blob: c3c4ae9904a80dbf0f37066b78dba9617cbcabe4 [file] [log] [blame]
/*
* Copyright © 2019 Raspberry Pi
*
* based in part on anv driver which is:
* Copyright © 2015 Intel Corporation
*
* based in part on radv driver which is:
* Copyright © 2016 Red Hat.
* Copyright © 2016 Bas Nieuwenhuizen
*
* 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 V3DV_PRIVATE_H
#define V3DV_PRIVATE_H
#include <stdio.h>
#include <string.h>
#include <vulkan/vulkan.h>
#include <vulkan/vk_icd.h>
#include <vk_enum_to_str.h>
#include <xf86drm.h>
#ifdef HAVE_VALGRIND
#include <valgrind/valgrind.h>
#include <valgrind/memcheck.h>
#define VG(x) x
#else
#define VG(x) ((void)0)
#endif
#include "common/v3d_device_info.h"
#include "common/v3d_limits.h"
#include "compiler/shader_enums.h"
#include "compiler/spirv/nir_spirv.h"
#include "compiler/v3d_compiler.h"
#include "vk_debug_report.h"
#include "util/set.h"
#include "util/hash_table.h"
#include "util/xmlconfig.h"
#include "v3dv_entrypoints.h"
#include "v3dv_extensions.h"
#include "v3dv_bo.h"
/* FIXME: hooks for the packet definition functions. */
static inline void
pack_emit_reloc(void *cl, const void *reloc) {}
#define __gen_user_data struct v3dv_cl
#define __gen_address_type struct v3dv_cl_reloc
#define __gen_address_offset(reloc) (((reloc)->bo ? (reloc)->bo->offset : 0) + \
(reloc)->offset)
#define __gen_emit_reloc cl_pack_emit_reloc
#define __gen_unpack_address(cl, s, e) __unpack_address(cl, s, e)
#include "v3dv_cl.h"
#include "vk_alloc.h"
#include "simulator/v3d_simulator.h"
/* FIXME: pipe_box from Gallium. Needed for some v3d_tiling.c functions.
* In the future we might want to drop that depedency, but for now it is
* good enough.
*/
#include "util/u_box.h"
#include "wsi_common.h"
#include "broadcom/cle/v3dx_pack.h"
/* A non-fatal assert. Useful for debugging. */
#ifdef DEBUG
#define v3dv_assert(x) ({ \
if (unlikely(!(x))) \
fprintf(stderr, "%s:%d ASSERT: %s", __FILE__, __LINE__, #x); \
})
#else
#define v3dv_assert(x)
#endif
#define for_each_bit(b, dword) \
for (uint32_t __dword = (dword); \
(b) = __builtin_ffs(__dword) - 1, __dword; __dword &= ~(1 << (b)))
#define typed_memcpy(dest, src, count) ({ \
STATIC_ASSERT(sizeof(*src) == sizeof(*dest)); \
memcpy((dest), (src), (count) * sizeof(*(src))); \
})
#define NSEC_PER_SEC 1000000000ull
/* From vulkan spec "If the multiple viewports feature is not enabled,
* scissorCount must be 1", ditto for viewportCount. For now we don't support
* that feature.
