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With the information of the invalidated framebuffer we avoid the stores of the results of tile buffer rendering that are not going to be used again or the loads of the tile buffer when the buffer data can be ignored as it would be never read. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30341>
175 lines
5.6 KiB
C
175 lines
5.6 KiB
C
/*
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* Copyright © 2014-2017 Broadcom
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* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
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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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#ifndef V3D_RESOURCE_H
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#define V3D_RESOURCE_H
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#include "v3d_screen.h"
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#include "util/u_transfer.h"
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#include "broadcom/common/v3d_tiling.h"
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struct v3d_transfer {
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struct pipe_transfer base;
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void *map;
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};
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struct v3d_resource_slice {
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uint32_t offset;
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uint32_t stride;
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uint32_t padded_height;
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/* Size of a single pane of the slice. For 3D textures, there will be
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* a number of panes equal to the minified, power-of-two-aligned
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* depth.
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*/
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uint32_t size;
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uint8_t ub_pad;
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enum v3d_tiling_mode tiling;
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};
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struct v3d_surface {
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struct pipe_surface base;
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uint32_t offset;
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enum v3d_tiling_mode tiling;
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/**
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* Output image format for TILE_RENDERING_MODE_CONFIGURATION
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*/
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uint8_t format;
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/**
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* Internal format of the tile buffer for
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* TILE_RENDERING_MODE_CONFIGURATION.
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*/
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uint8_t internal_type;
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/**
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* internal bpp value (0=32bpp, 2=128bpp) for color buffers in
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* TILE_RENDERING_MODE_CONFIGURATION.
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*/
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uint8_t internal_bpp;
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/**
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* If the R and B channels should be swapped. On V3D 3.x, we do it in
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* the shader and the blend equation. On V3D 4.1+, we can use the new
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* TLB load/store flags instead of recompiling.
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*/
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bool swap_rb;
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uint32_t padded_height_of_output_image_in_uif_blocks;
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/* If the resource being referenced is separate stencil, then this is
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* the surface to use when reading/writing stencil.
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*/
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struct pipe_surface *separate_stencil;
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};
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struct v3d_resource {
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struct pipe_resource base;
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struct v3d_bo *bo;
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struct renderonly_scanout *scanout;
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struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
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uint32_t cube_map_stride;
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uint32_t sand_col128_stride;
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uint32_t size;
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int cpp;
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bool tiled;
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/**
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* Indicates if the CS has written the resource
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*/
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bool compute_written;
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/**
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* Indicates if the Graphics pipeline has written the resource
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*/
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bool graphics_written;
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/**
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* Number of times the resource has been written to.
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*
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* This is used to track whether we need to load the surface on first
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* rendering.
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*/
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uint64_t writes;
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/**
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* Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
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* for which parts of the resource are defined.
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*
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* Used for avoiding fallback to quad clears for clearing just depth,
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* when the stencil contents have never been initialized. Note that
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* we're lazy and fields not present in the buffer (DEPTH in a color
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* buffer) may get marked.
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*/
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uint32_t initialized_buffers;
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/**
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* The resource has been invalidated by glInvalidateFramebuffer so
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* it doesn't need to be loaded until another job writes to it.
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*/
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bool invalidated;
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/**
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* A serial ID that is incremented every time a new BO is bound to a
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* resource. We use this to track scenarios where we might need to
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* update other resources to point to the new BO (like sampler states
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* when a texture BO changes).
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*/
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uint32_t serial_id;
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enum pipe_format internal_format;
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/* Resource storing the S8 part of a Z32F_S8 resource, or NULL. */
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struct v3d_resource *separate_stencil;
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};
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static inline struct v3d_resource *
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v3d_resource(struct pipe_resource *prsc)
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{
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return (struct v3d_resource *)prsc;
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}
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static inline struct v3d_surface *
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v3d_surface(struct pipe_surface *psurf)
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{
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return (struct v3d_surface *)psurf;
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}
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static inline struct v3d_transfer *
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v3d_transfer(struct pipe_transfer *ptrans)
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{
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return (struct v3d_transfer *)ptrans;
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}
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void v3d_resource_screen_init(struct pipe_screen *pscreen);
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void v3d_resource_context_init(struct pipe_context *pctx);
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struct pipe_resource *v3d_resource_create(struct pipe_screen *pscreen,
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const struct pipe_resource *tmpl);
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void v3d_update_shadow_texture(struct pipe_context *pctx,
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struct pipe_sampler_view *view);
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uint32_t v3d_layer_offset(struct pipe_resource *prsc, uint32_t level,
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uint32_t layer);
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#endif /* V3D_RESOURCE_H */
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