/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2013 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "pipe/p_state.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "tgsi/tgsi_dump.h" #include "tgsi/tgsi_parse.h" #include "freedreno_lowering.h" #include "freedreno_program.h" #include "fd3_program.h" #include "fd3_emit.h" #include "fd3_texture.h" #include "fd3_util.h" static void delete_shader_stateobj(struct fd3_shader_stateobj *so) { ir3_shader_destroy(so->shader); free(so); } static struct fd3_shader_stateobj * create_shader_stateobj(struct pipe_context *pctx, const struct pipe_shader_state *cso, enum shader_t type) { struct fd3_shader_stateobj *so = CALLOC_STRUCT(fd3_shader_stateobj); so->shader = ir3_shader_create(pctx, cso->tokens, type); return so; } static void * fd3_fp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { return create_shader_stateobj(pctx, cso, SHADER_FRAGMENT); } static void fd3_fp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd3_shader_stateobj *so = hwcso; delete_shader_stateobj(so); } static void * fd3_vp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { return create_shader_stateobj(pctx, cso, SHADER_VERTEX); } static void fd3_vp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd3_shader_stateobj *so = hwcso; delete_shader_stateobj(so); } static void emit_shader(struct fd_ringbuffer *ring, const struct ir3_shader_variant *so) { const struct ir3_info *si = &so->info; enum adreno_state_block sb; enum adreno_state_src src; uint32_t i, sz, *bin; if (so->type == SHADER_VERTEX) { sb = SB_VERT_SHADER; } else { sb = SB_FRAG_SHADER; } if (fd_mesa_debug & FD_DBG_DIRECT) { sz = si->sizedwords; src = SS_DIRECT; bin = fd_bo_map(so->bo); } else { sz = 0; src = SS_INDIRECT; bin = NULL; } OUT_PKT3(ring, CP_LOAD_STATE, 2 + sz); OUT_RING(ring, CP_LOAD_STATE_0_DST_OFF(0) | CP_LOAD_STATE_0_STATE_SRC(src) | CP_LOAD_STATE_0_STATE_BLOCK(sb) | CP_LOAD_STATE_0_NUM_UNIT(so->instrlen)); if (bin) { OUT_RING(ring, CP_LOAD_STATE_1_EXT_SRC_ADDR(0) | CP_LOAD_STATE_1_STATE_TYPE(ST_SHADER)); } else { OUT_RELOC(ring, so->bo, 0, CP_LOAD_STATE_1_STATE_TYPE(ST_SHADER), 0); } for (i = 0; i < sz; i++) { OUT_RING(ring, bin[i]); } } static int find_output(const struct ir3_shader_variant *so, ir3_semantic semantic) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].semantic == semantic) return j; /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n] * in the vertex shader.. but the fragment shader doesn't know this * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So * at link time if there is no matching OUT.BCOLOR[n], we must map * OUT.COLOR[n] to IN.BCOLOR[n]. */ if (sem2name(semantic) == TGSI_SEMANTIC_BCOLOR) { unsigned idx = sem2idx(semantic); return find_output(so, ir3_semantic_name(TGSI_SEMANTIC_COLOR, idx)); } debug_assert(0); return 0; } static int next_varying(const struct ir3_shader_variant *so, int i) { while (++i < so->inputs_count) if (so->inputs[i].compmask && so->inputs[i].bary) break; return i; } static uint32_t find_output_regid(const struct