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v3dv: remove gen-dependant includes from v3dv_private
As we are here, we move the hooks for the packet definitions (used by the broadcom packets helpers) to v3dv_cl Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
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3 changed files with 15 additions and 14 deletions
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@ -46,6 +46,16 @@ struct v3dv_cl_reloc {
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uint32_t offset;
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uint32_t offset;
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};
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};
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static inline void
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pack_emit_reloc(void *cl, const void *reloc) {}
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#define __gen_user_data struct v3dv_cl
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#define __gen_address_type struct v3dv_cl_reloc
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#define __gen_address_offset(reloc) (((reloc)->bo ? (reloc)->bo->offset : 0) + \
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(reloc)->offset)
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#define __gen_emit_reloc cl_pack_emit_reloc
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#define __gen_unpack_address(cl, s, e) __unpack_address(cl, s, e)
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struct v3dv_cl {
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struct v3dv_cl {
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void *base;
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void *base;
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struct v3dv_job *job;
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struct v3dv_job *job;
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@ -75,24 +75,12 @@
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#include "drm-uapi/v3d_drm.h"
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#include "drm-uapi/v3d_drm.h"
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/* FIXME: hooks for the packet definition functions. */
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static inline void
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pack_emit_reloc(void *cl, const void *reloc) {}
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#define __gen_user_data struct v3dv_cl
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#define __gen_address_type struct v3dv_cl_reloc
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#define __gen_address_offset(reloc) (((reloc)->bo ? (reloc)->bo->offset : 0) + \
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(reloc)->offset)
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#define __gen_emit_reloc cl_pack_emit_reloc
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#define __gen_unpack_address(cl, s, e) __unpack_address(cl, s, e)
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#include "v3dv_cl.h"
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#include "vk_alloc.h"
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#include "vk_alloc.h"
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#include "simulator/v3d_simulator.h"
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#include "simulator/v3d_simulator.h"
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#include "wsi_common.h"
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#include "v3dv_cl.h"
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#include "broadcom/cle/v3dx_pack.h"
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#include "wsi_common.h"
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/* A non-fatal assert. Useful for debugging. */
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/* A non-fatal assert. Useful for debugging. */
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#ifdef DEBUG
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#ifdef DEBUG
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@ -28,6 +28,9 @@
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#include "v3dv_private.h"
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#include "v3dv_private.h"
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#include "vk_format_info.h"
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#include "vk_format_info.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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/* Our Vulkan resource indices represent indices in descriptor maps which
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/* Our Vulkan resource indices represent indices in descriptor maps which
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* include all shader stages, so we need to size the arrays below
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* include all shader stages, so we need to size the arrays below
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* accordingly. For now we only support a maximum of 2 stages for VS and
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* accordingly. For now we only support a maximum of 2 stages for VS and
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