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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 "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 #define VC4_DIRTY_INDEXBUF      (1 << 16)
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 
82 struct vc4_sampler_view {
83         struct pipe_sampler_view base;
84         uint32_t texture_p0;
85         uint32_t texture_p1;
86         bool force_first_level;
87 };
88 
89 struct vc4_sampler_state {
90         struct pipe_sampler_state base;
91         uint32_t texture_p1;
92 };
93 
94 struct vc4_texture_stateobj {
95         struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
96         unsigned num_textures;
97         struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
98         unsigned num_samplers;
99 };
100 
101 struct vc4_shader_uniform_info {
102         enum quniform_contents *contents;
103         uint32_t *data;
104         uint32_t count;
105         uint32_t num_texture_samples;
106 };
107 
108 struct vc4_uncompiled_shader {
109         /** A name for this program, so you can track it in shader-db output. */
110         uint32_t program_id;
111         /** How many variants of this program were compiled, for shader-db. */
112         uint32_t compiled_variant_count;
113         struct pipe_shader_state base;
114 };
115 
116 struct vc4_ubo_range {
117         /**
118          * offset in bytes from the start of the ubo where this range is
119          * uploaded.
120          *
121          * Only set once used is set.
122          */
123         uint32_t dst_offset;
124 
125         /**
126          * offset in bytes from the start of the gallium uniforms where the
127          * data comes from.
128          */
129         uint32_t src_offset;
130 
131         /** size in bytes of this ubo range */
132         uint32_t size;
133 };
134 
135 struct vc4_fs_inputs {
136         /**
137          * Array of the meanings of the VPM inputs this shader needs.
138          *
139          * It doesn't include those that aren't part of the VPM, like
140          * point/line coordinates.
141          */
142         struct vc4_varying_slot *input_slots;
143         uint32_t num_inputs;
144 };
145 
146 struct vc4_compiled_shader {
147         uint64_t program_id;
148         struct vc4_bo *bo;
149 
150         struct vc4_shader_uniform_info uniforms;
151 
152         struct vc4_ubo_range *ubo_ranges;
153         uint32_t num_ubo_ranges;
154         uint32_t ubo_size;
155         /**
156          * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
157          * uniforms have to be rewritten (and therefore the shader state
158          * reemitted).
159          */
160         uint32_t uniform_dirty_bits;
161 
162         /** bitmask of which inputs are color inputs, for flat shade handling. */
163         uint32_t color_inputs;
164 
165         bool disable_early_z;
166 
167         /* Set if the compile failed, likely due to register allocation
168          * failure.  In this case, we have no shader to run and should not try
169          * to do any draws.
170          */
171         bool failed;
172 
173         bool fs_threaded;
174 
175         uint8_t num_inputs;
176 
177         /* Byte offsets for the start of the vertex attributes 0-7, and the
178          * total size as "attribute" 8.
179          */
180         uint8_t vattr_offsets[9];
181         uint8_t vattrs_live;
182 
183         const struct vc4_fs_inputs *fs_inputs;
184 };
185 
186 struct vc4_program_stateobj {
187         struct vc4_uncompiled_shader *bind_vs, *bind_fs;
188         struct vc4_compiled_shader *cs, *vs, *fs;
189 };
190 
191 struct vc4_constbuf_stateobj {
192         struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
193         uint32_t enabled_mask;
194         uint32_t dirty_mask;
195 };
196 
197 struct vc4_vertexbuf_stateobj {
198         struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
199         unsigned count;
200         uint32_t enabled_mask;
201         uint32_t dirty_mask;
202 };
203 
204 struct vc4_vertex_stateobj {
205         struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
206         unsigned num_elements;
207 };
208 
209 /* Hash table key for vc4->jobs */
210 struct vc4_job_key {
211         struct pipe_surface *cbuf;
212         struct pipe_surface *zsbuf;
213 };
214 
215 /**
216  * A complete bin/render job.
217  *
218  * This is all of the state necessary to submit a bin/render to the kernel.
219  * We want to be able to have multiple in progress at a time, so that we don't
220  * need to flush an existing CL just to switch to rendering to a new render
221  * target (which would mean reading back from the old render target when
222  * starting to render to it again).
223  */
224 struct vc4_job {
225         struct vc4_cl bcl;
226         struct vc4_cl shader_rec;
227         struct vc4_cl uniforms;
228         struct vc4_cl bo_handles;
229         struct vc4_cl bo_pointers;
230         uint32_t shader_rec_count;
231         /**
232          * Amount of memory used by the BOs in bo_pointers.
