diff options
author | Eric Anholt <[email protected]> | 2017-02-02 16:24:13 -0800 |
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committer | Eric Anholt <[email protected]> | 2017-10-10 11:42:04 -0700 |
commit | 45bb8f2957108056de10721d50259e2f8c5a4ddc (patch) | |
tree | 37abe7d19c4e9d20990e1e42b2eeb61f00eab09e /src/gallium/drivers/vc5/vc5_context.h | |
parent | ade416d02369cc0942d53ad3cce601d66344f9c3 (diff) |
broadcom: Add V3D 3.3 gallium driver called "vc5", for BCM7268.
V3D 3.3 is a continuation of the 3D implementation in VC4 (v2.1 and v2.6).
V3D 3.3 introduces an MMU (no more CMA allocations) and support for
GLES3.1. This driver is not currently conformant, though that will be a
target as soon as possible.
V3D 3.x parts use a new texture tiling layout common across many Broadcom
graphics parts including and the HVS scanout engine. It also massively
changes the QPU instructions, introducing a common physical register file
(no more A/B split) and half-float instructions, while removing the 4x8
unorm instructions in favor of half-float for talking to fixed function
interfaces. Because so much has changed, vc5 is implemented in a separate
gallium driver, using only the XML code-generation support from vc4.
v2: Fix tile layout for 64bpp textures. Fix texture swizzling for 32-bit
returns. Fix up a bit of MRT setup. Sync the simulator to kernel
behavior a bit more. Improve uniform debugging code. Rebase on
QIR->VIR rename. Move texture state mostly to the CSOs. Improve
cache flushing on the simulator. Fix program deletion
use-after-frees.
Acked-by: Dave Airlie <[email protected]> (uabi plan)
Acked-by: Daniel Vetter <[email protected]> (uabi plan)
Diffstat (limited to 'src/gallium/drivers/vc5/vc5_context.h')
-rw-r--r-- | src/gallium/drivers/vc5/vc5_context.h | 466 |
1 files changed, 466 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc5/vc5_context.h b/src/gallium/drivers/vc5/vc5_context.h new file mode 100644 index 00000000000..b8f3f784a85 --- /dev/null +++ b/src/gallium/drivers/vc5/vc5_context.h @@ -0,0 +1,466 @@ +/* + * Copyright © 2014-2017 Broadcom + * Copyright (C) 2012 Rob Clark <[email protected]> + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + */ + +#ifndef VC5_CONTEXT_H +#define VC5_CONTEXT_H + +#include <stdio.h> + +#include "pipe/p_context.h" +#include "pipe/p_state.h" +#include "util/bitset.h" +#include "util/slab.h" +#include "xf86drm.h" +#include "vc5_drm.h" + +struct vc5_job; +struct vc5_bo; +void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo); + +#define __user +#include "vc5_drm.h" +#include "vc5_bufmgr.h" +#include "vc5_resource.h" +#include "vc5_cl.h" + +#ifdef USE_VC5_SIMULATOR +#define using_vc5_simulator true +#else +#define using_vc5_simulator false +#endif + +#define VC5_DIRTY_BLEND (1 << 0) +#define VC5_DIRTY_RASTERIZER (1 << 1) +#define VC5_DIRTY_ZSA (1 << 2) +#define VC5_DIRTY_FRAGTEX (1 << 3) +#define VC5_DIRTY_VERTTEX (1 << 4) + +#define VC5_DIRTY_BLEND_COLOR (1 << 7) +#define VC5_DIRTY_STENCIL_REF (1 << 8) +#define VC5_DIRTY_SAMPLE_MASK (1 << 9) +#define VC5_DIRTY_FRAMEBUFFER (1 << 10) +#define VC5_DIRTY_STIPPLE (1 << 11) +#define VC5_DIRTY_VIEWPORT (1 << 12) +#define VC5_DIRTY_CONSTBUF (1 << 13) +#define VC5_DIRTY_VTXSTATE (1 << 14) +#define VC5_DIRTY_VTXBUF (1 << 15) +#define VC5_DIRTY_SCISSOR (1 << 17) +#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18) +#define VC5_DIRTY_PRIM_MODE (1 << 19) +#define VC5_DIRTY_CLIP (1 << 20) +#define VC5_DIRTY_UNCOMPILED_VS (1 << 21) +#define VC5_DIRTY_UNCOMPILED_FS (1 << 22) +#define VC5_DIRTY_COMPILED_CS (1 << 23) +#define VC5_DIRTY_COMPILED_VS (1 << 24) +#define VC5_DIRTY_COMPILED_FS (1 << 