/* * Copyright © 2014 Broadcom * Copyright (C) 2012 Rob Clark * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #ifndef VC4_CONTEXT_H #define VC4_CONTEXT_H #include "pipe/p_context.h" #include "pipe/p_state.h" #include "util/u_slab.h" #define __user #include "vc4_drm.h" #include "vc4_bufmgr.h" #include "vc4_resource.h" #include "vc4_cl.h" #include "vc4_qir.h" #define VC4_DIRTY_BLEND (1 << 0) #define VC4_DIRTY_RASTERIZER (1 << 1) #define VC4_DIRTY_ZSA (1 << 2) #define VC4_DIRTY_FRAGTEX (1 << 3) #define VC4_DIRTY_VERTTEX (1 << 4) #define VC4_DIRTY_TEXSTATE (1 << 5) #define VC4_DIRTY_PROG (1 << 6) #define VC4_DIRTY_BLEND_COLOR (1 << 7) #define VC4_DIRTY_STENCIL_REF (1 << 8) #define VC4_DIRTY_SAMPLE_MASK (1 << 9) #define VC4_DIRTY_FRAMEBUFFER (1 << 10) #define VC4_DIRTY_STIPPLE (1 << 11) #define VC4_DIRTY_VIEWPORT (1 << 12) #define VC4_DIRTY_CONSTBUF (1 << 13) #define VC4_DIRTY_VTXSTATE (1 << 14) #define VC4_DIRTY_VTXBUF (1 << 15) #define VC4_DIRTY_INDEXBUF (1 << 16) #define VC4_DIRTY_SCISSOR (1 << 17) #define VC4_SHADER_DIRTY_VP (1 << 0) #define VC4_SHADER_DIRTY_FP (1 << 1) struct vc4_texture_stateobj { struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; unsigned num_textures; struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; unsigned num_samplers; unsigned dirty_samplers; }; struct vc4_shader_uniform_info { enum quniform_contents *contents; uint32_t *data; uint32_t count; uint32_t num_texture_samples; }; struct vc4_compiled_shader { struct vc4_bo *bo; struct vc4_shader_uniform_info uniforms[2]; uint32_t coord_shader_offset; uint8_t num_inputs; }; struct vc4_program_stateobj { struct pipe_shader_state *bind_vs, *bind_fs; struct vc4_compiled_shader *vs, *fs; uint32_t dirty; uint8_t num_exports; /* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index * for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point- * size) are not included in this */ uint8_t export_linkage[63]; }; struct vc4_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; uint32_t dirty_mask; }; struct vc4_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; uint32_t dirty_mask; }; struct vc4_vertex_stateobj { struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS]; unsigned num_elements; }; struct vc4_context { struct pipe_context base; int fd; struct vc4_screen *screen; struct vc4_cl bcl; struct vc4_cl rcl; struct vc4_cl shader_rec; struct vc4_cl uniforms; struct vc4_cl bo_handles; struct vc4_cl bo_pointers; uint32_t shader_rec_count; struct vc4_bo *tile_alloc; struct vc4_bo *tile_state; struct util_slab_mempool transfer_pool; struct blitter_context *blitter; /** bitfield of VC4_DIRTY_* */ uint32_t dirty; /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the * first rendering. */ uint32_t cleared; /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to * (either clears or draws). */ uint32_t resolve; uint32_t clear_color[2]; uint32_t clear_depth; /**< 24-bit unorm depth */ /** * Set if some drawing (triangles, blits, or just a glClear()) has * been done to the FBO, meaning that we need to * DRM_IOCTL_VC4_SUBMIT_CL. */ bool needs_flush; /** * Set when needs_flush, and the queued rendering is not just composed * of full-buffer clears. */ bool draw_call_queued; struct primconvert_context *primconvert; struct util_hash_table *fs_cache, *vs_cache; /** @{ Current pipeline state objects */ struct pipe_scissor_state scissor; struct pipe_blend_state *blend; struct vc4_rasterizer_state *rasterizer; struct vc4_depth_stencil_alpha_state *zsa; struct vc4_texture_stateobj verttex, fragtex; struct vc4_program_stateobj prog; struct vc4_vertex_stateobj *vtx; struct pipe_blend_color blend_color; struct pipe_stencil_ref stencil_ref; unsigned sample_mask; struct pipe_framebuffer_state framebuffer; struct pipe_poly_stipple stipple; struct pipe_viewport_state viewport; struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; struct vc4_vertexbuf_stateobj vertexbuf; struct pipe_index_buffer indexbuf; /** @} */ }; struct vc4_rasterizer_state { struct pipe_rasterizer_state base; /* VC4_CONFIGURATION_BITS */ uint8_t config_bits[3]; float point_size; }; struct vc4_depth_stencil_alpha_state { struct pipe_depth_stencil_alpha_state base; /* VC4_CONFIGURATION_BITS */ uint8_t config_bits[3]; }; static inline struct vc4_context * vc4_context(struct pipe_context *pcontext) { return (struct vc4_context *)pcontext; } struct pipe_context *vc4_context_create(struct pipe_screen *pscreen, void *priv); void vc4_draw_init(struct pipe_context *pctx); void vc4_state_init(struct pipe_context *pctx); void vc4_program_init(struct pipe_context *pctx); void vc4_simulator_init(struct vc4_screen *screen); int vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args); void vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, struct vc4_constbuf_stateobj *cb, struct vc4_texture_stateobj *texstate, int shader_index); void vc4_flush(struct pipe_context *pctx); void vc4_flush_for_bo(struct pipe_context *pctx, struct vc4_bo *bo); void vc4_emit_state(struct pipe_context *pctx); void vc4_generate_code(struct qcompile *c); void vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode); #endif /* VC4_CONTEXT_H */