2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
29 #include "broadcom/common/v3d_macros.h"
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
39 #include "drm-uapi/v3d_drm.h"
40 #include "v3d_screen.h"
41 #include "broadcom/common/v3d_limits.h"
43 #include "broadcom/simulator/v3d_simulator.h"
47 void v3d_job_add_bo(struct v3d_job
*job
, struct v3d_bo
*bo
);
49 #include "v3d_bufmgr.h"
50 #include "v3d_resource.h"
53 #ifdef USE_V3D_SIMULATOR
54 #define using_v3d_simulator true
56 #define using_v3d_simulator false
59 #define VC5_DIRTY_BLEND (1ull << 0)
60 #define VC5_DIRTY_RASTERIZER (1ull << 1)
61 #define VC5_DIRTY_ZSA (1ull << 2)
62 #define VC5_DIRTY_COMPTEX (1ull << 3)
63 #define VC5_DIRTY_VERTTEX (1ull << 4)
64 #define VC5_DIRTY_GEOMTEX (1ull << 5)
65 #define VC5_DIRTY_FRAGTEX (1ull << 6)
67 #define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
68 #define VC5_DIRTY_BLEND_COLOR (1ull << 10)
69 #define VC5_DIRTY_STENCIL_REF (1ull << 11)
70 #define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
71 #define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
72 #define VC5_DIRTY_STIPPLE (1ull << 14)
73 #define VC5_DIRTY_VIEWPORT (1ull << 15)
74 #define VC5_DIRTY_CONSTBUF (1ull << 16)
75 #define VC5_DIRTY_VTXSTATE (1ull << 17)
76 #define VC5_DIRTY_VTXBUF (1ull << 18)
77 #define VC5_DIRTY_SCISSOR (1ull << 19)
78 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
79 #define VC5_DIRTY_PRIM_MODE (1ull << 21)
80 #define VC5_DIRTY_CLIP (1ull << 22)
81 #define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
82 #define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
83 #define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
84 #define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
86 #define VC5_DIRTY_COMPILED_CS (1ull << 29)
87 #define VC5_DIRTY_COMPILED_VS (1ull << 30)
88 #define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
89 #define VC5_DIRTY_COMPILED_GS (1ULL << 32)
90 #define VC5_DIRTY_COMPILED_FS (1ull << 33)
92 #define VC5_DIRTY_FS_INPUTS (1ull << 38)
93 #define VC5_DIRTY_GS_INPUTS (1ull << 39)
94 #define VC5_DIRTY_STREAMOUT (1ull << 40)
95 #define VC5_DIRTY_OQ (1ull << 41)
96 #define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
97 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
98 #define VC5_DIRTY_SSBO (1ull << 44)
100 #define VC5_MAX_FS_INPUTS 64
102 enum v3d_sampler_state_variant
{
103 V3D_SAMPLER_STATE_BORDER_0
,
104 V3D_SAMPLER_STATE_F16
,
105 V3D_SAMPLER_STATE_F16_UNORM
,
106 V3D_SAMPLER_STATE_F16_SNORM
,
107 V3D_SAMPLER_STATE_F16_BGRA
,
108 V3D_SAMPLER_STATE_F16_BGRA_UNORM
,
109 V3D_SAMPLER_STATE_F16_BGRA_SNORM
,
110 V3D_SAMPLER_STATE_F16_A
,
111 V3D_SAMPLER_STATE_F16_A_SNORM
,
112 V3D_SAMPLER_STATE_F16_A_UNORM
,
113 V3D_SAMPLER_STATE_F16_LA
,
114 V3D_SAMPLER_STATE_F16_LA_UNORM
,
115 V3D_SAMPLER_STATE_F16_LA_SNORM
,
116 V3D_SAMPLER_STATE_32
,
117 V3D_SAMPLER_STATE_32_UNORM
,
118 V3D_SAMPLER_STATE_32_SNORM
,
119 V3D_SAMPLER_STATE_32_A
,
120 V3D_SAMPLER_STATE_32_A_UNORM
,
121 V3D_SAMPLER_STATE_32_A_SNORM
,
122 V3D_SAMPLER_STATE_1010102U
,
123 V3D_SAMPLER_STATE_16U
,
124 V3D_SAMPLER_STATE_16I
,
125 V3D_SAMPLER_STATE_8I
,
126 V3D_SAMPLER_STATE_8U
,
128 V3D_SAMPLER_STATE_VARIANT_COUNT
,
131 enum v3d_flush_cond
{
132 /* Flush job unless we are flushing for transform feedback, where we
133 * handle flushing in the driver via the 'Wait for TF' packet.
