1/* 2 * Copyright © 2014 Broadcom 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#ifndef VC4_SCREEN_H 25#define VC4_SCREEN_H 26 27#include "pipe/p_screen.h" 28#include "renderonly/renderonly.h" 29#include "os/os_thread.h" 30#include "frontend/drm_driver.h" 31#include "util/list.h" 32#include "util/slab.h" 33 34#ifndef DRM_VC4_PARAM_SUPPORTS_ETC1 35#define DRM_VC4_PARAM_SUPPORTS_ETC1 4 36#endif 37 38struct vc4_bo; 39 40#define VC4_DEBUG_CL 0x0001 41#define VC4_DEBUG_QPU 0x0002 42#define VC4_DEBUG_QIR 0x0004 43#define VC4_DEBUG_TGSI 0x0008 44#define VC4_DEBUG_SHADERDB 0x0010 45#define VC4_DEBUG_PERF 0x0020 46#define VC4_DEBUG_NORAST 0x0040 47#define VC4_DEBUG_ALWAYS_FLUSH 0x0080 48#define VC4_DEBUG_ALWAYS_SYNC 0x0100 49#define VC4_DEBUG_NIR 0x0200 50#define VC4_DEBUG_DUMP 0x0400 51#define VC4_DEBUG_SURFACE 0x0800 52 53#define VC4_MAX_MIP_LEVELS 12 54#define VC4_MAX_TEXTURE_SAMPLERS 16 55 56struct vc4_simulator_file; 57 58struct vc4_screen { 59 struct pipe_screen base; 60 struct renderonly *ro; 61 62 int fd; 63 64 int v3d_ver; 65 66 const char *name; 67 68 /** The last seqno we've completed a wait for. 69 * 70 * This lets us slightly optimize our waits by skipping wait syscalls 71 * if we know the job's already done. 72 */ 73 uint64_t finished_seqno; 74 75 struct slab_parent_pool transfer_pool; 76 77 struct vc4_bo_cache { 78 /** List of struct vc4_bo freed, by age. */ 79 struct list_head time_list; 80 /** List of struct vc4_bo freed, per size, by age. */ 81 struct list_head *size_list; 82 uint32_t size_list_size; 83 84 mtx_t lock; 85 86 uint32_t bo_size; 87 uint32_t bo_count; 88 } bo_cache; 89 90 struct hash_table *bo_handles; 91 mtx_t bo_handles_mutex; 92 93 uint32_t bo_size; 94 uint32_t bo_count; 95 uint32_t prim_types; 96 bool has_control_flow; 97 bool has_etc1; 98 bool has_threaded_fs; 99 bool has_madvise; 100 bool has_tiling_ioctl; 101 bool has_perfmon_ioctl; 102 bool has_syncobj; 103 104 struct vc4_simulator_file *sim_file; 105}; 106 107static inline struct vc4_screen * 108vc4_screen(struct pipe_screen *screen) 109{ 110 return (struct vc4_screen *)screen; 111} 112 113struct pipe_screen *vc4_screen_create(int fd, struct renderonly *ro); 114 115const void * 116vc4_screen_get_compiler_options(struct pipe_screen *pscreen, 117 enum pipe_shader_ir ir, 118 enum pipe_shader_type shader); 119 120extern uint32_t vc4_debug; 121 122void 123vc4_fence_screen_init(struct vc4_screen *screen); 124 125struct vc4_fence * 126vc4_fence_create(struct vc4_screen *screen, uint64_t seqno, int fd); 127 128#endif /* VC4_SCREEN_H */ 129