v3d: Use the DAG datastructure for QPU instruction scheduling.
[mesa.git] / src / gallium / drivers / vc4 / vc4_resource.h
index 34ca7ec8abb43b018b61909a2c2643196a5b0ab1..8c0aadbccb7276e385e6e23fbc8f870308309127 100644 (file)
 #define VC4_RESOURCE_H
 
 #include "vc4_screen.h"
+#include "kernel/vc4_packet.h"
 #include "util/u_transfer.h"
 
+struct vc4_transfer {
+        struct pipe_transfer base;
+        void *map;
+};
+
 struct vc4_resource_slice {
         uint32_t offset;
         uint32_t stride;
-        uint32_t size0;
+        uint32_t size;
+        /** One of VC4_TILING_FORMAT_* */
+        uint8_t tiling;
 };
 
 struct vc4_surface {
         struct pipe_surface base;
         uint32_t offset;
-        uint32_t stride;
-        uint32_t width;
-        uint16_t height;
-        uint16_t depth;
+        uint8_t tiling;
 };
 
 struct vc4_resource {
-        struct u_resource base;
+        struct pipe_resource base;
         struct vc4_bo *bo;
+        struct renderonly_scanout *scanout;
         struct vc4_resource_slice slices[VC4_MAX_MIP_LEVELS];
+        uint32_t cube_map_stride;
         int cpp;
-        /** One of VC4_TILING_FORMAT_* */
-        uint8_t tiling;
+        bool tiled;
+        /** One of VC4_TEXTURE_TYPE_* */
+        enum vc4_texture_data_type vc4_format;
+
+        /**
+         * Number of times the resource has been written to.
+         *
+         * This is used to track when we need to update this shadow resource
+         * from its parent in the case of GL_TEXTURE_BASE_LEVEL (which we
+         * can't support in hardware) or GL_UNSIGNED_INTEGER index buffers.
+         */
+        uint64_t writes;
+
+        /**
+         * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
+         * for which parts of the resource are defined.
+         *
+         * Used for avoiding fallback to quad clears for clearing just depth,
+         * when the stencil contents have never been initialized.  Note that
+         * we're lazy and fields not present in the buffer (DEPTH in a color
+         * buffer) may get marked.
+         */
+        uint32_t initialized_buffers;
 };
 
-static INLINE struct vc4_resource *
+static inline struct vc4_resource *
 vc4_resource(struct pipe_resource *prsc)
 {
         return (struct vc4_resource *)prsc;
 }
 
-static INLINE struct vc4_surface *
+static inline struct vc4_surface *
 vc4_surface(struct pipe_surface *psurf)
 {
         return (struct vc4_surface *)psurf;
 }
 
+static inline struct vc4_transfer *
+vc4_transfer(struct pipe_transfer *ptrans)
+{
+        return (struct vc4_transfer *)ptrans;
+}
+
 void vc4_resource_screen_init(struct pipe_screen *pscreen);
 void vc4_resource_context_init(struct pipe_context *pctx);
+struct pipe_resource *vc4_resource_create(struct pipe_screen *pscreen,
+                                          const struct pipe_resource *tmpl);
+void vc4_update_shadow_baselevel_texture(struct pipe_context *pctx,
+                                         struct pipe_sampler_view *view);
+struct pipe_resource *vc4_get_shadow_index_buffer(struct pipe_context *pctx,
+                                                  const struct pipe_draw_info *info,
+                                                  uint32_t offset,
+                                                  uint32_t count,
+                                                  uint32_t *shadow_offset);
+void vc4_dump_surface(struct pipe_surface *psurf);
 
 #endif /* VC4_RESOURCE_H */