136 /* Always flush the job, even for cases where we would normally not
137 * do it, such as transform feedback.
140 /* Flush job if it is not the current FBO job. This is intended to
141 * skip automatic flushes of the current job for resources that we
142 * expect to be externally synchronized by the application using
143 * glMemoryBarrier(), such as SSBOs and shader images.
145 V3D_FLUSH_NOT_CURRENT_JOB
,
148 struct v3d_sampler_view
{
149 struct pipe_sampler_view base
;
152 /* Precomputed swizzles to pass in to the shader key. */
155 uint8_t texture_shader_state
[32];
156 /* V3D 4.x: Texture state struct. */
159 enum v3d_sampler_state_variant sampler_variant
;
161 /* Actual texture to be read by this sampler view. May be different
162 * from base.texture in the case of having a shadow tiled copy of a
165 struct pipe_resource
*texture
;
168 struct v3d_sampler_state
{
169 struct pipe_sampler_state base
;
173 /* V3D 3.x: Packed texture state. */
174 uint8_t texture_shader_state
[32];
175 /* V3D 4.x: Sampler state struct. */
176 struct pipe_resource
*sampler_state
;
177 uint32_t sampler_state_offset
[V3D_SAMPLER_STATE_VARIANT_COUNT
];
179 bool border_color_variants
;
182 struct v3d_texture_stateobj
{
183 struct pipe_sampler_view
*textures
[V3D_MAX_TEXTURE_SAMPLERS
];
184 unsigned num_textures
;
185 struct pipe_sampler_state
*samplers
[V3D_MAX_TEXTURE_SAMPLERS
];
186 unsigned num_samplers
;
187 struct v3d_cl_reloc texture_state
[V3D_MAX_TEXTURE_SAMPLERS
];
190 struct v3d_shader_uniform_info
{
191 enum quniform_contents
*contents
;
196 struct v3d_uncompiled_shader
{
197 /** A name for this program, so you can track it in shader-db output. */
199 /** How many variants of this program were compiled, for shader-db. */
200 uint32_t compiled_variant_count
;
201 struct pipe_shader_state base
;
202 uint32_t num_tf_outputs
;
203 struct v3d_varying_slot
*tf_outputs
;
204 uint16_t tf_specs
[16];
205 uint16_t tf_specs_psiz
[16];
206 uint32_t num_tf_specs
;
209 struct v3d_compiled_shader
{
210 struct pipe_resource
*resource
;
214 struct v3d_prog_data
*base
;
215 struct v3d_vs_prog_data
*vs
;
216 struct v3d_gs_prog_data
*gs
;
217 struct v3d_fs_prog_data
*fs
;
218 struct v3d_compute_prog_data
*compute
;
222 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
223 * uniforms have to be rewritten (and therefore the shader state
226 uint64_t uniform_dirty_bits
;
229 struct v3d_program_stateobj
{
230 struct v3d_uncompiled_shader
*bind_vs
, *bind_gs
, *bind_fs
, *bind_compute
;
231 struct v3d_compiled_shader
*cs
, *vs
, *gs_bin
, *gs
, *fs
, *compute
;
233 struct hash_table
*cache
[MESA_SHADER_STAGES
];
235 struct v3d_bo
*spill_bo
;
236 int spill_size_per_thread
;
239 struct v3d_constbuf_stateobj
{
240 struct pipe_constant_buffer cb
[PIPE_MAX_CONSTANT_BUFFERS
];
241 uint32_t enabled_mask
;
245 struct v3d_vertexbuf_stateobj
{
246 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
248 uint32_t enabled_mask
;
252 struct v3d_vertex_stateobj
{
253 struct pipe_vertex_element pipe
[V3D_MAX_VS_INPUTS
/ 4];
254 unsigned num_elements
;
256 uint8_t attrs
[16 * (V3D_MAX_VS_INPUTS
/ 4)];
257 struct pipe_resource
*defaults
;
258 uint32_t defaults_offset
;
261 struct v3d_stream_output_target
{
262 struct pipe_stream_output_target base
;
263 /* Number of transform feedback vertices written to this target */
264 uint32_t recorded_vertex_count
;
267 struct v3d_streamout_stateobj
{
268 struct pipe_stream_output_target
*targets
[PIPE_MAX_SO_BUFFERS
];
269 /* Number of vertices we've written into the buffer so far. */
270 uint32_t offsets
[PIPE_MAX_SO_BUFFERS
];
271 unsigned num_targets
;
274 struct v3d_ssbo_stateobj
{
275 struct pipe_shader_buffer sb
[PIPE_MAX_SHADER_BUFFERS
];
276 uint32_t enabled_mask
;
279 /* Hash table key for v3d->jobs */
281 struct pipe_surface
*cbufs
[4];
282 struct pipe_surface
*zsbuf
;
286 VC5_EZ_UNDECIDED
= 0,
292 struct v3d_image_view
{
293 struct pipe_image_view base
;
294 /* V3D 4.x texture shader state struct */
295 struct pipe_resource
*tex_state
;
296 uint32_t tex_state_offset
;
299 struct v3d_shaderimg_stateobj
{
300 struct v3d_image_view si
[PIPE_MAX_SHADER_IMAGES
];
301 uint32_t enabled_mask
;
305 * A complete bin/render job.
