uint32_t gpu_access;
};
-/* If a BO is accessed for a particular shader stage, will it be in the primary
- * batch (vertex/tiler) or the secondary batch (fragment)? Anything but
- * fragment will be primary, e.g. compute jobs will be considered
- * "vertex/tiler" by analogy */
-
-static inline uint32_t
-panfrost_bo_access_for_stage(enum pipe_shader_type stage)
-{
- assert(stage == PIPE_SHADER_FRAGMENT ||
- stage == PIPE_SHADER_VERTEX ||
- stage == PIPE_SHADER_COMPUTE);
-
- return stage == PIPE_SHADER_FRAGMENT ?
- PAN_BO_ACCESS_FRAGMENT :
- PAN_BO_ACCESS_VERTEX_TILER;
-}
-
bool
panfrost_bo_wait(struct panfrost_bo *bo, int64_t timeout_ns,
uint32_t access_type);
#include "pan_context.h"
#include "pan_job.h"
+/* If a BO is accessed for a particular shader stage, will it be in the primary
+ * batch (vertex/tiler) or the secondary batch (fragment)? Anything but
+ * fragment will be primary, e.g. compute jobs will be considered
+ * "vertex/tiler" by analogy */
+
+static inline uint32_t
+panfrost_bo_access_for_stage(enum pipe_shader_type stage)
+{
+ assert(stage == PIPE_SHADER_FRAGMENT ||
+ stage == PIPE_SHADER_VERTEX ||
+ stage == PIPE_SHADER_COMPUTE);
+
+ return stage == PIPE_SHADER_FRAGMENT ?
+ PAN_BO_ACCESS_FRAGMENT :
+ PAN_BO_ACCESS_VERTEX_TILER;
+}
+
/* TODO: Bifrost requires just a mali_shared_memory, without the rest of the
* framebuffer */