vc4: Restructure the simulator mode.
[mesa.git] / src / gallium / drivers / vc4 / vc4_context.h
1 /*
2 * Copyright © 2014 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22 * IN THE SOFTWARE.
23 */
24
25 #ifndef VC4_CONTEXT_H
26 #define VC4_CONTEXT_H
27
28 #include <stdio.h>
29
30 #include "pipe/p_context.h"
31 #include "pipe/p_state.h"
32 #include "util/slab.h"
33 #include "xf86drm.h"
34
35 #define __user
36 #include "vc4_drm.h"
37 #include "vc4_bufmgr.h"
38 #include "vc4_resource.h"
39 #include "vc4_cl.h"
40 #include "vc4_qir.h"
41
42 #ifdef USE_VC4_SIMULATOR
43 #define using_vc4_simulator true
44 #else
45 #define using_vc4_simulator false
46 #endif
47
48 #define VC4_DIRTY_BLEND (1 << 0)
49 #define VC4_DIRTY_RASTERIZER (1 << 1)
50 #define VC4_DIRTY_ZSA (1 << 2)
51 #define VC4_DIRTY_FRAGTEX (1 << 3)
52 #define VC4_DIRTY_VERTTEX (1 << 4)
53
54 #define VC4_DIRTY_BLEND_COLOR (1 << 7)
55 #define VC4_DIRTY_STENCIL_REF (1 << 8)
56 #define VC4_DIRTY_SAMPLE_MASK (1 << 9)
57 #define VC4_DIRTY_FRAMEBUFFER (1 << 10)
58 #define VC4_DIRTY_STIPPLE (1 << 11)
59 #define VC4_DIRTY_VIEWPORT (1 << 12)
60 #define VC4_DIRTY_CONSTBUF (1 << 13)
61 #define VC4_DIRTY_VTXSTATE (1 << 14)
62 #define VC4_DIRTY_VTXBUF (1 << 15)
63 #define VC4_DIRTY_INDEXBUF (1 << 16)
64 #define VC4_DIRTY_SCISSOR (1 << 17)
65 #define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
66 #define VC4_DIRTY_PRIM_MODE (1 << 19)
67 #define VC4_DIRTY_CLIP (1 << 20)
68 #define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
69 #define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
70 #define VC4_DIRTY_COMPILED_CS (1 << 23)
71 #define VC4_DIRTY_COMPILED_VS (1 << 24)
72 #define VC4_DIRTY_COMPILED_FS (1 << 25)
73 #define VC4_DIRTY_FS_INPUTS (1 << 26)
74
75 struct vc4_sampler_view {
76 struct pipe_sampler_view base;
77 uint32_t texture_p0;
78 uint32_t texture_p1;
79 bool force_first_level;
80 };
81
82 struct vc4_sampler_state {
83 struct pipe_sampler_state base;
84 uint32_t texture_p1;
85 };
86
87 struct vc4_texture_stateobj {
88 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
89 unsigned num_textures;
90 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
91 unsigned num_samplers;
92 };
93
94 struct vc4_shader_uniform_info {
95 enum quniform_contents *contents;
96 uint32_t *data;
97 uint32_t count;
98 uint32_t num_texture_samples;
99 };
100
101 struct vc4_uncompiled_shader {
102 /** A name for this program, so you can track it in shader-db output. */
103 uint32_t program_id;
104 /** How many variants of this program were compiled, for shader-db. */
105 uint32_t compiled_variant_count;
106 struct pipe_shader_state base;
107 };
108
109 struct vc4_ubo_range {
110 /**
111 * offset in bytes from the start of the ubo where this range is
112 * uploaded.
113 *
114 * Only set once used is set.
115 */
116 uint32_t dst_offset;
117
118 /**
119 * offset in bytes from the start of the gallium uniforms where the
120 * data comes from.
121 */
122 uint32_t src_offset;
123
124 /** size in bytes of this ubo range */
125 uint32_t size;
126 };
127
128 struct vc4_fs_inputs {
129 /**
130 * Array of the meanings of the VPM inputs this shader needs.
131 *
132 * It doesn't include those that aren't part of the VPM, like
133 * point/line coordinates.
134 */
135 struct vc4_varying_slot *input_slots;
136 uint32_t num_inputs;
137 };
138
139 struct vc4_compiled_shader {
140 uint64_t program_id;
141 struct vc4_bo *bo;
142
143 struct vc4_shader_uniform_info uniforms;
144
145 struct vc4_ubo_range *ubo_ranges;
146 uint32_t num_ubo_ranges;
147 uint32_t ubo_size;
148 /**
149 * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
150 * uniforms have to be rewritten (and therefore the shader state
151 * reemitted).
152 */
153 uint32_t uniform_dirty_bits;
154
155 /** bitmask of which inputs are color inputs, for flat shade handling. */
156 uint32_t color_inputs;
157
158 bool disable_early_z;
159
160 uint8_t num_inputs;
161
162 /* Byte offsets for the start of the vertex attributes 0-7, and the
163 * total size as "attribute" 8.
164 */
165 uint8_t vattr_offsets[9];
166 uint8_t vattrs_live;
167
168 const struct vc4_fs_inputs *fs_inputs;
169 };
170
171 struct vc4_program_stateobj {
172 struct vc4_uncompiled_shader *bind_vs, *bind_fs;
173 struct vc4_compiled_shader *cs, *vs, *fs;
174 };
175
176 struct vc4_constbuf_stateobj {
177 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
178 uint32_t enabled_mask;
179 uint32_t dirty_mask;
180 };
181
182 struct vc4_vertexbuf_stateobj {
183 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
184 unsigned count;
185 uint32_t enabled_mask;
186 uint32_t dirty_mask;
187 };
188
189 struct vc4_vertex_stateobj {
190 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
191 unsigned num_elements;
192 };
193
194 /* Hash table key for vc4->jobs */
195 struct vc4_job_key {
196 struct pipe_surface *cbuf;
197 struct pipe_surface *zsbuf;
198 };
199
200 /**
201 * A complete bin/render job.
202 *
203 * This is all of the state necessary to submit a bin/render to the kernel.
204 * We want to be able to have multiple in progress at a time, so that we don't
205 * need to flush an existing CL just to switch to rendering to a new render
206 * target (which would mean reading back from the old render target when
207 * starting to render to it again).
208 */
209 struct vc4_job {
210 struct vc4_cl bcl;
211 struct vc4_cl shader_rec;
212 struct vc4_cl uniforms;
213 struct vc4_cl bo_handles;
214 struct vc4_cl bo_pointers;
215 uint32_t shader_rec_count;
216
217 /** @{ Surfaces to submit rendering for. */
218 struct pipe_surface *color_read;
219 struct pipe_surface *color_write;
220 struct pipe_surface *zs_read;
221 struct pipe_surface *zs_write;
222 struct pipe_surface *msaa_color_write;
223 struct pipe_surface *msaa_zs_write;
224 /** @} */
225 /** @{
226 * Bounding box of the scissor across all queued drawing.
227 *
228 * Note that the max values are exclusive.
229 */
230 uint32_t draw_min_x;
231 uint32_t draw_min_y;
232 uint32_t draw_max_x;
233 uint32_t draw_max_y;
234 /** @} */
235 /** @{
236 * Width/height of the color framebuffer being rendered to,
237 * for VC4_TILE_RENDERING_MODE_CONFIG.
238 */
239 uint32_t draw_width;
240 uint32_t draw_height;
241 /** @} */
242 /** @{ Tile information, depending on MSAA and float color buffer. */
243 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
244 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
245
246 uint32_t tile_width; /** @< Width of a tile. */
247 uint32_t tile_height; /** @< Height of a tile. */
248 /** Whether the current rendering is in a 4X MSAA tile buffer. */
249 bool msaa;
250 /** @} */
251
252 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
253 * first rendering.
254 */
255 uint32_t cleared;
256 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
257 * (either clears or draws).
258 */
259 uint32_t resolve;
260 uint32_t clear_color[2];
261 uint32_t clear_depth; /**< 24-bit unorm depth */
262 uint8_t clear_stencil;
263
264 /**
265 * Set if some drawing (triangles, blits, or just a glClear()) has
266 * been done to the FBO, meaning that we need to
267 * DRM_IOCTL_VC4_SUBMIT_CL.
268 */
269 bool needs_flush;
270
271 /**
272 * Number of draw calls (not counting full buffer clears) queued in
273 * the current job.
274 */
275 uint32_t draw_calls_queued;
276
277 struct vc4_job_key key;
278 };
279
280 struct vc4_context {
281 struct pipe_context base;
282
283 int fd;
284 struct vc4_screen *screen;
285
286 /** The 3D rendering job for the currently bound FBO. */
287 struct vc4_job *job;
288
289 /* Map from struct vc4_job_key to the job for that FBO.
290 */
291 struct hash_table *jobs;
292
293 /**
294 * Map from vc4_resource to a job writing to that resource.
295 *
296 * Primarily for flushing jobs rendering to textures that are now
297 * being read from.