307 * This is all of the state necessary to submit a bin/render to the kernel.
308 * We want to be able to have multiple in progress at a time, so that we don't
309 * need to flush an existing CL just to switch to rendering to a new render
310 * target (which would mean reading back from the old render target when
311 * starting to render to it again).
314 struct v3d_context
*v3d
;
317 struct v3d_cl indirect
;
318 struct v3d_bo
*tile_alloc
;
319 struct v3d_bo
*tile_state
;
321 struct drm_v3d_submit_cl submit
;
324 * Set of all BOs referenced by the job. This will be used for making
325 * the list of BOs that the kernel will need to have paged in to
330 /** Sum of the sizes of the BOs referenced by the job. */
331 uint32_t referenced_size
;
333 struct set
*write_prscs
;
334 struct set
*tf_write_prscs
;
336 /* Size of the submit.bo_handles array. */
337 uint32_t bo_handles_size
;
339 /** @{ Surfaces to submit rendering for. */
340 struct pipe_surface
*cbufs
[4];
341 struct pipe_surface
*zsbuf
;
344 * Bounding box of the scissor across all queued drawing.
346 * Note that the max values are exclusive.
354 * Width/height of the color framebuffer being rendered to,
355 * for VC5_TILE_RENDERING_MODE_CONFIG.
358 uint32_t draw_height
;
362 /** @{ Tile information, depending on MSAA and float color buffer. */
363 uint32_t draw_tiles_x
; /** @< Number of tiles wide for framebuffer. */
364 uint32_t draw_tiles_y
; /** @< Number of tiles high for framebuffer. */
366 uint32_t tile_width
; /** @< Width of a tile. */
367 uint32_t tile_height
; /** @< Height of a tile. */
368 /** maximum internal_bpp of all color render targets. */
369 uint32_t internal_bpp
;
371 /** Whether the current rendering is in a 4X MSAA tile buffer. */
375 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
379 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
380 * call without having been cleared first.
383 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
384 * (either clears or draws) and should be stored.
387 uint32_t clear_color
[4][4];
392 * Set if some drawing (triangles, blits, or just a glClear()) has
393 * been done to the FBO, meaning that we need to
394 * DRM_IOCTL_VC5_SUBMIT_CL.
398 /* Set if any shader has dirtied cachelines in the TMU that need to be
399 * flushed before job end.
404 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
409 * Current EZ state for drawing. Updated at the start of draw after
410 * we've decided on the shader being rendered.
412 enum v3d_ez_state ez_state
;
414 * The first EZ state that was used for drawing with a decided EZ
415 * direction (so either UNDECIDED, GT, or LT).
417 enum v3d_ez_state first_ez_state
;
420 * Number of draw calls (not counting full buffer clears) queued in
423 uint32_t draw_calls_queued
;
426 * Number of draw calls (not counting full buffer clears) queued in
427 * the current job during active transform feedback.
429 uint32_t tf_draw_calls_queued
;
431 struct v3d_job_key key
;
435 struct pipe_context base
;
438 struct v3d_screen
*screen
;
440 /** The 3D rendering job for the currently bound FBO. */
443 /* Map from struct v3d_job_key to the job for that FBO.
445 struct hash_table
*jobs
;
448 * Map from v3d_resource to a job writing to that resource.
