summaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/vc4/vc4_context.h
blob: 38dc3a5998c0566ef0610dbec12e4a3e7992ee0a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
/*
 * Copyright © 2014 Broadcom
 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
 *
 * 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 <stdio.h>

#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/slab.h"

#define __user
#include "vc4_drm.h"
#include "vc4_bufmgr.h"
#include "vc4_resource.h"
#include "vc4_cl.h"
#include "vc4_qir.h"

#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_INDEXBUF      (1 << 16)
#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;
};

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;

        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;
};

/**
 * 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;

        /** @{ 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_context {
        struct pipe_context base;

        int fd;
        struct vc4_screen *screen;

        /** The render job for the currently bound FBO. */
        struct vc4_job *job;

        struct slab_mempool 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;
        unsigned int reg_class_a_or_b_or_acc;
        unsigned int reg_class_r0_r3;
        unsigned int reg_class_r4_or_a;
        unsigned int reg_class_a;

        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 pipe_index_buffer indexbuf;
        /** @} */
};

struct vc4_rasterizer_state {
        struct pipe_rasterizer_state base;

        /* VC4_CONFIGURATION_BITS */
        uint8_t config_bits[3];

        float point_size;

        /**
         * Half-float (1/8/7 bits) value of polygon offset units for
         * VC4_PACKET_DEPTH_OFFSET
         */
        uint16_t offset_units;
        /**
         * Half-float (1/8/7 bits) value of polygon offset scale for
         * VC4_PACKET_DEPTH_OFFSET
         */
        uint16_t offset_factor;
};

struct vc4_depth_stencil_alpha_state {
        struct pipe_depth_stencil_alpha_state base;

        /* VC4_CONFIGURATION_BITS */
        uint8_t config_bits[3];

        /** 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);
int vc4_simulator_flush(struct vc4_context *vc4,
                        struct drm_vc4_submit_cl *args);

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_job *job);
void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
void vc4_job_reset(struct vc4_job *job);
bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
                          bool include_reads);
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);
void 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 */