mesa/src/gallium
Neha Bhende 1e99a30738 svga: shader translation for compute, image views and shader buffers
This patch handles shader translation for compute, image views and shader
buffers and updates the corresponding shader compile keys.
It also includes support of using shader raw buffer for shader buffer used
as constant buffer.
This patch is squash of numerous in house patches.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>

v2: As pointed out by Thomas, fix revert of 64292c0f caused by this patch.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14270>
2022-01-18 23:50:36 +00:00
..
auxiliary tgsi: Add hw_atomic_declared in tgsi_info 2022-01-18 23:50:36 +00:00
drivers svga: shader translation for compute, image views and shader buffers 2022-01-18 23:50:36 +00:00
frontends frontend/va: Setting the size of VADRMPRIMESurfaceDescriptor 2022-01-16 15:44:17 +00:00
include gallium: add multi_sample parameter to get_sparse_texture_virtual_page_size 2022-01-18 16:10:36 +08:00
targets kmsro: Add komeda DPU 2022-01-13 15:25:44 +00:00
tests gallium: add take_ownership into set_sampler_views to skip reference counting 2021-08-20 15:04:20 +00:00
tools gallium/tools: improve handling of pointer arrays 2021-06-21 18:33:41 +00:00
winsys svga: Add utility to check for GL43 support 2022-01-18 23:50:36 +00:00
meson.build gallium/swr: Remove common code and build options 2021-12-06 23:37:50 +00:00
README.portability

	      CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D 


= General Considerations =

The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure


= Compiler Support =

* Include the p_compiler.h.

* Cast explicitly when converting to integer types of smaller sizes.

* Cast explicitly when converting between float, double and integral types.

* Don't use named struct initializers.

* Don't use variable number of macro arguments. Use static inline functions
instead.

* Don't use C99 features.

= Standard Library =

* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.

== Memory Allocation ==

* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.

* Use align_pointer() function defined in u_memory.h for aligning pointers
 in a portable way.

== Debugging ==

* Use the functions/macros in p_debug.h.

* Don't include assert.h, call abort, printf, etc.


= Code Style =

== Inherantice in C ==

The main thing we do is mimic inheritance by structure containment.

Here's a silly made-up example:

/* base class */
struct buffer
{
  int size;
  void (*validate)(struct buffer *buf);
};

/* sub-class of bufffer */
struct texture_buffer
{
  struct buffer base;  /* the base class, MUST COME FIRST! */
  int format;
  int width, height;
};


Then, we'll typically have cast-wrapper functions to convert base-class 
pointers to sub-class pointers where needed:

static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
  return (struct vertex_buffer *) buf;
}


To create/init a sub-classed object:

struct buffer *create_texture_buffer(int w, int h, int format)
{
  struct texture_buffer *t = malloc(sizeof(*t));
  t->format = format;
  t->width = w;
  t->height = h;
  t->base.size = w * h;
  t->base.validate = tex_validate;
  return &t->base;
}

Example sub-class method:

void tex_validate(struct buffer *buf)
{
  struct texture_buffer *tb = texture_buffer(buf);
  assert(tb->format);
  assert(tb->width);
  assert(tb->height);
}


Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.

Gallium's pipe_context and the subclassed psb_context, etc are prime examples 
of this.  There's also many examples in Mesa and the Mesa state tracker.