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 "drm-uapi/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 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#define VC4_DIRTY_UBO_1_SIZE (1 << 27) 82 83struct vc4_sampler_view { 84 struct pipe_sampler_view base; 85 uint32_t texture_p0; 86 uint32_t texture_p1; 87 bool force_first_level; 88 /** 89 * Resource containing the actual texture that will be sampled. 90 * 91 * We may need to rebase the .base.texture resource to work around the 92 * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled. 93 */ 94 struct pipe_resource *texture; 95}; 96 97struct vc4_sampler_state { 98 struct pipe_sampler_state base; 99 uint32_t texture_p1; 100}; 101 102struct vc4_texture_stateobj { 103 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; 104 unsigned num_textures; 105 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; 106 unsigned num_samplers; 107}; 108 109struct vc4_shader_uniform_info { 110 enum quniform_contents *contents; 111 uint32_t *data; 112 uint32_t count; 113 uint32_t num_texture_samples; 114}; 115 116struct vc4_uncompiled_shader { 117 /** A name for this program, so you can track it in shader-db output. */ 118 uint32_t program_id; 119 /** How many variants of this program were compiled, for shader-db. */ 120 uint32_t compiled_variant_count; 121 struct pipe_shader_state base; 122}; 123 124struct vc4_fs_inputs { 125 /** 126 * Array of the meanings of the VPM inputs this shader needs. 127 * 128 * It doesn't include those that aren't part of the VPM, like 129 * point/line coordinates. 130 */ 131 struct vc4_varying_slot *input_slots; 132 uint32_t num_inputs; 133}; 134 135struct vc4_compiled_shader { 136 uint64_t program_id; 137 struct vc4_bo *bo; 138 139 struct vc4_shader_uniform_info uniforms; 140 141 /** 142 * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the 143 * uniforms have to be rewritten (and therefore the shader state 144 * reemitted). 145 */ 146 uint32_t uniform_dirty_bits; 147 148 /** bitmask of which inputs are color inputs, for flat shade handling. */ 149 uint32_t color_inputs; 150 151 bool disable_early_z; 152 153 /* Set if the compile failed, likely due to register allocation 154 * failure. In this case, we have no shader to run and should not try 155 * to do any draws. 156 */ 157 bool failed; 158 159 bool fs_threaded; 160 161 uint8_t num_inputs; 162 163 /* Byte offsets for the start of the vertex attributes 0-7, and the 164 * total size as "attribute" 8. 165 */ 166 uint8_t vattr_offsets[9]; 167 uint8_t vattrs_live; 168 169 const struct vc4_fs_inputs *fs_inputs; 170}; 171 172struct vc4_program_stateobj { 173 struct vc4_uncompiled_shader *bind_vs, *bind_fs; 174 struct vc4_compiled_shader *cs, *vs, *fs; 175}; 176 177struct vc4_constbuf_stateobj { 178 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; 179 uint32_t enabled_mask; 180 uint32_t dirty_mask; 181}; 182 183struct vc4_vertexbuf_stateobj { 184 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; 185 unsigned count; 186 uint32_t enabled_mask; 187 uint32_t dirty_mask; 188}; 189 190struct vc4_vertex_stateobj { 191 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS]; 192 unsigned num_elements; 193}; 194 195/* Hash table key for vc4->jobs */ 196struct vc4_job_key { 197 struct pipe_surface *cbuf; 198 struct pipe_surface *zsbuf; 199}; 200 201struct vc4_hwperfmon { 202 uint32_t id; 203 uint64_t last_seqno; 204 uint8_t events[DRM_VC4_MAX_PERF_COUNTERS]; 205 uint64_t counters[DRM_VC4_MAX_PERF_COUNTERS]; 206}; 207 208/** 209 * A complete bin/render job. 210 * 211 * This is all of the state necessary to submit a bin/render to the kernel. 212 * We want to be able to have multiple in progress at a time, so that we don't 213 * need to flush an existing CL just to switch to rendering to a new render 214 * target (which would mean reading back from the old render target when 215 * starting to render to it again). 216 */ 217struct vc4_job { 218 struct vc4_cl bcl; 219 struct vc4_cl shader_rec; 220 struct vc4_cl uniforms; 221 struct vc4_cl bo_handles; 222 struct vc4_cl bo_pointers; 223 uint32_t shader_rec_count; 224 /** 225 * Amount of memory used by the BOs in bo_pointers. 