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 "pipe/p_screen.h" 36 37#include "v3d_screen.h" 38#include "v3d_context.h" 39#include "v3d_resource.h" 40#include "broadcom/compiler/v3d_compiler.h" 41#include "broadcom/common/v3d_util.h" 42 43void 44v3d_flush(struct pipe_context *pctx) 45{ 46 struct v3d_context *v3d = v3d_context(pctx); 47 48 hash_table_foreach(v3d->jobs, entry) { 49 struct v3d_job *job = entry->data; 50 v3d_job_submit(v3d, job); 51 } 52} 53 54static void 55v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, 56 unsigned flags) 57{ 58 struct v3d_context *v3d = v3d_context(pctx); 59 60 v3d_flush(pctx); 61 62 if (fence) { 63 struct pipe_screen *screen = pctx->screen; 64 struct v3d_fence *f = v3d_fence_create(v3d); 65 screen->fence_reference(screen, fence, NULL); 66 *fence = (struct pipe_fence_handle *)f; 67 } 68} 69 70static void 71v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags) 72{ 73 struct v3d_context *v3d = v3d_context(pctx); 74 75 /* We only need to flush for SSBOs and images, because for everything 76 * else we flush the job automatically when we needed. 77 */ 78 const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER | 79 PIPE_BARRIER_IMAGE; 80 81 if (!(flags & flush_flags)) 82 return; 83 84 /* We only need to flush jobs writing to SSBOs/images. */ 85 perf_debug("Flushing all jobs for glMemoryBarrier(), could do better"); 86 v3d_flush(pctx); 87} 88 89static void 90v3d_set_debug_callback(struct pipe_context *pctx, 91 const struct util_debug_callback *cb) 92{ 93 struct v3d_context *v3d = v3d_context(pctx); 94 95 if (cb) 96 v3d->debug = *cb; 97 else 98 memset(&v3d->debug, 0, sizeof(v3d->debug)); 99} 100 101static void 102v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) 103{ 104 struct v3d_context *v3d = v3d_context(pctx); 105 struct v3d_resource *rsc = v3d_resource(prsc); 106 107 rsc->initialized_buffers = 0; 108 109 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs, 110 prsc); 111 if (!entry) 112 return; 113 114 struct v3d_job *job = entry->data; 115 if (job->key.zsbuf && job->key.zsbuf->texture == prsc) 116 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); 117} 118 119/** 120 * Flushes the current job to get up-to-date primitive counts written to the 121 * primitive counts BO, then accumulates the transform feedback primitive count 122 * in the context and the corresponding vertex counts in the bound stream 123 * output targets. 124 */ 125void 126v3d_update_primitive_counters(struct v3d_context *v3d) 127{ 128 struct v3d_job *job = v3d_get_job_for_fbo(v3d); 129 if (job->draw_calls_queued == 0) 130 return; 131 132 /* In order to get up-to-date primitive counts we need to submit 133 * the job for execution so we get the counts written to memory. 134 * Notice that this will require a sync wait for the buffer write. 135 */ 136 uint32_t prims_before = v3d->tf_prims_generated; 137 v3d_job_submit(v3d, job); 138 uint32_t prims_after = v3d->tf_prims_generated; 139 if (prims_before == prims_after) 140 return; 141 142 enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode); 143 uint32_t num_verts = u_vertices_for_prims(prim_type, 144 prims_after - prims_before); 145 for (int i = 0; i < v3d->streamout.num_targets; i++) { 146 struct v3d_stream_output_target *so = 147 v3d_stream_output_target(v3d->streamout.targets[i]); 148 so->recorded_vertex_count += num_verts; 149 } 150} 151 152bool 153v3d_line_smoothing_enabled(struct v3d_context *v3d) 154{ 155 if (!v3d->rasterizer->base.line_smooth) 156 return false; 157 158 /* According to the OpenGL docs, line smoothing shouldn’t be applied 159 * when multisampling 160 */ 161 if (v3d->job->msaa || v3d->rasterizer->base.multisample) 162 return false; 163 164 if (v3d->framebuffer.nr_cbufs <= 0) 165 return false; 166 167 struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0]; 168 if (!cbuf) 169 return false; 170 171 /* Modifying the alpha for pure integer formats probably 172 * doesn’t make sense because we don’t know how the application 173 * uses the alpha value. 174 */ 175 if (util_format_is_pure_integer(cbuf->format)) 176 return false; 177 178 return true; 179} 180 181float 182v3d_get_real_line_width(struct v3d_context *v3d) 183{ 184 float width = v3d->rasterizer->base.line_width; 185 186 if (v3d_line_smoothing_enabled(v3d)) { 187 /* If line smoothing is enabled then we want to add some extra 188 * pixels to the width in order to have some semi-transparent 189 * edges. 190 */ 191 width = floorf(M_SQRT2 * width) + 3; 192 } 193 194 return width; 195} 196 197void 198v3d_ensure_prim_counts_allocated(struct v3d_context *ctx) 199{ 200 if (ctx->prim_counts) 201 return; 202 203 /* Init all 7 counters and 1 padding to 0 */ 204 uint32_t zeroes[8] = { 0 }; 205 u_upload_data(ctx->uploader, 206 0, sizeof(zeroes), 32, zeroes, 207 &ctx->prim_counts_offset, 208 &ctx->prim_counts); 209} 210 211void 212v3d_flag_dirty_sampler_state(struct v3d_context *v3d, 213 enum pipe_shader_type shader) 214{ 215 switch (shader) { 216 case PIPE_SHADER_VERTEX: 217 v3d->dirty |= V3D_DIRTY_VERTTEX; 218 break; 219 case PIPE_SHADER_GEOMETRY: 220 v3d->dirty |= V3D_DIRTY_GEOMTEX; 221 break; 222 case PIPE_SHADER_FRAGMENT: 223 v3d->dirty |= V3D_DIRTY_FRAGTEX; 224 break; 225 case PIPE_SHADER_COMPUTE: 226 v3d->dirty |= V3D_DIRTY_COMPTEX; 227 break; 228 default: 229 unreachable("Unsupported shader stage"); 230 } 231} 232 233void 234v3d_create_texture_shader_state_bo(struct v3d_context *v3d, 235 struct v3d_sampler_view *so) 236{ 237 if (v3d->screen->devinfo.ver >= 41) 238 v3d41_create_texture_shader_state_bo(v3d, so); 239 else 240 v3d33_create_texture_shader_state_bo(v3d, so); 241} 242 243void 244v3d_get_tile_buffer_size(bool is_msaa, 245 bool double_buffer, 246 uint32_t nr_cbufs, 247 struct pipe_surface **cbufs, 248 struct pipe_surface *bbuf, 249 uint32_t *tile_width, 250 uint32_t *tile_height, 251 uint32_t *max_bpp) 252{ 253 assert(!is_msaa || !double_buffer); 254 255 uint32_t max_cbuf_idx = 0; 256 *max_bpp = 0; 257 for (int i = 0; i < nr_cbufs; i++) { 258 if (cbufs[i]) { 259 struct v3d_surface *surf = v3d_surface(cbufs[i]); 260 *max_bpp = MAX2(*max_bpp, surf->internal_bpp); 261 max_cbuf_idx = MAX2(i, max_cbuf_idx); 262 } 263 } 264 265 if (bbuf) { 266 struct v3d_surface *bsurf = v3d_surface(bbuf); 267 assert(bbuf->texture->nr_samples <= 1 || is_msaa); 268 *max_bpp = MAX2(*max_bpp, bsurf->internal_bpp); 269 } 270 271 v3d_choose_tile_size(max_cbuf_idx + 1, *max_bpp, 272 is_msaa, double_buffer, 273 tile_width, tile_height); 274} 275 276static void 277v3d_context_destroy(struct pipe_context *pctx) 278{ 279 struct v3d_context *v3d = v3d_context(pctx); 280 281 v3d_flush(pctx); 282 283 if (v3d->blitter) 284 util_blitter_destroy(v3d->blitter); 285 286 if (v3d->uploader) 287 