• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2014-2017 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 VC5_CONTEXT_H
26 #define VC5_CONTEXT_H
27 
28 #ifdef V3D_VERSION
29 #include "broadcom/common/v3d_macros.h"
30 #endif
31 
32 #include <stdio.h>
33 
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
38 #include "xf86drm.h"
39 #include "vc5_drm.h"
40 #include "vc5_screen.h"
41 
42 struct vc5_job;
43 struct vc5_bo;
44 void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo);
45 
46 #define __user
47 #include "vc5_drm.h"
48 #include "vc5_bufmgr.h"
49 #include "vc5_resource.h"
50 #include "vc5_cl.h"
51 
52 #ifdef USE_VC5_SIMULATOR
53 #define using_vc5_simulator true
54 #else
55 #define using_vc5_simulator false
56 #endif
57 
58 #define VC5_DIRTY_BLEND         (1 <<  0)
59 #define VC5_DIRTY_RASTERIZER    (1 <<  1)
60 #define VC5_DIRTY_ZSA           (1 <<  2)
61 #define VC5_DIRTY_FRAGTEX       (1 <<  3)
62 #define VC5_DIRTY_VERTTEX       (1 <<  4)
63 
64 #define VC5_DIRTY_BLEND_COLOR   (1 <<  7)
65 #define VC5_DIRTY_STENCIL_REF   (1 <<  8)
66 #define VC5_DIRTY_SAMPLE_MASK   (1 <<  9)
67 #define VC5_DIRTY_FRAMEBUFFER   (1 << 10)
68 #define VC5_DIRTY_STIPPLE       (1 << 11)
69 #define VC5_DIRTY_VIEWPORT      (1 << 12)
70 #define VC5_DIRTY_CONSTBUF      (1 << 13)
71 #define VC5_DIRTY_VTXSTATE      (1 << 14)
72 #define VC5_DIRTY_VTXBUF        (1 << 15)
73 #define VC5_DIRTY_SCISSOR       (1 << 17)
74 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
75 #define VC5_DIRTY_PRIM_MODE     (1 << 19)
76 #define VC5_DIRTY_CLIP          (1 << 20)
77 #define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
78 #define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
79 #define VC5_DIRTY_COMPILED_CS   (1 << 23)
80 #define VC5_DIRTY_COMPILED_VS   (1 << 24)
81 #define VC5_DIRTY_COMPILED_FS   (1 << 25)
82 #define VC5_DIRTY_FS_INPUTS     (1 << 26)
83 #define VC5_DIRTY_STREAMOUT     (1 << 27)
84 #define VC5_DIRTY_OQ            (1 << 28)
85 
86 #define VC5_MAX_FS_INPUTS 64
87 
88 struct vc5_sampler_view {
89         struct pipe_sampler_view base;
90         uint32_t p0;
91         uint32_t p1;
92         /* Precomputed swizzles to pass in to the shader key. */
93         uint8_t swizzle[4];
94 
95         uint8_t texture_shader_state[32];
96         /* V3D 4.x: Texture state struct. */
97         struct vc5_bo *bo;
98 };
99 
100 struct vc5_sampler_state {
101         struct pipe_sampler_state base;
102         uint32_t p0;
103         uint32_t p1;
104 
105         /* V3D 3.x: Packed texture state. */
106         uint8_t texture_shader_state[32];
107         /* V3D 4.x: Sampler state struct. */
108         struct vc5_bo *bo;
109 };
110 
111 struct vc5_texture_stateobj {
112         struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
113         unsigned num_textures;
114         struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
115         unsigned num_samplers;
116         struct vc5_cl_reloc texture_state[PIPE_MAX_SAMPLERS];
117 };
118 
119 struct vc5_shader_uniform_info {
120         enum quniform_contents *contents;
121         uint32_t *data;
122         uint32_t count;
123 };
124 
125 struct vc5_uncompiled_shader {
126         /** A name for this program, so you can track it in shader-db output. */
127         uint32_t program_id;
128         /** How many variants of this program were compiled, for shader-db. */
129         uint32_t compiled_variant_count;
130         struct pipe_shader_state base;
131         uint32_t num_tf_outputs;
132         struct v3d_varying_slot *tf_outputs;
133         uint16_t tf_specs[PIPE_MAX_SO_BUFFERS];
134         uint32_t num_tf_specs;
135 };
136 
137 struct vc5_compiled_shader {
138         struct vc5_bo *bo;
139 
140         union {
141                 struct v3d_prog_data *base;
142                 struct v3d_vs_prog_data *vs;
143                 struct v3d_fs_prog_data *fs;
144         } prog_data;
145 
146         /**
147          * VC5_DIRTY_* flags that, when set in vc5->dirty, mean that the
148          * uniforms have to be rewritten (and therefore the shader state
149          * reemitted).