226 * 227 * Used for checking when we should flush the job early so we don't 228 * OOM. 229 */ 230 uint32_t bo_space; 231 232 /* Last BO hindex referenced from VC4_PACKET_GEM_HANDLES. */ 233 uint32_t last_gem_handle_hindex; 234 235 /** @{ Surfaces to submit rendering for. */ 236 struct pipe_surface *color_read; 237 struct pipe_surface *color_write; 238 struct pipe_surface *zs_read; 239 struct pipe_surface *zs_write; 240 struct pipe_surface *msaa_color_write; 241 struct pipe_surface *msaa_zs_write; 242 /** @} */ 243 /** @{ 244 * Bounding box of the scissor across all queued drawing. 245 * 246 * Note that the max values are exclusive. 247 */ 248 uint32_t draw_min_x; 249 uint32_t draw_min_y; 250 uint32_t draw_max_x; 251 uint32_t draw_max_y; 252 /** @} */ 253 /** @{ 254 * Width/height of the color framebuffer being rendered to, 255 * for VC4_TILE_RENDERING_MODE_CONFIG. 256 */ 257 uint32_t draw_width; 258 uint32_t draw_height; 259 /** @} */ 260 /** @{ Tile information, depending on MSAA and float color buffer. */ 261 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */ 262 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */ 263 264 uint32_t tile_width; /** @< Width of a tile. */ 265 uint32_t tile_height; /** @< Height of a tile. */ 266 /** Whether the current rendering is in a 4X MSAA tile buffer. */ 267 bool msaa; 268 /** @} */ 269 270 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the 271 * first rendering. 272 */ 273 uint32_t cleared; 274 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to 275 * (either clears or draws). 276 */ 277 uint32_t resolve; 278 uint32_t clear_color[2]; 279 uint32_t clear_depth; /**< 24-bit unorm depth */ 280 uint8_t clear_stencil; 281 282 /** 283 * Set if some drawing (triangles, blits, or just a glClear()) has 284 * been done to the FBO, meaning that we need to 285 * DRM_IOCTL_VC4_SUBMIT_CL. 286 */ 287 bool needs_flush; 288 289 /** 290 * Number of draw calls (not counting full buffer clears) queued in 291 * the current job. 292 */ 293 uint32_t draw_calls_queued; 294 295 /** Any flags to be passed in drm_vc4_submit_cl.flags. */ 296 uint32_t flags; 297 298 /* Performance monitor attached to this job. */ 299 struct vc4_hwperfmon *perfmon; 300 301 struct vc4_job_key key; 302}; 303 304struct vc4_context { 305 struct pipe_context base; 306 307 int fd; 308 struct vc4_screen *screen; 309 310 /** The 3D rendering job for the currently bound FBO. */ 311 struct vc4_job *job; 312 313 /* Map from struct vc4_job_key to the job for that FBO. 314 */ 315 struct hash_table *jobs; 316 317 /** 318 * Map from vc4_resource to a job writing to that resource. 319 * 320 * Primarily for flushing jobs rendering to textures that are now 321 * being read from. 322 */ 323 struct hash_table *write_jobs; 324 325 struct slab_child_pool transfer_pool; 326 struct blitter_context *blitter; 327 328 /** bitfield of VC4_DIRTY_* */ 329 uint32_t dirty; 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 struct ra_class *reg_class_any[2]; 338 struct ra_class *reg_class_a_or_b[2]; 339 struct ra_class *reg_class_a_or_b_or_acc[2]; 340 struct ra_class *reg_class_r0_r3; 341 struct ra_class *reg_class_r4_or_a[2]; 342 struct ra_class *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 struct pipe_shader_state *yuv_linear_blit_vs; 357 struct pipe_shader_state *yuv_linear_blit_fs_8bit; 358 struct pipe_shader_state *yuv_linear_blit_fs_16bit; 359 360 /** @{ Current pipeline state objects */ 361 struct pipe_scissor_state scissor; 362 struct pipe_blend_state *blend; 363 struct vc4_rasterizer_state *rasterizer; 364 struct vc4_depth_stencil_alpha_state *zsa; 365 366 struct vc4_texture_stateobj verttex, fragtex; 367 368 struct vc4_program_stateobj prog; 369 370 struct vc4_vertex_stateobj *vtx; 371 372 struct { 373 struct pipe_blend_color f; 374 uint8_t ub[4]; 375 } blend_color; 376 struct pipe_stencil_ref stencil_ref; 377 unsigned sample_mask; 378 struct pipe_framebuffer_state framebuffer; 379 struct pipe_poly_stipple stipple; 380 struct pipe_clip_state clip; 381 struct pipe_viewport_state viewport; 382 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; 383 struct vc4_vertexbuf_stateobj vertexbuf; 384 struct util_debug_callback debug; 385 386 struct vc4_hwperfmon *perfmon; 387 /** @} */ 388 389 /** Handle of syncobj containing the last submitted job fence. */ 390 uint32_t job_syncobj; 391 392 int in_fence_fd; 393 /** Handle of the syncobj that holds in_fence_fd for submission. */ 394 uint32_t in_syncobj; 395}; 396 397struct