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/*
* Copyright © 2014 Broadcom
*
* 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 VC4_SCREEN_H
#define VC4_SCREEN_H
#include "pipe/p_screen.h"
#include "renderonly/renderonly.h"
#include "os/os_thread.h"
#include "frontend/drm_driver.h"
#include "util/list.h"
#include "util/slab.h"
#ifndef DRM_VC4_PARAM_SUPPORTS_ETC1
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#endif
struct vc4_bo;
#define VC4_DEBUG_CL 0x0001
#define VC4_DEBUG_QPU 0x0002
#define VC4_DEBUG_QIR 0x0004
#define VC4_DEBUG_TGSI 0x0008
#define VC4_DEBUG_SHADERDB 0x0010
#define VC4_DEBUG_PERF 0x0020
#define VC4_DEBUG_NORAST 0x0040
#define VC4_DEBUG_ALWAYS_FLUSH 0x0080
#define VC4_DEBUG_ALWAYS_SYNC 0x0100
#define VC4_DEBUG_NIR 0x0200
#define VC4_DEBUG_DUMP 0x0400
#define VC4_DEBUG_SURFACE 0x0800
#define VC4_MAX_MIP_LEVELS 12
#define VC4_MAX_TEXTURE_SAMPLERS 16
struct vc4_simulator_file;
struct vc4_screen {
struct pipe_screen base;
struct renderonly *ro;
int fd;
int v3d_ver;
const char *name;
/** The last seqno we've completed a wait for.
*
* This lets us slightly optimize our waits by skipping wait syscalls
* if we know the job's already done.
*/
uint64_t finished_seqno;
struct slab_parent_pool transfer_pool;
struct vc4_bo_cache {
/** List of struct vc4_bo freed, by age. */
struct list_head time_list;
/** List of struct vc4_bo freed, per size, by age. */
struct list_head *size_list;
uint32_t size_list_size;
mtx_t lock;
uint32_t bo_size;
uint32_t bo_count;
} bo_cache;
struct hash_table *bo_handles;
mtx_t bo_handles_mutex;
uint32_t bo_size;
uint32_t bo_count;
bool has_control_flow;
bool has_etc1;
bool has_threaded_fs;
bool has_madvise;
bool has_tiling_ioctl;
bool has_perfmon_ioctl;
bool has_syncobj;
struct vc4_simulator_file *sim_file;
};
static inline struct vc4_screen *
vc4_screen(struct pipe_screen *screen)
{
return (struct vc4_screen *)screen;
}
struct pipe_screen *vc4_screen_create(int fd, struct renderonly *ro);
const void *
vc4_screen_get_compiler_options(struct pipe_screen *pscreen,
enum pipe_shader_ir ir,
enum pipe_shader_type shader);
extern uint32_t vc4_debug;
void
vc4_fence_screen_init(struct vc4_screen *screen);
struct vc4_fence *
vc4_fence_create(struct vc4_screen *screen, uint64_t seqno, int fd);
#endif /* VC4_SCREEN_H */