/* * Copyright © 2014-2017 Broadcom * Copyright (C) 2012 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. */ #ifndef VC5_CONTEXT_H #define VC5_CONTEXT_H #ifdef V3D_VERSION #include "broadcom/common/v3d_macros.h" #endif #include #include "pipe/p_context.h" #include "pipe/p_state.h" #include "util/bitset.h" #include "util/slab.h" #include "xf86drm.h" #include "drm-uapi/v3d_drm.h" #include "v3d_screen.h" #include "broadcom/common/v3d_limits.h" struct v3d_job; struct v3d_bo; void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); #include "v3d_bufmgr.h" #include "v3d_resource.h" #include "v3d_cl.h" #ifdef USE_V3D_SIMULATOR #define using_v3d_simulator true #else #define using_v3d_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_SHADER_IMAGE (1 << 5) #define VC5_DIRTY_BLEND_COLOR (1 << 7) #define VC5_DIRTY_STENCIL_REF (1 << 8) #define VC5_DIRTY_SAMPLE_STATE (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_DIRTY_OQ (1 << 28) #define VC5_DIRTY_CENTROID_FLAGS (1 << 29) #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30) #define VC5_DIRTY_SSBO (1 << 31) #define VC5_MAX_FS_INPUTS 64 enum v3d_sampler_state_variant { V3D_SAMPLER_STATE_BORDER_0, V3D_SAMPLER_STATE_F16, V3D_SAMPLER_STATE_F16_UNORM, V3D_SAMPLER_STATE_F16_SNORM, V3D_SAMPLER_STATE_F16_BGRA, V3D_SAMPLER_STATE_F16_BGRA_UNORM, V3D_SAMPLER_STATE_F16_BGRA_SNORM, V3D_SAMPLER_STATE_F16_A, V3D_SAMPLER_STATE_F16_A_SNORM, V3D_SAMPLER_STATE_F16_A_UNORM, V3D_SAMPLER_STATE_F16_LA, V3D_SAMPLER_STATE_F16_LA_UNORM, V3D_SAMPLER_STATE_F16_LA_SNORM, V3D_SAMPLER_STATE_32, V3D_SAMPLER_STATE_32_UNORM, V3D_SAMPLER_STATE_32_SNORM, V3D_SAMPLER_STATE_32_A, V3D_SAMPLER_STATE_32_A_UNORM, V3D_SAMPLER_STATE_32_A_SNORM, V3D_SAMPLER_STATE_1010102U, V3D_SAMPLER_STATE_16U, V3D_SAMPLER_STATE_16I, V3D_SAMPLER_STATE_8I, V3D_SAMPLER_STATE_8U, V3D_SAMPLER_STATE_VARIANT_COUNT, }; struct v3d_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]; /* V3D 4.x: Texture state struct. */ struct v3d_bo *bo; enum v3d_sampler_state_variant sampler_variant; /* Actual texture to be read by this sampler view. May be different * from base.texture in the case of having a shadow tiled copy of a * raster texture. */ struct pipe_resource *texture; }; struct v3d_sampler_state { struct pipe_sampler_state base; uint32_t p0; uint32_t p1; /* V3D 3.x: Packed texture state. */ uint8_t texture_shader_state[32]; /* V3D 4.x: Sampler state struct. */ struct pipe_resource *sampler_state; uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT]; bool border_color_variants; }; struct v3d_texture_stateobj { struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS]; unsigned num_textures; struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS]; unsigned num_samplers; struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS]; }; struct v3d_shader_uniform_info { enum quniform_contents *contents; uint32_t *data; uint32_t count; }; struct v3d_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[16]; uint16_t tf_specs_psiz[16]; uint32_t num_tf_specs; }; struct v3d_compiled_shader { struct pipe_resource *resource; uint32_t offset; union { struct v3d_prog_data *base; struct v3d_vs_prog_data *vs; struct v3d_fs_prog_data *fs; struct v3d_compute_prog_data *compute; } prog_data; /** * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the * uniforms have to be rewritten (and therefore the shader state * reemitted). */ uint32_t uniform_dirty_bits; }; struct v3d_program_stateobj { struct v3d_uncompiled_shader *bind_vs, *bind_fs, *bind_compute; struct v3d_compiled_shader *cs, *vs, *fs, *compute; struct hash_table *cache[MESA_SHADER_STAGES]; struct v3d_bo *spill_bo; int spill_size_per_thread; }; struct v3d_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; uint32_t dirty_mask; }; struct v3d_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; uint32_t dirty_mask; }; struct v3d_vertex_stateobj { struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4]; unsigned num_elements; uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)]; struct pipe_resource *defaults; uint32_t defaults_offset; }; struct v3d_streamout_stateobj { struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS]; /* Number of vertices we've written into the buffer so far. */ uint32_t offsets[PIPE_MAX_SO_BUFFERS]; unsigned num_targets; }; struct v3d_ssbo_stateobj { struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS]; uint32_t enabled_mask; }; /* Hash table key for v3d->jobs */ struct v3d_job_key { struct pipe_surface *cbufs[4]; struct pipe_surface *zsbuf; }; enum v3d_ez_state { VC5_EZ_UNDECIDED = 0, VC5_EZ_GT_GE, VC5_EZ_LT_LE, VC5_EZ_DISABLED, }; struct v3d_image_view { struct pipe_image_view base; /* V3D 4.x texture shader state struct */ struct pipe_resource *tex_state; uint32_t tex_state_offset; }; struct v3d_shaderimg_stateobj { struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES]; uint32_t enabled_mask; }; /** * 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 v3d_job { struct v3d_context *v3d; struct v3d_cl bcl; struct v3d_cl rcl; struct v3d_cl indirect; struct v3d_bo *tile_alloc; struct v3d_bo *tile_state; uint32_t shader_rec_count; struct drm_v3d_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; /** Sum of the sizes of the BOs referenced by the job. */ uint32_t referenced_size; struct set *write_prscs; /* 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 clear; /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw * call without having been cleared first. */ uint32_t load; /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to * (either clears or draws) and should be stored. */ uint32_t store; uint32_t clear_color[4][4]; float clear_z; uint8_t clear_s; /** * 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; /* Set if any shader has dirtied cachelines in the TMU that need to be * flushed before job end. */ bool tmu_dirty_rcl; /** * Set if a packet enabling TF has been emitted in the job (V3D 4.x). */ bool tf_enabled; /** * Current EZ state for drawing. Updated at the start of draw after * we've decided on the shader being rendered. */ enum v3d_ez_state ez_state; /** * The first EZ state that was used for drawing with a decided EZ * direction (so either UNDECIDED, GT, or LT). */ enum v3d_ez_state first_ez_state; /** * Number of draw calls (not counting full buffer clears) queued in * the current job. */ uint32_t draw_calls_queued; struct v3d_job_key key; }; struct v3d_context { struct pipe_context base; int fd; struct v3d_screen *screen; /** The 3D rendering job for the currently bound FBO. */ struct v3d_job *job; /* Map from struct v3d_job_key to the job for that FBO. */ struct hash_table *jobs; /** * Map from v3d_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; uint32_t next_uncompiled_program_id; uint64_t next_compiled_program_id; struct v3d_compiler_state *compiler_state; uint8_t prim_mode; /** Maximum index buffer valid for the current shader_rec. */ uint32_t max_index; /** Sync object that our RCL or TFU job will update as its out_sync. */ uint32_t out_sync; /* Stream uploader used by gallium internals. This could also be used * by driver internals, but we tend to use the v3d_cl.h interfaces * instead. */ struct u_upload_mgr *uploader; /* State uploader used inside the driver. This is for packing bits of * long-term state inside buffers, since the kernel interfaces * allocate a page at a time. */ struct u_upload_mgr *state_uploader; /** @{ Current pipeline state objects */ struct pipe_scissor_state scissor; struct v3d_blend_state *blend; struct v3d_rasterizer_state *rasterizer; struct v3d_depth_stencil_alpha_state *zsa; struct v3d_program_stateobj prog; uint32_t compute_num_workgroups[3]; struct v3d_bo *compute_shared_memory; struct v3d_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; /* Per render target, whether we should swap the R and B fields in the * shader's color output and in blending. If render targets disagree * on the R/B swap and use the constant color, then we would need to * fall back to in-shader blending. */ uint8_t swap_color_rb; /* Per render target, whether we should treat the dst alpha values as * one in blending. * * For RGBX formats, the tile buffer's alpha channel will be * undefined. */ uint8_t blend_dst_alpha_one; bool active_queries; uint32_t tf_prims_generated; uint32_t prims_generated; struct pipe_poly_stipple stipple; struct pipe_clip_state clip; struct pipe_viewport_state viewport; struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES]; struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES]; struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES]; struct v3d_vertexbuf_stateobj vertexbuf; struct v3d_streamout_stateobj streamout; struct v3d_bo *current_oq; struct pipe_debug_callback debug; /** @} */ }; struct v3d_rasterizer_state { struct pipe_rasterizer_state base; float point_size; uint8_t depth_offset[9]; uint8_t depth_offset_z16[9]; }; struct v3d_depth_stencil_alpha_state { struct pipe_depth_stencil_alpha_state base; enum v3d_ez_state ez_state; uint8_t stencil_front[6]; uint8_t stencil_back[6]; }; struct v3d_blend_state { struct pipe_blend_state base; /* Per-RT mask of whether blending is enabled. */ uint8_t blend_enables; }; #define perf_debug(...) do { \ if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \ fprintf(stderr, __VA_ARGS__); \ if (unlikely(v3d->debug.debug_message)) \ pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \ } while (0) #define foreach_bit(b, mask) \ for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});) static inline struct v3d_context * v3d_context(struct pipe_context *pcontext) { return (struct v3d_context *)pcontext; } static inline struct v3d_sampler_view * v3d_sampler_view(struct pipe_sampler_view *psview) { return (struct v3d_sampler_view *)psview; } static inline struct v3d_sampler_state * v3d_sampler_state(struct pipe_sampler_state *psampler) { return (struct v3d_sampler_state *)psampler; } struct pipe_context *v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags); void v3d_program_init(struct pipe_context *pctx); void v3d_program_fini(struct pipe_context *pctx); void v3d_query_init(struct pipe_context *pctx); void v3d_simulator_init(struct v3d_screen *screen); void v3d_simulator_destroy(struct v3d_screen *screen); uint32_t v3d_simulator_get_spill(uint32_t spill_size); int v3d_simulator_ioctl(int fd, unsigned long request, void *arg); void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size); static inline int v3d_ioctl(int fd, unsigned long request, void *arg) { if (using_v3d_simulator) return v3d_simulator_ioctl(fd, request, arg); else return drmIoctl(fd, request, arg); } static inline bool v3d_transform_feedback_enabled(struct v3d_context *v3d) { return v3d->prog.bind_vs->num_tf_specs != 0 && v3d->active_queries; } void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader); struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader, enum pipe_shader_type stage); void v3d_flush(struct pipe_context *pctx); void v3d_job_init(struct v3d_context *v3d); struct v3d_job *v3d_get_job(struct v3d_context *v3d, struct pipe_surface **cbufs, struct pipe_surface *zsbuf); struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d); void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo); void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc); void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job); void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo); void v3d_flush_jobs_writing_resource(struct v3d_context *v3d, struct pipe_resource *prsc); void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, struct pipe_resource *prsc); void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode); void v3d_update_compiled_cs(struct v3d_context *v3d); bool v3d_rt_format_supported(const struct v3d_device_info *devinfo, enum pipe_format f); bool v3d_tex_format_supported(const struct v3d_device_info *devinfo, enum pipe_format f); uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f); uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f); uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo, enum pipe_format f, enum pipe_tex_compare compare); uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo, enum pipe_format f); const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo, enum pipe_format f); void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo, uint32_t format, uint32_t *type, uint32_t *bpp); bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo, uint32_t tex_format); void v3d_init_query_functions(struct v3d_context *v3d); void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); void v3d_blitter_save(struct v3d_context *v3d); boolean v3d_generate_mipmap(struct pipe_context *pctx, struct pipe_resource *prsc, enum pipe_format format, unsigned int base_level, unsigned int last_level, unsigned int first_layer, unsigned int last_layer); struct v3d_fence *v3d_fence_create(struct v3d_context *v3d); #ifdef v3dX # include "v3dx_context.h" #else # define v3dX(x) v3d33_##x # include "v3dx_context.h" # undef v3dX # define v3dX(x) v3d41_##x # include "v3dx_context.h" # undef v3dX #endif #endif /* VC5_CONTEXT_H */