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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 #include "util/u_pack_color.h"
25 #include "util/u_upload_mgr.h"
26 
27 #include "v3d_context.h"
28 #include "compiler/v3d_compiler.h"
29 
30 /* We don't expect that the packets we use in this file change across across
31  * hw versions, so we just include directly the v42 header
32  */
33 #include "broadcom/cle/v3d_packet_v42_pack.h"
34 
35 static uint32_t
get_texrect_scale(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)36 get_texrect_scale(struct v3d_texture_stateobj *texstate,
37                   enum quniform_contents contents,
38                   uint32_t data)
39 {
40         struct pipe_sampler_view *texture = texstate->textures[data];
41         uint32_t dim;
42 
43         if (contents == QUNIFORM_TEXRECT_SCALE_X)
44                 dim = texture->texture->width0;
45         else
46                 dim = texture->texture->height0;
47 
48         return fui(1.0f / dim);
49 }
50 
51 static uint32_t
get_texture_size(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)52 get_texture_size(struct v3d_texture_stateobj *texstate,
53                  enum quniform_contents contents,
54                  uint32_t data)
55 {
56         struct pipe_sampler_view *texture = texstate->textures[data];
57         switch (contents) {
58         case QUNIFORM_TEXTURE_WIDTH:
59                 if (texture->target == PIPE_BUFFER) {
60                         return texture->u.buf.size /
61                                 util_format_get_blocksize(texture->format);
62                 } else {
63                         return u_minify(texture->texture->width0,
64                                         texture->u.tex.first_level);
65                 }
66         case QUNIFORM_TEXTURE_HEIGHT:
67                 return u_minify(texture->texture->height0,
68                                 texture->u.tex.first_level);
69         case QUNIFORM_TEXTURE_DEPTH:
70                 assert(texture->target != PIPE_BUFFER);
71                 return u_minify(texture->texture->depth0,
72                                 texture->u.tex.first_level);
73         case QUNIFORM_TEXTURE_ARRAY_SIZE:
74                 assert(texture->target != PIPE_BUFFER);
75                 if (texture->target != PIPE_TEXTURE_CUBE_ARRAY) {
76                         return texture->texture->array_size;
77                 } else {
78                         assert(texture->texture->array_size % 6 == 0);
79                         return texture->texture->array_size / 6;
80                 }
81         case QUNIFORM_TEXTURE_LEVELS:
82                 assert(texture->target != PIPE_BUFFER);
83                 return (texture->u.tex.last_level -
84                         texture->u.tex.first_level) + 1;
85         default:
86                 unreachable("Bad texture size field");
87         }
88 }
89 
90 static uint32_t
get_image_size(struct v3d_shaderimg_stateobj * shaderimg,enum quniform_contents contents,uint32_t data)91 get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
92                enum quniform_contents contents,
93                uint32_t data)
94 {
95         struct v3d_image_view *image = &shaderimg->si[data];
96 
97         switch (contents) {
98         case QUNIFORM_IMAGE_WIDTH:
99                 if (image->base.resource->target == PIPE_BUFFER) {
100                         return image->base.u.buf.size /
101                                 util_format_get_blocksize(image->base.format);
102                 } else {
103                         return u_minify(image->base.resource->width0,
104                                         image->base.u.tex.level);
105                 }
106         case QUNIFORM_IMAGE_HEIGHT:
107                 assert(image->base.resource->target != PIPE_BUFFER);
108                 return u_minify(image->base.resource->height0,
109                                 image->base.u.tex.level);
110         case QUNIFORM_IMAGE_DEPTH:
111                 assert(image->base.resource->target != PIPE_BUFFER);
112                 return u_minify(image->base.resource->depth0,
113                                 image->base.u.tex.level);
114         case QUNIFORM_IMAGE_ARRAY_SIZE:
115                 assert(image->base.resource->target != PIPE_BUFFER);
116                 if (image->base.resource->target != PIPE_TEXTURE_CUBE_ARRAY) {
117                         return image->base.resource->array_size;
118                 } else {
119                         assert(image->base.resource->array_size % 6 == 0);
120                         return image->base.resource->array_size / 6;
121                 }
122         default:
123                 unreachable("Bad texture size field");
124         }
125 }
126 
127 /** Writes the V3D 4.x TMU configuration parameter 0. */
128 static void
write_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)129 write_tmu_p0(struct v3d_job *job,
130              struct v3d_cl_out **uniforms,
131              struct v3d_texture_stateobj *texstate,
132              uint32_t data)
133 {
134         int unit = v3d_unit_data_get_unit(data);
135         struct pipe_sampler_view *psview = texstate->textures[unit];
136         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
137         /* GL_OES_texture_buffer spec:
138          *     "If no buffer object is bound to the buffer texture, the
139          *      results of the texel access are undefined."
