/* * Copyright © 2014 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. */ #include #include #include #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_blitter.h" #include "indices/u_primconvert.h" #include "pipe/p_screen.h" #include "vc4_screen.h" #include "vc4_context.h" #include "vc4_resource.h" static void vc4_setup_rcl(struct vc4_context *vc4) { struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]); struct vc4_resource *ctex = vc4_resource(csurf->base.texture); uint32_t resolve_uncleared = vc4->resolve & ~vc4->cleared; uint32_t width = vc4->framebuffer.width; uint32_t height = vc4->framebuffer.height; uint32_t xtiles = align(width, 64) / 64; uint32_t ytiles = align(height, 64) / 64; #if 0 fprintf(stderr, "RCL: resolve 0x%x clear 0x%x resolve uncleared 0x%x\n", vc4->resolve, vc4->cleared, resolve_uncleared); #endif cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS); cl_u32(&vc4->rcl, vc4->clear_color[0]); cl_u32(&vc4->rcl, vc4->clear_color[1]); cl_u32(&vc4->rcl, vc4->clear_depth); cl_u8(&vc4->rcl, 0); cl_start_reloc(&vc4->rcl, 1); cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG); cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset); cl_u16(&vc4->rcl, width); cl_u16(&vc4->rcl, height); cl_u16(&vc4->rcl, ((ctex->tiling << VC4_RENDER_CONFIG_MEMORY_FORMAT_SHIFT) | VC4_RENDER_CONFIG_FORMAT_RGBA8888 | VC4_RENDER_CONFIG_EARLY_Z_COVERAGE_DISABLE)); /* The tile buffer normally gets cleared when the previous tile is * stored. If the clear values changed between frames, then the tile * buffer has stale clear values in it, so we have to do a store in * None mode (no writes) so that we trigger the tile buffer clear. */ if (vc4->cleared & PIPE_CLEAR_COLOR0) { cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES); cl_u8(&vc4->rcl, 0); cl_u8(&vc4->rcl, 0); cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL); cl_u16(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE); cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */ } for (int y = 0; y < ytiles; y++) { for (int x = 0; x < xtiles; x++) { bool end_of_frame = (x == xtiles - 1 && y == ytiles - 1); /* Note that the load doesn't actually occur until the * tile coords packet is processed. */ if (resolve_uncleared & PIPE_CLEAR_COLOR) { cl_start_reloc(&vc4->rcl, 1); cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL); cl_u8(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_COLOR | (ctex->tiling << VC4_LOADSTORE_TILE_BUFFER_FORMAT_SHIFT)); cl_u8(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_RGBA8888); cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset); } cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES); cl_u8(&vc4->rcl, x); cl_u8(&vc4->rcl, y); cl_start_reloc(&vc4->rcl, 1); cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST); cl_reloc(vc4, &vc4->rcl, vc4->tile_alloc, (y * xtiles + x) * 32); if (vc4->resolve & PIPE_CLEAR_COLOR0) { if (end_of_frame) { cl_u8(&vc4->rcl, VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF); } else { cl_u8(&vc4->rcl, VC4_PACKET_STORE_MS_TILE_BUFFER); } } else { assert(!"unfinished: Need to end the frame\n"); } } } } void vc4_flush(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return; cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL); cl_u8(&vc4->bcl, VC4_PACKET_NOP); cl_u8(&vc4->bcl, VC4_PACKET_HALT); vc4_setup_rcl(vc4); struct drm_vc4_submit_cl submit; memset(&submit, 0, sizeof(submit)); submit.bo_handles = vc4->bo_handles.base; submit.bo_handle_count = (vc4->bo_handles.next - vc4->bo_handles.base) / 4; submit.bin_cl = vc4->bcl.base; submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base; submit.render_cl = vc4->rcl.base; submit.render_cl_size = vc4->rcl.next - vc4->rcl.base; submit.shader_rec = vc4->shader_rec.base; submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base; submit.shader_rec_count = vc4->shader_rec_count; submit.uniforms = vc4->uniforms.base; submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base; if (!(vc4_debug & VC4_DEBUG_NORAST)) { int ret; #ifndef USE_VC4_SIMULATOR ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit); #else ret = vc4_simulator_flush(vc4, &submit); #endif if (ret) errx(1, "VC4 submit failed\n"); } vc4_reset_cl(&vc4->bcl); vc4_reset_cl(&vc4->rcl); vc4_reset_cl(&vc4->shader_rec); vc4_reset_cl(&vc4->uniforms); vc4_reset_cl(&vc4->bo_handles); struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < submit.bo_handle_count; i++) vc4_bo_unreference(&referenced_bos[i]); vc4_reset_cl(&vc4->bo_pointers); vc4->shader_rec_count = 0; vc4->needs_flush = false; vc4->draw_call_queued = false; vc4->dirty = ~0; vc4->resolve = 0; vc4->cleared = 0; } static void vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, unsigned flags) { vc4_flush(pctx); } /** * Flushes the current command lists if they reference the given BO. * * This helps avoid flushing the command buffers when unnecessary. */ void vc4_flush_for_bo(struct pipe_context *pctx, struct vc4_bo *bo) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return; /* Walk all the referenced BOs in the drawing command list to see if * they match. */ struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < (vc4->bo_handles.next - vc4->bo_handles.base) / 4; i++) { if (referenced_bos[i] == bo) { vc4_flush(pctx); return; } } /* Also check for the Z/color buffers, since the references to those * are only added immediately before submit. */ struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]); if (csurf) { struct vc4_resource *ctex = vc4_resource(csurf->base.texture); if (ctex->bo == bo) { vc4_flush(pctx); return; } } struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf); if (zsurf) { struct vc4_resource *ztex = vc4_resource(zsurf->base.texture); if (ztex->bo == bo) { vc4_flush(pctx); return; } } } static void vc4_context_destroy(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); if (vc4->blitter) util_blitter_destroy(vc4->blitter); if (vc4->primconvert) util_primconvert_destroy(vc4->primconvert); util_slab_destroy(&vc4->transfer_pool); free(vc4); } struct pipe_context * vc4_context_create(struct pipe_screen *pscreen, void *priv) { struct vc4_screen *screen = vc4_screen(pscreen); struct vc4_context *vc4; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; vc4_debug &= ~VC4_DEBUG_SHADERDB; vc4 = CALLOC_STRUCT(vc4_context); if (vc4 == NULL) return NULL; struct pipe_context *pctx = &vc4->base; vc4->screen = screen; pctx->screen = pscreen; pctx->priv = priv; pctx->destroy = vc4_context_destroy; pctx->flush = vc4_pipe_flush; vc4_draw_init(pctx); vc4_state_init(pctx); vc4_program_init(pctx); vc4_resource_context_init(pctx); vc4_init_cl(vc4, &vc4->bcl); vc4_init_cl(vc4, &vc4->rcl); vc4_init_cl(vc4, &vc4->shader_rec); vc4_init_cl(vc4, &vc4->bo_handles); vc4->dirty = ~0; vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct pipe_transfer), 16, UTIL_SLAB_SINGLETHREADED); vc4->blitter = util_blitter_create(pctx); if (!vc4->blitter) goto fail; vc4->primconvert = util_primconvert_create(pctx, !((1 << PIPE_PRIM_QUADS) - 1)); if (!vc4->primconvert) goto fail; vc4_debug |= saved_shaderdb_flag; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }