v3d: Create separate sampler states for the various blend formats.
[mesa.git] / src / gallium / drivers / v3d / v3d_context.h
1 /*
2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4 *
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:
11 *
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
14 * Software.
15 *
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
22 * IN THE SOFTWARE.
23 */
24
25 #ifndef VC5_CONTEXT_H
26 #define VC5_CONTEXT_H
27
28 #ifdef V3D_VERSION
29 #include "broadcom/common/v3d_macros.h"
30 #endif
31
32 #include <stdio.h>
33
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
38 #include "xf86drm.h"
39 #include "v3d_drm.h"
40 #include "v3d_screen.h"
41 #include "broadcom/common/v3d_limits.h"
42
43 struct v3d_job;
44 struct v3d_bo;
45 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
46
47 #include "v3d_bufmgr.h"
48 #include "v3d_resource.h"
49 #include "v3d_cl.h"
50
51 #ifdef USE_V3D_SIMULATOR
52 #define using_v3d_simulator true
53 #else
54 #define using_v3d_simulator false
55 #endif
56
57 #define VC5_DIRTY_BLEND (1 << 0)
58 #define VC5_DIRTY_RASTERIZER (1 << 1)
59 #define VC5_DIRTY_ZSA (1 << 2)
60 #define VC5_DIRTY_FRAGTEX (1 << 3)
61 #define VC5_DIRTY_VERTTEX (1 << 4)
62 #define VC5_DIRTY_SHADER_IMAGE (1 << 5)
63
64 #define VC5_DIRTY_BLEND_COLOR (1 << 7)
65 #define VC5_DIRTY_STENCIL_REF (1 << 8)
66 #define VC5_DIRTY_SAMPLE_STATE (1 << 9)
67 #define VC5_DIRTY_FRAMEBUFFER (1 << 10)
68 #define VC5_DIRTY_STIPPLE (1 << 11)
69 #define VC5_DIRTY_VIEWPORT (1 << 12)
70 #define VC5_DIRTY_CONSTBUF (1 << 13)
71 #define VC5_DIRTY_VTXSTATE (1 << 14)
72 #define VC5_DIRTY_VTXBUF (1 << 15)
73 #define VC5_DIRTY_SCISSOR (1 << 17)
74 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
75 #define VC5_DIRTY_PRIM_MODE (1 << 19)
76 #define VC5_DIRTY_CLIP (1 << 20)
77 #define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
78 #define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
79 #define VC5_DIRTY_COMPILED_CS (1 << 23)
80 #define VC5_DIRTY_COMPILED_VS (1 << 24)
81 #define VC5_DIRTY_COMPILED_FS (1 << 25)
82 #define VC5_DIRTY_FS_INPUTS (1 << 26)
83 #define VC5_DIRTY_STREAMOUT (1 << 27)
84 #define VC5_DIRTY_OQ (1 << 28)
85 #define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
86 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
87 #define VC5_DIRTY_SSBO (1 << 31)
88
89 #define VC5_MAX_FS_INPUTS 64
90
91 enum v3d_sampler_state_variant {
92 V3D_SAMPLER_STATE_BORDER_0,
93 V3D_SAMPLER_STATE_F16,
94 V3D_SAMPLER_STATE_F16_UNORM,
95 V3D_SAMPLER_STATE_F16_SNORM,
96 V3D_SAMPLER_STATE_F16_BGRA,
97 V3D_SAMPLER_STATE_F16_BGRA_UNORM,
98 V3D_SAMPLER_STATE_F16_BGRA_SNORM,
99 V3D_SAMPLER_STATE_F16_A,
100 V3D_SAMPLER_STATE_F16_A_SNORM,
101 V3D_SAMPLER_STATE_F16_A_UNORM,
102 V3D_SAMPLER_STATE_F16_LA,
103 V3D_SAMPLER_STATE_F16_LA_UNORM,
