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https://github.com/Yours3lf/rpi-vk-driver.git
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212 lines
7.8 KiB
C
212 lines
7.8 KiB
C
#pragma once
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#if defined (__cplusplus)
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extern "C" {
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#endif
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#include <stdint.h>
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typedef struct ControlListAddress
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{
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uint32_t handle; //handle to buffer object
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uint32_t offset; //offset within buffer object
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} ControlListAddress;
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typedef struct CLMarker
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{
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//current binning cl buf position is this struct in the CL plus sizeof(this struct)
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struct CLMarker* nextMarker;
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uint32_t size; //in bytes
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void* writeImage; //_image* to render to
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void* readImage;
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void* writeDepthStencilImage; //_image* to render depth/stencil to
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void* readDepthStencilImage;
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void* writeMSAAimage;
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void* writeMSAAdepthStencilImage;
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uint32_t writeImageOffset;
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uint32_t readImageOffset;
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uint32_t writeDepthStencilImageOffset;
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uint32_t readDepthStencilImageOffset;
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uint32_t writeMSAAimageOffset;
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uint32_t writeMSAAdepthStencilImageOffset;
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uint32_t flags; //used to store clear flag etc.
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uint32_t performResolve;
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uint32_t readMSAAimage;
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uint32_t readMSAAdepthStencilImage;
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void* perfmonID;
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uint32_t clearColor[2];
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uint32_t clearDepth, clearStencil;
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//pointers that point to where all the other CL data is
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//plus sizes
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uint8_t* handlesBuf;
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uint32_t handlesSize;
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uint8_t* shaderRecBuf;
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uint32_t shaderRecSize;
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uint32_t shaderRecCount;
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uint8_t* uniformsBuf;
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uint32_t uniformsSize;
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} CLMarker;
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typedef struct ControlList
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{
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uint8_t* buffer;
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uint32_t numBlocks;
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uint32_t blockSize;
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uint8_t* nextFreeByte; //pointer to the next available free byte
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CLMarker* currMarker;
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} ControlList;
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void clEmitShaderRelocation(ControlList* relocCl, ControlList* handlesCl, uint8_t* handlesBuf, uint32_t handlesSize, const ControlListAddress* address);
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void clDummyRelocation(ControlList* relocCl, const ControlListAddress* address);
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#define __gen_user_data struct ControlList
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#define __gen_address_type ControlListAddress
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#define __gen_address_offset(reloc) ((reloc)->offset)
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#define __gen_emit_reloc clDummyRelocation
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#include <string.h>
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#include "brcm/cle/v3d_packet_v21_pack.h"
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uint32_t divRoundUp(uint32_t n, uint32_t d);
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uint32_t moveBits(uint32_t d, uint32_t bits, uint32_t offset);
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uint32_t clHasEnoughSpace(ControlList* cl, uint32_t size);
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void clInit(ControlList* cl, void* buffer, uint32_t blockSize);
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void clInsertNewCLMarker(ControlList* cl,
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ControlList* handlesCL,
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ControlList* shaderRecCL,
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uint32_t shaderRecCount,
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ControlList* uniformsCL);
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void clCloseCurrentMarker(ControlList* cl, ControlList* handlesCL, ControlList* shaderRecCL, uint32_t shaderRecCount, ControlList* uniformsCL);
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void clInsertData(ControlList* cl, uint32_t size, uint8_t* data);
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void clInsertUniformConstant(ControlList* cl, uint32_t data);
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void clInsertUniformXYScale(ControlList* cl, float data);
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void clInsertUniformZOffset(ControlList* cl, float data);
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void clInsertHalt(ControlList* cl);
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void clInsertNop(ControlList* cl);
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void clInsertFlush(ControlList* cl);
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void clInsertFlushAllState(ControlList* cl);
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void clInsertStartTileBinning(ControlList* cl);
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void clInsertIncrementSemaphore(ControlList* cl);
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void clInsertWaitOnSemaphore(ControlList* cl);
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void clInsertBranch(ControlList* cls, ControlListAddress address);
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void clInsertBranchToSubList(ControlList* cls, ControlListAddress address);
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void clInsertReturnFromSubList(ControlList* cl);
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void clInsertStoreMultiSampleResolvedTileColorBuffer(ControlList* cl);
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void clInsertStoreMultiSampleResolvedTileColorBufferAndEOF(ControlList* cl);
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void clInsertIndexedPrimitiveList(ControlList* cl,
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uint32_t maxIndex,
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uint32_t indicesAddress,
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uint32_t length,
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uint32_t indexType, //0/1: 8 or 16 bit
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enum V3D21_Primitive primitiveMode);
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void clInsertVertexArrayPrimitives(ControlList* cl,
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uint32_t firstVertexIndex,
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uint32_t length,
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enum V3D21_Primitive primitiveMode);
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void clInsertPrimitiveListFormat(ControlList* cl,
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uint32_t dataType, //1/3: 16 or 32 bit
