#define using_v3d_simulator false
#endif
-#define VC5_DIRTY_BLEND (1 << 0)
-#define VC5_DIRTY_RASTERIZER (1 << 1)
-#define VC5_DIRTY_ZSA (1 << 2)
-#define VC5_DIRTY_FRAGTEX (1 << 3)
-#define VC5_DIRTY_VERTTEX (1 << 4)
-#define VC5_DIRTY_SHADER_IMAGE (1 << 5)
-
-#define VC5_DIRTY_BLEND_COLOR (1 << 7)
-#define VC5_DIRTY_STENCIL_REF (1 << 8)
-#define VC5_DIRTY_SAMPLE_STATE (1 << 9)
-#define VC5_DIRTY_FRAMEBUFFER (1 << 10)
-#define VC5_DIRTY_STIPPLE (1 << 11)
-#define VC5_DIRTY_VIEWPORT (1 << 12)
-#define VC5_DIRTY_CONSTBUF (1 << 13)
-#define VC5_DIRTY_VTXSTATE (1 << 14)
-#define VC5_DIRTY_VTXBUF (1 << 15)
-#define VC5_DIRTY_SCISSOR (1 << 17)
-#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
-#define VC5_DIRTY_PRIM_MODE (1 << 19)
-#define VC5_DIRTY_CLIP (1 << 20)
-#define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
-#define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
-#define VC5_DIRTY_COMPILED_CS (1 << 23)
-#define VC5_DIRTY_COMPILED_VS (1 << 24)
-#define VC5_DIRTY_COMPILED_FS (1 << 25)
-#define VC5_DIRTY_FS_INPUTS (1 << 26)
-#define VC5_DIRTY_STREAMOUT (1 << 27)
-#define VC5_DIRTY_OQ (1 << 28)
-#define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
-#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
-#define VC5_DIRTY_SSBO (1 << 31)
+#define VC5_DIRTY_BLEND (1ull << 0)
+#define VC5_DIRTY_RASTERIZER (1ull << 1)
+#define VC5_DIRTY_ZSA (1ull << 2)
+#define VC5_DIRTY_COMPTEX (1ull << 3)
+#define VC5_DIRTY_VERTTEX (1ull << 4)
+#define VC5_DIRTY_FRAGTEX (1ull << 5)
+
+#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
+#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
+#define VC5_DIRTY_STENCIL_REF (1ull << 11)
+#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
+#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
+#define VC5_DIRTY_STIPPLE (1ull << 14)
+#define VC5_DIRTY_VIEWPORT (1ull << 15)
+#define VC5_DIRTY_CONSTBUF (1ull << 16)
+#define VC5_DIRTY_VTXSTATE (1ull << 17)
+#define VC5_DIRTY_VTXBUF (1ull << 18)
+#define VC5_DIRTY_SCISSOR (1ull << 19)
+#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
+#define VC5_DIRTY_PRIM_MODE (1ull << 21)
+#define VC5_DIRTY_CLIP (1ull << 22)
+#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
+#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
+#define VC5_DIRTY_UNCOMPILED_FS (1ull << 25)
+
+#define VC5_DIRTY_COMPILED_CS (1ull << 29)
+#define VC5_DIRTY_COMPILED_VS (1ull << 30)
+#define VC5_DIRTY_COMPILED_FS (1ull << 31)
+
+#define VC5_DIRTY_FS_INPUTS (1ull << 35)
+#define VC5_DIRTY_STREAMOUT (1ull << 36)
+#define VC5_DIRTY_OQ (1ull << 37)
+#define VC5_DIRTY_CENTROID_FLAGS (1ull << 38)
+#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 39)
+#define VC5_DIRTY_SSBO (1ull << 40)
#define VC5_MAX_FS_INPUTS 64
V3D_SAMPLER_STATE_VARIANT_COUNT,
};
+enum v3d_flush_cond {
+ /* Flush job unless we are flushing for transform feedback, where we
+ * handle flushing in the driver via the 'Wait for TF' packet.
+ */
+ V3D_FLUSH_DEFAULT,
+ /* Always flush the job, even for cases where we would normally not
+ * do it, such as transform feedback.
+ */
+ V3D_FLUSH_ALWAYS,
+ /* Flush job if it is not the current FBO job. This is intended to
+ * skip automatic flushes of the current job for resources that we
+ * expect to be externally synchronized by the application using
+ * glMemoryBarrier(), such as SSBOs and shader images.
+ */
+ V3D_FLUSH_NOT_CURRENT_JOB,
+};
+
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
- uint32_t uniform_dirty_bits;
+ uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
uint32_t defaults_offset;
};
+struct v3d_stream_output_target {
+ struct pipe_stream_output_target base;
+ /* Number of transform feedback vertices written to this target */
+ uint32_t recorded_vertex_count;
+};
+
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
/* Number of vertices we've written into the buffer so far. */
*/
uint32_t draw_calls_queued;
+ /**
+ * Number of draw calls (not counting full buffer clears) queued in
+ * the current job during active transform feedback.
+ */
+ uint32_t tf_draw_calls_queued;
+
struct v3d_job_key key;
};
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
- uint32_t dirty;
+ uint64_t dirty;
struct primconvert_context *primconvert;
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
+ struct pipe_resource *prim_counts;
+ uint32_t prim_counts_offset;
struct pipe_debug_callback debug;
/** @} */
};
return (struct v3d_sampler_state *)psampler;
}
+static inline struct v3d_stream_output_target *
+v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
+{
+ return (struct v3d_stream_output_target *)ptarget;
+}
+
+static inline uint32_t
+v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
+{
+ return v3d_stream_output_target(ptarget)->recorded_vertex_count;
+}
+
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
void v3d_program_init(struct pipe_context *pctx);
void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
- bool always_flush);
+ enum v3d_flush_cond flush_cond);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
- struct pipe_resource *prsc);
+ struct pipe_resource *prsc,
+ enum v3d_flush_cond flush_cond);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
void v3d_update_compiled_cs(struct v3d_context *v3d);
void v3d_init_query_functions(struct v3d_context *v3d);
void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
void v3d_blitter_save(struct v3d_context *v3d);
-boolean v3d_generate_mipmap(struct pipe_context *pctx,
- struct pipe_resource *prsc,
- enum pipe_format format,
- unsigned int base_level,
- unsigned int last_level,
- unsigned int first_layer,
- unsigned int last_layer);
+bool v3d_generate_mipmap(struct pipe_context *pctx,
+ struct pipe_resource *prsc,
+ enum pipe_format format,
+ unsigned int base_level,
+ unsigned int last_level,
+ unsigned int first_layer,
+ unsigned int last_layer);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
+void v3d_tf_update_counters(struct v3d_context *v3d);
+
#ifdef v3dX
# include "v3dx_context.h"
#else