mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-01-06 04:30:10 +01:00
v3dv: split v3dv_device hw version dependant code to a new source file
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
This commit is contained in:
parent
f526f92043
commit
76634f9b8a
6 changed files with 199 additions and 161 deletions
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@ -54,6 +54,7 @@ libv3dv_files = files(
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)
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files_per_version = files(
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'v3dvx_device.c',
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'v3dvx_formats.c',
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'v3dvx_image.c',
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'v3dvx_pipeline.c',
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@ -2473,8 +2473,8 @@ cmd_buffer_subpass_create_job(struct v3dv_cmd_buffer *cmd_buffer,
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uint8_t internal_bpp;
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bool msaa;
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v3dv_framebuffer_compute_internal_bpp_msaa(framebuffer, subpass,
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&internal_bpp, &msaa);
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v3dv_X(job->device, framebuffer_compute_internal_bpp_msaa)
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(framebuffer, subpass, &internal_bpp, &msaa);
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v3dv_job_start_frame(job,
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framebuffer->width,
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@ -34,8 +34,6 @@
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#include "common/v3d_debug.h"
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#include "broadcom/cle/v3dx_pack.h"
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#include "compiler/v3d_compiler.h"
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#include "drm-uapi/v3d_drm.h"
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@ -2303,66 +2301,6 @@ v3dv_DestroyBuffer(VkDevice _device,
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vk_object_free(&device->vk, pAllocator, buffer);
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}
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/**
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* This computes the maximum bpp used by any of the render targets used by
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* a particular subpass and checks if any of those render targets are
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* multisampled. If we don't have a subpass (when we are not inside a
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* render pass), then we assume that all framebuffer attachments are used.
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*/
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void
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v3dv_framebuffer_compute_internal_bpp_msaa(
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const struct v3dv_framebuffer *framebuffer,
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const struct v3dv_subpass *subpass,
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uint8_t *max_bpp,
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bool *msaa)
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{
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STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
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*max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
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*msaa = false;
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if (subpass) {
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for (uint32_t i = 0; i < subpass->color_count; i++) {
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uint32_t att_idx = subpass->color_attachments[i].attachment;
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if (att_idx == VK_ATTACHMENT_UNUSED)
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continue;
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const struct v3dv_image_view *att = framebuffer->attachments[att_idx];
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assert(att);
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if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
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*max_bpp = MAX2(*max_bpp, att->internal_bpp);
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if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
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*msaa = true;
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}
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if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
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const struct v3dv_image_view *att =
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framebuffer->attachments[subpass->ds_attachment.attachment];
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assert(att);
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if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
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*msaa = true;
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}
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return;
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}
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assert(framebuffer->attachment_count <= 4);
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for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
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const struct v3dv_image_view *att = framebuffer->attachments[i];
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assert(att);
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if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
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*max_bpp = MAX2(*max_bpp, att->internal_bpp);
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if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
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*msaa = true;
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}
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return;
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}
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VKAPI_ATTR VkResult VKAPI_CALL
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v3dv_CreateFramebuffer(VkDevice _device,
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const VkFramebufferCreateInfo *pCreateInfo,
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@ -2514,100 +2452,6 @@ v3dv_ResetEvent(VkDevice _device, VkEvent _event)
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return VK_SUCCESS;
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}
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static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
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[VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT,
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[VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP,
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[VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
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};
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static const enum V3DX(Compare_Function)
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vk_to_v3d_compare_func[] = {
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[VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER,
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[VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS,
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[VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL,
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[VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL,
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[VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER,
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[VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL,
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[VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL,
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[VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS,
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};
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static void
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pack_sampler_state(struct v3dv_sampler *sampler,
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const VkSamplerCreateInfo *pCreateInfo)
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{
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enum V3DX(Border_Color_Mode) border_color_mode;
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/* For now we only support the preset Vulkan border color modes. If we
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* want to implement VK_EXT_custom_border_color in the future we would have
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* to use V3D_BORDER_COLOR_FOLLOWS, and fill up border_color_word_[0/1/2/3]
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* SAMPLER_STATE.
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*/
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switch (pCreateInfo->borderColor) {
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case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
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case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0000;
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break;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
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case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0001;
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break;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
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case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
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border_color_mode = V3D_BORDER_COLOR_1111;
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break;
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default:
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unreachable("Unknown border color");
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break;
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}
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/* For some texture formats, when clamping to transparent black border the
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* CTS expects alpha to be set to 1 instead of 0, but the border color mode
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* will take priority over the texture state swizzle, so the only way to
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* fix that is to apply a swizzle in the shader. Here we keep track of
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* whether we are activating that mode and we will decide if we need to
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* activate the texture swizzle lowering in the shader key at compile time
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* depending on the actual texture format.
