/* * 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_prim.h" #include "util/u_format.h" #include "util/u_pack_color.h" #include "indices/u_primconvert.h" #include "vc4_context.h" #include "vc4_resource.h" static void vc4_get_draw_cl_space(struct vc4_context *vc4) { /* Binner gets our packet state -- vc4_emit.c contents, * and the primitive itself. */ cl_ensure_space(&vc4->bcl, 256); /* Nothing for rcl -- that's covered by vc4_context.c */ /* shader_rec gets up to 12 dwords of reloc handles plus a maximally * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of * vattr stride). */ cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32); /* Uniforms are covered by vc4_write_uniforms(). */ /* There could be up to 16 textures per stage, plus misc other * pointers. */ cl_ensure_space(&vc4->bo_handles, (2 * 16 + 20) * sizeof(uint32_t)); cl_ensure_space(&vc4->bo_pointers, (2 * 16 + 20) * sizeof(struct vc4_bo *)); } /** * 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; vc4_get_draw_cl_space(vc4); 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. * * XXX: The binner only does 28-bit addressing math, so the tile alloc * and tile state should be in the same BO and that BO needs to not * cross a 256MB boundary, somehow. */ 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); /* START_TILE_BINNING resets the statechange counters in the hardware, * which are what is used when a primitive is binned to a tile to * figure out what new state packets need to be written to that tile's * command list. */ cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING); /* Reset the current compressed primitives format. This gets modified * by VC4_PACKET_GL_INDEXED_PRIMITIVE and * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start * of every tile. */ cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT); cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX | VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES)); vc4->needs_flush = true; vc4->draw_call_queued = true; } static void vc4_update_shadow_textures(struct pipe_context *pctx, struct vc4_texture_stateobj *stage_tex) { for (int i = 0; i < stage_tex->num_textures; i++) { struct pipe_sampler_view *view = stage_tex->textures[i]; if (!view) continue; struct vc4_resource *rsc = vc4_resource(view->texture); if (rsc->shadow_parent) vc4_update_shadow_baselevel_texture(pctx, view); } } 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); perf_debug("Fallback conversion for %d %s vertices\n", info->count, u_prim_name(info->mode)); return; } /* Before setting up the draw, do any fixup blits necessary. */ vc4_update_shadow_textures(pctx, &vc4->verttex); vc4_update_shadow_textures(pctx, &vc4->fragtex); vc4_get_draw_cl_space(vc4); struct vc4_vertex_stateobj *vtx = vc4->vtx; struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf; if (vc4->prim_mode != info->mode) { vc4->prim_mode = info->mode; vc4->dirty |= VC4_DIRTY_PRIM_MODE; } vc4_start_draw(vc4); vc4_update_compiled_shaders(vc4, info->mode); vc4_emit_state(pctx); vc4->dirty = 0; vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], &vc4->fragtex); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); vc4_write_uniforms(vc4, vc4->prog.cs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); /* The simulator throws a fit if VS or CS don't read an attribute, so * we emit a dummy read. */ uint32_t num_elements_emit = MAX2(vtx->num_elements, 1); /* Emit the shader record. */ cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit); cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING | ((info->mode == PIPE_PRIM_POINTS && vc4->rasterizer->base.point_size_per_vertex) ? VC4_SHADER_FLAG_VS_POINT_SIZE : 0)); 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, vc4->prog.vs->vattrs_live); cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[8]); 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, vc4->prog.cs->vattrs_live); cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[8]); cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ uint32_t max_index = 0xffff; uint32_t vpm_offset = 0; 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); uint32_t offset = vb->buffer_offset + elem->src_offset; uint32_t vb_size = rsc->bo->size - offset; uint32_t elem_size = util_format_get_blocksize(elem->src_format); cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset); cl_u8(&vc4->shader_rec, elem_size - 1); cl_u8(&vc4->shader_rec, vb->stride); cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[i]); cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[i]); vpm_offset += align(elem_size, 4); if (vb->stride > 0) { max_index = MIN2(max_index, (vb_size - elem_size) / vb->stride); } } if (vtx->num_elements == 0) { assert(num_elements_emit == 1); struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO"); cl_reloc(vc4, &vc4->shader_rec, bo, 0); cl_u8(&vc4->shader_rec, 16 - 1); /* element size */ cl_u8(&vc4->shader_rec, 0); /* stride */ cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */ cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */ vc4_bo_unreference(&bo); } /* the actual draw call. */ 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, num_elements_emit & 0x7); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. */ if (info->indexed) { uint32_t offset = vc4->indexbuf.offset; uint32_t index_size = vc4->indexbuf.index_size; struct pipe_resource *prsc; if (vc4->indexbuf.index_size == 4) { prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf, info->count, &offset); index_size = 2; } else { prsc = vc4->indexbuf.buffer; } struct vc4_resource *rsc = vc4_resource(prsc); cl_start_reloc(&vc4->bcl, 1); cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE); cl_u8(&vc4->bcl, info->mode | (index_size == 2 ? VC4_INDEX_BUFFER_U16: VC4_INDEX_BUFFER_U8)); cl_u32(&vc4->bcl, info->count); cl_reloc(vc4, &vc4->bcl, rsc->bo, offset); cl_u32(&vc4->bcl, max_index); if (vc4->indexbuf.index_size == 4) pipe_resource_reference(&prsc, NULL); } 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); } if (vc4->zsa && vc4->zsa->base.depth.enabled) { vc4->resolve |= PIPE_CLEAR_DEPTH; } if (vc4->zsa && vc4->zsa->base.stencil[0].enabled) vc4->resolve |= PIPE_CLEAR_STENCIL; 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); if (util_format_get_blocksize(format) == 2) return uc.us; else 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) { perf_debug("Flushing rendering to process new clear."); 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); } if (buffers & PIPE_CLEAR_STENCIL) vc4->clear_stencil = stencil; vc4->draw_min_x = 0; vc4->draw_min_y = 0; vc4->draw_max_x = vc4->framebuffer.width; vc4->draw_max_y = vc4->framebuffer.height; 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; }