25) +#define VC5_DIRTY_FS_INPUTS (1 << 26) +#define VC5_DIRTY_STREAMOUT (1 << 27) + +#define VC5_MAX_FS_INPUTS 64 + +struct vc5_sampler_view { + struct pipe_sampler_view base; + uint32_t p0; + uint32_t p1; + /* Precomputed swizzles to pass in to the shader key. */ + uint8_t swizzle[4]; + + uint8_t texture_shader_state[32]; +}; + +struct vc5_sampler_state { + struct pipe_sampler_state base; + uint32_t p0; + uint32_t p1; + + uint8_t texture_shader_state[32]; +}; + +struct vc5_texture_stateobj { + struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS]; + unsigned num_textures; + struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS]; + unsigned num_samplers; + struct vc5_cl_reloc texture_state[PIPE_MAX_SAMPLERS]; +}; + +struct vc5_shader_uniform_info { + enum quniform_contents *contents; + uint32_t *data; + uint32_t count; +}; + +struct vc5_uncompiled_shader { + /** A name for this program, so you can track it in shader-db output. */ + uint32_t program_id; + /** How many variants of this program were compiled, for shader-db. */ + uint32_t compiled_variant_count; + struct pipe_shader_state base; + uint32_t num_tf_outputs; + struct v3d_varying_slot *tf_outputs; + uint16_t tf_specs[PIPE_MAX_SO_BUFFERS]; + uint32_t num_tf_specs; +}; + +struct vc5_compiled_shader { + struct vc5_bo *bo; + + union { + struct v3d_prog_data *base; + struct v3d_vs_prog_data *vs; + struct v3d_fs_prog_data *fs; + } prog_data; + + /** + * VC5_DIRTY_* flags that, when set in vc5->dirty, mean that the + * uniforms have to be rewritten (and therefore the shader state + * reemitted). + */ + uint32_t uniform_dirty_bits; +}; + +struct vc5_program_stateobj { + struct vc5_uncompiled_shader *bind_vs, *bind_fs; + struct vc5_compiled_shader *cs, *vs, *fs; +}; + +struct vc5_constbuf_stateobj { + struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; + uint32_t enabled_mask; + uint32_t dirty_mask; +}; + +struct vc5_vertexbuf_stateobj { + struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; + unsigned count; + uint32_t enabled_mask; + uint32_t dirty_mask; +}; + +struct vc5_vertex_stateobj { + struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS]; + unsigned num_elements; +}; + +struct vc5_streamout_stateobj { + struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; + unsigned num_targets; +}; + +/* Hash table key for vc5->jobs */ +struct vc5_job_key { + struct pipe_surface *cbufs[4]; + struct pipe_surface *zsbuf; +}; + +/** + * A complete bin/render job. + * + * This is all of the state necessary to submit a bin/render to the kernel. + * We want to be able to have multiple in progress at a time, so that we don't + * need to flush an existing CL just to switch to rendering to a new render + * target (which would mean reading back from the old render target when + * starting to render to it again). + */ +struct vc5_job { + struct vc5_context *vc5; + struct vc5_cl bcl; + struct vc5_cl rcl; + struct vc5_cl indirect; + struct vc5_bo *tile_alloc; + uint32_t shader_rec_count; + + struct drm_vc5_submit_cl submit; + + /** + * Set of all BOs referenced by the job. This will be used for making + * the list of BOs that the kernel will need to have paged in to + * execute our job. + */ + struct set *bos; + /* Size of the submit.bo_handles array. */ + uint32_t bo_handles_size; + + /** @{ Surfaces to submit rendering for. */ + struct pipe_surface *cbufs[4]; + struct pipe_surface *zsbuf; + /** @} */ + /** @{ + * Bounding box of the scissor across all queued drawing. + * + * Note that the max values are exclusive. + */ + uint32_t draw_min_x; + uint32_t draw_min_y; + uint32_t draw_max_x; + uint32_t draw_max_y; + /** @} */ + /** @{ + * Width/height of the color framebuffer being rendered to, + * for VC5_TILE_RENDERING_MODE_CONFIG. + */ + uint32_t draw_width; + uint32_t draw_height; + /** @} */ + /** @{ Tile information, depending on MSAA and float color buffer. */ + uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */ + uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */ + + uint32_t tile_width; /** @< Width of a tile. */ + uint32_t tile_height; /** @< Height of a tile. */ + /** maximum internal_bpp of all color render targets. */ + uint32_t internal_bpp; + + /** Whether the current rendering is in a 4X MSAA tile buffer. */ + bool msaa; + /** @} */ + + /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the + * first rendering. + */ + uint32_t cleared; + /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to + * (either clears or draws). + */ + uint32_t resolve; + uint32_t clear_color[2]; + uint32_t clear_zs; /**< 24-bit unorm depth/stencil */ + + /** + * Set if some drawing (triangles, blits, or just a glClear()) has + * been done to the FBO, meaning that we need to + * DRM_IOCTL_VC5_SUBMIT_CL. + */ + bool needs_flush; + + bool uses_early_z; + + /** + * Number of draw calls (not counting full buffer clears) queued in + * the current job. + */ + uint32_t draw_calls_queued; + + struct vc5_job_key key; +}; + +struct vc5_context { + struct pipe_context base; + + int fd; + struct vc5_screen *screen; + + /** The 3D rendering job for the currently bound FBO. */ + struct vc5_job *job; + + /* Map from struct vc5_job_key to the job for that FBO. + */ + struct hash_table *jobs; + + /** + * Map from vc5_resource to a job writing to that resource. + * + * Primarily for flushing jobs rendering to textures that are now + * being read from. + */ + struct hash_table *write_jobs; + + struct slab_child_pool transfer_pool; + struct blitter_context *blitter; + + /** bitfield of VC5_DIRTY_* */ + uint32_t dirty; + + struct primconvert_context *primconvert; + + struct hash_table *fs_cache, *vs_cache; + uint32_t next_uncompiled_program_id; + uint64_t next_compiled_program_id; + + struct vc5_compiler_state *compiler_state; + + uint8_t prim_mode; + + /** Maximum index buffer valid for the current shader_rec. */ + uint32_t max_index; + /** Last index bias baked into the current shader_rec. */ + uint32_t last_index_bias; + + /** Seqno of the last CL flush's job. */ + uint64_t last_emit_seqno; + + struct u_upload_mgr *uploader; + + /** @{ Current pipeline state objects */ + struct pipe_scissor_state scissor; + struct pipe_blend_state *blend; + struct vc5_rasterizer_state *rasterizer; + struct vc5_depth_stencil_alpha_state *zsa; + + struct vc5_texture_stateobj verttex, fragtex; + + struct vc5_program_stateobj prog; + + struct vc5_vertex_stateobj *vtx; + + struct { + struct pipe_blend_color f; + uint16_t hf[4]; + } blend_color; + struct pipe_stencil_ref stencil_ref; + unsigned sample_mask; + struct pipe_framebuffer_state framebuffer; + struct pipe_poly_stipple stipple; + struct pipe_clip_state clip; + struct pipe_viewport_state viewport; + struct vc5_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; + struct vc5_vertexbuf_stateobj vertexbuf; + struct vc5_streamout_stateobj streamout; + /** @} */ +}; + +struct vc5_rasterizer_state { + struct pipe_rasterizer_state base; + + /* VC5_CONFIGURATION_BITS */ + uint8_t config_bits[3]; + + float point_size; + + /** + * Half-float (1/8/7 bits) value of polygon offset units for + * VC5_PACKET_DEPTH_OFFSET + */ + uint16_t offset_units; + /** + * Half-float (1/8/7 bits) value of polygon offset scale for + * VC5_PACKET_DEPTH_OFFSET + */ + uint16_t offset_factor; +}; + +struct vc5_depth_stencil_alpha_state { + struct pipe_depth_stencil_alpha_state base; + + bool early_z_enable; + + /** Uniforms for stencil state. + * + * Index 0 is either the front config, or the front-and-back config. + * Index 1 is the back config if doing separate back stencil. + * Index 2 is the writemask config if it's not a common mask value. + */ + uint32_t stencil_uniforms[3]; +}; + +#define perf_debug(...) do { \ + if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \ + fprintf(stderr, __VA_ARGS__); \ +} while (0) + +static inline struct vc5_context * +vc5_context(struct pipe_context *pcontext) +{ + return (struct vc5_context *)pcontext; +} + +static inline struct vc5_sampler_view * +vc5_sampler_view(struct pipe_sampler_view *psview) +{ + return (struct vc5_sampler_view *)psview; +} + +static inline struct vc5_sampler_state * +vc5_sampler_state(struct pipe_sampler_state *psampler) +{ + return (struct vc5_sampler_state *)psampler; +} + +struct pipe_context *vc5_context_create(struct pipe_screen *pscreen, + void *priv, unsigned flags); +void vc5_draw_init(struct pipe_context *pctx); +void vc5_state_init(struct pipe_context *pctx); +void vc5_program_init(struct pipe_context *pctx); +void vc5_program_fini(struct pipe_context *pctx); +void vc5_query_init(struct pipe_context *pctx); + +void vc5_simulator_init(struct vc5_screen *screen); +void vc5_simulator_init(struct vc5_screen *screen); +void vc5_simulator_destroy(struct vc5_screen *screen); +void vc5_simulator_destroy(struct vc5_screen *screen); +int vc5_simulator_flush(struct vc5_context *vc5, + struct drm_vc5_submit_cl *args, + struct vc5_job *job); +int vc5_simulator_ioctl(int fd, unsigned long request, void *arg); +void vc5_simulator_open_from_handle(int fd, uint32_t winsys_stride, + int handle, uint32_t size); + +static inline int +vc5_ioctl(int fd, unsigned long request, void *arg) +{ + if (using_vc5_simulator) + return vc5_simulator_ioctl(fd, request, arg); + else + return drmIoctl(fd, request, arg); +} + +void vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader); +struct vc5_cl_reloc vc5_write_uniforms(struct vc5_context *vc5, + struct vc5_compiled_shader *shader, + struct vc5_constbuf_stateobj *cb, + struct vc5_texture_stateobj *texstate); + +void vc5_flush(struct pipe_context *pctx); +void vc5_job_init(struct vc5_context *vc5); +struct vc5_job *vc5_get_job(struct vc5_context *vc5, + struct pipe_surface **cbufs, + struct pipe_surface *zsbuf); +struct vc5_job *vc5_get_job_for_fbo(struct vc5_context *vc5); +void vc5_job_add_bo(struct vc5_job *job, struct vc5_bo *bo); +void vc5_job_submit(struct vc5_context *vc5, struct vc5_job *job); +void vc5_flush_jobs_writing_resource(struct vc5_context *vc5, + struct pipe_resource *prsc); +void vc5_flush_jobs_reading_resource(struct vc5_context *vc5, + struct pipe_resource *prsc); +void vc5_emit_state(struct pipe_context *pctx); +void vc5_update_compiled_shaders(struct vc5_context *vc5, uint8_t prim_mode); + +bool vc5_rt_format_supported(enum pipe_format f); +bool vc5_tex_format_supported(enum pipe_format f); +uint8_t vc5_get_rt_format(enum pipe_format f); +uint8_t vc5_get_tex_format(enum pipe_format f); +uint8_t vc5_get_tex_return_size(enum pipe_format f); +uint8_t vc5_get_tex_return_channels(enum pipe_format f); +const uint8_t *vc5_get_format_swizzle(enum pipe_format f); +void vc5_get_internal_type_bpp_for_output_format(uint32_t format, + uint32_t *type, + uint32_t *bpp); + +void vc5_init_query_functions(struct vc5_context *vc5); +void vc5_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); +void vc5_blitter_save(struct vc5_context *vc5); +void vc5_emit_rcl(struct vc5_job *job); + + +#endif /* VC5_CONTEXT_H */ |