140          *
141          * This can be interpreted as allowing any result to come back, but
142          * not terminate the program (and some tests interpret that).
143          *
144          * FIXME: just return is not a full valid solution, as it could still
145          * try to get a wrong address for the shader state address. Perhaps we
146          * would need to set up a BO with a "default texture state"
147          */
148         if (sview == NULL)
149                 return;
150 
151         struct v3d_resource *rsc = v3d_resource(sview->texture);
152 
153         cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
154                          v3d_unit_data_get_offset(data));
155         v3d_job_add_bo(job, rsc->bo);
156 }
157 
158 static void
write_image_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_shaderimg_stateobj * img,uint32_t data)159 write_image_tmu_p0(struct v3d_job *job,
160                    struct v3d_cl_out **uniforms,
161                    struct v3d_shaderimg_stateobj *img,
162                    uint32_t data)
163 {
164         /* Extract the image unit from the top bits, and the compiler's
165          * packed p0 from the bottom.
166          */
167         uint32_t unit = data >> 24;
168         uint32_t p0 = data & 0x00ffffff;
169 
170         struct v3d_image_view *iview = &img->si[unit];
171         struct v3d_resource *rsc = v3d_resource(iview->base.resource);
172 
173         cl_aligned_reloc(&job->indirect, uniforms,
174                          v3d_resource(iview->tex_state)->bo,
175                          iview->tex_state_offset | p0);
176         v3d_job_add_bo(job, rsc->bo);
177 }
178 
179 /** Writes the V3D 4.x TMU configuration parameter 1. */
180 static void
write_tmu_p1(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)181 write_tmu_p1(struct v3d_job *job,
182              struct v3d_cl_out **uniforms,
183              struct v3d_texture_stateobj *texstate,
184              uint32_t data)
185 {
186         uint32_t unit = v3d_unit_data_get_unit(data);
187         struct pipe_sampler_state *psampler = texstate->samplers[unit];
188         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
189         struct pipe_sampler_view *psview = texstate->textures[unit];
190         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
191         int variant = 0;
192 
193         /* If we are being asked by the compiler to write parameter 1, then we
194          * need that. So if we are at this point, we should expect to have a
195          * sampler and psampler. As an additional assert, we can check that we
196          * are not on a texel buffer case, as these don't have a sampler.
197          */
198         assert(psview->target != PIPE_BUFFER);
199         assert(sampler);
200         assert(psampler);
201 
202         if (sampler->border_color_variants)
203                 variant = sview->sampler_variant;
204 
205         cl_aligned_reloc(&job->indirect, uniforms,
206                          v3d_resource(sampler->sampler_state)->bo,
207                          sampler->sampler_state_offset[variant] |
208                          v3d_unit_data_get_offset(data));
209 }
210 
211 struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context * v3d,struct v3d_job * job,struct v3d_compiled_shader * shader,enum pipe_shader_type stage)212 v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
213                    struct v3d_compiled_shader *shader,
214                    enum pipe_shader_type stage)
215 {
216         struct v3d_device_info *devinfo = &v3d->screen->devinfo;
217         struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
218         struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
219         struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
220         const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
221 
222         /* The hardware always pre-fetches the next uniform (also when there
223          * aren't any), so we always allocate space for an extra slot. This
224          * fixes MMU exceptions reported since Linux kernel 5.4 when the
225          * uniforms fill up the tail bytes of a page in the indirect
226          * BO. In that scenario, when the hardware pre-fetches after reading
227          * the last uniform it will read beyond the end of the page and trigger
228          * the MMU exception.