*/
#define MAX_VIEWPORTS 1
#define MAX_SCISSORS 1
#define MAX_VBS 16
#define MAX_VERTEX_ATTRIBS 16
#define MAX_SETS 16
struct v3dv_instance;
#ifdef USE_V3D_SIMULATOR
#define using_v3d_simulator true
#else
#define using_v3d_simulator false
#endif
struct v3d_simulator_file;
struct v3dv_physical_device {
VK_LOADER_DATA _loader_data;
struct v3dv_instance *instance;
struct v3dv_device_extension_table supported_extensions;
struct v3dv_physical_device_dispatch_table dispatch;
char *name;
int32_t render_fd;
int32_t display_fd;
uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
struct wsi_device wsi_device;
VkPhysicalDeviceMemoryProperties memory;
struct v3d_device_info devinfo;
struct v3d_simulator_file *sim_file;
const struct v3d_compiler *compiler;
uint32_t next_program_id;
struct {
bool merge_jobs;
} options;
};
VkResult v3dv_wsi_init(struct v3dv_physical_device *physical_device);
void v3dv_wsi_finish(struct v3dv_physical_device *physical_device);
struct v3dv_app_info {
const char *app_name;
uint32_t app_version;
const char *engine_name;
uint32_t engine_version;
uint32_t api_version;
};
struct v3dv_instance {
VK_LOADER_DATA _loader_data;
VkAllocationCallbacks alloc;
struct v3dv_app_info app_info;
struct v3dv_instance_extension_table enabled_extensions;
struct v3dv_instance_dispatch_table dispatch;
struct v3dv_device_dispatch_table device_dispatch;
int physicalDeviceCount;
struct v3dv_physical_device physicalDevice;
struct vk_debug_report_instance debug_report_callbacks;
};
struct v3dv_queue {
VK_LOADER_DATA _loader_data;
struct v3dv_device *device;
VkDeviceQueueCreateFlags flags;
/* FIXME: stub */
};
struct v3dv_device {
VK_LOADER_DATA _loader_data;
VkAllocationCallbacks alloc;
struct v3dv_instance *instance;
struct v3dv_device_extension_table enabled_extensions;
struct v3dv_device_dispatch_table dispatch;
int32_t render_fd;
int32_t display_fd;
struct v3d_device_info devinfo;
struct v3dv_queue queue;
/* Last command buffer submitted on this device. We use this to check if
* the GPU is idle.
*/
uint32_t last_job_sync;
};
struct v3dv_device_memory {
struct v3dv_bo *bo;
const VkMemoryType *type;
};
#define V3D_OUTPUT_IMAGE_FORMAT_NO 255
struct v3dv_format {
bool supported;
/* One of V3D33_OUTPUT_IMAGE_FORMAT_*, or OUTPUT_IMAGE_FORMAT_NO */
uint8_t rt_type;
/* One of V3D33_TEXTURE_DATA_FORMAT_*. */
uint8_t tex_type;
/* Swizzle to apply to the RGBA shader output for storing to the tile
* buffer, to the RGBA tile buffer to produce shader input (for
* blending), and for turning the rgba8888 texture sampler return
* value into shader rgba values.
*/
uint8_t swizzle[4];
/* Whether the return value is 16F/I/UI or 32F/I/UI. */
uint8_t return_size;
};
/**
* Tiling mode enum used for v3d_resource.c, which maps directly to the Memory
* Format field of render target and Z/Stencil config.
*/
enum v3d_tiling_mode {
/* Untiled resources. Not valid as texture inputs. */
VC5_TILING_RASTER,
/* Single line of u-tiles. */
VC5_TILING_LINEARTILE,
/* Departure from standard 4-UIF block column format. */
VC5_TILING_UBLINEAR_1_COLUMN,
/* Departure from standard 4-UIF block column format. */
VC5_TILING_UBLINEAR_2_COLUMN,
/* Normal tiling format: grouped in 4x4 UIFblocks, each of which is
* split 2x2 into utiles.
*/
VC5_TILING_UIF_NO_XOR,
/* Normal tiling format: grouped in 4x4 UIFblocks, each of which is
* split 2x2 into utiles.
*/
VC5_TILING_UIF_XOR,
};
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;
uint32_t padded_height_of_output_image_in_uif_blocks;
};
struct v3dv_image {
VkImageType type;
VkImageAspectFlags aspects;
VkExtent3D extent;
uint32_t levels;
uint32_t array_size;
uint32_t samples;
VkImageUsageFlags usage;
VkImageCreateFlags create_flags;
VkImageTiling tiling;
VkFormat vk_format;
const struct v3dv_format *format;
uint32_t cpp;
uint64_t drm_format_mod;
bool tiled;
struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
uint32_t size; /* Total size in bytes */
uint32_t cube_map_stride;
uint32_t alignment;
struct v3dv_device_memory *mem;
VkDeviceSize mem_offset;
};
struct v3dv_image_view {
const struct v3dv_image *image;
VkImageAspectFlags aspects;
VkExtent3D extent;
VkFormat vk_format;
const struct v3dv_format *format;
bool swap_rb;
enum v3d_tiling_mode tiling;
uint32_t internal_bpp;
uint32_t internal_type;
uint32_t base_level;
uint32_t first_layer;
uint32_t last_layer;
uint32_t offset;
};
uint32_t v3dv_layer_offset(const struct v3dv_image *image, uint32_t level, uint32_t layer);
struct v3dv_buffer {
VkDeviceSize size;
VkBufferUsageFlags usage;
uint32_t alignment;
struct v3dv_device_memory *mem;
VkDeviceSize mem_offset;
};
struct v3dv_subpass_attachment {
uint32_t attachment;
VkImageLayout layout;
};
struct v3dv_subpass {
uint32_t input_count;
struct v3dv_subpass_attachment *input_attachments;
uint32_t color_count;
struct v3dv_subpass_attachment *color_attachments;
struct v3dv_subpass_attachment *resolve_attachments;
struct v3dv_subpass_attachment ds_attachment;
};
struct v3dv_render_pass_attachment {
VkAttachmentDescription desc;
uint32_t first_subpass;
uint32_t last_subpass;
};
struct v3dv_render_pass {
uint32_t attachment_count;
struct v3dv_render_pass_attachment *attachments;
uint32_t subpass_count;
struct v3dv_subpass *subpasses;
struct v3dv_subpass_attachment *subpass_attachments;
};
struct v3dv_framebuffer {
uint32_t width;
uint32_t height;
uint32_t layers;
uint32_t internal_bpp;
uint32_t tile_width;
uint32_t tile_height;
uint32_t draw_tiles_x;
uint32_t draw_tiles_y;
uint32_t supertile_width;
uint32_t supertile_height;
uint32_t frame_width_in_supertiles;
uint32_t frame_height_in_supertiles;
uint32_t attachment_count;
uint32_t color_attachment_count;
struct v3dv_image_view *attachments[0];
};
void v3dv_framebuffer_compute_tiling_params(struct v3dv_framebuffer *framebuffer);
struct v3dv_cmd_pool {
VkAllocationCallbacks alloc;
struct list_head cmd_buffers;
};
enum v3dv_cmd_buffer_status {
V3DV_CMD_BUFFER_STATUS_NEW = 0,
V3DV_CMD_BUFFER_STATUS_INITIALIZED = 1,
V3DV_CMD_BUFFER_STATUS_RECORDING = 2,
V3DV_CMD_BUFFER_STATUS_EXECUTABLE = 3
};
union v3dv_clear_value {
uint32_t color[4];
float z;
uint8_t s;
};
struct v3dv_cmd_buffer_attachment_state {
union v3dv_clear_value clear_value;
};
void v3dv_get_hw_clear_color(const VkClearColorValue *color,
uint32_t internal_type,
uint32_t internal_size,
uint32_t *hw_color);
struct v3dv_viewport_state {
uint32_t count;
VkViewport viewports[MAX_VIEWPORTS];
float translate[MAX_VIEWPORTS][3];
float scale[MAX_VIEWPORTS][3];
};
struct v3dv_scissor_state {
uint32_t count;
VkRect2D scissors[MAX_SCISSORS];
};
/* Mostly a v3dv mapping of VkDynamicState, used to track which data as
* defined as dynamic
*/
enum v3dv_dynamic_state_bits {
V3DV_DYNAMIC_VIEWPORT = 1 << 0,
V3DV_DYNAMIC_SCISSOR = 1 << 1,
V3DV_DYNAMIC_STENCIL_COMPARE_MASK = 1 << 2,
V3DV_DYNAMIC_STENCIL_WRITE_MASK = 1 << 3,
V3DV_DYNAMIC_STENCIL_REFERENCE = 1 << 4,
V3DV_DYNAMIC_ALL = (1 << 5) - 1,
};
/* Flags for dirty pipeline state.
*/
enum v3dv_cmd_dirty_bits {
V3DV_CMD_DIRTY_VIEWPORT = 1 << 0,
V3DV_CMD_DIRTY_SCISSOR = 1 << 1,
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK = 1 << 2,
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK = 1 << 3,
V3DV_CMD_DIRTY_STENCIL_REFERENCE = 1 << 4,
V3DV_CMD_DIRTY_PIPELINE = 1 << 5,
V3DV_CMD_DIRTY_VERTEX_BUFFER = 1 << 6,
V3DV_CMD_DIRTY_DESCRIPTOR_SETS = 1 << 7,
};
struct v3dv_dynamic_state {
/**
* Bitmask of (1 << VK_DYNAMIC_STATE_*).
* Defines the set of saved dynamic state.
*/
uint32_t mask;
struct v3dv_viewport_state viewport;
struct v3dv_scissor_state scissor;
struct {
uint32_t front;
uint32_t back;
} stencil_compare_mask;
struct {
uint32_t front;
uint32_t back;
} stencil_write_mask;
struct {
uint32_t front;
uint32_t back;
} stencil_reference;
};
extern const struct v3dv_dynamic_state default_dynamic_state;
void v3dv_viewport_compute_xform(const VkViewport *viewport,
float scale[3],
float translate[3]);
enum v3dv_ez_state {
VC5_EZ_UNDECIDED = 0,
VC5_EZ_GT_GE,
VC5_EZ_LT_LE,
VC5_EZ_DISABLED,
};
struct v3dv_job {
struct list_head list_link;
struct v3dv_cmd_buffer *cmd_buffer;
struct v3dv_cl bcl;
struct v3dv_cl rcl;
struct v3dv_cl indirect;
/* Set of all BOs referenced by the job. This will be used for making
* the list of BOs that the kernel will need to have paged in to
* execute our job.
*/
struct set *bos;
uint32_t bo_count;
struct v3dv_bo *tile_alloc;
struct v3dv_bo *tile_state;
bool tmu_dirty_rcl;
uint32_t first_subpass;
enum v3dv_ez_state ez_state;
enum v3dv_ez_state first_ez_state;
};
void v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo);
void v3dv_job_emit_binning_flush(struct v3dv_job *job);
struct v3dv_vertex_binding {
struct v3dv_buffer *buffer;
VkDeviceSize offset;
};
struct v3dv_descriptor_state {
struct v3dv_descriptor_set *descriptor_sets[MAX_SETS];
uint32_t valid;
};
struct v3dv_cmd_buffer_state {
const struct v3dv_render_pass *pass;
const struct v3dv_framebuffer *framebuffer;
VkRect2D render_area;
/* Current job being recorded */
struct v3dv_job *job;
uint32_t subpass_idx;
struct v3dv_pipeline *pipeline;
struct v3dv_descriptor_state descriptor_state;
struct v3dv_dynamic_state dynamic;
uint32_t dirty;
uint32_t attachment_count;
struct v3dv_cmd_buffer_attachment_state *attachments;
struct v3dv_vertex_binding vertex_bindings[MAX_VBS];
};
struct v3dv_cmd_buffer {
VK_LOADER_DATA _loader_data;
struct v3dv_device *device;
struct v3dv_cmd_pool *pool;
struct list_head pool_link;
VkCommandBufferUsageFlags usage_flags;
VkCommandBufferLevel level;
enum v3dv_cmd_buffer_status status;
struct v3dv_cmd_buffer_state state;
/* List of jobs to submit to the kernel */
struct list_head submit_jobs;
};
struct v3dv_job *v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer);
void v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer);
void v3dv_cmd_buffer_start_frame(struct v3dv_cmd_buffer *cmd_buffer,
const struct v3dv_framebuffer *framebuffer);
struct v3dv_semaphore {
/* A syncobject handle associated with this semaphore */
uint32_t sync;
/* The file handle of a fence that we imported into our syncobject */
int32_t fd;
};
struct v3dv_fence {
/* A syncobject handle associated with this fence */
uint32_t sync;
/* The file handle of a fence that we imported into our syncobject */
int32_t fd;
};
struct v3dv_shader_module {
unsigned char sha1[20];
uint32_t size;
char data[0];
};
/* FIXME: the same function at anv, radv and tu, perhaps create common
* place?
*/
static inline gl_shader_stage
vk_to_mesa_shader_stage(VkShaderStageFlagBits vk_stage)
{
assert(__builtin_popcount(vk_stage) == 1);
return ffs(vk_stage) - 1;
}
/*
* Per-stage info for each stage, useful so shader_module_compile_to_nir and
* other methods doesn't have so many parameters.
*
* FIXME: for the case of the coordinate shader and the vertex shader, module,
* entrypoint, spec_info and nir are the same. There are also info only
* relevant to some stages. But seemed too much a hassle to create a new
* struct only to handle that. Revisit if such kind of info starts to grow.
*/
struct v3dv_pipeline_stage {
struct v3dv_pipeline *pipeline;
gl_shader_stage stage;
/* FIXME: is_coord only make sense if stage == MESA_SHADER_VERTEX. Perhaps
* a stage base/vs/fs as keys and prog_data?
*/
bool is_coord;
const struct v3dv_shader_module *module;
const char *entrypoint;
const VkSpecializationInfo *spec_info;
nir_shader *nir;
/** A name for this program, so you can track it in shader-db output. */
uint32_t program_id;
union {
struct v3d_key base;
struct v3d_vs_key vs;
struct v3d_fs_key fs;
} key;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
struct v3d_fs_prog_data *fs;
} prog_data;
/* FIXME: only make sense on vs, so perhaps a v3dv key like radv? or a kind
* of pipe_draw_info
*/
enum pipe_prim_type topology;
/* FIXME: using one bo per shader. Eventually we would be interested on
* reusing the same bo for all the shaders, like a bo per v3dv_pipeline for
* shaders.
*/
struct v3dv_bo *assembly_bo;
};
/* FIXME: although the full vpm_config is not required at this point, as we
* don't plan to initially support GS, it is more readable and serves as a
* placeholder, to have the struct and fill it with default values.
*/
struct vpm_config {
uint32_t As;
uint32_t Vc;
uint32_t Gs;
uint32_t Gd;
uint32_t Gv;
uint32_t Ve;
uint32_t gs_width;
};
struct v3dv_descriptor_pool_entry
{
struct v3dv_descriptor_set *set;
};
struct v3dv_descriptor_pool {
uint8_t *host_memory_base;
uint8_t *host_memory_ptr;
uint8_t *host_memory_end;
uint32_t entry_count;
uint32_t max_entry_count;
struct v3dv_descriptor_pool_entry entries[0];
};
struct v3dv_descriptor {
struct v3dv_bo *bo;
uint32_t offset;
};
struct v3dv_descriptor_set {
struct v3dv_descriptor_pool *pool;
const struct v3dv_descriptor_set_layout *layout;
/* The descriptors below can be indexed (set/binding) using the set_layout
*/
struct v3dv_descriptor descriptors[0];
};
struct v3dv_descriptor_set_binding_layout {
VkDescriptorType type;
/* Number of array elements in this binding */
uint32_t array_size;
uint32_t descriptor_index;
};
struct v3dv_descriptor_set_layout {
VkDescriptorSetLayoutCreateFlags flags;
/* Number of bindings in this descriptor set */
uint32_t binding_count;
/* Shader stages affected by this descriptor set */
uint16_t shader_stages;
/* Number of descriptors in this descriptor set */
uint32_t descriptor_count;
/* Bindings in this descriptor set */
struct v3dv_descriptor_set_binding_layout binding[0];
};
struct v3dv_pipeline_layout {
struct {
struct v3dv_descriptor_set_layout *layout;
uint32_t dynamic_offset_start;
} set[MAX_SETS];
uint32_t num_sets;
};
struct v3dv_descriptor_map {
/* TODO: avoid fixed size array/justify the size */
unsigned num_desc; /* Number of descriptors */
int set[64];
int binding[64];
int array_index[64];
int array_size[64];
};
struct v3dv_pipeline {
struct v3dv_device *device;
VkShaderStageFlags active_stages;
struct v3dv_subpass *subpass;
/* Note: We can't use just a MESA_SHADER_STAGES array as we need to track
* too the coordinate shader
*/
struct v3dv_pipeline_stage *vs;
struct v3dv_pipeline_stage *vs_bin;
struct v3dv_pipeline_stage *fs;
struct v3dv_dynamic_state dynamic_state;
enum v3dv_ez_state ez_state;
/* Accessed by binding. So vb[binding]->stride is the stride of the vertex
* array with such binding
*/
struct v3dv_pipeline_vertex_binding {
uint32_t stride;
uint32_t instance_divisor;
} vb[MAX_VBS];
uint32_t vb_count;
/* Note that a lot of info from VkVertexInputAttributeDescription is
* already prepacked, so storing here only those that need recheck later
*
* Note that they are not indexed by the location or nir driver location,
* as we are defining here only the inputs that the shader are really
* using.