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*/
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if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
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border_color_mode == V3D_BORDER_COLOR_0000) {
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sampler->clamp_to_transparent_black_border = true;
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}
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v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
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if (pCreateInfo->anisotropyEnable) {
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s.anisotropy_enable = true;
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if (pCreateInfo->maxAnisotropy > 8)
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s.maximum_anisotropy = 3;
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else if (pCreateInfo->maxAnisotropy > 4)
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s.maximum_anisotropy = 2;
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else if (pCreateInfo->maxAnisotropy > 2)
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s.maximum_anisotropy = 1;
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}
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s.border_color_mode = border_color_mode;
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s.wrap_i_border = false; /* Also hardcoded on v3d */
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s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
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s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
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s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
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s.fixed_bias = pCreateInfo->mipLodBias;
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s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
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s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
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s.srgb_disable = 0; /* Not even set by v3d */
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s.depth_compare_function =
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vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
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pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
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s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
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s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
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s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
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}
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}
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VKAPI_ATTR VkResult VKAPI_CALL
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v3dv_CreateSampler(VkDevice _device,
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const VkSamplerCreateInfo *pCreateInfo,
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@ -2626,7 +2470,7 @@ v3dv_CreateSampler(VkDevice _device,
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sampler->compare_enable = pCreateInfo->compareEnable;
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sampler->unnormalized_coordinates = pCreateInfo->unnormalizedCoordinates;
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pack_sampler_state(sampler, pCreateInfo);
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v3dv_X(device, pack_sampler_state)(sampler, pCreateInfo);
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*pSampler = v3dv_sampler_to_handle(sampler);
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@ -1372,8 +1372,8 @@ emit_tlb_clear_job(struct v3dv_cmd_buffer *cmd_buffer,
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uint8_t internal_bpp;
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bool msaa;
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v3dv_framebuffer_compute_internal_bpp_msaa(framebuffer, subpass,
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&internal_bpp, &msaa);
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v3dv_X(job->device, framebuffer_compute_internal_bpp_msaa)
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(framebuffer, subpass, &internal_bpp, &msaa);
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v3dv_job_start_frame(job,
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framebuffer->width,
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182
src/broadcom/vulkan/v3dvx_device.c
Normal file
182
src/broadcom/vulkan/v3dvx_device.c
Normal file
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@ -0,0 +1,182 @@
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/*
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* Copyright © 2021 Raspberry Pi
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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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#include "v3dv_private.h"
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#include "broadcom/common/v3d_macros.h"
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#include "broadcom/cle/v3dx_pack.h"
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#include "broadcom/compiler/v3d_compiler.h"
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static const enum V3DX(Wrap_Mode) vk_to_v3d_wrap_mode[] = {
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[VK_SAMPLER_ADDRESS_MODE_REPEAT] = V3D_WRAP_MODE_REPEAT,
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[VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT] = V3D_WRAP_MODE_MIRROR,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE] = V3D_WRAP_MODE_CLAMP,
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[VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE] = V3D_WRAP_MODE_MIRROR_ONCE,
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[VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER] = V3D_WRAP_MODE_BORDER,
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};
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static const enum V3DX(Compare_Function)
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vk_to_v3d_compare_func[] = {
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[VK_COMPARE_OP_NEVER] = V3D_COMPARE_FUNC_NEVER,
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[VK_COMPARE_OP_LESS] = V3D_COMPARE_FUNC_LESS,
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[VK_COMPARE_OP_EQUAL] = V3D_COMPARE_FUNC_EQUAL,
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[VK_COMPARE_OP_LESS_OR_EQUAL] = V3D_COMPARE_FUNC_LEQUAL,
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[VK_COMPARE_OP_GREATER] = V3D_COMPARE_FUNC_GREATER,
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[VK_COMPARE_OP_NOT_EQUAL] = V3D_COMPARE_FUNC_NOTEQUAL,
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[VK_COMPARE_OP_GREATER_OR_EQUAL] = V3D_COMPARE_FUNC_GEQUAL,
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[VK_COMPARE_OP_ALWAYS] = V3D_COMPARE_FUNC_ALWAYS,
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};
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void
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v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
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const VkSamplerCreateInfo *pCreateInfo)
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{
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enum V3DX(Border_Color_Mode) border_color_mode;
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/* For now we only support the preset Vulkan border color modes. If we
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* want to implement VK_EXT_custom_border_color in the future we would have
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* to use V3D_BORDER_COLOR_FOLLOWS, and fill up border_color_word_[0/1/2/3]
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* SAMPLER_STATE.
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*/
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switch (pCreateInfo->borderColor) {
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case VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK:
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case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0000;
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break;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK:
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case VK_BORDER_COLOR_INT_OPAQUE_BLACK:
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border_color_mode = V3D_BORDER_COLOR_0001;
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break;
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case VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE:
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case VK_BORDER_COLOR_INT_OPAQUE_WHITE:
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border_color_mode = V3D_BORDER_COLOR_1111;
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break;
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default:
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unreachable("Unknown border color");
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break;
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}
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/* For some texture formats, when clamping to transparent black border the
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* CTS expects alpha to be set to 1 instead of 0, but the border color mode
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* will take priority over the texture state swizzle, so the only way to
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* fix that is to apply a swizzle in the shader. Here we keep track of
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* whether we are activating that mode and we will decide if we need to
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* activate the texture swizzle lowering in the shader key at compile time
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* depending on the actual texture format.
