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/*
* 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;
struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
cl_u8(&bcl, tilew);
cl_u8(&bcl, tileh);
cl_u8(&bcl, 0); /* flags, filled by kernel. */
/* 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(&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(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
vc4->needs_flush = true;
vc4->draw_calls_queued++;
vc4->draw_width = width;
vc4->draw_height = height;
cl_end(&vc4->bcl, bcl);
}
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_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info)
{
/* VC4_DIRTY_VTXSTATE */
struct vc4_vertex_stateobj *vtx = vc4->vtx;
/* VC4_DIRTY_VTXBUF */
struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
/* 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. */
struct vc4_cl_out *shader_rec =
cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
cl_u16(&shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
VC4_SHADER_FLAG_FS_SINGLE_THREAD |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
/* VC4_DIRTY_COMPILED_FS */
cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
/* VC4_DIRTY_COMPILED_VS */
cl_u16(&shader_rec, 0); /* vs num uniforms */
cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
/* VC4_DIRTY_COMPILED_CS */
cl_u16(&shader_rec, 0); /* cs num uniforms */
cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
uint32_t max_index = 0xffff;
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);
/* not vc4->dirty tracked: vc4->last_index_bias */
uint32_t offset = (vb->buffer_offset +
elem->src_offset +
vb->stride * info->index_bias);
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, &shader_rec, rsc->bo, offset);
cl_u8(&shader_rec, elem_size - 1);
cl_u8(&shader_rec, vb->stride);
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
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, &shader_rec, bo, 0);
cl_u8(&shader_rec, 16 - 1); /* element size */
cl_u8(&shader_rec, 0); /* stride */
cl_u8(&shader_rec, 0); /* VS VPM offset */
cl_u8(&shader_rec, 0); /* CS VPM offset */
vc4_bo_unreference(&bo);
}
cl_end(&vc4->shader_rec, shader_rec);
struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
/* the actual draw call. */
cl_u8(&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(&bcl, num_elements_emit & 0x7);
cl_end(&vc4->bcl, bcl);
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);
vc4->last_index_bias = info->index_bias;
vc4->max_index = max_index;
}
/**
* HW-2116 workaround: Flush the batch before triggering the hardware state
* counter wraparound behavior.
*
* State updates are tracked by a global counter which increments at the first
* state update after a draw or a START_BINNING. Tiles can then have their
* state updated at draw time with a set of cheap checks for whether the
* state's copy of the global counter matches the global counter the last time
* that state was written to the tile.
*
* The state counters are relatively small and wrap around quickly, so you
* could get false negatives for needing to update a particular state in the
* tile. To avoid this, the hardware attempts to write all of the state in
* the tile at wraparound time. This apparently is broken, so we just flush
* everything before that behavior is triggered. A batch flush is sufficient
* to get our current contents drawn and reset the counters to 0.
*
* Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
* tiles with VC4_PACKET_RETURN_FROM_LIST.
*/
static void
vc4_hw_2116_workaround(struct pipe_context *pctx)
{
struct vc4_context *vc4 = vc4_context(pctx);
if (vc4->draw_calls_queued == 0x1ef0) {
perf_debug("Flushing batch due to HW-2116 workaround "
"(too many draw calls per scene\n");
vc4_flush(pctx);
}
}
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_hw_2116_workaround(pctx);
vc4_get_draw_cl_space(vc4);
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);
if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
VC4_DIRTY_VTXSTATE |
VC4_DIRTY_PRIM_MODE |
VC4_DIRTY_RASTERIZER |
VC4_DIRTY_COMPILED_CS |
VC4_DIRTY_COMPILED_VS |
VC4_DIRTY_COMPILED_FS |
vc4->prog.cs->uniform_dirty_bits |
vc4->prog.vs->uniform_dirty_bits |
vc4->prog.fs->uniform_dirty_bits)) ||
vc4->last_index_bias != info->index_bias) {
vc4_emit_gl_shader_state(vc4, info);
}
vc4->dirty = 0;
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
*/
struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
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, &bcl, 1);
cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&bcl,
info->mode |
(index_size == 2 ?
VC4_INDEX_BUFFER_U16:
VC4_INDEX_BUFFER_U8));
cl_u32(&bcl, info->count);
cl_reloc(vc4, &vc4->bcl, &bcl, rsc->bo, offset);
cl_u32(&bcl, vc4->max_index);
if (vc4->indexbuf.index_size == 4)
pipe_resource_reference(&prsc, NULL);
} else {
cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&bcl, info->mode);
cl_u32(&bcl, info->count);
cl_u32(&bcl, info->start);
}
cl_end(&vc4->bcl, bcl);
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_calls_queued) {
perf_debug("Flushing rendering to process new clear.\n");
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;
}
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