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 #include <xf86drm.h>
25 #include <err.h>
26
27 #include "pipe/p_defines.h"
28 #include "util/hash_table.h"
29 #include "util/ralloc.h"
30 #include "util/u_inlines.h"
31 #include "util/u_memory.h"
32 #include "util/u_blitter.h"
33 #include "util/u_upload_mgr.h"
34 #include "util/u_prim.h"
35 #include "util/u_debug_cb.h"
36 #include "pipe/p_screen.h"
37
38 #include "v3d_screen.h"
39 #include "v3d_context.h"
40 #include "v3d_resource.h"
41 #include "broadcom/compiler/v3d_compiler.h"
42 #include "broadcom/common/v3d_util.h"
43
44 void
v3d_flush(struct pipe_context * pctx)45 v3d_flush(struct pipe_context *pctx)
46 {
47 struct v3d_context *v3d = v3d_context(pctx);
48
49 hash_table_foreach(v3d->jobs, entry) {
50 struct v3d_job *job = entry->data;
51 v3d_job_submit(v3d, job);
52 }
53 }
54
55 static void
v3d_pipe_flush(struct pipe_context * pctx,struct pipe_fence_handle ** fence,unsigned flags)56 v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
57 unsigned flags)
58 {
59 struct v3d_context *v3d = v3d_context(pctx);
60
61 v3d_flush(pctx);
62
63 if (fence) {
64 int fd = -1;
65 /* Snapshot the last V3D rendering's out fence. We'd rather
66 * have another syncobj instead of a sync file, but this is all
67 * we get. (HandleToFD/FDToHandle just gives you another syncobj
68 * ID for the same syncobj).
69 */
70 drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &fd);
71 if (fd == -1) {
72 fprintf(stderr, "export failed\n");
73 *fence = NULL;
74 return;
75 }
76
77 struct pipe_screen *screen = pctx->screen;
78 struct v3d_fence *f = v3d_fence_create(v3d, fd);
79 screen->fence_reference(screen, fence, NULL);
80 *fence = (struct pipe_fence_handle *)f;
81 }
82 }
83
84 /* We can't flush the texture cache within rendering a tile, so we have to
85 * flush all rendering to the kernel so that the next job reading from the
86 * tile gets a flushed cache.
87 */
88 static void
v3d_texture_barrier(struct pipe_context * pctx,unsigned int flags)89 v3d_texture_barrier(struct pipe_context *pctx, unsigned int flags)
90 {
91 v3d_flush(pctx);
92 }
93
94 static void
v3d_memory_barrier(struct pipe_context * pctx,unsigned int flags)95 v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
96 {
97 struct v3d_context *v3d = v3d_context(pctx);
98
99 /* We only need to flush for SSBOs and images, because for everything
100 * else we flush the job automatically when we needed.
101 */
102 const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
103 PIPE_BARRIER_IMAGE;
104
105 if (!(flags & flush_flags))
106 return;
107
108 /* We only need to flush jobs writing to SSBOs/images. */
109 perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
110 v3d_flush(pctx);
111 }
112
113 static void
v3d_invalidate_resource(struct pipe_context * pctx,struct pipe_resource * prsc)114 v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
115 {
116 struct v3d_context *v3d = v3d_context(pctx);
117 struct v3d_resource *rsc = v3d_resource(prsc);
118
119 rsc->initialized_buffers = 0;
120
121 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
122 prsc);
123 if (!entry)
124 return;
125
126 struct v3d_job *job = entry->data;
127 if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
128 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
129 }
130
131 /**
132 * Flushes the current job to get up-to-date primitive counts written to the
133 * primitive counts BO, then accumulates the transform feedback primitive count
134 * in the context and the corresponding vertex counts in the bound stream
135 * output targets.
136 */
137 void
v3d_update_primitive_counters(struct v3d_context * v3d)138 v3d_update_primitive_counters(struct v3d_context *v3d)
139 {
140 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
141 if (job->draw_calls_queued == 0)
142 return;
143
144 /* In order to get up-to-date primitive counts we need to submit
145 * the job for execution so we get the counts written to memory.
146 * Notice that this will require a sync wait for the buffer write.
147 */
148 uint32_t prims_before = v3d->tf_prims_generated;
149 v3d_job_submit(v3d, job);
150 uint32_t prims_after = v3d->tf_prims_generated;
151 if (prims_before == prims_after)
152 return;
153
154 enum mesa_prim prim_type = u_base_prim_type(v3d->prim_mode);
155 uint32_t num_verts = u_vertices_for_prims(prim_type,
156 prims_after - prims_before);
157 for (int i = 0; i < v3d->streamout.num_targets; i++) {
158 struct v3d_stream_output_target *so =
159 v3d_stream_output_target(v3d->streamout.targets[i]);
160 so->recorded_vertex_count += num_verts;
161 }
162 }
163
164 bool
v3d_line_smoothing_enabled(struct v3d_context * v3d)165 v3d_line_smoothing_enabled(struct v3d_context *v3d)
166 {
167 if (!v3d->rasterizer->base.line_smooth)
168 return false;
169
170 /* According to the OpenGL docs, line smoothing shouldn’t be applied
171 * when multisampling
172 */
173 if (v3d->job->msaa || v3d->rasterizer->base.multisample)
174 return false;
175
176 if (v3d->framebuffer.nr_cbufs <= 0)
177 return false;
178
179 struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
180 if (!cbuf)
181 return false;
182
183 /* Modifying the alpha for pure integer formats probably
184 * doesn’t make sense because we don’t know how the application
185 * uses the alpha value.
