mesa/src/gallium/drivers/v3d/v3d_resource.h

170 lines
5.4 KiB
C

/*
* Copyright © 2014-2017 Broadcom
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
* 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 V3D_RESOURCE_H
#define V3D_RESOURCE_H
#include "v3d_screen.h"
#include "util/u_transfer.h"
#include "broadcom/common/v3d_tiling.h"
struct v3d_transfer {
struct pipe_transfer base;
void *map;
};
struct v3d_resource_slice {
uint32_t offset;
uint32_t stride;
uint32_t padded_height;
/* Size of a single pane of the slice. For 3D textures, there will be
* a number of panes equal to the minified, power-of-two-aligned
* depth.
*/
uint32_t size;
uint8_t ub_pad;
enum v3d_tiling_mode tiling;
};
struct v3d_surface {
struct pipe_surface base;
uint32_t offset;
enum v3d_tiling_mode tiling;
/**
* Output image format for TILE_RENDERING_MODE_CONFIGURATION
*/
uint8_t format;
/**
* Internal format of the tile buffer for
* TILE_RENDERING_MODE_CONFIGURATION.
*/
uint8_t internal_type;
/**
* internal bpp value (0=32bpp, 2=128bpp) for color buffers in
* TILE_RENDERING_MODE_CONFIGURATION.
*/
uint8_t internal_bpp;
/**
* If the R and B channels should be swapped. On V3D 3.x, we do it in
* the shader and the blend equation. On V3D 4.1+, we can use the new
* TLB load/store flags instead of recompiling.
*/
bool swap_rb;
uint32_t padded_height_of_output_image_in_uif_blocks;
/* If the resource being referenced is separate stencil, then this is
* the surface to use when reading/writing stencil.
*/
struct pipe_surface *separate_stencil;
};
struct v3d_resource {
struct pipe_resource base;
struct v3d_bo *bo;
struct renderonly_scanout *scanout;
struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
uint32_t cube_map_stride;
uint32_t sand_col128_stride;
uint32_t size;
int cpp;
bool tiled;
/**
* Indicates if the CS has written the resource
*/
bool compute_written;
/**
* Indicates if the Graphics pipeline has written the resource
*/
bool graphics_written;
/**
* Number of times the resource has been written to.
*
* This is used to track whether we need to load the surface on first
* rendering.
*/
uint64_t writes;
/**
* Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
* for which parts of the resource are defined.
*
* Used for avoiding fallback to quad clears for clearing just depth,
* when the stencil contents have never been initialized. Note that
* we're lazy and fields not present in the buffer (DEPTH in a color
* buffer) may get marked.
*/
uint32_t initialized_buffers;
/**
* A serial ID that is incremented every time a new BO is bound to a
* resource. We use this to track scenarios where we might need to
* update other resources to point to the new BO (like sampler states
* when a texture BO changes).
*/
uint32_t serial_id;
enum pipe_format internal_format;
/* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
struct v3d_resource *separate_stencil;
};
static inline struct v3d_resource *
v3d_resource(struct pipe_resource *prsc)
{
return (struct v3d_resource *)prsc;
}
static inline struct v3d_surface *
v3d_surface(struct pipe_surface *psurf)
{
return (struct v3d_surface *)psurf;
}
static inline struct v3d_transfer *
v3d_transfer(struct pipe_transfer *ptrans)
{
return (struct v3d_transfer *)ptrans;
}
void v3d_resource_screen_init(struct pipe_screen *pscreen);
void v3d_resource_context_init(struct pipe_context *pctx);
struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
const struct pipe_resource *tmpl);
void v3d_update_shadow_texture(struct pipe_context *pctx,
struct pipe_sampler_view *view);
uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
uint32_t layer);
#endif /* V3D_RESOURCE_H */