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uint32_t primitiveType); //0/1/2/3: point/line/tri/rhy
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void clInsertShaderState(ControlList* cl,
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uint32_t address,
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uint32_t extendedShaderRecord, //0/1: true/false
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uint32_t numberOfAttributeArrays);
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void clInsertConfigurationBits(ControlList* cl,
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uint32_t earlyZUpdatesEnable, //0/1
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uint32_t earlyZEnable, //0/1
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uint32_t zUpdatesEnable, //0/1
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enum V3D21_Compare_Function depthTestFunction,
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uint32_t coverageReadMode, //0/1 clear/leave as is
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uint32_t coveragePipeSelect, //0/1
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uint32_t coverageUpdateMode, //0/1/2/3 nonzero, odd, or, zero
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uint32_t coverageReadType, //0/1 4*8bit, 16 bit mask
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uint32_t rasterizerOversampleMode, //0/1/2 none, 4x, 16x
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uint32_t enableDepthOffset, //0/1
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uint32_t clockwisePrimitives, //0/1
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uint32_t enableReverseFacingPrimitive, //0/1
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uint32_t enableForwardFacingPrimitive); //0/1
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void clInsertFlatShadeFlags(ControlList* cl,
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uint32_t flags);
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void clInsertPointSize(ControlList* cl,
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float size);
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void clInsertLineWidth(ControlList* cl,
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float width);
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void clInsertRHTXBoundary(ControlList* cl,
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uint32_t boundary); //sint16
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void clInsertDepthOffset(ControlList* cl,
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uint32_t units, //float 187
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uint32_t factor); //float 187
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void clInsertClipWindow(ControlList* cl,
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uint32_t width, //uint16
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uint32_t height, //uint16
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uint32_t bottomPixelCoord, //uint16
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uint32_t leftPixelCoord); //uint16
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void clInsertViewPortOffset(ControlList* cl,
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int16_t x, //sint16
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int16_t y //sint16
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);
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void clInsertZMinMaxClippingPlanes(ControlList* cl,
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float minZw,
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float maxZw
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);
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void clInsertClipperXYScaling(ControlList* cl,
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float width, //half height in 1/16 of pixel
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float height //half width in 1/16 of pixel
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);
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void clInsertClipperZScaleOffset(ControlList* cl,
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float zOffset, //zc to zs
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float zScale //zc to zs
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);
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void clInsertTileBinningModeConfiguration(ControlList* cl,
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uint32_t doubleBufferInNonMsMode, //0/1
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uint32_t tileAllocationBlockSize, //0/1/2/3 32/64/128/256 bytes
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uint32_t tileAllocationInitialBlockSize, //0/1/2/3 32/64/128/256 bytes
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uint32_t autoInitializeTileStateDataArray, //0/1
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uint32_t tileBuffer64BitColorDepth, //0/1
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uint32_t multisampleMode4x, //0/1
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uint32_t widthInPixels,
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uint32_t heightInPixels,
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uint32_t tileStateDataArrayAddress, //16 byte aligned, size of 48 bytes * num tiles
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uint32_t tileAllocationMemorySize,
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uint32_t tileAllocationMemoryAddress
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);
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void clInsertGEMRelocations(ControlList* cl,
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uint32_t buffer0,
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uint32_t buffer1);
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void clInsertShaderRecord(ControlList* cls,
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ControlList* relocCl,
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ControlList* handlesCl,
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uint8_t* handlesBuf, uint32_t handlesSize,
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uint32_t fragmentShaderIsSingleThreaded, //0/1
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uint32_t pointSizeIncludedInShadedVertexData, //0/1
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uint32_t enableClipping, //0/1
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uint32_t fragmentNumberOfUnusedUniforms,
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uint32_t fragmentNumberOfVaryings,
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uint32_t fragmentUniformsAddress,
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ControlListAddress fragmentCodeAddress,
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uint32_t vertexNumberOfUnusedUniforms,
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uint32_t vertexAttributeArraySelectBits,
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uint32_t vertexTotalAttributesSize,
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uint32_t vertexUniformsAddress,
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ControlListAddress vertexCodeAddress,
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uint32_t coordinateNumberOfUnusedUniforms,
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uint32_t coordinateAttributeArraySelectBits,
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uint32_t coordinateTotalAttributesSize,
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uint32_t coordinateUniformsAddress,
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ControlListAddress coordinateCodeAddress);
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void clInsertAttributeRecord(ControlList* cls,
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ControlList* relocCl,
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ControlList* handlesCl,
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uint8_t* handlesBuf, uint32_t handlesSize,
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ControlListAddress address,
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uint32_t sizeBytes,
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uint32_t stride,
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uint32_t vertexVPMOffset,
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uint32_t coordinateVPMOffset);
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uint32_t clGetHandleIndex(ControlList* handlesCl, uint8_t* handlesBuf, uint32_t handlesSize, uint32_t handle);
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#if defined (__cplusplus)
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}
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#endif
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