104 V3D_SAMPLER_STATE_F16_LA_SNORM,
105 V3D_SAMPLER_STATE_32,
106 V3D_SAMPLER_STATE_32_UNORM,
107 V3D_SAMPLER_STATE_32_SNORM,
108 V3D_SAMPLER_STATE_32_A,
109 V3D_SAMPLER_STATE_32_A_UNORM,
110 V3D_SAMPLER_STATE_32_A_SNORM,
111 V3D_SAMPLER_STATE_1010102U,
112 V3D_SAMPLER_STATE_16U,
113 V3D_SAMPLER_STATE_16I,
114 V3D_SAMPLER_STATE_8I,
115 V3D_SAMPLER_STATE_8U,
116
117 V3D_SAMPLER_STATE_VARIANT_COUNT,
118 };
119
120 struct v3d_sampler_view {
121 struct pipe_sampler_view base;
122 uint32_t p0;
123 uint32_t p1;
124 /* Precomputed swizzles to pass in to the shader key. */
125 uint8_t swizzle[4];
126
127 uint8_t texture_shader_state[32];
128 /* V3D 4.x: Texture state struct. */
129 struct v3d_bo *bo;
130
131 enum v3d_sampler_state_variant sampler_variant;
132
133 /* Actual texture to be read by this sampler view. May be different
134 * from base.texture in the case of having a shadow tiled copy of a
135 * raster texture.
136 */
137 struct pipe_resource *texture;
138 };
139
140 struct v3d_sampler_state {
141 struct pipe_sampler_state base;
142 uint32_t p0;
143 uint32_t p1;
144
145 /* V3D 3.x: Packed texture state. */
146 uint8_t texture_shader_state[32];
147 /* V3D 4.x: Sampler state struct. */
148 struct pipe_resource *sampler_state;
149 uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
150
151 bool border_color_variants;
152 };
153
154 struct v3d_texture_stateobj {
155 struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
156 unsigned num_textures;
157 struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
158 unsigned num_samplers;
159 struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
160 };
161
162 struct v3d_shader_uniform_info {
163 enum quniform_contents *contents;
164 uint32_t *data;
165 uint32_t count;
166 };
167
168 struct v3d_uncompiled_shader {
169 /** A name for this program, so you can track it in shader-db output. */
170 uint32_t program_id;
171 /** How many variants of this program were compiled, for shader-db. */
172 uint32_t compiled_variant_count;
173 struct pipe_shader_state base;
174 uint32_t num_tf_outputs;
175 struct v3d_varying_slot *tf_outputs;
176 uint16_t tf_specs[16];
177 uint16_t tf_specs_psiz[16];
178 uint32_t num_tf_specs;
179
180 /**
181 * Flag for if the NIR in this shader originally came from TGSI. If
182 * so, we need to do some fixups at compile time, due to missing
183 * information in TGSI that exists in NIR.
184 */
185 bool was_tgsi;
186 };
187
188 struct v3d_compiled_shader {
189 struct pipe_resource *resource;
190 uint32_t offset;
191
192 union {
193 struct v3d_prog_data *base;
194 struct v3d_vs_prog_data *vs;
195 struct v3d_fs_prog_data *fs;
196 } prog_data;
197
198 /**
199 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
200 * uniforms have to be rewritten (and therefore the shader state
201 * reemitted).