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*/
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if ((pCreateInfo->addressModeU == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeV == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER ||
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pCreateInfo->addressModeW == VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER) &&
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border_color_mode == V3D_BORDER_COLOR_0000) {
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sampler->clamp_to_transparent_black_border = true;
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}
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v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
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if (pCreateInfo->anisotropyEnable) {
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s.anisotropy_enable = true;
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if (pCreateInfo->maxAnisotropy > 8)
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s.maximum_anisotropy = 3;
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else if (pCreateInfo->maxAnisotropy > 4)
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s.maximum_anisotropy = 2;
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else if (pCreateInfo->maxAnisotropy > 2)
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s.maximum_anisotropy = 1;
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}
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s.border_color_mode = border_color_mode;
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s.wrap_i_border = false; /* Also hardcoded on v3d */
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s.wrap_s = vk_to_v3d_wrap_mode[pCreateInfo->addressModeU];
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s.wrap_t = vk_to_v3d_wrap_mode[pCreateInfo->addressModeV];
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s.wrap_r = vk_to_v3d_wrap_mode[pCreateInfo->addressModeW];
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s.fixed_bias = pCreateInfo->mipLodBias;
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s.max_level_of_detail = MIN2(MAX2(0, pCreateInfo->maxLod), 15);
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s.min_level_of_detail = MIN2(MAX2(0, pCreateInfo->minLod), 15);
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s.srgb_disable = 0; /* Not even set by v3d */
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s.depth_compare_function =
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vk_to_v3d_compare_func[pCreateInfo->compareEnable ?
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pCreateInfo->compareOp : VK_COMPARE_OP_NEVER];
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s.mip_filter_nearest = pCreateInfo->mipmapMode == VK_SAMPLER_MIPMAP_MODE_NEAREST;
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s.min_filter_nearest = pCreateInfo->minFilter == VK_FILTER_NEAREST;
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s.mag_filter_nearest = pCreateInfo->magFilter == VK_FILTER_NEAREST;
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}
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}
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/**
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* This computes the maximum bpp used by any of the render targets used by
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* a particular subpass and checks if any of those render targets are
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* multisampled. If we don't have a subpass (when we are not inside a
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* render pass), then we assume that all framebuffer attachments are used.
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*/
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void
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v3dX(framebuffer_compute_internal_bpp_msaa)(
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const struct v3dv_framebuffer *framebuffer,
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const struct v3dv_subpass *subpass,
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uint8_t *max_bpp,
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bool *msaa)
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{
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STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
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*max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
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*msaa = false;
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if (subpass) {
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for (uint32_t i = 0; i < subpass->color_count; i++) {
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uint32_t att_idx = subpass->color_attachments[i].attachment;
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if (att_idx == VK_ATTACHMENT_UNUSED)
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continue;
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const struct v3dv_image_view *att = framebuffer->attachments[att_idx];
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assert(att);
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||||
|
||||
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
|
||||
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
|
||||
|
||||
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
|
||||
*msaa = true;
|
||||
}
|
||||
|
||||
if (!*msaa && subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
|
||||
const struct v3dv_image_view *att =
|
||||
framebuffer->attachments[subpass->ds_attachment.attachment];
|
||||
assert(att);
|
||||
|
||||
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
|
||||
*msaa = true;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
assert(framebuffer->attachment_count <= 4);
|
||||
for (uint32_t i = 0; i < framebuffer->attachment_count; i++) {
|
||||
const struct v3dv_image_view *att = framebuffer->attachments[i];
|
||||
assert(att);
|
||||
|
||||
if (att->aspects & VK_IMAGE_ASPECT_COLOR_BIT)
|
||||
*max_bpp = MAX2(*max_bpp, att->internal_bpp);
|
||||
|
||||
if (att->image->samples > VK_SAMPLE_COUNT_1_BIT)
|
||||
*msaa = true;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
|
@ -29,6 +29,17 @@
|
|||
#error This file is included by means other than v3dv_private.h
|
||||
#endif
|
||||
|
||||
/* Used at v3dv_device */
|
||||
|
||||
void
|
||||
v3dX(pack_sampler_state)(struct v3dv_sampler *sampler,
|
||||
const VkSamplerCreateInfo *pCreateInfo);
|
||||
|
||||
void
|
||||
v3dX(framebuffer_compute_internal_bpp_msaa)(const struct v3dv_framebuffer *framebuffer,
|
||||
const struct v3dv_subpass *subpass,
|
||||
uint8_t *max_bpp, bool *msaa);
|
||||
|
||||
/* Used at v3dv_format */
|
||||
const struct v3dv_format *
|
||||
v3dX(get_format)(VkFormat);
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue