v3d: Use the DAG datastructure for QPU instruction scheduling.
[mesa.git] / src / gallium / drivers / vc4 / vc4_resource.h
index b275050da2083673356ffcd828f9fdfa75a0000f..8c0aadbccb7276e385e6e23fbc8f870308309127 100644 (file)
@@ -32,9 +32,6 @@
 struct vc4_transfer {
         struct pipe_transfer base;
         void *map;
-
-        struct pipe_resource *ss_resource;
-        struct pipe_box ss_box;
 };
 
 struct vc4_resource_slice {
@@ -52,8 +49,9 @@ struct vc4_surface {
 };
 
 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;
@@ -71,18 +69,15 @@ struct vc4_resource {
         uint64_t writes;
 
         /**
-         * Resource containing the non-GL_TEXTURE_BASE_LEVEL-rebased texture
-         * contents, or the 4-byte index buffer.
-         *
-         * If the parent is set for an texture, then this resource is actually
-         * the texture contents just starting from the sampler_view's
-         * first_level.
+         * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
+         * for which parts of the resource are defined.
          *
-         * If the parent is set for an index index buffer, then this resource
-         * is actually a shadow containing a 2-byte index buffer starting from
-         * the ib's offset.
+         * 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.
          */
-        struct pipe_resource *shadow_parent;
+        uint32_t initialized_buffers;
 };
 
 static inline struct vc4_resource *
@@ -110,9 +105,10 @@ struct pipe_resource *vc4_resource_create(struct pipe_screen *pscreen,
 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_index_buffer *ib,
+                                                  const struct pipe_draw_info *info,
+                                                  uint32_t offset,
                                                   uint32_t count,
-                                                  uint32_t *offset);
+                                                  uint32_t *shadow_offset);
 void vc4_dump_surface(struct pipe_surface *psurf);
 
 #endif /* VC4_RESOURCE_H */