blob: 05b9ed8fc1e4de23dea40e191b4abbff9842e500 [file] [log] [blame]
/*
* Copyright © 2014-2017 Broadcom
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
* 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 VC5_CONTEXT_H
#define VC5_CONTEXT_H
#ifdef V3D_VERSION
#include "broadcom/common/v3d_macros.h"
#endif
#include <stdio.h>
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/bitset.h"
#include "util/slab.h"
#include "xf86drm.h"
#include "drm-uapi/v3d_drm.h"
#include "v3d_screen.h"
#include "broadcom/common/v3d_limits.h"
#include "broadcom/simulator/v3d_simulator.h"
struct v3d_job;
struct v3d_bo;
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
#include "v3d_bufmgr.h"
#include "v3d_resource.h"
#include "v3d_cl.h"
#ifdef USE_V3D_SIMULATOR
#define using_v3d_simulator true
#else
#define using_v3d_simulator false
#endif
#define VC5_DIRTY_BLEND (1ull << 0)
#define VC5_DIRTY_RASTERIZER (1ull << 1)
#define VC5_DIRTY_ZSA (1ull << 2)
#define VC5_DIRTY_COMPTEX (1ull << 3)
#define VC5_DIRTY_VERTTEX (1ull << 4)
#define VC5_DIRTY_GEOMTEX (1ull << 5)
#define VC5_DIRTY_FRAGTEX (1ull << 6)
#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
#define VC5_DIRTY_STENCIL_REF (1ull << 11)
#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
#define VC5_DIRTY_STIPPLE (1ull << 14)
#define VC5_DIRTY_VIEWPORT (1ull << 15)
#define VC5_DIRTY_CONSTBUF (1ull << 16)
#define VC5_DIRTY_VTXSTATE (1ull << 17)
#define VC5_DIRTY_VTXBUF (1ull << 18)
#define VC5_DIRTY_SCISSOR (1ull << 19)
#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
#define VC5_DIRTY_PRIM_MODE (1ull << 21)
#define VC5_DIRTY_CLIP (1ull << 22)
#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
#define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
#define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
#define VC5_DIRTY_COMPILED_CS (1ull << 29)
#define VC5_DIRTY_COMPILED_VS (1ull << 30)
#define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
#define VC5_DIRTY_COMPILED_GS (1ULL << 32)
#define VC5_DIRTY_COMPILED_FS (1ull << 33)
#define VC5_DIRTY_FS_INPUTS (1ull << 38)
#define VC5_DIRTY_GS_INPUTS (1ull << 39)
#define VC5_DIRTY_STREAMOUT (1ull << 40)
#define VC5_DIRTY_OQ (1ull << 41)
#define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
#define VC5_DIRTY_SSBO (1ull << 44)
#define VC5_MAX_FS_INPUTS 64
enum v3d_sampler_state_variant {
V3D_SAMPLER_STATE_BORDER_0,
V3D_SAMPLER_STATE_F16,
V3D_SAMPLER_STATE_F16_UNORM,
V3D_SAMPLER_STATE_F16_SNORM,
V3D_SAMPLER_STATE_F16_BGRA,
V3D_SAMPLER_STATE_F16_BGRA_UNORM,
V3D_SAMPLER_STATE_F16_BGRA_SNORM,
V3D_SAMPLER_STATE_F16_A,
V3D_SAMPLER_STATE_F16_A_SNORM,
V3D_SAMPLER_STATE_F16_A_UNORM,
V3D_SAMPLER_STATE_F16_LA,
V3D_SAMPLER_STATE_F16_LA_UNORM,
V3D_SAMPLER_STATE_F16_LA_SNORM,
V3D_SAMPLER_STATE_32,
V3D_SAMPLER_STATE_32_UNORM,
V3D_SAMPLER_STATE_32_SNORM,
V3D_SAMPLER_STATE_32_A,
V3D_SAMPLER_STATE_32_A_UNORM,
V3D_SAMPLER_STATE_32_A_SNORM,
V3D_SAMPLER_STATE_1010102U,
V3D_SAMPLER_STATE_16U,
V3D_SAMPLER_STATE_16I,
V3D_SAMPLER_STATE_8I,
V3D_SAMPLER_STATE_8U,
V3D_SAMPLER_STATE_VARIANT_COUNT,
};
enum v3d_flush_cond {
/* Flush job unless we are flushing for transform feedback, where we
* handle flushing in the driver via the 'Wait for TF' packet.
