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      1 /*
      2  * Copyright  2014-2017 Broadcom
      3  * Copyright (C) 2012 Rob Clark <robclark (at) 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 *
    435 vc5_context(struct pipe_context *pcontext)
    436 {
    437         return (struct vc5_context *)pcontext;
    438 }
    439 
    440 static inline struct vc5_sampler_view *
    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 *
    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
    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