233          *
234          * Used for checking when we should flush the job early so we don't
235          * OOM.
236          */
237         uint32_t bo_space;
238 
239         /** @{ Surfaces to submit rendering for. */
240         struct pipe_surface *color_read;
241         struct pipe_surface *color_write;
242         struct pipe_surface *zs_read;
243         struct pipe_surface *zs_write;
244         struct pipe_surface *msaa_color_write;
245         struct pipe_surface *msaa_zs_write;
246         /** @} */
247         /** @{
248          * Bounding box of the scissor across all queued drawing.
249          *
250          * Note that the max values are exclusive.
251          */
252         uint32_t draw_min_x;
253         uint32_t draw_min_y;
254         uint32_t draw_max_x;
255         uint32_t draw_max_y;
256         /** @} */
257         /** @{
258          * Width/height of the color framebuffer being rendered to,
259          * for VC4_TILE_RENDERING_MODE_CONFIG.
260         */
261         uint32_t draw_width;
262         uint32_t draw_height;
263         /** @} */
264         /** @{ Tile information, depending on MSAA and float color buffer. */
265         uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
266         uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
267 
268         uint32_t tile_width; /** @< Width of a tile. */
269         uint32_t tile_height; /** @< Height of a tile. */
270         /** Whether the current rendering is in a 4X MSAA tile buffer. */
271         bool msaa;
272 	/** @} */
273 
274         /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
275          * first rendering.
276          */
277         uint32_t cleared;
278         /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
279          * (either clears or draws).
280          */
281         uint32_t resolve;
282         uint32_t clear_color[2];
283         uint32_t clear_depth; /**< 24-bit unorm depth */
284         uint8_t clear_stencil;
285 
286         /**
287          * Set if some drawing (triangles, blits, or just a glClear()) has
288          * been done to the FBO, meaning that we need to
289          * DRM_IOCTL_VC4_SUBMIT_CL.
290          */
291         bool needs_flush;
292 
293         /**
294          * Number of draw calls (not counting full buffer clears) queued in
295          * the current job.
296          */
297         uint32_t draw_calls_queued;
298 
299         struct vc4_job_key key;
300 };
301 
302 struct vc4_context {
303         struct pipe_context base;
304 
305         int fd;
306         struct vc4_screen *screen;
307 
308         /** The 3D rendering job for the currently bound FBO. */
309         struct vc4_job *job;
310 
311         /* Map from struct vc4_job_key to the job for that FBO.
312          */
313         struct hash_table *jobs;
314 
315         /**
316          * Map from vc4_resource to a job writing to that resource.
317          *
318          * Primarily for flushing jobs rendering to textures that are now
319          * being read from.
320          */
321         struct hash_table *write_jobs;
322 
323         struct slab_child_pool transfer_pool;
324         struct blitter_context *blitter;
325 
326         /** bitfield of VC4_DIRTY_* */
327         uint32_t dirty;
328 
329         struct primconvert_context *primconvert;
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         unsigned int reg_class_any[2];
338         unsigned int reg_class_a_or_b[2];
339         unsigned int reg_class_a_or_b_or_acc[2];
340         unsigned int reg_class_r0_r3;
341         unsigned int reg_class_r4_or_a[2];
342         unsigned int 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         /** @{ Current pipeline state objects */
357         struct pipe_scissor_state scissor;
358         struct pipe_blend_state *blend;
359         struct vc4_rasterizer_state *rasterizer;
360         struct vc4_depth_stencil_alpha_state *zsa;
361 
362         struct vc4_texture_stateobj verttex, fragtex;
363 
364         struct vc4_program_stateobj prog;
365 
366         struct vc4_vertex_stateobj *vtx;
367 
368         struct {
369                 struct pipe_blend_color f;
370                 uint8_t ub[4];
371         } blend_color;
372         struct pipe_stencil_ref stencil_ref;
373         unsigned sample_mask;
374         struct pipe_framebuffer_state framebuffer;
375         struct pipe_poly_stipple stipple;
376         struct pipe_clip_state clip;
377         struct pipe_viewport_state viewport;
378         struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
379         struct vc4_vertexbuf_stateobj vertexbuf;
380         struct pipe_index_buffer indexbuf;
381         /** @} */
382 };
383 
384 struct vc4_rasterizer_state {
385         struct pipe_rasterizer_state base;
386 
387         /* VC4_CONFIGURATION_BITS */
388         uint8_t config_bits[3];
389 
390         float point_size;
391 
392         /**
393          * Half-float (1/8/7 bits) value of polygon offset units for
394          * VC4_PACKET_DEPTH_OFFSET
395          */
396         uint16_t offset_units;
397         /**
398          * Half-float (1/8/7 bits) value of polygon offset scale for
399          * VC4_PACKET_DEPTH_OFFSET
400          */
401         uint16_t offset_factor;
402 };
403 
404 struct vc4_depth_stencil_alpha_state {
405         struct pipe_depth_stencil_alpha_state base;
406 
407         /* VC4_CONFIGURATION_BITS */
408         uint8_t config_bits[3];
409 
410         /** Uniforms for stencil state.
411          *
412          * Index 0 is either the front config, or the front-and-back config.
413          * Index 1 is the back config if doing separate back stencil.
414          * Index 2 is the writemask config if it's not a common mask value.
415          */
416         uint32_t stencil_uniforms[3];
417 };
418 
419 #define perf_debug(...) do {                            \
420         if (unlikely(vc4_debug & VC4_DEBUG_PERF))       \
421                 fprintf(stderr, __VA_ARGS__);           \
422 } while (0)
423 
424 static inline struct vc4_context *
vc4_context(struct pipe_context * pcontext)425 vc4_context(struct pipe_context *pcontext)
426 {
427         return (struct vc4_context *)pcontext;
428 }
429 
430 static inline struct vc4_sampler_view *
vc4_sampler_view(struct pipe_sampler_view * psview)431 vc4_sampler_view(struct pipe_sampler_view *psview)
432 {
433         return (struct vc4_sampler_view *)psview;
434 }
435 
436 static inline struct vc4_sampler_state *
vc4_sampler_state(struct pipe_sampler_state * psampler)437 vc4_sampler_state(struct pipe_sampler_state *psampler)
438 {
439         return (struct vc4_sampler_state *)psampler;
440 }
441 
442 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
443                                         void *priv, unsigned flags);
444 void vc4_draw_init(struct pipe_context *pctx);
445 void vc4_state_init(struct pipe_context *pctx);
446 void vc4_program_init(struct pipe_context *pctx);
447 void vc4_program_fini(struct pipe_context *pctx);
448 void vc4_query_init(struct pipe_context *pctx);
449 void vc4_simulator_init(struct vc4_screen *screen);
450 void vc4_simulator_destroy(struct vc4_screen *screen);
451 int vc4_simulator_flush(struct vc4_context *vc4,
452                         struct drm_vc4_submit_cl *args,
453                         struct vc4_job *job);
454 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
455 void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride,
456                                     int handle, uint32_t size);
457 
458 static inline int
vc4_ioctl(int fd,unsigned long request,void * arg)459 vc4_ioctl(int fd, unsigned long request, void *arg)
460 {
461         if (using_vc4_simulator)
462                 return vc4_simulator_ioctl(fd, request, arg);
463         else
464                 return drmIoctl(fd, request, arg);
465 }
466 
467 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
468 void vc4_write_uniforms(struct vc4_context *vc4,
469                         struct vc4_compiled_shader *shader,
470                         struct vc4_constbuf_stateobj *cb,
471                         struct vc4_texture_stateobj *texstate);
472 
473 void vc4_flush(struct pipe_context *pctx);
474 void vc4_job_init(struct vc4_context *vc4);
475 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
476                             struct pipe_surface *cbuf,
477                             struct pipe_surface *zsbuf);
478 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
479 
480 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
481 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
482                                      struct pipe_resource *prsc);
483 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
484                                      struct pipe_resource *prsc);
485 void vc4_emit_state(struct pipe_context *pctx);
486 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
487 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
488 bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
489 
490 bool vc4_rt_format_supported(enum pipe_format f);
491 bool vc4_rt_format_is_565(enum pipe_format f);
492 bool vc4_tex_format_supported(enum pipe_format f);
493 uint8_t vc4_get_tex_format(enum pipe_format f);
494 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
495 void vc4_init_query_functions(struct vc4_context *vc4);
496 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
497 void vc4_blitter_save(struct vc4_context *vc4);
498 #endif /* VC4_CONTEXT_H */
499