*/
V3D_FLUSH_DEFAULT,
/* Always flush the job, even for cases where we would normally not
* do it, such as transform feedback.
*/
V3D_FLUSH_ALWAYS,
/* Flush job if it is not the current FBO job. This is intended to
* skip automatic flushes of the current job for resources that we
* expect to be externally synchronized by the application using
* glMemoryBarrier(), such as SSBOs and shader images.
*/
V3D_FLUSH_NOT_CURRENT_JOB,
};
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
uint32_t p1;
/* Precomputed swizzles to pass in to the shader key. */
uint8_t swizzle[4];
uint8_t texture_shader_state[32];
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
enum v3d_sampler_state_variant sampler_variant;
/* Actual texture to be read by this sampler view. May be different
* from base.texture in the case of having a shadow tiled copy of a
* raster texture.
*/
struct pipe_resource *texture;
};
struct v3d_sampler_state {
struct pipe_sampler_state base;
uint32_t p0;
uint32_t p1;
/* V3D 3.x: Packed texture state. */
uint8_t texture_shader_state[32];
/* V3D 4.x: Sampler state struct. */
struct pipe_resource *sampler_state;
uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
bool border_color_variants;
};
struct v3d_texture_stateobj {
struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_textures;
struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_samplers;
struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
};
struct v3d_shader_uniform_info {
enum quniform_contents *contents;
uint32_t *data;
uint32_t count;
};
struct v3d_uncompiled_shader {
/** A name for this program, so you can track it in shader-db output. */
uint32_t program_id;
/** How many variants of this program were compiled, for shader-db. */
uint32_t compiled_variant_count;
struct pipe_shader_state base;
uint32_t num_tf_outputs;
struct v3d_varying_slot *tf_outputs;
uint16_t tf_specs[16];
uint16_t tf_specs_psiz[16];
uint32_t num_tf_specs;
};
struct v3d_compiled_shader {
struct pipe_resource *resource;
uint32_t offset;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
struct v3d_compute_prog_data *compute;
} prog_data;
/**
* VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
struct hash_table *cache[MESA_SHADER_STAGES];
struct v3d_bo *spill_bo;
int spill_size_per_thread;
};
struct v3d_constbuf_stateobj {
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct v3d_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
uint32_t enabled_mask;
uint32_t dirty_mask;
};
struct v3d_vertex_stateobj {
struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
unsigned num_elements;
uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
struct pipe_resource *defaults;
uint32_t defaults_offset;
};
struct v3d_stream_output_target {
struct pipe_stream_output_target base;
/* Number of transform feedback vertices written to this target */
uint32_t recorded_vertex_count;
};
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
/* Number of vertices we've written into the buffer so far. */
uint32_t offsets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
};
struct v3d_ssbo_stateobj {
struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
uint32_t enabled_mask;
};
/* Hash table key for v3d->jobs */
struct v3d_job_key {
struct pipe_surface *cbufs[4];
struct pipe_surface *zsbuf;
};
enum v3d_ez_state {
VC5_EZ_UNDECIDED = 0,
VC5_EZ_GT_GE,
VC5_EZ_LT_LE,
VC5_EZ_DISABLED,
};
struct v3d_image_view {
struct pipe_image_view base;
/* V3D 4.x texture shader state struct */
struct pipe_resource *tex_state;
uint32_t tex_state_offset;
};
struct v3d_shaderimg_stateobj {
struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
uint32_t enabled_mask;
};
/**
* A complete bin/render job.
*
* This is all of the state necessary to submit a bin/render to the kernel.
* We want to be able to have multiple in progress at a time, so that we don't
* need to flush an existing CL just to switch to rendering to a new render
* target (which would mean reading back from the old render target when
* starting to render to it again).
