It doesn't include those that aren't part of the VPM, like
+ * point/line coordinates.
+ */
+ struct vc4_varying_semantic *input_semantics;
};
struct vc4_program_stateobj {
- struct pipe_shader_state *bind_vs, *bind_fs;
- struct vc4_compiled_shader *vs, *fs;
- uint32_t dirty;
+ struct vc4_uncompiled_shader *bind_vs, *bind_fs;
+ struct vc4_compiled_shader *cs, *vs, *fs;
uint8_t num_exports;
/* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index
* for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point-
struct vc4_screen *screen;
struct vc4_cl bcl;
- struct vc4_cl rcl;
struct vc4_cl shader_rec;
struct vc4_cl uniforms;
struct vc4_cl bo_handles;
struct vc4_cl bo_pointers;
uint32_t shader_rec_count;
- struct vc4_bo *tile_alloc;
- struct vc4_bo *tile_state;
+ /** @{ Surfaces to submit rendering for. */
+ struct pipe_surface *color_read;
+ struct pipe_surface *color_write;
+ struct pipe_surface *zs_read;
+ struct pipe_surface *zs_write;
+ /** @} */
+ /** @{
+ * Bounding box of the scissor across all queued drawing.
+ *
+ * Note that the max values are exclusive.
+ */
+ uint32_t draw_min_x;
+ uint32_t draw_min_y;
+ uint32_t draw_max_x;
+ uint32_t draw_max_y;
+ /** @} */
+ /** @{
+ * Width/height of the color framebuffer being rendered to,
+ * for VC4_TILE_RENDERING_MODE_CONFIG.
+ */
+ uint32_t draw_width;
+ uint32_t draw_height;
+ /** @} */
struct util_slab_mempool transfer_pool;
struct blitter_context *blitter;
*/
bool draw_call_queued;
+ /** Maximum index buffer valid for the current shader_rec. */
+ uint32_t max_index;
+ /** Last index bias baked into the current shader_rec. */
+ uint32_t last_index_bias;
+
struct primconvert_context *primconvert;
- struct util_hash_table *fs_cache, *vs_cache;
+ struct hash_table *fs_cache, *vs_cache;
+ uint32_t next_uncompiled_program_id;
+ uint64_t next_compiled_program_id;
+
+ struct ra_regs *regs;
+ unsigned int reg_class_any;
+ unsigned int reg_class_r4_or_a;
+ unsigned int reg_class_a;
+
+ uint8_t prim_mode;
+
+ /** Seqno of the last CL flush's job. */
+ uint64_t last_emit_seqno;
+
+ struct u_upload_mgr *uploader;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple stipple;
+ struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct vc4_vertexbuf_stateobj vertexbuf;
uint8_t config_bits[3];
float point_size;
+
+ /**
+ * Half-float (1/8/7 bits) value of polygon offset units for
+ * VC4_PACKET_DEPTH_OFFSET
+ */
+ uint16_t offset_units;
+ /**
+ * Half-float (1/8/7 bits) value of polygon offset scale for
+ * VC4_PACKET_DEPTH_OFFSET
+ */
+ uint16_t offset_factor;
};
struct vc4_depth_stencil_alpha_state {
uint32_t stencil_uniforms[3];
};
+#define perf_debug(...) do { \
+ if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
+ fprintf(stderr, __VA_ARGS__); \
+} while (0)
+
static inline struct vc4_context *
vc4_context(struct pipe_context *pcontext)
{
return (struct vc4_context *)pcontext;
}
+static inline struct vc4_sampler_view *
+vc4_sampler_view(struct pipe_sampler_view *psview)
+{
+ return (struct vc4_sampler_view *)psview;
+}
+
+static inline struct vc4_sampler_state *
+vc4_sampler_state(struct pipe_sampler_state *psampler)
+{
+ return (struct vc4_sampler_state *)psampler;
+}
+
struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
void *priv);
void vc4_draw_init(struct pipe_context *pctx);
void vc4_state_init(struct pipe_context *pctx);
void vc4_program_init(struct pipe_context *pctx);
+void vc4_program_fini(struct pipe_context *pctx);
+void vc4_query_init(struct pipe_context *pctx);
void vc4_simulator_init(struct vc4_screen *screen);
int vc4_simulator_flush(struct vc4_context *vc4,
struct drm_vc4_submit_cl *args);
+void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
void vc4_write_uniforms(struct vc4_context *vc4,
struct vc4_compiled_shader *shader,
struct vc4_constbuf_stateobj *cb,
- struct vc4_texture_stateobj *texstate,
- int shader_index);
+ struct vc4_texture_stateobj *texstate);
void vc4_flush(struct pipe_context *pctx);
-void vc4_flush_for_bo(struct pipe_context *pctx, struct vc4_bo *bo);
+void vc4_job_init(struct vc4_context *vc4);
+void vc4_job_submit(struct vc4_context *vc4);
+void vc4_job_reset(struct vc4_context *vc4);
+bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo);
void vc4_emit_state(struct pipe_context *pctx);
-void vc4_generate_code(struct vc4_compile *c);
-struct qpu_reg *vc4_register_allocate(struct vc4_compile *c);
+void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
+struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
void vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
bool vc4_rt_format_supported(enum pipe_format f);
bool vc4_tex_format_supported(enum pipe_format f);
uint8_t vc4_get_tex_format(enum pipe_format f);
const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
-
+void vc4_init_query_functions(struct vc4_context *vc4);
+void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
#endif /* VC4_CONTEXT_H */