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1 /*
2  * Copyright © 2014-2017 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 /**
25  * @file vc5_simulator_hw.c
26  *
27  * Implements the actual HW interaction betweeh the GL driver's VC5 simulator and the simulator.
28  *
29  * The register headers between V3D versions will have conflicting defines, so
30  * all register interactions appear in this file and are compiled per V3D version
31  * we support.
32  */
33 
34 #ifdef USE_VC5_SIMULATOR
35 
36 #include "vc5_screen.h"
37 #include "vc5_context.h"
38 #include "vc5_simulator_wrapper.h"
39 
40 #define HW_REGISTER_RO(x) (x)
41 #define HW_REGISTER_RW(x) (x)
42 #if V3D_VERSION >= 41
43 #include "libs/core/v3d/registers/4.1.34.0/v3d.h"
44 #else
45 #include "libs/core/v3d/registers/3.3.0.0/v3d.h"
46 #endif
47 
48 #define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val)
49 #define V3D_READ(reg) v3d_hw_read_reg(v3d, reg)
50 
51 static void
vc5_flush_l3(struct v3d_hw * v3d)52 vc5_flush_l3(struct v3d_hw *v3d)
53 {
54         if (!v3d_hw_has_gca(v3d))
55                 return;
56 
57 #if V3D_VERSION < 40
58         uint32_t gca_ctrl = V3D_READ(V3D_GCA_CACHE_CTRL);
59 
60         V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH_SET);
61         V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH_SET);
62 #endif
63 }
64 
65 /* Invalidates the L2 cache.  This is a read-only cache. */
66 static void
vc5_flush_l2(struct v3d_hw * v3d)67 vc5_flush_l2(struct v3d_hw *v3d)
68 {
69         V3D_WRITE(V3D_CTL_0_L2CACTL,
70                   V3D_CTL_0_L2CACTL_L2CCLR_SET |
71                   V3D_CTL_0_L2CACTL_L2CENA_SET);
72 }
73 
74 /* Invalidates texture L2 cachelines */
75 static void
vc5_flush_l2t(struct v3d_hw * v3d)76 vc5_flush_l2t(struct v3d_hw *v3d)
77 {
78         V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0);
79         V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0);
80         V3D_WRITE(V3D_CTL_0_L2TCACTL,
81                   V3D_CTL_0_L2TCACTL_L2TFLS_SET |
82                   (0 << V3D_CTL_0_L2TCACTL_L2TFLM_LSB));
83 }
84 
85 /* Invalidates the slice caches.  These are read-only caches. */
86 static void
vc5_flush_slices(struct v3d_hw * v3d)87 vc5_flush_slices(struct v3d_hw *v3d)
88 {
89         V3D_WRITE(V3D_CTL_0_SLCACTL, ~0);
90 }
91 
92 static void
vc5_flush_caches(struct v3d_hw * v3d)93 vc5_flush_caches(struct v3d_hw *v3d)
94 {
95         vc5_flush_l3(v3d);
96         vc5_flush_l2(v3d);
97         vc5_flush_l2t(v3d);
98         vc5_flush_slices(v3d);
99 }
100 
101 int
v3dX(simulator_get_param_ioctl)102 v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d,
103                                 struct drm_vc5_get_param *args)
104 {
105         static const uint32_t reg_map[] = {
106                 [DRM_VC5_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG,
107                 [DRM_VC5_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1,
108                 [DRM_VC5_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2,
109                 [DRM_VC5_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3,
110                 [DRM_VC5_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0,
111                 [DRM_VC5_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1,
112                 [DRM_VC5_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2,
113         };
114 
115         if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) {
116                 args->value = V3D_READ(reg_map[args->param]);
117                 return 0;
118         }
119 
120         fprintf(stderr, "Unknown DRM_IOCTL_VC5_GET_PARAM(%lld)\n",
121                 (long long)args->value);
122         abort();
123 }
124 
125 void
v3dX(simulator_init_regs)126 v3dX(simulator_init_regs)(struct v3d_hw *v3d)
127 {
128 #if V3D_VERSION == 33
129         /* Set OVRTMUOUT to match kernel behavior.
130          *
131          * This means that the texture sampler uniform configuration's tmu
132          * output type field is used, instead of using the hardware default
133          * behavior based on the texture type.  If you want the default
134          * behavior, you can still put "2" in the indirect texture state's
135          * output_type field.
136          */
137         V3D_WRITE(V3D_CTL_0_MISCCFG, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET);
138 #endif
139 }
140 
141 void
v3dX(simulator_flush)142 v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_vc5_submit_cl *submit,
143                       uint32_t gmp_ofs)
144 {
145         /* Completely reset the GMP. */
146         V3D_WRITE(V3D_GMP_0_CFG,
147                   V3D_GMP_0_CFG_PROTENABLE_SET);
148         V3D_WRITE(V3D_GMP_0_TABLE_ADDR, gmp_ofs);
149         V3D_WRITE(V3D_GMP_0_CLEAR_LOAD, ~0);
150         while (V3D_READ(V3D_GMP_0_STATUS) &
151                V3D_GMP_0_STATUS_CFG_BUSY_SET) {
152                 ;
153         }
154 
155         vc5_flush_caches(v3d);
156 
157         if (submit->qma) {
158                 V3D_WRITE(V3D_CLE_0_CT0QMA, submit->qma);
159                 V3D_WRITE(V3D_CLE_0_CT0QMS, submit->qms);
160         }
161 #if V3D_VERSION >= 41
162         if (submit->qts) {
163                 V3D_WRITE(V3D_CLE_0_CT0QTS,
164                           V3D_CLE_0_CT0QTS_CTQTSEN_SET |
165                           submit->qts);
166         }
167 #endif
168         V3D_WRITE(V3D_CLE_0_CT0QBA, submit->bcl_start);
169         V3D_WRITE(V3D_CLE_0_CT0QEA, submit->bcl_end);
170 
171         /* Wait for bin to complete before firing render, as it seems the
172          * simulator doesn't implement the semaphores.
173          */
174         while (V3D_READ(V3D_CLE_0_CT0CA) !=
175                V3D_READ(V3D_CLE_0_CT0EA)) {
176                 v3d_hw_tick(v3d);
177         }
178 
179         V3D_WRITE(V3D_CLE_0_CT1QBA, submit->rcl_start);
180         V3D_WRITE(V3D_CLE_0_CT1QEA, submit->rcl_end);
181 
182         while (V3D_READ(V3D_CLE_0_CT1CA) !=
183                V3D_READ(V3D_CLE_0_CT1EA) ||
184                V3D_READ(V3D_CLE_1_CT1CA) !=
185                V3D_READ(V3D_CLE_1_CT1EA)) {
186                 v3d_hw_tick(v3d);
187         }
188 }
189 
190 #endif /* USE_VC5_SIMULATOR */
191