/* * Copyright © 2014 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 VC4_CONTEXT_H #define VC4_CONTEXT_H #include #include "pipe/p_context.h" #include "pipe/p_state.h" #include "util/slab.h" #include "xf86drm.h" #define __user #include "vc4_drm.h" #include "vc4_bufmgr.h" #include "vc4_resource.h" #include "vc4_cl.h" #include "vc4_qir.h" #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4 #endif #ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5 #endif #ifdef USE_VC4_SIMULATOR #define using_vc4_simulator true #else #define using_vc4_simulator false #endif #define VC4_DIRTY_BLEND (1 << 0) #define VC4_DIRTY_RASTERIZER (1 << 1) #define VC4_DIRTY_ZSA (1 << 2) #define VC4_DIRTY_FRAGTEX (1 << 3) #define VC4_DIRTY_VERTTEX (1 << 4) #define VC4_DIRTY_BLEND_COLOR (1 << 7) #define VC4_DIRTY_STENCIL_REF (1 << 8) #define VC4_DIRTY_SAMPLE_MASK (1 << 9) #define VC4_DIRTY_FRAMEBUFFER (1 << 10) #define VC4_DIRTY_STIPPLE (1 << 11) #define VC4_DIRTY_VIEWPORT (1 << 12) #define VC4_DIRTY_CONSTBUF (1 << 13) #define VC4_DIRTY_VTXSTATE (1 << 14) #define VC4_DIRTY_VTXBUF (1 << 15) #define VC4_DIRTY_SCISSOR (1 << 17) #define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18) #define VC4_DIRTY_PRIM_MODE (1 << 19) #define VC4_DIRTY_CLIP (1 << 20) #define VC4_DIRTY_UNCOMPILED_VS (1 << 21) #define VC4_DIRTY_UNCOMPILED_FS (1 << 22) #define VC4_DIRTY_COMPILED_CS (1 << 23) #define VC4_DIRTY_COMPILED_VS (1 << 24) #define VC4_DIRTY_COMPILED_FS (1 << 25) #define VC4_DIRTY_FS_INPUTS (1 << 26) struct vc4_sampler_view { struct pipe_sampler_view base; uint32_t texture_p0; uint32_t texture_p1; bool force_first_level; /** * Resource containing the actual texture that will be sampled. * * We may need to rebase the .base.texture resource to work around the * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled. */ struct pipe_resource *texture; }; struct vc4_sampler_state { struct pipe_sampler_state base; uint32_t texture_p1; }; struct vc4_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 vc4_shader_uniform_info { enum quniform_contents *contents; uint32_t *data; uint32_t count; uint32_t num_texture_samples; }; struct vc4_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; }; struct vc4_ubo_range { /** * offset in bytes from the start of the ubo where this range is * uploaded. * * Only set once used is set. */ uint32_t dst_offset; /** * offset in bytes from the start of the gallium uniforms where the * data comes from. */ uint32_t src_offset; /** size in bytes of this ubo range */ uint32_t size; }; struct vc4_fs_inputs { /** * Array of the meanings of the VPM inputs this shader needs. * * It doesn't include those that aren't part of the VPM, like * point/line coordinates. */ struct vc4_varying_slot *input_slots; uint32_t num_inputs; }; struct vc4_compiled_shader { uint64_t program_id; struct vc4_bo *bo; struct vc4_shader_uniform_info uniforms; struct vc4_ubo_range *ubo_ranges; uint32_t num_ubo_ranges; uint32_t ubo_size; /** * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the * uniforms have to be rewritten (and therefore the shader state * reemitted). */ uint32_t uniform_dirty_bits; /** bitmask of which inputs are color inputs, for flat shade handling. */ uint32_t color_inputs; bool disable_early_z; /* Set if the compile failed, likely due to register allocation * failure. In this case, we have no shader to run and should not try * to do any draws. */ bool failed; bool fs_threaded; uint8_t num_inputs; /* Byte offsets for the start of the vertex attributes 0-7, and the * total size as "attribute" 8. */ uint8_t vattr_offsets[9]; uint8_t vattrs_live; const struct vc4_fs_inputs *fs_inputs; }; struct vc4_program_stateobj { struct vc4_uncompiled_shader *bind_vs, *bind_fs; struct vc4_compiled_shader *cs, *vs, *fs; }; struct vc4_constbuf_stateobj { struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS]; uint32_t enabled_mask; uint32_t dirty_mask; }; struct vc4_vertexbuf_stateobj { struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS]; unsigned count; uint32_t enabled_mask; uint32_t dirty_mask; }; struct vc4_vertex_stateobj { struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS]; unsigned num_elements; }; /* Hash table key for vc4->jobs */ struct vc4_job_key { struct pipe_surface *cbuf; 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 vc4_job { struct vc4_cl bcl; struct vc4_cl shader_rec; struct vc4_cl uniforms; struct vc4_cl bo_handles; struct vc4_cl bo_pointers; uint32_t shader_rec_count; /** * Amount of memory used by the BOs in bo_pointers. * * Used for checking when we should flush the job early so we don't * OOM. */ uint32_t bo_space; /** @{ Surfaces to submit rendering for. */ struct pipe_surface *color_read; struct pipe_surface *color_write; struct pipe_surface *zs_read; struct pipe_surface *zs_write; struct pipe_surface *msaa_color_write; struct pipe_surface *msaa_zs_write; /** @} */ /** @{ * 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 