202 */
203 uint32_t uniform_dirty_bits;
204 };
205
206 struct v3d_program_stateobj {
207 struct v3d_uncompiled_shader *bind_vs, *bind_fs;
208 struct v3d_compiled_shader *cs, *vs, *fs;
209
210 struct v3d_bo *spill_bo;
211 int spill_size_per_thread;
212 };
213
214 struct v3d_constbuf_stateobj {
215 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
216 uint32_t enabled_mask;
217 uint32_t dirty_mask;
218 };
219
220 struct v3d_vertexbuf_stateobj {
221 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
222 unsigned count;
223 uint32_t enabled_mask;
224 uint32_t dirty_mask;
225 };
226
227 struct v3d_vertex_stateobj {
228 struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
229 unsigned num_elements;
230
231 uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
232 struct pipe_resource *defaults;
233 uint32_t defaults_offset;
234 };
235
236 struct v3d_streamout_stateobj {
237 struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
238 /* Number of vertices we've written into the buffer so far. */
239 uint32_t offsets[PIPE_MAX_SO_BUFFERS];
240 unsigned num_targets;
241 };
242
243 struct v3d_ssbo_stateobj {
244 struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
245 uint32_t enabled_mask;
246 };
247
248 /* Hash table key for v3d->jobs */
249 struct v3d_job_key {
250 struct pipe_surface *cbufs[4];
251 struct pipe_surface *zsbuf;
252 };
253
254 enum v3d_ez_state {
255 VC5_EZ_UNDECIDED = 0,
256 VC5_EZ_GT_GE,
257 VC5_EZ_LT_LE,
258 VC5_EZ_DISABLED,
259 };
260
261 struct v3d_image_view {
262 struct pipe_image_view base;
263 /* V3D 4.x texture shader state struct */
264 struct pipe_resource *tex_state;
265 uint32_t tex_state_offset;
266 };
267
268 struct v3d_shaderimg_stateobj {
269 struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
270 uint32_t enabled_mask;
271 };
272
273 /**
274 * A complete bin/render job.
275 *
276 * This is all of the state necessary to submit a bin/render to the kernel.
277 * We want to be able to have multiple in progress at a time, so that we don't
278 * need to flush an existing CL just to switch to rendering to a new render
279 * target (which would mean reading back from the old render target when
280 * starting to render to it again).
281 */
282 struct v3d_job {
283 struct v3d_context *v3d;
284 struct v3d_cl bcl;
285 struct v3d_cl rcl;
286 struct v3d_cl indirect;
287 struct v3d_bo *tile_alloc;
288 struct v3d_bo *tile_state;
289 uint32_t shader_rec_count;
290
291 struct drm_v3d_submit_cl submit;
292
293 /**
294 * Set of all BOs referenced by the job. This will be used for making
295 * the list of BOs that the kernel will need to have paged in to
296 * execute our job.
297 */
298 struct set *bos;
299
300 /** Sum of the sizes of the BOs referenced by the job. */
301 uint32_t referenced_size;
302
303 struct set *write_prscs;
304
305 /* Size of the submit.bo_handles array. */
306 uint32_t bo_handles_size;
307
308 /** @{ Surfaces to submit rendering for. */
309 struct pipe_surface *cbufs[4];
310 struct pipe_surface *zsbuf;
311 /** @} */
312 /** @{
313 * Bounding box of the scissor across all queued drawing.
314 *
315 * Note that the max values are exclusive.
316 */
317 uint32_t draw_min_x;
318 uint32_t draw_min_y;
319 uint32_t draw_max_x;
320 uint32_t draw_max_y;
321 /** @} */
322 /** @{
323 * Width/height of the color framebuffer being rendered to,
324 * for VC5_TILE_RENDERING_MODE_CONFIG.
325 */
326 uint32_t draw_width;
327 uint32_t draw_height;
328 /** @} */
329 /** @{ Tile information, depending on MSAA and float color buffer. */
330 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
331 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
332
333 uint32_t tile_width; /** @< Width of a tile. */
334 uint32_t tile_height; /** @< Height of a tile. */
335 /** maximum internal_bpp of all color render targets. */
336 uint32_t internal_bpp;
337
338 /** Whether the current rendering is in a 4X MSAA tile buffer. */
339 bool msaa;
340 /** @} */
341
342 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
343 * first rendering.
344 */
345 uint32_t clear;
346 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
347 * call without having been cleared first.
348 */
349 uint32_t load;
350 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
351 * (either clears or draws) and should be stored.
352 */
353 uint32_t store;
354 uint32_t clear_color[4][4];
355 float clear_z;
356 uint8_t clear_s;
357
358 /**
359 * Set if some drawing (triangles, blits, or just a glClear()) has
360 * been done to the FBO, meaning that we need to
361 * DRM_IOCTL_VC5_SUBMIT_CL.
