/* * Copyright (c) 2014 Scott Mansell * 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 "util/u_format.h" #include "util/u_pack_color.h" #include "indices/u_primconvert.h" #include "vc4_context.h" #include "vc4_resource.h" /** * Does the initial bining command list setup for drawing to a given FBO. */ static void vc4_start_draw(struct vc4_context *vc4) { if (vc4->needs_flush) return; uint32_t width = vc4->framebuffer.width; uint32_t height = vc4->framebuffer.height; uint32_t tilew = align(width, 64) / 64; uint32_t tileh = align(height, 64) / 64; /* Tile alloc memory setup: We use an initial alloc size of 32b. The * hardware then aligns that to 256b (we use 4096, because all of our * BO allocations align to that anyway), then for some reason the * simulator wants an extra page available, even if you have overflow * memory set up. */ uint32_t tile_alloc_size = 32 * tilew * tileh; tile_alloc_size = align(tile_alloc_size, 4096); tile_alloc_size += 4096; uint32_t tile_state_size = 48 * tilew * tileh; if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) { vc4_bo_unreference(&vc4->tile_alloc); vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size, "tile_alloc"); } if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) { vc4_bo_unreference(&vc4->tile_state); vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size, "tile_state"); } // Tile state data is 48 bytes per tile, I think it can be thrown away // as soon as binning is finished. cl_start_reloc(&vc4->bcl, 2); cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG); cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0); cl_u32(&vc4->bcl, vc4->tile_alloc->size); cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0); cl_u8(&vc4->bcl, tilew); cl_u8(&vc4->bcl, tileh); cl_u8(&vc4->bcl, VC4_BIN_CONFIG_AUTO_INIT_TSDA | VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 | VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32); cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING); vc4->needs_flush = true; vc4->draw_call_queued = true; } static void vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct vc4_context *vc4 = vc4_context(pctx); if (info->mode >= PIPE_PRIM_QUADS) { util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf); util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base); util_primconvert_draw_vbo(vc4->primconvert, info); return; } vc4_start_draw(vc4); vc4_update_compiled_shaders(vc4, info->mode); vc4_emit_state(pctx); /* the actual draw call. */ struct vc4_vertex_stateobj *vtx = vc4->vtx; struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf; cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE); assert(vtx->num_elements <= 8); /* Note that number of attributes == 0 in the packet means 8 * attributes. This field also contains the offset into shader_rec. */ cl_u32(&vc4->bcl, vtx->num_elements & 0x7); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. */ if (info->indexed) { struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer); assert(vc4->indexbuf.index_size == 1 || vc4->indexbuf.index_size == 2); cl_start_reloc(&vc4->bcl, 1); cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE); cl_u8(&vc4->bcl, info->mode | (vc4->indexbuf.index_size == 2 ? VC4_INDEX_BUFFER_U16: VC4_INDEX_BUFFER_U8)); cl_u32(&vc4->bcl, info->count); cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset); cl_u32(&vc4->bcl, info->max_index); } else { cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE); cl_u8(&vc4->bcl, info->mode); cl_u32(&vc4->bcl, info->count); cl_u32(&vc4->bcl, info->start); } // Shader Record vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], &vc4->fragtex, 0); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex, 0); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex, 1); cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements); cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING); cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */ cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs); cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */ cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, vc4->prog.vs->coord_shader_offset); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &vertexbuf->vb[elem->vertex_buffer_index]; struct vc4_resource *rsc = vc4_resource(vb->buffer); cl_reloc(vc4, &vc4->shader_rec, rsc->bo, vb->buffer_offset + elem->src_offset); cl_u8(&vc4->shader_rec, util_format_get_blocksize(elem->src_format) - 1); cl_u8(&vc4->shader_rec, vb->stride); cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */ cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */ } if (vc4->zsa && vc4->zsa->base.depth.enabled) { vc4->resolve |= PIPE_CLEAR_DEPTH; } vc4->resolve |= PIPE_CLEAR_COLOR0; vc4->shader_rec_count++; if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH) vc4_flush(pctx); } static uint32_t pack_rgba(enum pipe_format format, const float *rgba) { union util_color uc; util_pack_color(rgba, format, &uc); return uc.ui[0]; } static void vc4_clear(struct pipe_context *pctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct vc4_context *vc4 = vc4_context(pctx); /* We can't flag new buffers for clearing once we've queued draws. We * could avoid this by using the 3d engine to clear. */ if (vc4->draw_call_queued) vc4_flush(pctx); if (buffers & PIPE_CLEAR_COLOR0) { vc4->clear_color[0] = vc4->clear_color[1] = pack_rgba(vc4->framebuffer.cbufs[0]->format, color->f); } if (buffers & PIPE_CLEAR_DEPTH) { /* Though the depth buffer is stored with Z in the high 24, * for this field we just need to store it in the low 24. */ vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth); } vc4->cleared |= buffers; vc4->resolve |= buffers; vc4_start_draw(vc4); } static void vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps, const union pipe_color_union *color, unsigned x, unsigned y, unsigned w, unsigned h) { fprintf(stderr, "unimpl: clear RT\n"); } static void vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps, unsigned buffers, double depth, unsigned stencil, unsigned x, unsigned y, unsigned w, unsigned h) { fprintf(stderr, "unimpl: clear DS\n"); } void vc4_draw_init(struct pipe_context *pctx) { pctx->draw_vbo = vc4_draw_vbo; pctx->clear = vc4_clear; pctx->clear_render_target = vc4_clear_render_target; pctx->clear_depth_stencil = vc4_clear_depth_stencil; }