*/
struct v3dv_pipeline_vertex_attrib {
uint32_t binding;
uint32_t offset;
/* We store driver_location instead of location because most v3d structs
* are indexed by driver_location
*/
uint32_t driver_location;
VkFormat vk_format;
} va[MAX_VERTEX_ATTRIBS];
uint32_t va_count;
struct v3dv_descriptor_map ubo_map;
struct v3dv_descriptor_map ssbo_map;
/* FIXME: this bo is another candidate to data to be uploaded using a
* resource manager, instead of a individual bo
*/
struct v3dv_bo *default_attribute_values;
struct vpm_config vpm_cfg;
struct vpm_config vpm_cfg_bin;
/* If the pipeline should emit any of the stencil configuration packets */
bool emit_stencil_cfg[2];
/* Packets prepacked during pipeline creation
*/
uint8_t cfg_bits[cl_packet_length(CFG_BITS)];
uint8_t shader_state_record[cl_packet_length(GL_SHADER_STATE_RECORD)];
uint8_t vcm_cache_size[cl_packet_length(VCM_CACHE_SIZE)];
uint8_t vertex_attrs[cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD) *
(MAX_VBS / 4)];
uint8_t stencil_cfg[2][cl_packet_length(STENCIL_CFG)];
};
static inline uint32_t
v3dv_zs_buffer_from_aspect_bits(VkImageAspectFlags aspects)
{
const VkImageAspectFlags zs_aspects =
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
if (filtered_aspects == zs_aspects)
return ZSTENCIL;
else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
return Z;
else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
return STENCIL;
else
return NONE;
}
uint32_t v3dv_physical_device_api_version(struct v3dv_physical_device *dev);
int v3dv_get_instance_entrypoint_index(const char *name);
int v3dv_get_device_entrypoint_index(const char *name);
int v3dv_get_physical_device_entrypoint_index(const char *name);
const char *v3dv_get_instance_entry_name(int index);
const char *v3dv_get_physical_device_entry_name(int index);
const char *v3dv_get_device_entry_name(int index);
bool
v3dv_instance_entrypoint_is_enabled(int index, uint32_t core_version,
const struct v3dv_instance_extension_table *instance);
bool
v3dv_physical_device_entrypoint_is_enabled(int index, uint32_t core_version,
const struct v3dv_instance_extension_table *instance);
bool
v3dv_device_entrypoint_is_enabled(int index, uint32_t core_version,
const struct v3dv_instance_extension_table *instance,
const struct v3dv_device_extension_table *device);
void *v3dv_lookup_entrypoint(const struct v3d_device_info *devinfo,
const char *name);
#define v3dv_printflike(a, b) __attribute__((__format__(__printf__, a, b)))
VkResult __vk_errorf(struct v3dv_instance *instance, VkResult error,
const char *file, int line,
const char *format, ...);
#define vk_error(instance, error) __vk_errorf(instance, error, __FILE__, __LINE__, NULL);
#define vk_errorf(instance, error, format, ...) __vk_errorf(instance, error, __FILE__, __LINE__, format, ## __VA_ARGS__);
void v3dv_loge(const char *format, ...) v3dv_printflike(1, 2);
void v3dv_loge_v(const char *format, va_list va);
#define v3dv_debug_ignored_stype(sType) \
v3dv_loge("%s: ignored VkStructureType %u:%s\n", __func__, (sType), vk_StructureType_to_str(sType))
const struct v3dv_format *v3dv_get_format(VkFormat);
const uint8_t *v3dv_get_format_swizzle(VkFormat f);
void v3dv_get_internal_type_bpp_for_output_format(uint32_t format, uint32_t *type, uint32_t *bpp);
