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1 /*
2  * Copyright © 2014 Broadcom
3  * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22  * IN THE SOFTWARE.
23  */
24 
25 #ifndef VC4_CONTEXT_H
26 #define VC4_CONTEXT_H
27 
28 #include <stdio.h>
29 
30 #include "pipe/p_context.h"
31 #include "pipe/p_state.h"
32 #include "util/slab.h"
33 #include "xf86drm.h"
34 
35 #define __user
36 #include "drm-uapi/vc4_drm.h"
37 #include "vc4_bufmgr.h"
38 #include "vc4_resource.h"
39 #include "vc4_cl.h"
40 #include "vc4_qir.h"
41 
42 #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1
43 #define DRM_VC4_PARAM_SUPPORTS_ETC1		4
44 #endif
45 #ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS
46 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS	5
47 #endif
48 
49 #ifdef USE_VC4_SIMULATOR
50 #define using_vc4_simulator true
51 #else
52 #define using_vc4_simulator false
53 #endif
54 
55 #define VC4_DIRTY_BLEND         (1 <<  0)
56 #define VC4_DIRTY_RASTERIZER    (1 <<  1)
57 #define VC4_DIRTY_ZSA           (1 <<  2)
58 #define VC4_DIRTY_FRAGTEX       (1 <<  3)
59 #define VC4_DIRTY_VERTTEX       (1 <<  4)
60 
61 #define VC4_DIRTY_BLEND_COLOR   (1 <<  7)
62 #define VC4_DIRTY_STENCIL_REF   (1 <<  8)
63 #define VC4_DIRTY_SAMPLE_MASK   (1 <<  9)
64 #define VC4_DIRTY_FRAMEBUFFER   (1 << 10)
65 #define VC4_DIRTY_STIPPLE       (1 << 11)
66 #define VC4_DIRTY_VIEWPORT      (1 << 12)
67 #define VC4_DIRTY_CONSTBUF      (1 << 13)
68 #define VC4_DIRTY_VTXSTATE      (1 << 14)
69 #define VC4_DIRTY_VTXBUF        (1 << 15)
70 
71 #define VC4_DIRTY_SCISSOR       (1 << 17)
72 #define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
73 #define VC4_DIRTY_PRIM_MODE     (1 << 19)
74 #define VC4_DIRTY_CLIP          (1 << 20)
75 #define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
76 #define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
77 #define VC4_DIRTY_COMPILED_CS   (1 << 23)
78 #define VC4_DIRTY_COMPILED_VS   (1 << 24)
79 #define VC4_DIRTY_COMPILED_FS   (1 << 25)
80 #define VC4_DIRTY_FS_INPUTS     (1 << 26)
81 #define VC4_DIRTY_UBO_1_SIZE    (1 << 27)
82 
83 struct vc4_sampler_view {
84         struct pipe_sampler_view base;
85         uint32_t texture_p0;
86         uint32_t texture_p1;
87         bool force_first_level;
88         /**
89          * Resource containing the actual texture that will be sampled.
90          *
91          * We may need to rebase the .base.texture resource to work around the
92          * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
93          */
94         struct pipe_resource *texture;
95 };
96 
97 struct vc4_sampler_state {
98         struct pipe_sampler_state base;
99         uint32_t texture_p1;
100 };
101 
102 struct vc4_texture_stateobj {
103         struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
104         unsigned num_textures;
105         struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
106         unsigned num_samplers;
107 };
108 
109 struct vc4_shader_uniform_info {
110         enum quniform_contents *contents;
111         uint32_t *data;
112         uint32_t count;
113         uint32_t num_texture_samples;
114 };
115 
116 struct vc4_uncompiled_shader {
117         /** A name for this program, so you can track it in shader-db output. */
118         uint32_t program_id;
119         /** How many variants of this program were compiled, for shader-db. */
120         uint32_t compiled_variant_count;
121         struct pipe_shader_state base;
122 };
123 
124 struct vc4_fs_inputs {
125         /**
126          * Array of the meanings of the VPM inputs this shader needs.
127          *
128          * It doesn't include those that aren't part of the VPM, like
129          * point/line coordinates.
130          */
131         struct vc4_varying_slot *input_slots;
132         uint32_t num_inputs;
133 };
134 
135 struct vc4_compiled_shader {
136         uint64_t program_id;
137         struct vc4_bo *bo;
138 
139         struct vc4_shader_uniform_info uniforms;
140 
141         /**
142          * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
143          * uniforms have to be rewritten (and therefore the shader state
144          * reemitted).
