/* * Copyright © 2014-2017 Broadcom * * 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. */ /** * @file v3d_simulator_hw.c * * Implements the actual HW interaction betweeh the GL driver's VC5 simulator and the simulator. * * The register headers between V3D versions will have conflicting defines, so * all register interactions appear in this file and are compiled per V3D version * we support. */ #ifdef USE_V3D_SIMULATOR #include "v3d_screen.h" #include "v3d_context.h" #include "v3d_simulator_wrapper.h" #define HW_REGISTER_RO(x) (x) #define HW_REGISTER_RW(x) (x) #if V3D_VERSION >= 41 #include "libs/core/v3d/registers/4.1.34.0/v3d.h" #else #include "libs/core/v3d/registers/3.3.0.0/v3d.h" #endif #define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val) #define V3D_READ(reg) v3d_hw_read_reg(v3d, reg) static void v3d_invalidate_l3(struct v3d_hw *v3d) { if (!v3d_hw_has_gca(v3d)) return; #if V3D_VERSION < 40 uint32_t gca_ctrl = V3D_READ(V3D_GCA_CACHE_CTRL); V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH_SET); V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH_SET); #endif } /* Invalidates the L2C cache. This is a read-only cache for uniforms and instructions. */ static void v3d_invalidate_l2c(struct v3d_hw *v3d) { if (V3D_VERSION >= 33) return; V3D_WRITE(V3D_CTL_0_L2CACTL, V3D_CTL_0_L2CACTL_L2CCLR_SET | V3D_CTL_0_L2CACTL_L2CENA_SET); } /* Invalidates texture L2 cachelines */ static void v3d_invalidate_l2t(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0); V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0); V3D_WRITE(V3D_CTL_0_L2TCACTL, V3D_CTL_0_L2TCACTL_L2TFLS_SET | (0 << V3D_CTL_0_L2TCACTL_L2TFLM_LSB)); } /* Invalidates the slice caches. These are read-only caches. */ static void v3d_invalidate_slices(struct v3d_hw *v3d) { V3D_WRITE(V3D_CTL_0_SLCACTL, ~0); } static void v3d_invalidate_caches(struct v3d_hw *v3d) { v3d_invalidate_l3(v3d); v3d_invalidate_l2c(v3d); v3d_invalidate_l2t(v3d); v3d_invalidate_slices(v3d); } int v3dX(simulator_submit_tfu_ioctl)(struct v3d_hw *v3d, struct drm_v3d_submit_tfu *args) { int last_vtct = V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET; V3D_WRITE(V3D_TFU_IIA, args->iia); V3D_WRITE(V3D_TFU_IIS, args->iis); V3D_WRITE(V3D_TFU_ICA, args->ica); V3D_WRITE(V3D_TFU_IUA, args->iua); V3D_WRITE(V3D_TFU_IOA, args->ioa); V3D_WRITE(V3D_TFU_IOS, args->ios); V3D_WRITE(V3D_TFU_COEF0, args->coef[0]); V3D_WRITE(V3D_TFU_COEF1, args->coef[1]); V3D_WRITE(V3D_TFU_COEF2, args->coef[2]); V3D_WRITE(V3D_TFU_COEF3, args->coef[3]); V3D_WRITE(V3D_TFU_ICFG, args->icfg); while ((V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET) == last_vtct) { v3d_hw_tick(v3d); } return 0; } int v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d, struct drm_v3d_get_param *args) { static const uint32_t reg_map[] = { [DRM_V3D_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG, [DRM_V3D_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1, [DRM_V3D_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2, [DRM_V3D_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3, [DRM_V3D_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0, [DRM_V3D_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1, [DRM_V3D_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2, }; switch (args->param) { case DRM_V3D_PARAM_SUPPORTS_TFU: args->value = 1; return 0; } if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) { args->value = V3D_READ(reg_map[args->param]); return 0; } fprintf(stderr, "Unknown DRM_IOCTL_VC5_GET_PARAM(%lld)\n", (long long)args->value); abort(); } static struct v3d_hw *v3d_isr_hw; static void v3d_isr(uint32_t hub_status) { struct v3d_hw *v3d = v3d_isr_hw; /* Check the per-core bits */ if (hub_status & (1 << 0)) { uint32_t core_status = V3D_READ(V3D_CTL_0_INT_STS); if (core_status & V3D_CTL_0_INT_STS_INT_GMPV_SET) { fprintf(stderr, "GMP violation at 0x%08x\n", V3D_READ(V3D_GMP_0_VIO_ADDR)); abort(); } else { fprintf(stderr, "Unexpected ISR with core status 0x%08x\n", core_status); } abort(); } return; } void v3dX(simulator_init_regs)(struct v3d_hw *v3d) { #if V3D_VERSION == 33 /* Set OVRTMUOUT to match kernel behavior. * * This means that the texture sampler uniform configuration's tmu * output type field is used, instead of using the hardware default * behavior based on the texture type. If you want the default * behavior, you can still put "2" in the indirect texture state's * output_type field. */ V3D_WRITE(V3D_CTL_0_MISCCFG, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET); #endif uint32_t core_interrupts = V3D_CTL_0_INT_STS_INT_GMPV_SET; V3D_WRITE(V3D_CTL_0_INT_MSK_SET, ~core_interrupts); V3D_WRITE(V3D_CTL_0_INT_MSK_CLR, core_interrupts); v3d_isr_hw = v3d; v3d_hw_set_isr(v3d, v3d_isr); } void v3dX(simulator_submit_cl_ioctl)(struct v3d_hw *v3d, struct drm_v3d_submit_cl *submit, uint32_t gmp_ofs) { /* Completely reset the GMP. */ V3D_WRITE(V3D_GMP_0_CFG, V3D_GMP_0_CFG_PROTENABLE_SET); V3D_WRITE(V3D_GMP_0_TABLE_ADDR, gmp_ofs); V3D_WRITE(V3D_GMP_0_CLEAR_LOAD, ~0); while (V3D_READ(V3D_GMP_0_STATUS) & V3D_GMP_0_STATUS_CFG_BUSY_SET) { ; } v3d_invalidate_caches(v3d); if (submit->qma) { V3D_WRITE(V3D_CLE_0_CT0QMA, submit->qma); V3D_WRITE(V3D_CLE_0_CT0QMS, submit->qms); } #if V3D_VERSION >= 41 if (submit->qts) { V3D_WRITE(V3D_CLE_0_CT0QTS, V3D_CLE_0_CT0QTS_CTQTSEN_SET | submit->qts); } #endif V3D_WRITE(V3D_CLE_0_CT0QBA, submit->bcl_start); V3D_WRITE(V3D_CLE_0_CT0QEA, submit->bcl_end); /* Wait for bin to complete before firing render. The kernel's * scheduler implements this using the GPU scheduler blocking on the * bin fence completing. (We don't use HW semaphores). */ while (V3D_READ(V3D_CLE_0_CT0CA) != V3D_READ(V3D_CLE_0_CT0EA)) { v3d_hw_tick(v3d); } v3d_invalidate_caches(v3d); V3D_WRITE(V3D_CLE_0_CT1QBA, submit->rcl_start); V3D_WRITE(V3D_CLE_0_CT1QEA, submit->rcl_end); while (V3D_READ(V3D_CLE_0_CT1CA) != V3D_READ(V3D_CLE_0_CT1EA) || V3D_READ(V3D_CLE_1_CT1CA) != V3D_READ(V3D_CLE_1_CT1EA)) { v3d_hw_tick(v3d); } } #endif /* USE_V3D_SIMULATOR */