450 * Primarily for flushing jobs rendering to textures that are now
453 struct hash_table
*write_jobs
;
455 struct slab_child_pool transfer_pool
;
456 struct blitter_context
*blitter
;
458 /** bitfield of VC5_DIRTY_* */
461 struct primconvert_context
*primconvert
;
463 uint32_t next_uncompiled_program_id
;
464 uint64_t next_compiled_program_id
;
466 struct v3d_compiler_state
*compiler_state
;
470 /** Maximum index buffer valid for the current shader_rec. */
473 /** Sync object that our RCL or TFU job will update as its out_sync. */
476 /* Stream uploader used by gallium internals. This could also be used
477 * by driver internals, but we tend to use the v3d_cl.h interfaces
480 struct u_upload_mgr
*uploader
;
481 /* State uploader used inside the driver. This is for packing bits of
482 * long-term state inside buffers, since the kernel interfaces
483 * allocate a page at a time.
485 struct u_upload_mgr
*state_uploader
;
487 /** @{ Current pipeline state objects */
488 struct pipe_scissor_state scissor
;
489 struct v3d_blend_state
*blend
;
490 struct v3d_rasterizer_state
*rasterizer
;
491 struct v3d_depth_stencil_alpha_state
*zsa
;
493 struct v3d_program_stateobj prog
;
494 uint32_t compute_num_workgroups
[3];
495 struct v3d_bo
*compute_shared_memory
;
497 struct v3d_vertex_stateobj
*vtx
;
500 struct pipe_blend_color f
;
503 struct pipe_stencil_ref stencil_ref
;
504 unsigned sample_mask
;
505 struct pipe_framebuffer_state framebuffer
;
507 /* Per render target, whether we should swap the R and B fields in the
508 * shader's color output and in blending. If render targets disagree
509 * on the R/B swap and use the constant color, then we would need to
510 * fall back to in-shader blending.
512 uint8_t swap_color_rb
;
514 /* Per render target, whether we should treat the dst alpha values as
517 * For RGBX formats, the tile buffer's alpha channel will be
520 uint8_t blend_dst_alpha_one
;
525 * If a compute job writes a resource read by a non-compute stage we
526 * should sync on the last compute job.
528 bool sync_on_last_compute_job
;
530 uint32_t tf_prims_generated
;
531 uint32_t prims_generated
;
533 struct pipe_poly_stipple stipple
;
534 struct pipe_clip_state clip
;
535 struct pipe_viewport_state viewport
;
536 struct v3d_ssbo_stateobj ssbo
[PIPE_SHADER_TYPES
];
537 struct v3d_shaderimg_stateobj shaderimg
[PIPE_SHADER_TYPES
];
538 struct v3d_constbuf_stateobj constbuf
[PIPE_SHADER_TYPES
];
539 struct v3d_texture_stateobj tex
[PIPE_SHADER_TYPES
];
540 struct v3d_vertexbuf_stateobj vertexbuf
;
541 struct v3d_streamout_stateobj streamout
;
542 struct v3d_bo
*current_oq
;
543 struct pipe_resource
*prim_counts
;
544 uint32_t prim_counts_offset
;
545 struct pipe_debug_callback debug
;
549 struct v3d_rasterizer_state
{
550 struct pipe_rasterizer_state base
;
554 uint8_t depth_offset
[9];
555 uint8_t depth_offset_z16
[9];
558 struct v3d_depth_stencil_alpha_state
{
559 struct pipe_depth_stencil_alpha_state base
;
561 enum v3d_ez_state ez_state
;
563 uint8_t stencil_front
[6];
564 uint8_t stencil_back
[6];
567 struct v3d_blend_state
{
568 struct pipe_blend_state base
;
570 /* Per-RT mask of whether blending is enabled. */
571 uint8_t blend_enables
;
574 #define perf_debug(...) do { \
575 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
576 fprintf(stderr, __VA_ARGS__); \
577 if (unlikely(v3d->debug.debug_message)) \
578 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
581 #define foreach_bit(b, mask) \
582 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
584 static inline struct v3d_context
*
585 v3d_context(struct pipe_context
*pcontext
)
587 return (struct v3d_context
*)pcontext
;
590 static inline struct v3d_sampler_view
*
591 v3d_sampler_view(struct pipe_sampler_view
*psview
)
593 return (struct v3d_sampler_view
*)psview
;
596 static inline struct v3d_sampler_state
*
597 v3d_sampler_state(struct pipe_sampler_state
*psampler
)
599 return (struct v3d_sampler_state
*)psampler
;
602 static inline struct v3d_stream_output_target