VC4_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. */ /** 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_depth; /**< 24-bit unorm depth */ uint8_t clear_stencil; /** * Set if some drawing (triangles, blits, or just a glClear()) has * been done to the FBO, meaning that we need to * DRM_IOCTL_VC4_SUBMIT_CL. */ bool needs_flush; /** * Number of draw calls (not counting full buffer clears) queued in * the current job. */ uint32_t draw_calls_queued; struct vc4_job_key key; }; struct vc4_context { struct pipe_context base; int fd; struct vc4_screen *screen; /** The 3D rendering job for the currently bound FBO. */ struct vc4_job *job; /* Map from struct vc4_job_key to the job for that FBO. */ struct hash_table *jobs; /** * Map from vc4_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 VC4_DIRTY_* */ uint32_t dirty; struct primconvert_context *primconvert; struct hash_table *fs_cache, *vs_cache; struct set *fs_inputs_set; uint32_t next_uncompiled_program_id; uint64_t next_compiled_program_id; struct ra_regs *regs; unsigned int reg_class_any[2]; unsigned int reg_class_a_or_b[2]; unsigned int reg_class_a_or_b_or_acc[2]; unsigned int reg_class_r0_r3; unsigned int reg_class_r4_or_a[2]; unsigned int reg_class_a[2]; 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 vc4_rasterizer_state *rasterizer; struct vc4_depth_stencil_alpha_state *zsa; struct vc4_texture_stateobj verttex, fragtex; struct vc4_program_stateobj prog; struct vc4_vertex_stateobj *vtx; struct { struct pipe_blend_color f; uint8_t ub[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 vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES]; struct vc4_vertexbuf_stateobj vertexbuf; /** @} */ }; struct vc4_rasterizer_state { struct pipe_rasterizer_state base; /* VC4_CONFIGURATION_BITS */ uint8_t config_bits[V3D21_CONFIGURATION_BITS_length]; struct PACKED { uint8_t depth_offset[V3D21_DEPTH_OFFSET_length]; uint8_t point_size[V3D21_POINT_SIZE_length]; uint8_t line_width[V3D21_LINE_WIDTH_length]; } packed; }; struct vc4_depth_stencil_alpha_state { struct pipe_depth_stencil_alpha_state base; /* VC4_CONFIGURATION_BITS */ uint8_t config_bits[V3D21_CONFIGURATION_BITS_length]; /** 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(vc4_debug & VC4_DEBUG_PERF)) \ fprintf(stderr, __VA_ARGS__); \ } while (0) static inline struct vc4_context * vc4_context(struct pipe_context *pcontext) { return (struct vc4_context *)pcontext; } static inline struct vc4_sampler_view * vc4_sampler_view(struct pipe_sampler_view *psview) { return (struct vc4_sampler_view *)psview; } static inline struct vc4_sampler_state * vc4_sampler_state(struct pipe_sampler_state *psampler) { return (struct vc4_sampler_state *)psampler; } struct pipe_context *vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags); void vc4_draw_init(struct pipe_context *pctx); void vc4_state_init(struct pipe_context *pctx); void vc4_program_init(struct pipe_context *pctx); void vc4_program_fini(struct pipe_context *pctx); void vc4_query_init(struct pipe_context *pctx); void vc4_simulator_init(struct vc4_screen *screen); void vc4_simulator_destroy(struct vc4_screen *screen); int vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args, struct vc4_job *job); int vc4_simulator_ioctl(int fd, unsigned long request, void *arg); void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride, int handle, uint32_t size); static inline int vc4_ioctl(int fd, unsigned long request, void *arg) { if (using_vc4_simulator) return vc4_simulator_ioctl(fd, request, arg); else return drmIoctl(fd, request, arg); } void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader); void vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, struct vc4_constbuf_stateobj *cb, struct vc4_texture_stateobj *texstate); void vc4_flush(struct pipe_context *pctx); void vc4_job_init(struct vc4_context *vc4); struct vc4_job *vc4_get_job(struct vc4_context *vc4, struct pipe_surface *cbuf, struct pipe_surface *zsbuf); struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4); void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job); void vc4_flush_jobs_writing_resource(struct vc4_context *vc4, struct pipe_resource *prsc); void vc4_flush_jobs_reading_resource(struct vc4_context *vc4, struct pipe_resource *prsc); void vc4_emit_state(struct pipe_context *pctx); void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c); struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c); bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode); bool vc4_rt_format_supported(enum pipe_format f); bool vc4_rt_format_is_565(enum pipe_format f); bool vc4_tex_format_supported(enum pipe_format f); uint8_t vc4_get_tex_format(enum pipe_format f); const uint8_t *vc4_get_format_swizzle(enum pipe_format f); void vc4_init_query_functions(struct vc4_context *vc4); void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info); void vc4_blitter_save(struct vc4_context *vc4); #endif /* VC4_CONTEXT_H */