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Split the monolithic v3dv_private.h (~2600 lines) into self-contained sub-headers so each .c file only includes what it needs: v3dv_common.h, v3dv_device.h, v3dv_image.h, v3dv_pass.h, v3dv_query.h, v3dv_pipeline.h, v3dv_descriptor_set.h, v3dv_cmd_buffer.h, v3dv_version_dispatch.h As part of this commit we remove v3dv_private.h. We keep v3dvx_private.h as it is, because the gain would be really small (a lot of really small sub-headers). In addition to keep things more tidy, we made a quick performance check. We measured how many files are re-compiled and the performance difference when touching one of the headers, compared with keeping just one monolithic header. Header touch (incremental) Split Monolithic Speedup -------------------------- ----- ---------- ------- v3dv_image.h 2369 (24f) 2436 (33f) 1.03x v3dv_query.h 2357 (20f) 2436 (33f) 1.03x v3dv_pass.h 2352 (20f) 2436 (33f) 1.04x v3dv_cmd_buffer.h 2354 (20f) 2436 (33f) 1.03x v3dv_descriptor_set.h 2436 (33f) 2436 (33f) 1.00x v3dv_pipeline.h 2437 (33f) 2436 (33f) 1.00x v3dv_device.h 2418 (31f) 2436 (33f) 1.01x v3dv_common.h 2419 (33f) 2436 (33f) 1.01x v3dv_version_dispatch.h 2371 (26f) 2436 (33f) 1.03x Header touch (incremental) Split Monolithic Speedup -------------------------- ---------- ---------- ------- v3dv_image.h 2377 (24f) 2443 (33f) 1.03x v3dv_query.h 2346 (20f) 2443 (33f) 1.04x v3dv_pass.h 2360 (20f) 2443 (33f) 1.04x v3dv_cmd_buffer.h 2351 (20f) 2443 (33f) 1.04x v3dv_descriptor_set.h 2438 (33f) 2443 (33f) 1.00x v3dv_pipeline.h 2429 (33f) 2443 (33f) 1.01x v3dv_device.h 2418 (31f) 2443 (33f) 1.01x v3dv_common.h 2432 (33f) 2443 (33f) 1.00x v3dv_version_dispatch.h 2373 (26f) 2443 (33f) 1.03x The bigger gain is on the files recompiled for some headers (going from 33 down to 20 in some cases). The performance gain is not so relevant though. Acked-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/40169>
431 lines
16 KiB
C
431 lines
16 KiB
C
/*
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* Copyright © 2021 Raspberry Pi Ltd
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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_device.h"
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#include "v3dv_image.h"
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#include "v3dv_cmd_buffer.h"
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#include "v3dv_version_dispatch.h"
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#include "vk_format.h"
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#include "v3dv_format_table.h"
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#include "v3dvx_format_table.h"
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#include "broadcom/compiler/v3d_compiler.h"
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#include "util/u_pack_color.h"
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#include "util/half_float.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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static union pipe_color_union encode_border_color(
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const struct v3dv_device *device,
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const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
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{
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const struct util_format_description *desc =
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vk_format_description(bc_info->format);
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const struct v3dv_format *format = v3dX(get_format)(bc_info->format);
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/* YCbCr doesn't interact with border color at all. From spec:
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*
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* "If sampler YCBCR conversion is enabled, addressModeU, addressModeV,
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* and addressModeW must be VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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* anisotropyEnable must be VK_FALSE, and unnormalizedCoordinates must
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* be VK_FALSE"
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*/
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assert(format->plane_count == 1);
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/* We use the swizzle in our format table to determine swizzle configuration
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* for sampling as well as to decide if we need to use the Swap R/B and
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* Reverse Channels bits for Tile Load/Store operations. The order of the
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* R/B swap and Reverse operations matters and gives different swizzles.
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* Our format table assumes that Reverse happens first and R/B Swap second.
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* This seems to match semantics for texture sampling and Tile load/store,
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* however, it seems that the semantics are reversed for custom border
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* colors so we need to fix up the swizzle manually for this case.
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*/
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uint8_t swizzle[4];
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const bool v3d_has_reverse_swap_rb_bits =
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v3dv_texture_shader_state_has_rb_swap_reverse_bits(device);
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if (!v3d_has_reverse_swap_rb_bits &&
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v3dv_format_swizzle_needs_reverse(format->planes[0].swizzle) &&
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v3dv_format_swizzle_needs_rb_swap(format->planes[0].swizzle)) {
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swizzle[0] = PIPE_SWIZZLE_W;
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swizzle[1] = PIPE_SWIZZLE_X;
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swizzle[2] = PIPE_SWIZZLE_Y;
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swizzle[3] = PIPE_SWIZZLE_Z;
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}
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/* In v3d 7.x we no longer have a reverse flag for the border color. Instead
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* we have to use the new reverse and swap_r/b flags in the texture shader
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* state which will apply the format swizzle automatically when sampling
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* the border color too and we should not apply it manually here.