229          */
230         v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
231 
232         struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
233         v3d_bo_reference(uniform_stream.bo);
234 
235         struct v3d_cl_out *uniforms =
236                 cl_start(&job->indirect);
237 
238         for (int i = 0; i < uinfo->count; i++) {
239                 uint32_t data = uinfo->data[i];
240 
241                 switch (uinfo->contents[i]) {
242                 case QUNIFORM_CONSTANT:
243                         cl_aligned_u32(&uniforms, data);
244                         break;
245                 case QUNIFORM_UNIFORM:
246                         cl_aligned_u32(&uniforms, gallium_uniforms[data]);
247                         break;
248                 case QUNIFORM_VIEWPORT_X_SCALE: {
249                         float clipper_xy_granularity = V3DV_X(devinfo, CLIPPER_XY_GRANULARITY);
250                         cl_aligned_f(&uniforms, v3d->viewport.scale[0] * clipper_xy_granularity);
251                         break;
252                 }
253                 case QUNIFORM_VIEWPORT_Y_SCALE: {
254                         float clipper_xy_granularity = V3DV_X(devinfo, CLIPPER_XY_GRANULARITY);
255                         cl_aligned_f(&uniforms, v3d->viewport.scale[1] * clipper_xy_granularity);
256                         break;
257                 }
258                 case QUNIFORM_VIEWPORT_Z_OFFSET:
259                         cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
260                         break;
261                 case QUNIFORM_VIEWPORT_Z_SCALE:
262                         cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
263                         break;
264 
265                 case QUNIFORM_USER_CLIP_PLANE:
266                         cl_aligned_f(&uniforms,
267                                      v3d->clip.ucp[data / 4][data % 4]);
268                         break;
269 
270                 case QUNIFORM_TMU_CONFIG_P0:
271                         write_tmu_p0(job, &uniforms, texstate, data);
272                         break;
273 
274                 case QUNIFORM_TMU_CONFIG_P1:
275                         write_tmu_p1(job, &uniforms, texstate, data);
276                         break;
277 
278                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
279                         write_image_tmu_p0(job, &uniforms,
280                                            &v3d->shaderimg[stage], data);
281                         break;
282 
283                 case QUNIFORM_TEXRECT_SCALE_X:
284                 case QUNIFORM_TEXRECT_SCALE_Y:
285                         cl_aligned_u32(&uniforms,
286                                        get_texrect_scale(texstate,
287                                                          uinfo->contents[i],
288                                                          data));
289                         break;
290 
291                 case QUNIFORM_TEXTURE_WIDTH:
292                 case QUNIFORM_TEXTURE_HEIGHT:
293                 case QUNIFORM_TEXTURE_DEPTH:
294                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
295                 case QUNIFORM_TEXTURE_LEVELS:
296                         cl_aligned_u32(&uniforms,
297                                        get_texture_size(texstate,
298                                                         uinfo->contents[i],
299                                                         data));
300                         break;
301 
302                 case QUNIFORM_IMAGE_WIDTH:
303                 case QUNIFORM_IMAGE_HEIGHT:
304                 case QUNIFORM_IMAGE_DEPTH:
305                 case QUNIFORM_IMAGE_ARRAY_SIZE:
306                         cl_aligned_u32(&uniforms,
307                                        get_image_size(&v3d->shaderimg[stage],
308                                                       uinfo->contents[i],
309                                                       data));
310                         break;
311 
312                 case QUNIFORM_LINE_WIDTH:
313                         cl_aligned_f(&uniforms,
314                                      v3d->rasterizer->base.line_width);
315                         break;
316 
317                 case QUNIFORM_AA_LINE_WIDTH:
318                         cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
319                         break;
320 
321                 case QUNIFORM_UBO_ADDR: {
322                         uint32_t unit = v3d_unit_data_get_unit(data);
323                         /* Constant buffer 0 may be a system memory pointer,
324                          * in which case we want to upload a shadow copy to
325                          * the GPU.
326                         */
327                         if (!cb->cb[unit].buffer) {
328                                 u_upload_data(v3d->uploader, 0,
329                                               cb->cb[unit].buffer_size, 16,
330                                               cb->cb[unit].user_buffer,
331                                               &cb->cb[unit].buffer_offset,
332                                               &cb->cb[unit].buffer);
333                         }
334 
335                         cl_aligned_reloc(&job->indirect, &uniforms,
336                                          v3d_resource(cb->cb[unit].buffer)->bo,
337                                          cb->cb[unit].buffer_offset +
338                                          v3d_unit_data_get_offset(data));
339                         break;
340                 }
341 
342                 case QUNIFORM_SSBO_OFFSET: {
343                         struct pipe_shader_buffer *sb =
344                                 &v3d->ssbo[stage].sb[data];
345 
346                         cl_aligned_reloc(&job->indirect, &uniforms,
347                                          v3d_resource(sb->buffer)->bo,
348                                          sb->buffer_offset);