u_upload_destroy(v3d->uploader); 288 if (v3d->state_uploader) 289 u_upload_destroy(v3d->state_uploader); 290 291 if (v3d->prim_counts) 292 pipe_resource_reference(&v3d->prim_counts, NULL); 293 294 slab_destroy_child(&v3d->transfer_pool); 295 296 for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) 297 pipe_surface_reference(&v3d->framebuffer.cbufs[i], NULL); 298 299 pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL); 300 301 if (v3d->sand8_blit_vs) 302 pctx->delete_vs_state(pctx, v3d->sand8_blit_vs); 303 if (v3d->sand8_blit_fs_luma) 304 pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_luma); 305 if (v3d->sand8_blit_fs_chroma) 306 pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_chroma); 307 308 v3d_program_fini(pctx); 309 310 ralloc_free(v3d); 311} 312 313static void 314v3d_get_sample_position(struct pipe_context *pctx, 315 unsigned sample_count, unsigned sample_index, 316 float *xy) 317{ 318 struct v3d_context *v3d = v3d_context(pctx); 319 320 if (sample_count <= 1) { 321 xy[0] = 0.5; 322 xy[1] = 0.5; 323 } else { 324 static const int xoffsets_v33[] = { 1, -3, 3, -1 }; 325 static const int xoffsets_v42[] = { -1, 3, -3, 1 }; 326 const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ? 327 xoffsets_v42 : xoffsets_v33); 328 329 xy[0] = 0.5 + xoffsets[sample_index] * .125; 330 xy[1] = .125 + sample_index * .25; 331 } 332} 333 334struct pipe_context * 335v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) 336{ 337 struct v3d_screen *screen = v3d_screen(pscreen); 338 struct v3d_context *v3d; 339 340 /* Prevent dumping of the shaders built during context setup. */ 341 uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB; 342 V3D_DEBUG &= ~V3D_DEBUG_SHADERDB; 343 344 v3d = rzalloc(NULL, struct v3d_context); 345 if (!v3d) 346 return NULL; 347 struct pipe_context *pctx = &v3d->base; 348 349 v3d->screen = screen; 350 351 int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED, 352 &v3d->out_sync); 353 if (ret) { 354 ralloc_free(v3d); 355 return NULL; 356 } 357 358 pctx->screen = pscreen; 359 pctx->priv = priv; 360 pctx->destroy = v3d_context_destroy; 361 pctx->flush = v3d_pipe_flush; 362 pctx->memory_barrier = v3d_memory_barrier; 363 pctx->set_debug_callback = v3d_set_debug_callback; 364 pctx->invalidate_resource = v3d_invalidate_resource; 365 pctx->get_sample_position = v3d_get_sample_position; 366 367 if (screen->devinfo.ver >= 41) { 368 v3d41_draw_init(pctx); 369 v3d41_state_init(pctx); 370 } else { 371 v3d33_draw_init(pctx); 372 v3d33_state_init(pctx); 373 } 374 v3d_program_init(pctx); 375 v3d_query_init(pctx); 376 v3d_resource_context_init(pctx); 377 378 v3d_job_init(v3d); 379 380 v3d->fd = screen->fd; 381 382 slab_create_child(&v3d->transfer_pool, &screen->transfer_pool); 383 384 v3d->uploader = u_upload_create_default(&v3d->base); 385 v3d->base.stream_uploader = v3d->uploader; 386 v3d->base.const_uploader = v3d->uploader; 387 v3d->state_uploader = u_upload_create(&v3d->base, 388 4096, 389 PIPE_BIND_CONSTANT_BUFFER, 390 PIPE_USAGE_STREAM, 0); 391 392 v3d->blitter = util_blitter_create(pctx); 393 if (!v3d->blitter) 394 goto fail; 395 v3d->blitter->use_index_buffer = true; 396 397 V3D_DEBUG |= saved_shaderdb_flag; 398 399 v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1; 400 v3d->active_queries = true; 401 402 return &v3d->base; 403 404fail: 405 pctx->destroy(pctx); 406 return NULL; 407} 408