/* * Copyright © 2014-2017 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 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; /** * 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; 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 */