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*/
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else if (v3d_has_reverse_swap_rb_bits &&
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(v3dv_format_swizzle_needs_rb_swap(format->planes[0].swizzle) ||
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v3dv_format_swizzle_needs_reverse(format->planes[0].swizzle))) {
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swizzle[0] = PIPE_SWIZZLE_X;
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swizzle[1] = PIPE_SWIZZLE_Y;
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swizzle[2] = PIPE_SWIZZLE_Z;
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swizzle[3] = PIPE_SWIZZLE_W;
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} else {
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memcpy(swizzle, format->planes[0].swizzle, sizeof (swizzle));
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}
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union pipe_color_union border;
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for (int i = 0; i < 4; i++) {
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if (format->planes[0].swizzle[i] <= 3)
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border.ui[i] = bc_info->customBorderColor.uint32[swizzle[i]];
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else
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border.ui[i] = 0;
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}
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/* handle clamping */
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if (vk_format_has_depth(bc_info->format) &&
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vk_format_has_stencil(bc_info->format)) {
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border.f[0] = CLAMP(border.f[0], 0, 1);
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border.ui[1] = CLAMP(border.ui[1], 0, 0xff);
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} else if (vk_format_is_unorm(bc_info->format)) {
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for (int i = 0; i < desc->nr_channels; i++)
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border.f[i] = CLAMP(border.f[i], 0, 1);
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} else if (vk_format_is_snorm(bc_info->format)) {
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for (int i = 0; i < desc->nr_channels; i++)
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border.f[i] = CLAMP(border.f[i], -1, 1);
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} else if (vk_format_is_uint(bc_info->format) &&
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desc->channel[0].size < 32) {
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for (int i = 0; i < desc->nr_channels; i++)
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border.ui[i] = CLAMP(border.ui[i], 0, (1 << desc->channel[i].size));
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} else if (vk_format_is_sint(bc_info->format) &&
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desc->channel[0].size < 32) {
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for (int i = 0; i < desc->nr_channels; i++)
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border.i[i] = CLAMP(border.i[i],
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-(1 << (desc->channel[i].size - 1)),
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(1 << (desc->channel[i].size - 1)) - 1);
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}
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#if V3D_VERSION <= 42
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/* The TMU in V3D 7.x always takes 32-bit floats and handles conversions
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* for us. In V3D 4.x we need to manually convert floating point color
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* values to the expected format.
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*/
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if (vk_format_is_srgb(bc_info->format) ||
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vk_format_is_compressed(bc_info->format)) {
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for (int i = 0; i < 4; i++)
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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} else if (vk_format_is_unorm(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch (desc->channel[i].size) {
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case 8:
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case 16:
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/* expect u16 for non depth values */
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if (!vk_format_has_depth(bc_info->format))
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border.ui[i] = (uint32_t) (border.f[i] * (float) 0xffff);
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break;
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case 24:
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case 32:
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/* uses full f32; no conversion needed */
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break;
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default:
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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break;
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}
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}
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} else if (vk_format_is_snorm(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch (desc->channel[i].size) {
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case 8:
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border.ui[i] = (int32_t) (border.f[i] * (float) 0x3fff);
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break;
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case 16:
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border.i[i] = (int32_t) (border.f[i] * (float) 0x7fff);
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break;
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case 24:
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case 32:
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/* uses full f32; no conversion needed */
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break;
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default:
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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break;
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}
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}
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} else if (vk_format_is_float(bc_info->format)) {
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for (int i = 0; i < 4; i++) {
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switch(desc->channel[i].size) {
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case 16:
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border.ui[i] = _mesa_float_to_half(border.f[i]);
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break;
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default:
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break;
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}
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}
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}
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#endif
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return border;
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}
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void
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v3dX(pack_sampler_state)(const struct v3dv_device *device,
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struct v3dv_sampler *sampler,
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const VkSamplerCreateInfo *pCreateInfo,
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const VkSamplerCustomBorderColorCreateInfoEXT *bc_info)
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{
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enum V3DX(Border_Color_Mode) border_color_mode;