*
603 v3d_stream_output_target(struct pipe_stream_output_target
*ptarget
)
605 return (struct v3d_stream_output_target
*)ptarget
;
608 static inline uint32_t
609 v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target
*ptarget
)
611 return v3d_stream_output_target(ptarget
)->recorded_vertex_count
;
614 struct pipe_context
*v3d_context_create(struct pipe_screen
*pscreen
,
615 void *priv
, unsigned flags
);
616 void v3d_program_init(struct pipe_context
*pctx
);
617 void v3d_program_fini(struct pipe_context
*pctx
);
618 void v3d_query_init(struct pipe_context
*pctx
);
621 v3d_ioctl(int fd
, unsigned long request
, void *arg
)
623 if (using_v3d_simulator
)
624 return v3d_simulator_ioctl(fd
, request
, arg
);
626 return drmIoctl(fd
, request
, arg
);
630 v3d_transform_feedback_enabled(struct v3d_context
*v3d
)
632 return (v3d
->prog
.bind_vs
->num_tf_specs
!= 0 ||
633 (v3d
->prog
.bind_gs
&& v3d
->prog
.bind_gs
->num_tf_specs
!= 0)) &&
637 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader
*shader
);
638 struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context
*v3d
,
640 struct v3d_compiled_shader
*shader
,
641 enum pipe_shader_type stage
);
643 void v3d_flush(struct pipe_context
*pctx
);
644 void v3d_job_init(struct v3d_context
*v3d
);
645 struct v3d_job
*v3d_job_create(struct v3d_context
*v3d
);
646 void v3d_job_free(struct v3d_context
*v3d
, struct v3d_job
*job
);
647 struct v3d_job
*v3d_get_job(struct v3d_context
*v3d
,
648 struct pipe_surface
**cbufs
,
649 struct pipe_surface
*zsbuf
);
650 struct v3d_job
*v3d_get_job_for_fbo(struct v3d_context
*v3d
);
651 void v3d_job_add_bo(struct v3d_job
*job
, struct v3d_bo
*bo
);
652 void v3d_job_add_write_resource(struct v3d_job
*job
, struct pipe_resource
*prsc
);
653 void v3d_job_add_tf_write_resource(struct v3d_job
*job
, struct pipe_resource
*prsc
);
654 void v3d_job_submit(struct v3d_context
*v3d
, struct v3d_job
*job
);
655 void v3d_flush_jobs_using_bo(struct v3d_context
*v3d
, struct v3d_bo
*bo
);
656 void v3d_flush_jobs_writing_resource(struct v3d_context
*v3d
,
657 struct pipe_resource
*prsc
,
658 enum v3d_flush_cond flush_cond
,
659 bool is_compute_pipeline
);
660 void v3d_flush_jobs_reading_resource(struct v3d_context
*v3d
,
661 struct pipe_resource
*prsc
,
662 enum v3d_flush_cond flush_cond
,
663 bool is_compute_pipeline
);
664 void v3d_update_compiled_shaders(struct v3d_context
*v3d
, uint8_t prim_mode
);
665 void v3d_update_compiled_cs(struct v3d_context
*v3d
);
667 bool v3d_rt_format_supported(const struct v3d_device_info
*devinfo
,
669 bool v3d_tex_format_supported(const struct v3d_device_info
*devinfo
,
671 uint8_t v3d_get_rt_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
672 uint8_t v3d_get_tex_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
673 uint8_t v3d_get_tex_return_size(const struct v3d_device_info
*devinfo
,
675 enum pipe_tex_compare compare
);
676 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info
*devinfo
,
678 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info
*devinfo
,
680 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info
*devinfo
,
684 bool v3d_tfu_supports_tex_format(const struct v3d_device_info
*devinfo
,
685 uint32_t tex_format
);
687 void v3d_init_query_functions(struct v3d_context
*v3d
);
688 void v3d_blit(struct pipe_context
*pctx
, const struct pipe_blit_info
*blit_info
);
689 void v3d_blitter_save(struct v3d_context
*v3d
);
690 bool v3d_generate_mipmap(struct pipe_context
*pctx
,
691 struct pipe_resource
*prsc
,
692 enum pipe_format format
,
693 unsigned int base_level
,
694 unsigned int last_level
,
695 unsigned int first_layer
,
696 unsigned int last_layer
);
698 struct v3d_fence
*v3d_fence_create(struct v3d_context
*v3d
);
700 void v3d_update_primitive_counters(struct v3d_context
*v3d
);
703 # include "v3dx_context.h"
705 # define v3dX(x) v3d33_##x
706 # include "v3dx_context.h"
709 # define v3dX(x) v3d41_##x
710 # include "v3dx_context.h"
714 #endif /* VC5_CONTEXT_H */