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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/v3d/v3d_resource.h
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/*
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* Copyright © 2014-2017 Broadcom
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* Copyright (C) 2012 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
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef V3D_RESOURCE_H
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#define V3D_RESOURCE_H
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#include "v3d_screen.h"
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#include "util/u_transfer.h"
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#include "broadcom/common/v3d_tiling.h"
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struct v3d_transfer {
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struct pipe_transfer base;
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void *map;
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};
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struct v3d_resource_slice {
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uint32_t offset;
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uint32_t stride;
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uint32_t padded_height;
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/* Size of a single pane of the slice. For 3D textures, there will be
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* a number of panes equal to the minified, power-of-two-aligned
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* depth.
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*/
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uint32_t size;
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uint8_t ub_pad;
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enum v3d_tiling_mode tiling;
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};
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struct v3d_surface {
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struct pipe_surface base;
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uint32_t offset;
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enum v3d_tiling_mode tiling;
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/**
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* Output image format for TILE_RENDERING_MODE_CONFIGURATION
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*/
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uint8_t format;
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/**
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* Internal format of the tile buffer for
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* TILE_RENDERING_MODE_CONFIGURATION.
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*/
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uint8_t internal_type;
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/**
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* internal bpp value (0=32bpp, 2=128bpp) for color buffers in
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* TILE_RENDERING_MODE_CONFIGURATION.
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*/
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uint8_t internal_bpp;
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/**
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* If the R and B channels should be swapped. On V3D 3.x, we do it in
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* the shader and the blend equation. On V3D 4.1+, we can use the new
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* TLB load/store flags instead of recompiling.
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*/
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bool swap_rb;
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uint32_t padded_height_of_output_image_in_uif_blocks;
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/* If the resource being referenced is separate stencil, then this is
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* the surface to use when reading/writing stencil.
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*/
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struct pipe_surface *separate_stencil;
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};
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struct v3d_resource {
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struct pipe_resource base;
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struct v3d_bo *bo;
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struct renderonly_scanout *scanout;
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struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
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uint32_t cube_map_stride;
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uint32_t sand_col128_stride;
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uint32_t size;
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int cpp;
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bool tiled;
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/**
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* Indicates if the CS has written the resource
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*/
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bool compute_written;
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/**
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* Number of times the resource has been written to.
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*
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* This is used to track whether we need to load the surface on first
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* rendering.
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*/
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uint64_t writes;
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/**
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* Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
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* for which parts of the resource are defined.
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*
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* Used for avoiding fallback to quad clears for clearing just depth,
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* when the stencil contents have never been initialized. Note that
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* we're lazy and fields not present in the buffer (DEPTH in a color
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* buffer) may get marked.
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*/
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uint32_t initialized_buffers;
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enum pipe_format internal_format;
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/* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
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struct v3d_resource *separate_stencil;
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};
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static inline struct v3d_resource *
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v3d_resource(struct pipe_resource *prsc)
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{
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return (struct v3d_resource *)prsc;
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}
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static inline struct v3d_surface *
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v3d_surface(struct pipe_surface *psurf)
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{
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return (struct v3d_surface *)psurf;
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}
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static inline struct v3d_transfer *
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v3d_transfer(struct pipe_transfer *ptrans)
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{
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return (struct v3d_transfer *)ptrans;
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}
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void v3d_resource_screen_init(struct pipe_screen *pscreen);
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void v3d_resource_context_init(struct pipe_context *pctx);
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struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
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const struct pipe_resource *tmpl);
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void v3d_update_shadow_texture(struct pipe_context *pctx,
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struct pipe_sampler_view *view);
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uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
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uint32_t layer);
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#endif /* V3D_RESOURCE_H */
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