*/
struct v3d_job {
struct v3d_context *v3d;
struct v3d_cl bcl;
struct v3d_cl rcl;
struct v3d_cl indirect;
struct v3d_bo *tile_alloc;
struct v3d_bo *tile_state;
struct drm_v3d_submit_cl submit;
/**
* 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;
/** Sum of the sizes of the BOs referenced by the job. */
uint32_t referenced_size;
struct set *write_prscs;
struct set *tf_write_prscs;
/* Size of the submit.bo_handles array. */
uint32_t bo_handles_size;
/** @{ Surfaces to submit rendering for. */
struct pipe_surface *cbufs[4];
struct pipe_surface *zsbuf;
/** @} */
/** @{
* Bounding box of the scissor across all queued drawing.
*
* Note that the max values are exclusive.
*/
uint32_t draw_min_x;
uint32_t draw_min_y;
uint32_t draw_max_x;
uint32_t draw_max_y;
/** @} */
/** @{
* Width/height of the color framebuffer being rendered to,
* for VC5_TILE_RENDERING_MODE_CONFIG.
*/
uint32_t draw_width;
uint32_t draw_height;
uint32_t num_layers;
/** @} */
/** @{ Tile information, depending on MSAA and float color buffer. */
uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
uint32_t tile_width; /** @< Width of a tile. */
uint32_t tile_height; /** @< Height of a tile. */
/** maximum internal_bpp of all color render targets. */
uint32_t internal_bpp;
/** Whether the current rendering is in a 4X MSAA tile buffer. */
bool msaa;
/** @} */
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
uint32_t clear;
/* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
* call without having been cleared first.
*/
uint32_t load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
* (either clears or draws) and should be stored.
*/
uint32_t store;
uint32_t clear_color[4][4];
float clear_z;
uint8_t clear_s;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
* been done to the FBO, meaning that we need to
* DRM_IOCTL_VC5_SUBMIT_CL.
*/
bool needs_flush;
/* Set if any shader has dirtied cachelines in the TMU that need to be
* flushed before job end.
*/
bool tmu_dirty_rcl;
/**
* Set if a packet enabling TF has been emitted in the job (V3D 4.x).
*/
bool tf_enabled;
/**
* Current EZ state for drawing. Updated at the start of draw after
* we've decided on the shader being rendered.
*/
enum v3d_ez_state ez_state;
/**
* The first EZ state that was used for drawing with a decided EZ
* direction (so either UNDECIDED, GT, or LT).
*/
enum v3d_ez_state first_ez_state;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job.
*/
uint32_t draw_calls_queued;
/**
* Number of draw calls (not counting full buffer clears) queued in
* the current job during active transform feedback.
*/
uint32_t tf_draw_calls_queued;
struct v3d_job_key key;
};
struct v3d_context {
struct pipe_context base;
int fd;
struct v3d_screen *screen;
/** The 3D rendering job for the currently bound FBO. */
struct v3d_job *job;
/* Map from struct v3d_job_key to the job for that FBO.
*/
struct hash_table *jobs;
/**
* Map from v3d_resource to a job writing to that resource.
*
* Primarily for flushing jobs rendering to textures that are now
* being read from.
*/
struct hash_table *write_jobs;
struct slab_child_pool transfer_pool;
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
uint64_t dirty;
struct primconvert_context *primconvert;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
struct v3d_compiler_state *compiler_state;
uint8_t prim_mode;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
/** Sync object that our RCL or TFU job will update as its out_sync. */
uint32_t out_sync;
/* Stream uploader used by gallium internals. This could also be used
* by driver internals, but we tend to use the v3d_cl.h interfaces
* instead.
*/
struct u_upload_mgr *uploader;
/* State uploader used inside the driver. This is for packing bits of
* long-term state inside buffers, since the kernel interfaces
* allocate a page at a time.
*/
struct u_upload_mgr *state_uploader;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct v3d_blend_state *blend;
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
struct v3d_program_stateobj prog;
uint32_t compute_num_workgroups[3];
struct v3d_bo *compute_shared_memory;
struct v3d_vertex_stateobj *vtx;
struct {
struct pipe_blend_color f;
uint16_t hf[4];
} blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
/* Per render target, whether we should swap the R and B fields in the
* shader's color output and in blending. If render targets disagree
* on the R/B swap and use the constant color, then we would need to
* fall back to in-shader blending.