186 */
187 if (util_format_is_pure_integer(cbuf->format))
188 return false;
189
190 return true;
191 }
192
193 float
v3d_get_real_line_width(struct v3d_context * v3d)194 v3d_get_real_line_width(struct v3d_context *v3d)
195 {
196 float width = v3d->rasterizer->base.line_width;
197
198 if (v3d_line_smoothing_enabled(v3d)) {
199 /* If line smoothing is enabled then we want to add some extra
200 * pixels to the width in order to have some semi-transparent
201 * edges.
202 */
203 width = floorf(M_SQRT2 * width) + 3;
204 }
205
206 return width;
207 }
208
209 void
v3d_ensure_prim_counts_allocated(struct v3d_context * ctx)210 v3d_ensure_prim_counts_allocated(struct v3d_context *ctx)
211 {
212 if (ctx->prim_counts)
213 return;
214
215 /* Init all 7 counters and 1 padding to 0 */
216 uint32_t zeroes[8] = { 0 };
217 u_upload_data(ctx->uploader,
218 0, sizeof(zeroes), 32, zeroes,
219 &ctx->prim_counts_offset,
220 &ctx->prim_counts);
221 }
222
223 void
v3d_flag_dirty_sampler_state(struct v3d_context * v3d,enum pipe_shader_type shader)224 v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
225 enum pipe_shader_type shader)
226 {
227 switch (shader) {
228 case PIPE_SHADER_VERTEX:
229 v3d->dirty |= V3D_DIRTY_VERTTEX;
230 break;
231 case PIPE_SHADER_GEOMETRY:
232 v3d->dirty |= V3D_DIRTY_GEOMTEX;
233 break;
234 case PIPE_SHADER_FRAGMENT:
235 v3d->dirty |= V3D_DIRTY_FRAGTEX;
236 break;
237 case PIPE_SHADER_COMPUTE:
238 v3d->dirty |= V3D_DIRTY_COMPTEX;
239 break;
240 default:
241 unreachable("Unsupported shader stage");
242 }
243 }
244
245 void
v3d_get_tile_buffer_size(const struct v3d_device_info * devinfo,bool is_msaa,bool double_buffer,uint32_t nr_cbufs,struct pipe_surface ** cbufs,struct pipe_surface * bbuf,uint32_t * tile_width,uint32_t * tile_height,uint32_t * max_bpp)246 v3d_get_tile_buffer_size(const struct v3d_device_info *devinfo,
247 bool is_msaa,
248 bool double_buffer,
249 uint32_t nr_cbufs,
250 struct pipe_surface **cbufs,
251 struct pipe_surface *bbuf,
252 uint32_t *tile_width,
253 uint32_t *tile_height,
254 uint32_t *max_bpp)
255 {
256 assert(!is_msaa || !double_buffer);
257
258 uint32_t max_cbuf_idx = 0;
259 uint32_t total_bpp = 0;
260 *max_bpp = 0;
261 for (int i = 0; i < nr_cbufs; i++) {
262 if (cbufs[i]) {
263 struct v3d_surface *surf = v3d_surface(cbufs[i]);
264 *max_bpp = MAX2(*max_bpp, surf->internal_bpp);
265 total_bpp += 4 * v3d_internal_bpp_words(surf->internal_bpp);
266 max_cbuf_idx = MAX2(i, max_cbuf_idx);
267 }
268 }
269
270 if (bbuf) {
271 struct v3d_surface *bsurf = v3d_surface(bbuf);
272 assert(bbuf->texture->nr_samples <= 1 || is_msaa);
273 *max_bpp = MAX2(*max_bpp, bsurf->internal_bpp);
274 total_bpp += 4 * v3d_internal_bpp_words(bsurf->internal_bpp);
275 }
276
277 v3d_choose_tile_size(devinfo, max_cbuf_idx + 1,
278 *max_bpp, total_bpp,
279 is_msaa, double_buffer,
280 tile_width, tile_height);
281 }
282
283 static void
v3d_context_destroy(struct pipe_context * pctx)284 v3d_context_destroy(struct pipe_context *pctx)
285 {
286 struct v3d_context *v3d = v3d_context(pctx);
287
288 v3d_flush(pctx);
289
290 if (v3d->blitter)
291 util_blitter_destroy(v3d->blitter);
292
293 if (v3d->uploader)
294 u_upload_destroy(v3d->uploader);
295 if (v3d->state_uploader)
296 u_upload_destroy(v3d->state_uploader);
297
298 if (v3d->prim_counts)
299 pipe_resource_reference(&v3d->prim_counts, NULL);
300
301 slab_destroy_child(&v3d->transfer_pool);
302
303 util_unreference_framebuffer_state(&v3d->framebuffer);
304
305 if (v3d->sand8_blit_vs)
306 pctx->delete_vs_state(pctx, v3d->sand8_blit_vs);
307 if (v3d->sand8_blit_fs_luma)
308 pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_luma);