145          */
146         uint32_t uniform_dirty_bits;
147 
148         /** bitmask of which inputs are color inputs, for flat shade handling. */
149         uint32_t color_inputs;
150 
151         bool disable_early_z;
152 
153         /* Set if the compile failed, likely due to register allocation
154          * failure.  In this case, we have no shader to run and should not try
155          * to do any draws.
156          */
157         bool failed;
158 
159         bool fs_threaded;
160 
161         uint8_t num_inputs;
162 
163         /* Byte offsets for the start of the vertex attributes 0-7, and the
164          * total size as "attribute" 8.
165          */
166         uint8_t vattr_offsets[9];
167         uint8_t vattrs_live;
168 
169         const struct vc4_fs_inputs *fs_inputs;
170 };
171 
172 struct vc4_program_stateobj {
173         struct vc4_uncompiled_shader *bind_vs, *bind_fs;
174         struct vc4_compiled_shader *cs, *vs, *fs;
175 };
176 
177 struct vc4_constbuf_stateobj {
178         struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
179         uint32_t enabled_mask;
180         uint32_t dirty_mask;
181 };
182 
183 struct vc4_vertexbuf_stateobj {
184         struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
185         unsigned count;
186         uint32_t enabled_mask;
187         uint32_t dirty_mask;
188 };
189 
190 struct vc4_vertex_stateobj {
191         struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
192         unsigned num_elements;
193 };
194 
195 /* Hash table key for vc4->jobs */
196 struct vc4_job_key {
197         struct pipe_surface *cbuf;
198         struct pipe_surface *zsbuf;
199 };
200 
201 struct vc4_hwperfmon {
202         uint32_t id;
203         uint64_t last_seqno;
204         uint8_t events[DRM_VC4_MAX_PERF_COUNTERS];
205         uint64_t counters[DRM_VC4_MAX_PERF_COUNTERS];
206 };
207 
208 /**
209  * A complete bin/render job.
210  *
211  * This is all of the state necessary to submit a bin/render to the kernel.
212  * We want to be able to have multiple in progress at a time, so that we don't
213  * need to flush an existing CL just to switch to rendering to a new render
214  * target (which would mean reading back from the old render target when
215  * starting to render to it again).
216  */
217 struct vc4_job {
218         struct vc4_cl bcl;
219         struct vc4_cl shader_rec;
220         struct vc4_cl uniforms;
221         struct vc4_cl bo_handles;
222         struct vc4_cl bo_pointers;
223         uint32_t shader_rec_count;
224         /**
225          * Amount of memory used by the BOs in bo_pointers.
226          *
227          * Used for checking when we should flush the job early so we don't
228          * OOM.
229          */
230         uint32_t bo_space;
231 
232         /* Last BO hindex referenced from VC4_PACKET_GEM_HANDLES. */
233         uint32_t last_gem_handle_hindex;
234 
235         /** @{ Surfaces to submit rendering for. */
236         struct pipe_surface *color_read;
237         struct pipe_surface *color_write;
238         struct pipe_surface *zs_read;
239         struct pipe_surface *zs_write;
240         struct pipe_surface *msaa_color_write;
241         struct pipe_surface *msaa_zs_write;
242         /** @} */
243         /** @{
244          * Bounding box of the scissor across all queued drawing.
245          *
246          * Note that the max values are exclusive.
247          */
248         uint32_t draw_min_x;
249         uint32_t draw_min_y;
250         uint32_t draw_max_x;
251         uint32_t draw_max_y;
252         /** @} */
253         /** @{
254          * Width/height of the color framebuffer being rendered to,
255          * for VC4_TILE_RENDERING_MODE_CONFIG.
256         */
257         uint32_t draw_width;
258         uint32_t draw_height;
259         /** @} */
260         /** @{ Tile information, depending on MSAA and float color buffer. */
261         uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
262         uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
263 
264         uint32_t tile_width; /** @< Width of a tile. */
265         uint32_t tile_height; /** @< Height of a tile. */
266         /** Whether the current rendering is in a 4X MSAA tile buffer. */
267         bool msaa;
268 	/** @} */
269 
270         /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
271          * first rendering.
272          */
273         uint32_t cleared;
274         /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
275          * (either clears or draws).
