/* * Copyright (C) 2016 Rob Clark * Copyright © 2018 Google, Inc. * * 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. * * Authors: * Rob Clark */ #ifndef FD6_CONTEXT_H_ #define FD6_CONTEXT_H_ #include "util/u_upload_mgr.h" #include "freedreno_context.h" #include "ir3_shader.h" #include "a6xx.xml.h" struct fd6_context { struct fd_context base; struct fd_bo *vs_pvt_mem, *fs_pvt_mem; /* Two buffers related to hw binning / visibility stream (VSC). * Compared to previous generations * (1) we cannot specify individual buffers per VSC, instead * just a pitch and base address * (2) there is a second smaller buffer, for something.. we * also stash VSC_BIN_SIZE at end of 2nd buffer. */ struct fd_bo *vsc_data, *vsc_data2; // TODO annoyingly large sizes to prevent hangs with larger amounts // of geometry, like aquarium with max # of fish. Need to figure // out how to calculate the required size. #define A6XX_VSC_DATA_PITCH 0x4400 #define A6XX_VSC_DATA2_PITCH 0x10400 /* TODO not sure what this is for.. probably similar to * CACHE_FLUSH_TS on kernel side, where value gets written * to this address synchronized w/ 3d (ie. a way to * synchronize when the CP is running far ahead) */ struct fd_bo *blit_mem; uint32_t seqno; struct u_upload_mgr *border_color_uploader; struct pipe_resource *border_color_buf; /* if *any* of bits are set in {v,f}saturate_{s,t,r} */ bool vsaturate, fsaturate; /* bitmask of sampler which needs coords clamped for vertex * shader: */ uint16_t vsaturate_s, vsaturate_t, vsaturate_r; /* bitmask of sampler which needs coords clamped for frag * shader: */ uint16_t fsaturate_s, fsaturate_t, fsaturate_r; /* bitmask of samplers which need astc srgb workaround: */ uint16_t vastc_srgb, fastc_srgb; /* some state changes require a different shader variant. Keep * track of this so we know when we need to re-emit shader state * due to variant change. See fixup_shader_state() */ struct ir3_shader_key last_key; /* number of active samples-passed queries: */ int samples_passed_queries; /* maps per-shader-stage state plus variant key to hw * program stateobj: */ struct ir3_cache *shader_cache; /* cached stateobjs to avoid hashtable lookup when not dirty: */ const struct fd6_program_state *prog; uint16_t tex_seqno; struct hash_table *tex_cache; }; static inline struct fd6_context * fd6_context(struct fd_context *ctx) { return (struct fd6_context *)ctx; } struct pipe_context * fd6_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags); static inline void emit_marker6(struct fd_ringbuffer *ring, int scratch_idx) { extern unsigned marker_cnt; unsigned reg = REG_A6XX_CP_SCRATCH_REG(scratch_idx); OUT_PKT4(ring, reg, 1); OUT_RING(ring, ++marker_cnt); } #endif /* FD6_CONTEXT_H_ */