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/*
* 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"
#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)
#define VC4_DIRTY_UBO_1_SIZE (1 << 27)
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;
};
struct vc4_hwperfmon {
uint32_t id;
uint64_t last_seqno;
uint8_t events[DRM_VC4_MAX_PERF_COUNTERS];
uint64_t counters[DRM_VC4_MAX_PERF_COUNTERS];
};
/**
* 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;
/* Last BO hindex referenced from VC4_PACKET_GEM_HANDLES. */
uint32_t last_gem_handle_hindex;
/** @{ 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;
/** Any flags to be passed in drm_vc4_submit_cl.flags. */
uint32_t flags;
/* Performance monitor attached to this job. */
struct vc4_hwperfmon *perfmon;
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;
struct pipe_shader_state *yuv_linear_blit_vs;
struct pipe_shader_state *yuv_linear_blit_fs_8bit;
struct pipe_shader_state *yuv_linear_blit_fs_16bit;
/** @{ 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_hwperfmon *perfmon;
/** @} */
/** Handle of syncobj containing the last submitted job fence. */
uint32_t job_syncobj;
int in_fence_fd;
/** Handle of the syncobj that holds in_fence_fd for submission. */
uint32_t in_syncobj;
};
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;
/** Raster order flags to be passed in struct drm_vc4_submit_cl.flags. */
uint32_t tile_raster_order_flags;
};
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;
}
int vc4_get_driver_query_group_info(struct pipe_screen *pscreen,
unsigned index,
struct pipe_driver_query_group_info *info);
int vc4_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
struct pipe_driver_query_info *info);
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, 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);
int vc4_job_init(struct vc4_context *vc4);
int vc4_fence_context_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 */
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