ir3_shader_variant *so, ir3_semantic semantic) { int j; for (j = 0; j < so->outputs_count; j++) if (so->outputs[j].semantic == semantic) return so->outputs[j].regid; return regid(63, 0); } void fd3_program_emit(struct fd_ringbuffer *ring, struct fd_program_stateobj *prog, struct ir3_shader_key key) { const struct ir3_shader_variant *vp, *fp; const struct ir3_info *vsi, *fsi; uint32_t pos_regid, posz_regid, psize_regid, color_regid; int i, j, k; vp = fd3_shader_variant(prog->vp, key); if (key.binning_pass) { /* use dummy stateobj to simplify binning vs non-binning: */ static const struct ir3_shader_variant binning_fp = {}; fp = &binning_fp; } else { fp = fd3_shader_variant(prog->fp, key); } vsi = &vp->info; fsi = &fp->info; pos_regid = find_output_regid(vp, ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0)); posz_regid = find_output_regid(fp, ir3_semantic_name(TGSI_SEMANTIC_POSITION, 0)); psize_regid = find_output_regid(vp, ir3_semantic_name(TGSI_SEMANTIC_PSIZE, 0)); color_regid = find_output_regid(fp, ir3_semantic_name(TGSI_SEMANTIC_COLOR, 0)); /* we could probably divide this up into things that need to be * emitted if frag-prog is dirty vs if vert-prog is dirty.. */ OUT_PKT0(ring, REG_A3XX_HLSQ_CONTROL_0_REG, 6); OUT_RING(ring, A3XX_HLSQ_CONTROL_0_REG_FSTHREADSIZE(FOUR_QUADS) | /* NOTE: I guess SHADERRESTART and CONSTFULLUPDATE maybe * flush some caches? I think we only need to set those * bits if we have updated const or shader.. */ A3XX_HLSQ_CONTROL_0_REG_SPSHADERRESTART | A3XX_HLSQ_CONTROL_0_REG_SPCONSTFULLUPDATE); OUT_RING(ring, A3XX_HLSQ_CONTROL_1_REG_VSTHREADSIZE(TWO_QUADS) | A3XX_HLSQ_CONTROL_1_REG_VSSUPERTHREADENABLE | COND(fp->frag_coord, A3XX_HLSQ_CONTROL_1_REG_ZWCOORD)); OUT_RING(ring, A3XX_HLSQ_CONTROL_2_REG_PRIMALLOCTHRESHOLD(31)); OUT_RING(ring, A3XX_HLSQ_CONTROL_3_REG_REGID(fp->pos_regid)); OUT_RING(ring, A3XX_HLSQ_VS_CONTROL_REG_CONSTLENGTH(vp->constlen) | A3XX_HLSQ_VS_CONTROL_REG_CONSTSTARTOFFSET(0) | A3XX_HLSQ_VS_CONTROL_REG_INSTRLENGTH(vp->instrlen)); OUT_RING(ring, A3XX_HLSQ_FS_CONTROL_REG_CONSTLENGTH(fp->constlen) | A3XX_HLSQ_FS_CONTROL_REG_CONSTSTARTOFFSET(128) | A3XX_HLSQ_FS_CONTROL_REG_INSTRLENGTH(fp->instrlen)); OUT_PKT0(ring, REG_A3XX_SP_SP_CTRL_REG, 1); OUT_RING(ring, A3XX_SP_SP_CTRL_REG_CONSTMODE(0) | COND(key.binning_pass, A3XX_SP_SP_CTRL_REG_BINNING) | A3XX_SP_SP_CTRL_REG_SLEEPMODE(1) | A3XX_SP_SP_CTRL_REG_L0MODE(0)); OUT_PKT0(ring, REG_A3XX_SP_VS_LENGTH_REG, 1); OUT_RING(ring, A3XX_SP_VS_LENGTH_REG_SHADERLENGTH(vp->instrlen)); OUT_PKT0(ring, REG_A3XX_SP_VS_CTRL_REG0, 3); OUT_RING(ring, A3XX_SP_VS_CTRL_REG0_THREADMODE(MULTI) | A3XX_SP_VS_CTRL_REG0_INSTRBUFFERMODE(BUFFER) | A3XX_SP_VS_CTRL_REG0_CACHEINVALID | A3XX_SP_VS_CTRL_REG0_HALFREGFOOTPRINT(vsi->max_half_reg + 1) | A3XX_SP_VS_CTRL_REG0_FULLREGFOOTPRINT(vsi->max_reg + 1) | A3XX_SP_VS_CTRL_REG0_INOUTREGOVERLAP(0) | A3XX_SP_VS_CTRL_REG0_THREADSIZE(TWO_QUADS) | A3XX_SP_VS_CTRL_REG0_SUPERTHREADMODE | COND(vp->has_samp, A3XX_SP_VS_CTRL_REG0_PIXLODENABLE) | A3XX_SP_VS_CTRL_REG0_LENGTH(vp->instrlen)); OUT_RING(ring, A3XX_SP_VS_CTRL_REG1_CONSTLENGTH(vp->constlen) | A3XX_SP_VS_CTRL_REG1_INITIALOUTSTANDING(vp->total_in) | A3XX_SP_VS_CTRL_REG1_CONSTFOOTPRINT(MAX2(vp->constlen + 1, 0))); OUT_RING(ring, A3XX_SP_VS_PARAM_REG_POSREGID(pos_regid) | A3XX_SP_VS_PARAM_REG_PSIZEREGID(psize_regid) | A3XX_SP_VS_PARAM_REG_TOTALVSOUTVAR(align(fp->total_in, 4) / 4)); for (i = 0, j = -1; (i < 8) && (j < (int)fp->inputs_count); i++) { uint32_t reg = 0; OUT_PKT0(ring, REG_A3XX_SP_VS_OUT_REG(i), 1); j = next_varying(fp, j); if (j < fp->inputs_count) { k = find_output(vp, fp->inputs[j].semantic); reg |= A3XX_SP_VS_OUT_REG_A_REGID(vp->outputs[k].regid); reg |= A3XX_SP_VS_OUT_REG_A_COMPMASK(fp->inputs[j].compmask); } j = next_varying(fp, j); if (j < fp->inputs_count) { k = find_output(vp, fp->inputs[j].semantic); reg |= A3XX_SP_VS_OUT_REG_B_REGID(vp->outputs[k].regid); reg |= A3XX_SP_VS_OUT_REG_B_COMPMASK(fp->inputs[j].compmask); } OUT_RING(ring, reg); } for (i = 0, j = -1; (i < 4) && (j < (int)fp->inputs_count); i++) { uint32_t reg = 0; OUT_PKT0(ring, REG_A3XX_SP_VS_VPC_DST_REG(i), 1); j = next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC0(fp->inputs[j].inloc); j = next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC1(fp->inputs[j].inloc); j = next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC2(fp->inputs[j].inloc); j = next_varying(fp, j); if (j < fp->inputs_count) reg |= A3XX_SP_VS_VPC_DST_REG_OUTLOC3(fp->inputs[j].inloc); OUT_RING(ring, reg); } OUT_PKT0(ring, REG_A3XX_SP_VS_OBJ_OFFSET_REG, 2); OUT_RING(ring, A3XX_SP_VS_OBJ_OFFSET_REG_CONSTOBJECTOFFSET(0) | A3XX_SP_VS_OBJ_OFFSET_REG_SHADEROBJOFFSET(0)); OUT_RELOC(ring, vp->bo, 0, 0, 0); /* SP_VS_OBJ_START_REG */ if (key.binning_pass) { OUT_PKT0(ring, REG_A3XX_SP_FS_LENGTH_REG, 1); OUT_RING(ring, 0x00000000); OUT_PKT0(ring, REG_A3XX_SP_FS_CTRL_REG0, 2); OUT_RING(ring, A3XX_SP_FS_CTRL_REG0_THREADMODE(MULTI) | A3XX_SP_FS_CTRL_REG0_INSTRBUFFERMODE(BUFFER)); OUT_RING(ring, 0x00000000); } else { OUT_PKT0(ring, REG_A3XX_SP_FS_LENGTH_REG, 1); OUT_RING(ring, A3XX_SP_FS_LENGTH_REG_SHADERLENGTH(fp->instrlen)); OUT_PKT0(ring, REG_A3XX_SP_FS_CTRL_REG0, 2); OUT_RING(ring, A3XX_SP_FS_CTRL_REG0_THREADMODE(MULTI) | A3XX_SP_FS_CTRL_REG0_INSTRBUFFERMODE(BUFFER) | A3XX_SP_FS_CTRL_REG0_CACHEINVALID | A3XX_SP_FS_CTRL_REG0_HALFREGFOOTPRINT(fsi->max_half_reg + 1) | A3XX_SP_FS_CTRL_REG0_FULLREGFOOTPRINT(fsi->max_reg + 1) | A3XX_SP_FS_CTRL_REG0_INOUTREGOVERLAP(1) | A3XX_SP_FS_CTRL_REG0_THREADSIZE(FOUR_QUADS) | A3XX_SP_FS_CTRL_REG0_SUPERTHREADMODE | COND(fp->has_samp > 0, A3XX_SP_FS_CTRL_REG0_PIXLODENABLE) | A3XX_SP_FS_CTRL_REG0_LENGTH(fp->instrlen)); OUT_RING(ring, A3XX_SP_FS_CTRL_REG1_CONSTLENGTH(fp->constlen) | A3XX_SP_FS_CTRL_REG1_INITIALOUTSTANDING(fp->total_in) | A3XX_SP_FS_CTRL_REG1_CONSTFOOTPRINT(MAX2(fp->constlen + 1, 0)) | A3XX_SP_FS_CTRL_REG1_HALFPRECVAROFFSET(63)); OUT_PKT0(ring, REG_A3XX_SP_FS_OBJ_OFFSET_REG, 2); OUT_RING(ring, A3XX_SP_FS_OBJ_OFFSET_REG_CONSTOBJECTOFFSET(128) | A3XX_SP_FS_OBJ_OFFSET_REG_SHADEROBJOFFSET(0)); OUT_RELOC(ring, fp->bo, 0, 0, 