362 */
363 bool needs_flush;
364
365 /* Set if any shader has dirtied cachelines in the TMU that need to be
366 * flushed before job end.
367 */
368 bool tmu_dirty_rcl;
369
370 /**
371 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
372 */
373 bool tf_enabled;
374
375 /**
376 * Current EZ state for drawing. Updated at the start of draw after
377 * we've decided on the shader being rendered.
378 */
379 enum v3d_ez_state ez_state;
380 /**
381 * The first EZ state that was used for drawing with a decided EZ
382 * direction (so either UNDECIDED, GT, or LT).
383 */
384 enum v3d_ez_state first_ez_state;
385
386 /**
387 * Number of draw calls (not counting full buffer clears) queued in
388 * the current job.
389 */
390 uint32_t draw_calls_queued;
391
392 struct v3d_job_key key;
393 };
394
395 struct v3d_context {
396 struct pipe_context base;
397
398 int fd;
399 struct v3d_screen *screen;
400
401 /** The 3D rendering job for the currently bound FBO. */
402 struct v3d_job *job;
403
404 /* Map from struct v3d_job_key to the job for that FBO.
405 */
406 struct hash_table *jobs;
407
408 /**
409 * Map from v3d_resource to a job writing to that resource.
410 *
411 * Primarily for flushing jobs rendering to textures that are now
412 * being read from.
413 */
414 struct hash_table *write_jobs;
415
416 struct slab_child_pool transfer_pool;
417 struct blitter_context *blitter;
418
419 /** bitfield of VC5_DIRTY_* */
420 uint32_t dirty;
421
422 struct primconvert_context *primconvert;
423
424 struct hash_table *fs_cache, *vs_cache;
425 uint32_t next_uncompiled_program_id;
426 uint64_t next_compiled_program_id;
427
428 struct v3d_compiler_state *compiler_state;
429
430 uint8_t prim_mode;
431
432 /** Maximum index buffer valid for the current shader_rec. */
433 uint32_t max_index;
434
435 /** Sync object that our RCL or TFU job will update as its out_sync. */
436 uint32_t out_sync;
437
438 /* Stream uploader used by gallium internals. This could also be used
439 * by driver internals, but we tend to use the v3d_cl.h interfaces
440 * instead.
441 */
442 struct u_upload_mgr *uploader;
443 /* State uploader used inside the driver. This is for packing bits of
444 * long-term state inside buffers, since the kernel interfaces
445 * allocate a page at a time.
446 */
447 struct u_upload_mgr *state_uploader;
448
449 /** @{ Current pipeline state objects */
450 struct pipe_scissor_state scissor;
451 struct v3d_blend_state *blend;
452 struct v3d_rasterizer_state *rasterizer;
453 struct v3d_depth_stencil_alpha_state *zsa;
454
455 struct v3d_program_stateobj prog;
456
457 struct v3d_vertex_stateobj *vtx;
458
459 struct {
460 struct pipe_blend_color f;
461 uint16_t hf[4];
462 } blend_color;
463 struct pipe_stencil_ref stencil_ref;
464 unsigned sample_mask;
465 struct pipe_framebuffer_state framebuffer;
466
467 /* Per render target, whether we should swap the R and B fields in the
468 * shader's color output and in blending. If render targets disagree
469 * on the R/B swap and use the constant color, then we would need to
470 * fall back to in-shader blending.
471 */
472 uint8_t swap_color_rb;
473
474 /* Per render target, whether we should treat the dst alpha values as
475 * one in blending.
476 *
477 * For RGBX formats, the tile buffer's alpha channel will be
478 * undefined.