vc4_rasterizer_state { 398 struct pipe_rasterizer_state base; 399 400 /* VC4_CONFIGURATION_BITS */ 401 uint8_t config_bits[V3D21_CONFIGURATION_BITS_length]; 402 403 struct PACKED { 404 uint8_t depth_offset[V3D21_DEPTH_OFFSET_length]; 405 uint8_t point_size[V3D21_POINT_SIZE_length]; 406 uint8_t line_width[V3D21_LINE_WIDTH_length]; 407 } packed; 408 409 /** Raster order flags to be passed in struct drm_vc4_submit_cl.flags. */ 410 uint32_t tile_raster_order_flags; 411}; 412 413struct vc4_depth_stencil_alpha_state { 414 struct pipe_depth_stencil_alpha_state base; 415 416 /* VC4_CONFIGURATION_BITS */ 417 uint8_t config_bits[V3D21_CONFIGURATION_BITS_length]; 418 419 /** Uniforms for stencil state. 420 * 421 * Index 0 is either the front config, or the front-and-back config. 422 * Index 1 is the back config if doing separate back stencil. 423 * Index 2 is the writemask config if it's not a common mask value. 424 */ 425 uint32_t stencil_uniforms[3]; 426}; 427 428#define perf_debug(...) do { \ 429 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \ 430 fprintf(stderr, __VA_ARGS__); \ 431 if (unlikely(vc4->debug.debug_message)) \ 432 util_debug_message(&vc4->debug, PERF_INFO, __VA_ARGS__); \ 433} while (0) 434 435static inline struct vc4_context * 436vc4_context(struct pipe_context *pcontext) 437{ 438 return (struct vc4_context *)pcontext; 439} 440 441static inline struct vc4_sampler_view * 442vc4_sampler_view(struct pipe_sampler_view *psview) 443{ 444 return (struct vc4_sampler_view *)psview; 445} 446 447static inline struct vc4_sampler_state * 448vc4_sampler_state(struct pipe_sampler_state *psampler) 449{ 450 return (struct vc4_sampler_state *)psampler; 451} 452 453int vc4_get_driver_query_group_info(struct pipe_screen *pscreen, 454 unsigned index, 455 struct pipe_driver_query_group_info *info); 456int vc4_get_driver_query_info(struct pipe_screen *pscreen, unsigned index, 457 struct pipe_driver_query_info *info); 458 459struct pipe_context *vc4_context_create(struct pipe_screen *pscreen, 460 void *priv, unsigned flags); 461void vc4_draw_init(struct pipe_context *pctx); 462void vc4_state_init(struct pipe_context *pctx); 463void vc4_program_init(struct pipe_context *pctx); 464void vc4_program_fini(struct pipe_context *pctx); 465void vc4_query_init(struct pipe_context *pctx); 466void vc4_simulator_init(struct vc4_screen *screen); 467void vc4_simulator_destroy(struct vc4_screen *screen); 468int vc4_simulator_ioctl(int fd, unsigned long request, void *arg); 469void vc4_simulator_open_from_handle(int fd, int handle, uint32_t size); 470 471static inline int 472vc4_ioctl(int fd, unsigned long request, void *arg) 473{ 474 if (using_vc4_simulator) 475 return vc4_simulator_ioctl(fd, request, arg); 476 else 477 return drmIoctl(fd, request, arg); 478} 479 480void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader); 481void vc4_write_uniforms(struct vc4_context *vc4, 482 struct vc4_compiled_shader *shader, 483 struct vc4_constbuf_stateobj *cb, 484 struct vc4_texture_stateobj *texstate); 485 486void vc4_flush(struct pipe_context *pctx); 487int vc4_job_init(struct vc4_context *vc4); 488int vc4_fence_context_init(struct vc4_context *vc4); 489struct vc4_job *vc4_get_job(struct vc4_context *vc4, 490 struct pipe_surface *cbuf, 491 struct pipe_surface *zsbuf); 492struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4); 493 494void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job); 495void vc4_flush_jobs_writing_resource(struct vc4_context *vc4, 496 struct pipe_resource *prsc); 497void vc4_flush_jobs_reading_resource(struct vc4_context *vc4, 498 struct pipe_resource *prsc); 499void vc4_emit_state(struct pipe_context *pctx); 500void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c); 501struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c); 502bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode); 503 504bool vc4_rt_format_supported(enum pipe_format f); 505bool vc4_rt_format_is_565(enum pipe_format f); 506bool vc4_tex_format_supported(enum pipe_format f); 507uint8_t vc4_get_tex_format(enum pipe_format f); 508const uint8_t *vc4_get_format_swizzle(enum pipe_format f); 509void vc4_init_query_functions(struct vc4_context *vc4); 510void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); 511void vc4_blitter_save(struct vc4_context *vc4); 512#endif /* VC4_CONTEXT_H */ 513