276          */
277         uint32_t resolve;
278         uint32_t clear_color[2];
279         uint32_t clear_depth; /**< 24-bit unorm depth */
280         uint8_t clear_stencil;
281 
282         /**
283          * Set if some drawing (triangles, blits, or just a glClear()) has
284          * been done to the FBO, meaning that we need to
285          * DRM_IOCTL_VC4_SUBMIT_CL.
286          */
287         bool needs_flush;
288 
289         /**
290          * Number of draw calls (not counting full buffer clears) queued in
291          * the current job.
292          */
293         uint32_t draw_calls_queued;
294 
295         /** Any flags to be passed in drm_vc4_submit_cl.flags. */
296         uint32_t flags;
297 
298 	/* Performance monitor attached to this job. */
299 	struct vc4_hwperfmon *perfmon;
300 
301         struct vc4_job_key key;
302 };
303 
304 struct vc4_context {
305         struct pipe_context base;
306 
307         int fd;
308         struct vc4_screen *screen;
309 
310         /** The 3D rendering job for the currently bound FBO. */
311         struct vc4_job *job;
312 
313         /* Map from struct vc4_job_key to the job for that FBO.
314          */
315         struct hash_table *jobs;
316 
317         /**
318          * Map from vc4_resource to a job writing to that resource.
319          *
320          * Primarily for flushing jobs rendering to textures that are now
321          * being read from.
322          */
323         struct hash_table *write_jobs;
324 
325         struct slab_child_pool transfer_pool;
326         struct blitter_context *blitter;
327 
328         /** bitfield of VC4_DIRTY_* */
329         uint32_t dirty;
330 
331         struct hash_table *fs_cache, *vs_cache;
332         struct set *fs_inputs_set;
333         uint32_t next_uncompiled_program_id;
334         uint64_t next_compiled_program_id;
335 
336         struct ra_regs *regs;
337         struct ra_class *reg_class_any[2];
338         struct ra_class *reg_class_a_or_b[2];
339         struct ra_class *reg_class_a_or_b_or_acc[2];
340         struct ra_class *reg_class_r0_r3;
341         struct ra_class *reg_class_r4_or_a[2];
342         struct ra_class *reg_class_a[2];
343 
344         uint8_t prim_mode;
345 
346         /** Maximum index buffer valid for the current shader_rec. */
347         uint32_t max_index;
348         /** Last index bias baked into the current shader_rec. */
349         uint32_t last_index_bias;
350 
351         /** Seqno of the last CL flush's job. */
352         uint64_t last_emit_seqno;
353 
354         struct u_upload_mgr *uploader;
355 
356         struct pipe_shader_state *yuv_linear_blit_vs;
357         struct pipe_shader_state *yuv_linear_blit_fs_8bit;
358         struct pipe_shader_state *yuv_linear_blit_fs_16bit;
359 
360         /** @{ Current pipeline state objects */
361         struct pipe_scissor_state scissor;
362         struct pipe_blend_state *blend;
363         struct vc4_rasterizer_state *rasterizer;
364         struct vc4_depth_stencil_alpha_state *zsa;
365 
366         struct vc4_texture_stateobj verttex, fragtex;
367 
368         struct vc4_program_stateobj prog;
369 
370         struct vc4_vertex_stateobj *vtx;
371 
372         struct {
373                 struct pipe_blend_color f;
374                 uint8_t ub[4];
375         } blend_color;
376         struct pipe_stencil_ref stencil_ref;
377         unsigned sample_mask;
378         struct pipe_framebuffer_state framebuffer;
379         struct pipe_poly_stipple stipple;
380         struct pipe_clip_state clip;
381         struct pipe_viewport_state viewport;
382         struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
383         struct vc4_vertexbuf_stateobj vertexbuf;
384         struct util_debug_callback debug;
385 
386         struct vc4_hwperfmon *perfmon;
387         /** @} */
388 
389         /** Handle of syncobj containing the last submitted job fence. */
390         uint32_t job_syncobj;
391 
392         int in_fence_fd;
393         /** Handle of the syncobj that holds in_fence_fd for submission. */
394         uint32_t in_syncobj;
395 };
396 
397 struct vc4_rasterizer_state {
398         struct pipe_rasterizer_state base;
399 
400         /* VC4_CONFIGURATION_BITS */
401         uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
402 
403         struct PACKED {
404                 uint8_t depth_offset[V3D21_DEPTH_OFFSET_length];
405                 uint8_t point_size[V3D21_POINT_SIZE_length];
406                 uint8_t line_width[V3D21_LINE_WIDTH_length];
407         } packed;
408 
409         /** Raster order flags to be passed in struct drm_vc4_submit_cl.flags. */
410         uint32_t tile_raster_order_flags;
411 };
412 
413 struct vc4_depth_stencil_alpha_state {
414         struct pipe_depth_stencil_alpha_state base;
415 
416         /* VC4_CONFIGURATION_BITS */
417         uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
418 
419         /** Uniforms for stencil state.