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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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case VK_BORDER_COLOR_FLOAT_CUSTOM_EXT:
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case VK_BORDER_COLOR_INT_CUSTOM_EXT:
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border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
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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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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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if (s.border_color_mode == V3D_BORDER_COLOR_FOLLOWS) {
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union pipe_color_union border = encode_border_color(device, bc_info);
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s.border_color_word_0 = border.ui[0];
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s.border_color_word_1 = border.ui[1];
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s.border_color_word_2 = border.ui[2];
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s.border_color_word_3 = border.ui[3];
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}
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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_cmd_buffer_attachment_state *attachments,
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const struct v3dv_subpass *subpass,
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uint8_t *max_internal_bpp,
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uint8_t *total_color_bpp,
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bool *msaa)
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{
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STATIC_ASSERT(V3D_INTERNAL_BPP_32 == 0);
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*max_internal_bpp = V3D_INTERNAL_BPP_32;
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*total_color_bpp = 0;
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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 = attachments[att_idx].image_view;
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assert(att);
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assert(att->plane_count == 1);
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if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
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const uint32_t internal_bpp = att->planes[0].internal_bpp;
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*max_internal_bpp = MAX2(*max_internal_bpp, internal_bpp);
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*total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
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}
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if (att->vk.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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attachments[subpass->ds_attachment.attachment].image_view;
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assert(att);
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if (att->vk.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 = attachments[i].image_view;
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assert(att);
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assert(att->plane_count == 1);
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if (att->vk.aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
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const uint32_t internal_bpp = att->planes[0].internal_bpp;
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*max_internal_bpp = MAX2(*max_internal_bpp, internal_bpp);
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*total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
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}
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if (att->vk.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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uint32_t
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v3dX(zs_buffer_from_aspect_bits)(VkImageAspectFlags aspects)
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{
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const VkImageAspectFlags zs_aspects =
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
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if (filtered_aspects == zs_aspects)
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return ZSTENCIL;
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else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
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return Z;
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else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
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return STENCIL;
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else
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return NONE;
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}
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void
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v3dX(get_hw_clear_color)(const VkClearColorValue *color,
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const struct v3dv_format_plane *format,
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uint32_t *hw_color)
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{
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union util_color uc;
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uint32_t internal_type, internal_bpp;
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v3dX(get_internal_type_bpp_for_output_format)
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(format->rt_type, &internal_type, &internal_bpp);
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const uint32_t internal_size = 4 << internal_bpp;
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switch (internal_type) {
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case V3D_INTERNAL_TYPE_8:
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util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
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memcpy(hw_color, uc.ui, internal_size);
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break;
|
|
case V3D_INTERNAL_TYPE_8I:
|
|
case V3D_INTERNAL_TYPE_8UI:
|
|
hw_color[0] = ((color->uint32[0] & 0xff) |
|
|
(color->uint32[1] & 0xff) << 8 |
|
|
(color->uint32[2] & 0xff) << 16 |
|
|
(color->uint32[3] & 0xff) << 24);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_16F:
|
|
util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
|
|
memcpy(hw_color, uc.ui, internal_size);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_16UI:
|
|
case V3D_INTERNAL_TYPE_16I:
|
|
if (format->unorm) {
|
|
util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_UNORM, &uc);
|
|
memcpy(hw_color, uc.ui, internal_size);
|
|
return;
|
|
}
|
|
if (format->snorm) {
|
|
util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_SNORM, &uc);
|
|
memcpy(hw_color, uc.ui, internal_size);
|
|
return;
|
|
}
|
|
hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
|
|
hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_32F:
|
|
case V3D_INTERNAL_TYPE_32I:
|
|
case V3D_INTERNAL_TYPE_32UI:
|
|
memcpy(hw_color, color->uint32, internal_size);
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if MESA_DEBUG
|
|
void
|
|
v3dX(device_check_prepacked_sizes)(void)
|
|
{
|
|
STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
|
|
cl_packet_length(SAMPLER_STATE));
|
|
STATIC_ASSERT(V3DV_TEXTURE_SHADER_STATE_LENGTH >=
|
|
cl_packet_length(TEXTURE_SHADER_STATE));
|
|
STATIC_ASSERT(V3DV_SAMPLER_STATE_LENGTH >=
|
|
cl_packet_length(SAMPLER_STATE));
|
|
STATIC_ASSERT(V3DV_BLEND_CFG_LENGTH>=
|
|
cl_packet_length(BLEND_CFG));
|
|
STATIC_ASSERT(V3DV_CFG_BITS_LENGTH>=
|
|
cl_packet_length(CFG_BITS));
|
|
STATIC_ASSERT(V3DV_GL_SHADER_STATE_RECORD_LENGTH >=
|
|
cl_packet_length(GL_SHADER_STATE_RECORD));
|
|
STATIC_ASSERT(V3DV_VCM_CACHE_SIZE_LENGTH>=
|
|
cl_packet_length(VCM_CACHE_SIZE));
|
|
STATIC_ASSERT(V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH >=
|
|
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD));
|
|
STATIC_ASSERT(V3DV_STENCIL_CFG_LENGTH >=
|
|
cl_packet_length(STENCIL_CFG));
|
|
}
|
|
#endif
|