150          */
151         uint32_t uniform_dirty_bits;
152 };
153 
154 struct vc5_program_stateobj {
155         struct vc5_uncompiled_shader *bind_vs, *bind_fs;
156         struct vc5_compiled_shader *cs, *vs, *fs;
157 };
158 
159 struct vc5_constbuf_stateobj {
160         struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
161         uint32_t enabled_mask;
162         uint32_t dirty_mask;
163 };
164 
165 struct vc5_vertexbuf_stateobj {
166         struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
167         unsigned count;
168         uint32_t enabled_mask;
169         uint32_t dirty_mask;
170 };
171 
172 struct vc5_vertex_stateobj {
173         struct pipe_vertex_element pipe[VC5_MAX_ATTRIBUTES];
174         unsigned num_elements;
175 
176         uint8_t attrs[12 * VC5_MAX_ATTRIBUTES];
177         struct vc5_bo *default_attribute_values;
178 };
179 
180 struct vc5_streamout_stateobj {
181         struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
182         unsigned num_targets;
183 };
184 
185 /* Hash table key for vc5->jobs */
186 struct vc5_job_key {
187         struct pipe_surface *cbufs[4];
188         struct pipe_surface *zsbuf;
189 };
190 
191 /**
192  * A complete bin/render job.
193  *
194  * This is all of the state necessary to submit a bin/render to the kernel.
195  * We want to be able to have multiple in progress at a time, so that we don't
196  * need to flush an existing CL just to switch to rendering to a new render
197  * target (which would mean reading back from the old render target when
198  * starting to render to it again).
199  */
200 struct vc5_job {
201         struct vc5_context *vc5;
202         struct vc5_cl bcl;
203         struct vc5_cl rcl;
204         struct vc5_cl indirect;
205         struct vc5_bo *tile_alloc;
206         struct vc5_bo *tile_state;
207         uint32_t shader_rec_count;
208 
209         struct drm_vc5_submit_cl submit;
210 
211         /**
212          * Set of all BOs referenced by the job.  This will be used for making
213          * the list of BOs that the kernel will need to have paged in to
214          * execute our job.
215          */
216         struct set *bos;
217 
218         /** Sum of the sizes of the BOs referenced by the job. */
219         uint32_t referenced_size;
220 
221         struct set *write_prscs;
222 
223         /* Size of the submit.bo_handles array. */
224         uint32_t bo_handles_size;
225 
226         /** @{ Surfaces to submit rendering for. */
227         struct pipe_surface *cbufs[4];
228         struct pipe_surface *zsbuf;
229         /** @} */
230         /** @{
231          * Bounding box of the scissor across all queued drawing.
232          *
233          * Note that the max values are exclusive.
234          */
235         uint32_t draw_min_x;
236         uint32_t draw_min_y;
237         uint32_t draw_max_x;
238         uint32_t draw_max_y;
239         /** @} */
240         /** @{
241          * Width/height of the color framebuffer being rendered to,
242          * for VC5_TILE_RENDERING_MODE_CONFIG.
243         */
244         uint32_t draw_width;
245         uint32_t draw_height;
246         /** @} */
247         /** @{ Tile information, depending on MSAA and float color buffer. */
248         uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
249         uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
250 
251         uint32_t tile_width; /** @< Width of a tile. */
252         uint32_t tile_height; /** @< Height of a tile. */
253         /** maximum internal_bpp of all color render targets. */
254         uint32_t internal_bpp;
255 
256         /** Whether the current rendering is in a 4X MSAA tile buffer. */
257         bool msaa;
258         /** @} */
259 
260         /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
261          * first rendering.
262          */
263         uint32_t cleared;
264         /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
265          * (either clears or draws).
266          */
267         uint32_t resolve;
268         uint32_t clear_color[4][4];
269         float clear_z;
270         uint8_t clear_s;
271 
272         /**
273          * Set if some drawing (triangles, blits, or just a glClear()) has
274          * been done to the FBO, meaning that we need to
275          * DRM_IOCTL_VC5_SUBMIT_CL.
276          */
277         bool needs_flush;
278 
279         /**
280          * Set if there is a nonzero address for OCCLUSION_QUERY_COUNTER.  If
281          * so, we need to disable it and flush before ending the CL, to keep
282          * the next tile from starting with it enabled.