0); /* SP_FS_OBJ_START_REG */ } OUT_PKT0(ring, REG_A3XX_SP_FS_FLAT_SHAD_MODE_REG_0, 2); OUT_RING(ring, 0x00000000); /* SP_FS_FLAT_SHAD_MODE_REG_0 */ OUT_RING(ring, 0x00000000); /* SP_FS_FLAT_SHAD_MODE_REG_1 */ OUT_PKT0(ring, REG_A3XX_SP_FS_OUTPUT_REG, 1); if (fp->writes_pos) { OUT_RING(ring, A3XX_SP_FS_OUTPUT_REG_DEPTH_ENABLE | A3XX_SP_FS_OUTPUT_REG_DEPTH_REGID(posz_regid)); } else { OUT_RING(ring, 0x00000000); } OUT_PKT0(ring, REG_A3XX_SP_FS_MRT_REG(0), 4); OUT_RING(ring, A3XX_SP_FS_MRT_REG_REGID(color_regid) | COND(fp->key.half_precision, A3XX_SP_FS_MRT_REG_HALF_PRECISION)); OUT_RING(ring, A3XX_SP_FS_MRT_REG_REGID(0)); OUT_RING(ring, A3XX_SP_FS_MRT_REG_REGID(0)); OUT_RING(ring, A3XX_SP_FS_MRT_REG_REGID(0)); if (key.binning_pass) { OUT_PKT0(ring, REG_A3XX_VPC_ATTR, 2); OUT_RING(ring, A3XX_VPC_ATTR_THRDASSIGN(1) | A3XX_VPC_ATTR_LMSIZE(1) | COND(vp->writes_psize, A3XX_VPC_ATTR_PSIZE)); OUT_RING(ring, 0x00000000); } else { OUT_PKT0(ring, REG_A3XX_VPC_ATTR, 2); OUT_RING(ring, A3XX_VPC_ATTR_TOTALATTR(fp->total_in) | A3XX_VPC_ATTR_THRDASSIGN(1) | A3XX_VPC_ATTR_LMSIZE(1) | COND(vp->writes_psize, A3XX_VPC_ATTR_PSIZE)); OUT_RING(ring, A3XX_VPC_PACK_NUMFPNONPOSVAR(fp->total_in) | A3XX_VPC_PACK_NUMNONPOSVSVAR(fp->total_in)); OUT_PKT0(ring, REG_A3XX_VPC_VARYING_INTERP_MODE(0), 4); OUT_RING(ring, fp->shader->vinterp[0]); /* VPC_VARYING_INTERP[0].MODE */ OUT_RING(ring, fp->shader->vinterp[1]); /* VPC_VARYING_INTERP[1].MODE */ OUT_RING(ring, fp->shader->vinterp[2]); /* VPC_VARYING_INTERP[2].MODE */ OUT_RING(ring, fp->shader->vinterp[3]); /* VPC_VARYING_INTERP[3].MODE */ OUT_PKT0(ring, REG_A3XX_VPC_VARYING_PS_REPL_MODE(0), 4); OUT_RING(ring, fp->shader->vpsrepl[0]); /* VPC_VARYING_PS_REPL[0].MODE */ OUT_RING(ring, fp->shader->vpsrepl[1]); /* VPC_VARYING_PS_REPL[1].MODE */ OUT_RING(ring, fp->shader->vpsrepl[2]); /* VPC_VARYING_PS_REPL[2].MODE */ OUT_RING(ring, fp->shader->vpsrepl[3]); /* VPC_VARYING_PS_REPL[3].MODE */ } OUT_PKT0(ring, REG_A3XX_VFD_VS_THREADING_THRESHOLD, 1); OUT_RING(ring, A3XX_VFD_VS_THREADING_THRESHOLD_REGID_THRESHOLD(15) | A3XX_VFD_VS_THREADING_THRESHOLD_REGID_VTXCNT(252)); emit_shader(ring, vp); OUT_PKT0(ring, REG_A3XX_VFD_PERFCOUNTER0_SELECT, 1); OUT_RING(ring, 0x00000000); /* VFD_PERFCOUNTER0_SELECT */ if (!key.binning_pass) { emit_shader(ring, fp); OUT_PKT0(ring, REG_A3XX_VFD_PERFCOUNTER0_SELECT, 1); OUT_RING(ring, 0x00000000); /* VFD_PERFCOUNTER0_SELECT */ } } /* hack.. until we figure out how to deal w/ vpsrepl properly.. */ static void fix_blit_fp(struct pipe_context *pctx) { struct fd_context *ctx = fd_context(pctx); struct fd3_shader_stateobj *so = ctx->blit_prog.fp; so->shader->vpsrepl[0] = 0x99999999; so->shader->vpsrepl[1] = 0x99999999; so->shader->vpsrepl[2] = 0x99999999; so->shader->vpsrepl[3] = 0x99999999; } void fd3_prog_init(struct pipe_context *pctx) { pctx->create_fs_state = fd3_fp_state_create; pctx->delete_fs_state = fd3_fp_state_delete; pctx->create_vs_state = fd3_vp_state_create; pctx->delete_vs_state = fd3_vp_state_delete; fd_prog_init(pctx); fix_blit_fp(pctx); }