349                         break;
350                 }
351 
352                 case QUNIFORM_GET_SSBO_SIZE:
353                         cl_aligned_u32(&uniforms,
354                                        v3d->ssbo[stage].sb[data].buffer_size);
355                         break;
356 
357                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
358                         cl_aligned_f(&uniforms,
359                                      texstate->textures[data]->u.tex.first_level);
360                         break;
361 
362                 case QUNIFORM_SPILL_OFFSET:
363                         cl_aligned_reloc(&job->indirect, &uniforms,
364                                          v3d->prog.spill_bo, 0);
365                         break;
366 
367                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
368                         cl_aligned_u32(&uniforms,
369                                        v3d->prog.spill_size_per_thread);
370                         break;
371 
372                 case QUNIFORM_NUM_WORK_GROUPS:
373                         cl_aligned_u32(&uniforms,
374                                        v3d->compute_num_workgroups[data]);
375                         break;
376 
377                 case QUNIFORM_SHARED_OFFSET:
378                         cl_aligned_reloc(&job->indirect, &uniforms,
379                                          v3d->compute_shared_memory, 0);
380                         break;
381 
382                 case QUNIFORM_FB_LAYERS:
383                         cl_aligned_u32(&uniforms, job->num_layers);
384                         break;
385 
386                 default:
387                         unreachable("Unknown QUNIFORM");
388 
389                 }
390 #if 0
391                 uint32_t written_val = *((uint32_t *)uniforms - 1);
392                 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
393                         shader, i, __gen_address_offset(&uniform_stream) + i * 4,
394                         written_val, uif(written_val));
395                 vir_dump_uniform(uinfo->contents[i], data);
396                 fprintf(stderr, "\n");
397 #endif
398         }
399 
400         cl_end(&job->indirect, uniforms);
401 
402         return uniform_stream;
403 }
404 
405 void
v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader * shader)406 v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
407 {
408         uint64_t dirty = 0;
409 
410         for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
411                 switch (shader->prog_data.base->uniforms.contents[i]) {
412                 case QUNIFORM_CONSTANT:
413                         break;
414                 case QUNIFORM_UNIFORM:
415                 case QUNIFORM_UBO_ADDR:
416                         dirty |= V3D_DIRTY_CONSTBUF;
417                         break;
418 
419                 case QUNIFORM_VIEWPORT_X_SCALE:
420                 case QUNIFORM_VIEWPORT_Y_SCALE:
421                 case QUNIFORM_VIEWPORT_Z_OFFSET:
422                 case QUNIFORM_VIEWPORT_Z_SCALE:
423                         dirty |= V3D_DIRTY_VIEWPORT;
424                         break;
425 
426                 case QUNIFORM_USER_CLIP_PLANE:
427                         dirty |= V3D_DIRTY_CLIP;
428                         break;
429 
430                 case QUNIFORM_TMU_CONFIG_P0:
431                 case QUNIFORM_TMU_CONFIG_P1:
432                 case QUNIFORM_TEXTURE_CONFIG_P1:
433                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
434                 case QUNIFORM_TEXRECT_SCALE_X:
435                 case QUNIFORM_TEXRECT_SCALE_Y:
436                 case QUNIFORM_TEXTURE_WIDTH:
437                 case QUNIFORM_TEXTURE_HEIGHT:
438                 case QUNIFORM_TEXTURE_DEPTH:
439                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
440                 case QUNIFORM_TEXTURE_LEVELS:
441                 case QUNIFORM_SPILL_OFFSET:
442                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
443                         /* We could flag this on just the stage we're
444                          * compiling for, but it's not passed in.
445                          */
446                         dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
447                                  V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
448                         break;
449 
450                 case QUNIFORM_SSBO_OFFSET:
451                 case QUNIFORM_GET_SSBO_SIZE:
452                         dirty |= V3D_DIRTY_SSBO;
453                         break;
454 
455                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
456                 case QUNIFORM_IMAGE_WIDTH:
457                 case QUNIFORM_IMAGE_HEIGHT:
458                 case QUNIFORM_IMAGE_DEPTH:
459                 case QUNIFORM_IMAGE_ARRAY_SIZE:
460                         dirty |= V3D_DIRTY_SHADER_IMAGE;
461                         break;
462 
463                 case QUNIFORM_LINE_WIDTH:
464                 case QUNIFORM_AA_LINE_WIDTH:
465                         dirty |= V3D_DIRTY_RASTERIZER;
466                         break;
467 
468                 case QUNIFORM_NUM_WORK_GROUPS:
469                 case QUNIFORM_SHARED_OFFSET:
470                         /* Compute always recalculates uniforms. */
471                         break;
472 
473                 case QUNIFORM_FB_LAYERS:
474                         dirty |= V3D_DIRTY_FRAMEBUFFER;
475                         break;
476 
477                 default:
478                         assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
479                         dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
480                                  V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
481                         break;
482                 }
483         }
484 
485         shader->uniform_dirty_bits = dirty;
486 }
487