#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 */