uint32_t v3d_utile_width(int cpp);
uint32_t v3d_utile_height(int cpp);
void v3d_load_tiled_image(void *dst, uint32_t dst_stride,
void *src, uint32_t src_stride,
enum v3d_tiling_mode tiling_format,
int cpp, uint32_t image_h,
const struct pipe_box *box);
void v3d_store_tiled_image(void *dst, uint32_t dst_stride,
void *src, uint32_t src_stride,
enum v3d_tiling_mode tiling_format,
int cpp, uint32_t image_h,
const struct pipe_box *box);
struct v3dv_cl_reloc v3dv_write_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline_stage *p_stage);
#define V3DV_DEFINE_HANDLE_CASTS(__v3dv_type, __VkType) \
\
static inline struct __v3dv_type * \
__v3dv_type ## _from_handle(__VkType _handle) \
{ \
return (struct __v3dv_type *) _handle; \
} \
\
static inline __VkType \
__v3dv_type ## _to_handle(struct __v3dv_type *_obj) \
{ \
return (__VkType) _obj; \
}
#define V3DV_DEFINE_NONDISP_HANDLE_CASTS(__v3dv_type, __VkType) \
\
static inline struct __v3dv_type * \
__v3dv_type ## _from_handle(__VkType _handle) \
{ \
return (struct __v3dv_type *)(uintptr_t) _handle; \
} \
\
static inline __VkType \
__v3dv_type ## _to_handle(struct __v3dv_type *_obj) \
{ \
return (__VkType)(uintptr_t) _obj; \
}
#define V3DV_FROM_HANDLE(__v3dv_type, __name, __handle) \
struct __v3dv_type *__name = __v3dv_type ## _from_handle(__handle)
V3DV_DEFINE_HANDLE_CASTS(v3dv_cmd_buffer, VkCommandBuffer)
V3DV_DEFINE_HANDLE_CASTS(v3dv_device, VkDevice)
V3DV_DEFINE_HANDLE_CASTS(v3dv_instance, VkInstance)
V3DV_DEFINE_HANDLE_CASTS(v3dv_physical_device, VkPhysicalDevice)
V3DV_DEFINE_HANDLE_CASTS(v3dv_queue, VkQueue)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_cmd_pool, VkCommandPool)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_buffer, VkBuffer)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_device_memory, VkDeviceMemory)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_pool, VkDescriptorPool)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_set, VkDescriptorSet)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_set_layout, VkDescriptorSetLayout)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_fence, VkFence)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_framebuffer, VkFramebuffer)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_image, VkImage)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_image_view, VkImageView)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_pipeline, VkPipeline)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_pipeline_layout, VkPipelineLayout)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_render_pass, VkRenderPass)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_semaphore, VkSemaphore)
V3DV_DEFINE_NONDISP_HANDLE_CASTS(v3dv_shader_module, VkShaderModule)
/* This is defined as a macro so that it works for both
* VkImageSubresourceRange and VkImageSubresourceLayers
*/
#define v3dv_layer_count(_image, _range) \
((_range)->layerCount == VK_REMAINING_ARRAY_LAYERS ? \
(_image)->array_size - (_range)->baseArrayLayer : (_range)->layerCount)
static inline int
v3dv_ioctl(int fd, unsigned long request, void *arg)
{
if (using_v3d_simulator)
return v3d_simulator_ioctl(fd, request, arg);
else
return drmIoctl(fd, request, arg);
}
#endif /* V3DV_PRIVATE_H */