283          */
284         bool oq_enabled;
285 
286         bool uses_early_z;
287 
288         /**
289          * Number of draw calls (not counting full buffer clears) queued in
290          * the current job.
291          */
292         uint32_t draw_calls_queued;
293 
294         struct vc5_job_key key;
295 };
296 
297 struct vc5_context {
298         struct pipe_context base;
299 
300         int fd;
301         struct vc5_screen *screen;
302 
303         /** The 3D rendering job for the currently bound FBO. */
304         struct vc5_job *job;
305 
306         /* Map from struct vc5_job_key to the job for that FBO.
307          */
308         struct hash_table *jobs;
309 
310         /**
311          * Map from vc5_resource to a job writing to that resource.
312          *
313          * Primarily for flushing jobs rendering to textures that are now
314          * being read from.
315          */
316         struct hash_table *write_jobs;
317 
318         struct slab_child_pool transfer_pool;
319         struct blitter_context *blitter;
320 
321         /** bitfield of VC5_DIRTY_* */
322         uint32_t dirty;
323 
324         struct primconvert_context *primconvert;
325 
326         struct hash_table *fs_cache, *vs_cache;
327         uint32_t next_uncompiled_program_id;
328         uint64_t next_compiled_program_id;
329 
330         struct vc5_compiler_state *compiler_state;
331 
332         uint8_t prim_mode;
333 
334         /** Maximum index buffer valid for the current shader_rec. */
335         uint32_t max_index;
336 
337         /** Seqno of the last CL flush's job. */
338         uint64_t last_emit_seqno;
339 
340         struct u_upload_mgr *uploader;
341 
342         /** @{ Current pipeline state objects */
343         struct pipe_scissor_state scissor;
344         struct pipe_blend_state *blend;
345         struct vc5_rasterizer_state *rasterizer;
346         struct vc5_depth_stencil_alpha_state *zsa;
347 
348         struct vc5_texture_stateobj verttex, fragtex;
349 
350         struct vc5_program_stateobj prog;
351 
352         struct vc5_vertex_stateobj *vtx;
353 
354         struct {
355                 struct pipe_blend_color f;
356                 uint16_t hf[4];
357         } blend_color;
358         struct pipe_stencil_ref stencil_ref;
359         unsigned sample_mask;
360         struct pipe_framebuffer_state framebuffer;
361 
362         /* Per render target, whether we should swap the R and B fields in the
363          * shader's color output and in blending.  If render targets disagree
364          * on the R/B swap and use the constant color, then we would need to
365          * fall back to in-shader blending.
366          */
367         uint8_t swap_color_rb;
368 
369         /* Per render target, whether we should treat the dst alpha values as
370          * one in blending.
371          *
372          * For RGBX formats, the tile buffer's alpha channel will be
373          * undefined.
374          */
375         uint8_t blend_dst_alpha_one;
376 
377         bool active_queries;
378 
379         uint32_t tf_prims_generated;
380         uint32_t prims_generated;
381 
382         struct pipe_poly_stipple stipple;
383         struct pipe_clip_state clip;
384         struct pipe_viewport_state viewport;
385         struct vc5_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
386         struct vc5_vertexbuf_stateobj vertexbuf;
387         struct vc5_streamout_stateobj streamout;
388         struct vc5_bo *current_oq;
389         /** @} */
390 };
391 
392 struct vc5_rasterizer_state {
393         struct pipe_rasterizer_state base;
394 
395         /* VC5_CONFIGURATION_BITS */
396         uint8_t config_bits[3];
397 
398         float point_size;
399 
400         /**
401          * Half-float (1/8/7 bits) value of polygon offset units for
402          * VC5_PACKET_DEPTH_OFFSET
403          */
404         uint16_t offset_units;
405         /**
406          * Half-float (1/8/7 bits) value of polygon offset scale for
407          * VC5_PACKET_DEPTH_OFFSET
408          */
409         uint16_t offset_factor;
410 };
411 
412 struct vc5_depth_stencil_alpha_state {
413         struct pipe_depth_stencil_alpha_state base;
414 
415         bool early_z_enable;
416 
417         /** Uniforms for stencil state.
418          *
419          * Index 0 is either the front config, or the front-and-back config.
420          * Index 1 is the back config if doing separate back stencil.
421          * Index 2 is the writemask config if it's not a common mask value.
