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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/freedreno/ir3/ir3_cache.h
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/*
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* Copyright (C) 2018 Rob Clark <[email protected]>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Rob Clark <[email protected]>
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*/
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#ifndef IR3_CACHE_H_
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#define IR3_CACHE_H_
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#include "ir3/ir3_shader.h"
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/*
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* An in-memory cache for mapping shader state objects plus shader key to
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* hw specific state object for the specified shader variant. This is to
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* allow re-using things like the register setup for varying linkage, etc.
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*/
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/* key into program state cache */
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struct ir3_cache_key {
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struct ir3_shader_state *vs, *hs, *ds, *gs, *fs; // 5 pointers
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struct ir3_shader_key key; // 7 dwords
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};
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/* per-gen backend program state object should subclass this for it's
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* state object, mainly because we need a copy of the key that is not
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* allocated on the stack
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*/
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struct ir3_program_state {
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struct ir3_cache_key key;
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};
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struct ir3_cache_funcs {
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struct ir3_program_state *(*create_state)(
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void *data, struct ir3_shader_variant *bs, /* binning pass vs */
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struct ir3_shader_variant *vs, struct ir3_shader_variant *hs,
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struct ir3_shader_variant *ds, struct ir3_shader_variant *gs,
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struct ir3_shader_variant *fs, const struct ir3_shader_key *key);
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void (*destroy_state)(void *data, struct ir3_program_state *state);
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};
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struct ir3_cache;
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/* construct a shader cache. Free with ralloc_free() */
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struct ir3_cache *ir3_cache_create(const struct ir3_cache_funcs *funcs,
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void *data);
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void ir3_cache_destroy(struct ir3_cache *cache);
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/* debug callback is used for shader-db logs in case the lookup triggers
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* shader variant compilation.
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*/
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struct ir3_program_state *ir3_cache_lookup(struct ir3_cache *cache,
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const struct ir3_cache_key *key,
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struct pipe_debug_callback *debug);
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/* call when an API level state object is destroyed, to invalidate
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* cache entries which reference that state object.
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*/
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void ir3_cache_invalidate(struct ir3_cache *cache, void *stobj);
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#endif /* IR3_CACHE_H_ */
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