#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_BLEND_COLOR (1 << 7)
#define VC4_DIRTY_STENCIL_REF (1 << 8)
#define VC4_DIRTY_COMPILED_CS (1 << 23)
#define VC4_DIRTY_COMPILED_VS (1 << 24)
#define VC4_DIRTY_COMPILED_FS (1 << 25)
+#define VC4_DIRTY_FS_INPUTS (1 << 26)
struct vc4_sampler_view {
struct pipe_sampler_view base;
uint32_t texture_p0;
uint32_t texture_p1;
+ bool force_first_level;
};
struct vc4_sampler_state {
unsigned num_textures;
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
- unsigned dirty_samplers;
};
struct vc4_shader_uniform_info {
/** 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 {
uint32_t size;
};
+struct vc4_fs_inputs {
+ /**
+ * 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_slot *input_slots;
+ uint32_t num_inputs;
+};
+
struct vc4_compiled_shader {
uint64_t program_id;
struct vc4_bo *bo;
/** bitmask of which inputs are color inputs, for flat shade handling. */
uint32_t color_inputs;
+ bool disable_early_z;
+
uint8_t num_inputs;
/* Byte offsets for the start of the vertex attributes 0-7, and the
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_slot *input_slots;
+ const struct vc4_fs_inputs *fs_inputs;
};
struct vc4_program_stateobj {
struct vc4_uncompiled_shader *bind_vs, *bind_fs;
struct vc4_compiled_shader *cs, *vs, *fs;
- uint8_t num_exports;
- /* Indexed by slot. Special vs exports (position and pointsize) are
- * not included in this
- */
- uint8_t export_linkage[VARYING_SLOT_VAR0 + 8];
};
struct vc4_constbuf_stateobj {
struct pipe_surface *color_write;
struct pipe_surface *zs_read;
struct pipe_surface *zs_write;
+ struct pipe_surface *msaa_color_write;
+ struct pipe_surface *msaa_zs_write;
/** @} */
/** @{
* Bounding box of the scissor across all queued drawing.
uint32_t draw_width;
uint32_t draw_height;
/** @} */
+ /** @{ Tile information, depending on MSAA and float color buffer. */
+ uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
+ uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
+
+ uint32_t tile_width; /** @< Width of a tile. */
+ uint32_t tile_height; /** @< Height of a tile. */
+ /** Whether the current rendering is in a 4X MSAA tile buffer. */
+ bool msaa;
+ /** @} */
struct util_slab_mempool transfer_pool;
struct blitter_context *blitter;
bool needs_flush;
/**
- * Set when needs_flush, and the queued rendering is not just composed
- * of full-buffer clears.
+ * Number of draw calls (not counting full buffer clears) queued in
+ * the current job.
*/
- bool draw_call_queued;
+ uint32_t draw_calls_queued;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
struct primconvert_context *primconvert;
struct hash_table *fs_cache, *vs_cache;
+ struct set *fs_inputs_set;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
struct vc4_vertex_stateobj *vtx;
- struct pipe_blend_color blend_color;
+ struct {
+ struct pipe_blend_color f;
+ uint8_t ub[4];
+ } blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
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);
+bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
+ bool include_reads);
void vc4_emit_state(struct pipe_context *pctx);
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);