422          */
423         uint32_t stencil_uniforms[3];
424 
425         uint8_t stencil_front[6];
426         uint8_t stencil_back[6];
427 };
428 
429 #define perf_debug(...) do {                            \
430         if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF))       \
431                 fprintf(stderr, __VA_ARGS__);           \
432 } while (0)
433 
434 static inline struct vc5_context *
vc5_context(struct pipe_context * pcontext)435 vc5_context(struct pipe_context *pcontext)
436 {
437         return (struct vc5_context *)pcontext;
438 }
439 
440 static inline struct vc5_sampler_view *
vc5_sampler_view(struct pipe_sampler_view * psview)441 vc5_sampler_view(struct pipe_sampler_view *psview)
442 {
443         return (struct vc5_sampler_view *)psview;
444 }
445 
446 static inline struct vc5_sampler_state *
vc5_sampler_state(struct pipe_sampler_state * psampler)447 vc5_sampler_state(struct pipe_sampler_state *psampler)
448 {
449         return (struct vc5_sampler_state *)psampler;
450 }
451 
452 struct pipe_context *vc5_context_create(struct pipe_screen *pscreen,
453                                         void *priv, unsigned flags);
454 void vc5_program_init(struct pipe_context *pctx);
455 void vc5_program_fini(struct pipe_context *pctx);
456 void vc5_query_init(struct pipe_context *pctx);
457 
458 void vc5_simulator_init(struct vc5_screen *screen);
459 void vc5_simulator_destroy(struct vc5_screen *screen);
460 int vc5_simulator_flush(struct vc5_context *vc5,
461                         struct drm_vc5_submit_cl *args,
462                         struct vc5_job *job);
463 int vc5_simulator_ioctl(int fd, unsigned long request, void *arg);
464 void vc5_simulator_open_from_handle(int fd, uint32_t winsys_stride,
465                                     int handle, uint32_t size);
466 
467 static inline int
vc5_ioctl(int fd,unsigned long request,void * arg)468 vc5_ioctl(int fd, unsigned long request, void *arg)
469 {
470         if (using_vc5_simulator)
471                 return vc5_simulator_ioctl(fd, request, arg);
472         else
473                 return drmIoctl(fd, request, arg);
474 }
475 
476 void vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader);
477 struct vc5_cl_reloc vc5_write_uniforms(struct vc5_context *vc5,
478                                        struct vc5_compiled_shader *shader,
479                                        struct vc5_constbuf_stateobj *cb,
480                                        struct vc5_texture_stateobj *texstate);
481 
482 void vc5_flush(struct pipe_context *pctx);
483 void vc5_job_init(struct vc5_context *vc5);
484 struct vc5_job *vc5_get_job(struct vc5_context *vc5,
485                             struct pipe_surface **cbufs,
486                             struct pipe_surface *zsbuf);
487 struct vc5_job *vc5_get_job_for_fbo(struct vc5_context *vc5);
488 void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo);
489 void vc5_job_add_write_resource(struct vc5_job *job, struct pipe_resource *prsc);
490 void vc5_job_submit(struct vc5_context *vc5, struct vc5_job *job);
491 void vc5_flush_jobs_writing_resource(struct vc5_context *vc5,
492                                      struct pipe_resource *prsc);
493 void vc5_flush_jobs_reading_resource(struct vc5_context *vc5,
494                                      struct pipe_resource *prsc);
495 void vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode);
496 
497 bool vc5_rt_format_supported(const struct v3d_device_info *devinfo,
498                              enum pipe_format f);
499 bool vc5_tex_format_supported(const struct v3d_device_info *devinfo,
500                               enum pipe_format f);
501 uint8_t vc5_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
502 uint8_t vc5_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
503 uint8_t vc5_get_tex_return_size(const struct v3d_device_info *devinfo,
504                                 enum pipe_format f,
505                                 enum pipe_tex_compare compare);
506 uint8_t vc5_get_tex_return_channels(const struct v3d_device_info *devinfo,
507                                     enum pipe_format f);
508 const uint8_t *vc5_get_format_swizzle(const struct v3d_device_info *devinfo,
509                                       enum pipe_format f);
510 void vc5_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
511                                                  uint32_t format,
512                                                  uint32_t *type,
513                                                  uint32_t *bpp);
514 
515 void vc5_init_query_functions(struct vc5_context *vc5);
516 void vc5_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
517 void vc5_blitter_save(struct vc5_context *vc5);
518 
519 #ifdef v3dX
520 #  include "v3dx_context.h"
521 #else
522 #  define v3dX(x) v3d33_##x
523 #  include "v3dx_context.h"
524 #  undef v3dX
525 
526 #  define v3dX(x) v3d41_##x
527 #  include "v3dx_context.h"
528 #  undef v3dX
529 #endif
530 
531 #endif /* VC5_CONTEXT_H */
532