309 if (v3d->sand8_blit_fs_chroma)
310 pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_chroma);
311 if (v3d->sand30_blit_vs)
312 pctx->delete_vs_state(pctx, v3d->sand30_blit_vs);
313 if (v3d->sand30_blit_fs)
314 pctx->delete_fs_state(pctx, v3d->sand30_blit_fs);
315
316 v3d_program_fini(pctx);
317
318 v3d_fence_context_finish(v3d);
319
320 ralloc_free(v3d);
321 }
322
323 static void
v3d_get_sample_position(struct pipe_context * pctx,unsigned sample_count,unsigned sample_index,float * xy)324 v3d_get_sample_position(struct pipe_context *pctx,
325 unsigned sample_count, unsigned sample_index,
326 float *xy)
327 {
328 if (sample_count <= 1) {
329 xy[0] = 0.5;
330 xy[1] = 0.5;
331 } else {
332 static const int xoffsets[] = { -1, 3, -3, 1 };
333
334 xy[0] = 0.5 + xoffsets[sample_index] * .125;
335 xy[1] = .125 + sample_index * .25;
336 }
337 }
338
339 bool
v3d_render_condition_check(struct v3d_context * v3d)340 v3d_render_condition_check(struct v3d_context *v3d)
341 {
342 if (!v3d->cond_query)
343 return true;
344
345 perf_debug("Implementing conditional rendering on the CPU\n");
346
347 union pipe_query_result res = { 0 };
348 bool wait =
349 v3d->cond_mode != PIPE_RENDER_COND_NO_WAIT &&
350 v3d->cond_mode != PIPE_RENDER_COND_BY_REGION_NO_WAIT;
351
352 struct pipe_context *pctx = (struct pipe_context *)v3d;
353 if (pctx->get_query_result(pctx, v3d->cond_query, wait, &res))
354 return ((bool)res.u64) != v3d->cond_cond;
355
356 return true;
357 }
358
359 struct pipe_context *
v3d_context_create(struct pipe_screen * pscreen,void * priv,unsigned flags)360 v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
361 {
362 struct v3d_screen *screen = v3d_screen(pscreen);
363 struct v3d_context *v3d;
364 struct v3d_device_info *devinfo = &screen->devinfo;
365
366 /* Prevent dumping of the shaders built during context setup. */
367 uint32_t saved_shaderdb_flag = v3d_mesa_debug & V3D_DEBUG_SHADERDB;
368 v3d_mesa_debug &= ~V3D_DEBUG_SHADERDB;
369
370 v3d = rzalloc(NULL, struct v3d_context);
371 if (!v3d)
372 return NULL;
373 struct pipe_context *pctx = &v3d->base;
374
375 v3d->screen = screen;
376
377 int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
378 &v3d->out_sync);
379 if (ret) {
380 ralloc_free(v3d);
381 return NULL;
382 }
383
384 pctx->screen = pscreen;
385 pctx->priv = priv;
386 pctx->destroy = v3d_context_destroy;
387 pctx->flush = v3d_pipe_flush;
388 pctx->memory_barrier = v3d_memory_barrier;
389 pctx->set_debug_callback = u_default_set_debug_callback;
390 pctx->invalidate_resource = v3d_invalidate_resource;
391 pctx->get_sample_position = v3d_get_sample_position;
392 pctx->texture_barrier = v3d_texture_barrier;
393
394 v3d_X(devinfo, draw_init)(pctx);
395 v3d_X(devinfo, state_init)(pctx);
396 v3d_program_init(pctx);
397 v3d_query_init(pctx);
398 v3d_resource_context_init(pctx);
399
400 v3d_job_init(v3d);
401
402 v3d->fd = screen->fd;
403
404 slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
405
406 v3d->uploader = u_upload_create_default(&v3d->base);
407 v3d->base.stream_uploader = v3d->uploader;
408 v3d->base.const_uploader = v3d->uploader;
409 v3d->state_uploader = u_upload_create(&v3d->base,
410 4096,
411 PIPE_BIND_CONSTANT_BUFFER,
412 PIPE_USAGE_STREAM, 0);
413
414 ret = v3d_fence_context_init(v3d);
415 if (ret)
416 goto fail;
417
418 v3d->blitter = util_blitter_create(pctx);
419 if (!v3d->blitter)
420 goto fail;
421 v3d->blitter->use_index_buffer = true;
422
423 v3d_mesa_debug |= saved_shaderdb_flag;
424
425 v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
426 v3d->active_queries = true;
427
428 return &v3d->base;
429
430 fail:
431 pctx->destroy(pctx);
432 return NULL;
433 }
434