*/
uint8_t swap_color_rb;
/* Per render target, whether we should treat the dst alpha values as
* one in blending.
*
* For RGBX formats, the tile buffer's alpha channel will be
* undefined.
*/
uint8_t blend_dst_alpha_one;
bool active_queries;
/**
* If a compute job writes a resource read by a non-compute stage we
* should sync on the last compute job.
*/
bool sync_on_last_compute_job;
uint32_t tf_prims_generated;
uint32_t prims_generated;
struct pipe_poly_stipple stipple;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
struct pipe_resource *prim_counts;
uint32_t prim_counts_offset;
struct pipe_debug_callback debug;
/** @} */
};
struct v3d_rasterizer_state {
struct pipe_rasterizer_state base;
float point_size;
uint8_t depth_offset[9];
uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
struct pipe_depth_stencil_alpha_state base;
enum v3d_ez_state ez_state;
uint8_t stencil_front[6];
uint8_t stencil_back[6];
};
struct v3d_blend_state {
struct pipe_blend_state base;
/* Per-RT mask of whether blending is enabled. */
uint8_t blend_enables;
};
#define perf_debug(...) do { \
if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
fprintf(stderr, __VA_ARGS__); \
if (unlikely(v3d->debug.debug_message)) \
pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
} while (0)
#define foreach_bit(b, mask) \
for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{
return (struct v3d_context *)pcontext;
}
static inline struct v3d_sampler_view *
v3d_sampler_view(struct pipe_sampler_view *psview)
{
return (struct v3d_sampler_view *)psview;
}
static inline struct v3d_sampler_state *
v3d_sampler_state(struct pipe_sampler_state *psampler)
{
return (struct v3d_sampler_state *)psampler;
}
static inline struct v3d_stream_output_target *
v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
{
return (struct v3d_stream_output_target *)ptarget;
}
static inline uint32_t
v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
{
return v3d_stream_output_target(ptarget)->recorded_vertex_count;
}
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
void v3d_program_init(struct pipe_context *pctx);
void v3d_program_fini(struct pipe_context *pctx);
void v3d_query_init(struct pipe_context *pctx);
static inline int
v3d_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);
}
static inline bool
v3d_transform_feedback_enabled(struct v3d_context *v3d)
{
return (v3d->prog.bind_vs->num_tf_specs != 0 ||
(v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
v3d->active_queries;
}
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
struct v3d_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
struct v3d_job *v3d_job_create(struct v3d_context *v3d);
void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
struct v3d_job *v3d_get_job(struct v3d_context *v3d,
struct pipe_surface **cbufs,
struct pipe_surface *zsbuf);
struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum v3d_flush_cond flush_cond,
bool is_compute_pipeline);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
void v3d_update_compiled_cs(struct v3d_context *v3d);
bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
enum pipe_format f,
enum pipe_tex_compare compare);
uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
enum pipe_format f);
const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
enum pipe_format f);
void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
uint32_t format,
uint32_t *type,
uint32_t *bpp);
bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
uint32_t tex_format);
void v3d_init_query_functions(struct v3d_context *v3d);
void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
void v3d_blitter_save(struct v3d_context *v3d);
bool v3d_generate_mipmap(struct pipe_context *pctx,
struct pipe_resource *prsc,
enum pipe_format format,
unsigned int base_level,
unsigned int last_level,
unsigned int first_layer,
unsigned int last_layer);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
void v3d_update_primitive_counters(struct v3d_context *v3d);
bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
float v3d_get_real_line_width(struct v3d_context *v3d);
void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader);
void v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
struct v3d_sampler_view *so);
#ifdef v3dX
# include "v3dx_context.h"
#else
# define v3dX(x) v3d33_##x
# include "v3dx_context.h"
# undef v3dX
# define v3dX(x) v3d41_##x
# include "v3dx_context.h"
# undef v3dX
#endif
#endif /* VC5_CONTEXT_H */