420          *
421          * Index 0 is either the front config, or the front-and-back config.
422          * Index 1 is the back config if doing separate back stencil.
423          * Index 2 is the writemask config if it's not a common mask value.
424          */
425         uint32_t stencil_uniforms[3];
426 };
427 
428 #define perf_debug(...) do {                            \
429         if (unlikely(vc4_debug & VC4_DEBUG_PERF))       \
430                 fprintf(stderr, __VA_ARGS__);           \
431         if (unlikely(vc4->debug.debug_message))         \
432                 util_debug_message(&vc4->debug, PERF_INFO, __VA_ARGS__);    \
433 } while (0)
434 
435 static inline struct vc4_context *
vc4_context(struct pipe_context * pcontext)436 vc4_context(struct pipe_context *pcontext)
437 {
438         return (struct vc4_context *)pcontext;
439 }
440 
441 static inline struct vc4_sampler_view *
vc4_sampler_view(struct pipe_sampler_view * psview)442 vc4_sampler_view(struct pipe_sampler_view *psview)
443 {
444         return (struct vc4_sampler_view *)psview;
445 }
446 
447 static inline struct vc4_sampler_state *
vc4_sampler_state(struct pipe_sampler_state * psampler)448 vc4_sampler_state(struct pipe_sampler_state *psampler)
449 {
450         return (struct vc4_sampler_state *)psampler;
451 }
452 
453 int vc4_get_driver_query_group_info(struct pipe_screen *pscreen,
454                                     unsigned index,
455                                     struct pipe_driver_query_group_info *info);
456 int vc4_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
457                               struct pipe_driver_query_info *info);
458 
459 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
460                                         void *priv, unsigned flags);
461 void vc4_draw_init(struct pipe_context *pctx);
462 void vc4_state_init(struct pipe_context *pctx);
463 void vc4_program_init(struct pipe_context *pctx);
464 void vc4_program_fini(struct pipe_context *pctx);
465 void vc4_query_init(struct pipe_context *pctx);
466 void vc4_simulator_init(struct vc4_screen *screen);
467 void vc4_simulator_destroy(struct vc4_screen *screen);
468 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
469 void vc4_simulator_open_from_handle(int fd, int handle, uint32_t size);
470 
471 static inline int
vc4_ioctl(int fd,unsigned long request,void * arg)472 vc4_ioctl(int fd, unsigned long request, void *arg)
473 {
474         if (using_vc4_simulator)
475                 return vc4_simulator_ioctl(fd, request, arg);
476         else
477                 return drmIoctl(fd, request, arg);
478 }
479 
480 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
481 void vc4_write_uniforms(struct vc4_context *vc4,
482                         struct vc4_compiled_shader *shader,
483                         struct vc4_constbuf_stateobj *cb,
484                         struct vc4_texture_stateobj *texstate);
485 
486 void vc4_flush(struct pipe_context *pctx);
487 int vc4_job_init(struct vc4_context *vc4);
488 int vc4_fence_context_init(struct vc4_context *vc4);
489 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
490                             struct pipe_surface *cbuf,
491                             struct pipe_surface *zsbuf);
492 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
493 
494 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
495 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
496                                      struct pipe_resource *prsc);
497 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
498                                      struct pipe_resource *prsc);
499 void vc4_emit_state(struct pipe_context *pctx);
500 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
501 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
502 bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
503 
504 bool vc4_rt_format_supported(enum pipe_format f);
505 bool vc4_rt_format_is_565(enum pipe_format f);
506 bool vc4_tex_format_supported(enum pipe_format f);
507 uint8_t vc4_get_tex_format(enum pipe_format f);
508 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
509 void vc4_init_query_functions(struct vc4_context *vc4);
510 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
511 void vc4_blitter_save(struct vc4_context *vc4);
512 #endif /* VC4_CONTEXT_H */
513