479 */
480 uint8_t blend_dst_alpha_one;
481
482 bool active_queries;
483
484 uint32_t tf_prims_generated;
485 uint32_t prims_generated;
486
487 struct pipe_poly_stipple stipple;
488 struct pipe_clip_state clip;
489 struct pipe_viewport_state viewport;
490 struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
491 struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
492 struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
493 struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
494 struct v3d_vertexbuf_stateobj vertexbuf;
495 struct v3d_streamout_stateobj streamout;
496 struct v3d_bo *current_oq;
497 struct pipe_debug_callback debug;
498 /** @} */
499 };
500
501 struct v3d_rasterizer_state {
502 struct pipe_rasterizer_state base;
503
504 float point_size;
505
506 uint8_t depth_offset[9];
507 uint8_t depth_offset_z16[9];
508 };
509
510 struct v3d_depth_stencil_alpha_state {
511 struct pipe_depth_stencil_alpha_state base;
512
513 enum v3d_ez_state ez_state;
514
515 uint8_t stencil_front[6];
516 uint8_t stencil_back[6];
517 };
518
519 struct v3d_blend_state {
520 struct pipe_blend_state base;
521
522 /* Per-RT mask of whether blending is enabled. */
523 uint8_t blend_enables;
524 };
525
526 #define perf_debug(...) do { \
527 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
528 fprintf(stderr, __VA_ARGS__); \
529 if (unlikely(v3d->debug.debug_message)) \
530 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
531 } while (0)
532
533 #define foreach_bit(b, mask) \
534 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
535
536 static inline struct v3d_context *
537 v3d_context(struct pipe_context *pcontext)
538 {
539 return (struct v3d_context *)pcontext;
540 }
541
542 static inline struct v3d_sampler_view *
543 v3d_sampler_view(struct pipe_sampler_view *psview)
544 {
545 return (struct v3d_sampler_view *)psview;
546 }
547
548 static inline struct v3d_sampler_state *
549 v3d_sampler_state(struct pipe_sampler_state *psampler)
550 {
551 return (struct v3d_sampler_state *)psampler;
552 }
553
554 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
555 void *priv, unsigned flags);
556 void v3d_program_init(struct pipe_context *pctx);
557 void v3d_program_fini(struct pipe_context *pctx);
558 void v3d_query_init(struct pipe_context *pctx);
559
560 void v3d_simulator_init(struct v3d_screen *screen);
561 void v3d_simulator_destroy(struct v3d_screen *screen);
562 int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
563 void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size);
564
565 static inline int
566 v3d_ioctl(int fd, unsigned long request, void *arg)
567 {
568 if (using_v3d_simulator)
569 return v3d_simulator_ioctl(fd, request, arg);
570 else
571 return drmIoctl(fd, request, arg);
572 }
573
574 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
575 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
576 struct v3d_compiled_shader *shader,
577 enum pipe_shader_type stage);
578
579 void v3d_flush(struct pipe_context *pctx);
580 void v3d_job_init(struct v3d_context *v3d);
581 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
582 struct pipe_surface **cbufs,
583 struct pipe_surface *zsbuf);
584 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
585 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
586 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
587 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
588 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
589 struct pipe_resource *prsc);
590 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
591 struct pipe_resource *prsc);
592 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
593
594 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
595 enum pipe_format f);
596 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
597 enum pipe_format f);
598 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
599 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
600 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
601 enum pipe_format f,
602 enum pipe_tex_compare compare);
603 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
604 enum pipe_format f);
605 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
606 enum pipe_format f);
607 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
608 uint32_t format,
609 uint32_t *type,
610 uint32_t *bpp);
611 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
612 uint32_t tex_format);
613
614 void v3d_init_query_functions(struct v3d_context *v3d);
615 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
616 void v3d_blitter_save(struct v3d_context *v3d);
617 boolean v3d_generate_mipmap(struct pipe_context *pctx,
618 struct pipe_resource *prsc,
619 enum pipe_format format,
620 unsigned int base_level,
621 unsigned int last_level,
622 unsigned int first_layer,
623 unsigned int last_layer);
624
625 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
626
627 #ifdef v3dX
628 # include "v3dx_context.h"
629 #else
630 # define v3dX(x) v3d33_##x
631 # include "v3dx_context.h"
632 # undef v3dX
633
634 # define v3dX(x) v3d41_##x
635 # include "v3dx_context.h"
636 # undef v3dX
637 #endif
638
639 #endif /* VC5_CONTEXT_H */