298 */
299 struct hash_table *write_jobs;
300
301 struct slab_child_pool transfer_pool;
302 struct blitter_context *blitter;
303
304 /** bitfield of VC4_DIRTY_* */
305 uint32_t dirty;
306
307 struct primconvert_context *primconvert;
308
309 struct hash_table *fs_cache, *vs_cache;
310 struct set *fs_inputs_set;
311 uint32_t next_uncompiled_program_id;
312 uint64_t next_compiled_program_id;
313
314 struct ra_regs *regs;
315 unsigned int reg_class_any;
316 unsigned int reg_class_a_or_b_or_acc;
317 unsigned int reg_class_r0_r3;
318 unsigned int reg_class_r4_or_a;
319 unsigned int reg_class_a;
320
321 uint8_t prim_mode;
322
323 /** Maximum index buffer valid for the current shader_rec. */
324 uint32_t max_index;
325 /** Last index bias baked into the current shader_rec. */
326 uint32_t last_index_bias;
327
328 /** Seqno of the last CL flush's job. */
329 uint64_t last_emit_seqno;
330
331 struct u_upload_mgr *uploader;
332
333 /** @{ Current pipeline state objects */
334 struct pipe_scissor_state scissor;
335 struct pipe_blend_state *blend;
336 struct vc4_rasterizer_state *rasterizer;
337 struct vc4_depth_stencil_alpha_state *zsa;
338
339 struct vc4_texture_stateobj verttex, fragtex;
340
341 struct vc4_program_stateobj prog;
342
343 struct vc4_vertex_stateobj *vtx;
344
345 struct {
346 struct pipe_blend_color f;
347 uint8_t ub[4];
348 } blend_color;
349 struct pipe_stencil_ref stencil_ref;
350 unsigned sample_mask;
351 struct pipe_framebuffer_state framebuffer;
352 struct pipe_poly_stipple stipple;
353 struct pipe_clip_state clip;
354 struct pipe_viewport_state viewport;
355 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
356 struct vc4_vertexbuf_stateobj vertexbuf;
357 struct pipe_index_buffer indexbuf;
358 /** @} */
359 };
360
361 struct vc4_rasterizer_state {
362 struct pipe_rasterizer_state base;
363
364 /* VC4_CONFIGURATION_BITS */
365 uint8_t config_bits[3];
366
367 float point_size;
368
369 /**
370 * Half-float (1/8/7 bits) value of polygon offset units for
371 * VC4_PACKET_DEPTH_OFFSET
372 */
373 uint16_t offset_units;
374 /**
375 * Half-float (1/8/7 bits) value of polygon offset scale for
376 * VC4_PACKET_DEPTH_OFFSET
377 */
378 uint16_t offset_factor;
379 };
380
381 struct vc4_depth_stencil_alpha_state {
382 struct pipe_depth_stencil_alpha_state base;
383
384 /* VC4_CONFIGURATION_BITS */
385 uint8_t config_bits[3];
386
387 /** Uniforms for stencil state.
388 *
389 * Index 0 is either the front config, or the front-and-back config.
390 * Index 1 is the back config if doing separate back stencil.
391 * Index 2 is the writemask config if it's not a common mask value.
392 */
393 uint32_t stencil_uniforms[3];
394 };
395
396 #define perf_debug(...) do { \
397 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
398 fprintf(stderr, __VA_ARGS__); \
399 } while (0)
400
401 static inline struct vc4_context *
402 vc4_context(struct pipe_context *pcontext)
403 {
404 return (struct vc4_context *)pcontext;
405 }
406
407 static inline struct vc4_sampler_view *
408 vc4_sampler_view(struct pipe_sampler_view *psview)
409 {
410 return (struct vc4_sampler_view *)psview;
411 }
412
413 static inline struct vc4_sampler_state *
414 vc4_sampler_state(struct pipe_sampler_state *psampler)
415 {
416 return (struct vc4_sampler_state *)psampler;
417 }
418
419 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
420 void *priv, unsigned flags);
421 void vc4_draw_init(struct pipe_context *pctx);
422 void vc4_state_init(struct pipe_context *pctx);
423 void vc4_program_init(struct pipe_context *pctx);
424 void vc4_program_fini(struct pipe_context *pctx);
425 void vc4_query_init(struct pipe_context *pctx);
426 void vc4_simulator_init(struct vc4_screen *screen);
427 void vc4_simulator_destroy(struct vc4_screen *screen);
428 int vc4_simulator_flush(struct vc4_context *vc4,
429 struct drm_vc4_submit_cl *args,
430 struct vc4_job *job);
431 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
432
433 static inline int
434 vc4_ioctl(int fd, unsigned long request, void *arg)
435 {
436 if (using_vc4_simulator)
437 return vc4_simulator_ioctl(fd, request, arg);
438 else
439 return drmIoctl(fd, request, arg);
440 }
441
442 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
443 void vc4_write_uniforms(struct vc4_context *vc4,
444 struct vc4_compiled_shader *shader,
445 struct vc4_constbuf_stateobj *cb,
446 struct vc4_texture_stateobj *texstate);
447
448 void vc4_flush(struct pipe_context *pctx);
449 void vc4_job_init(struct vc4_context *vc4);
450 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
451 struct pipe_surface *cbuf,
452 struct pipe_surface *zsbuf);
453 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
454
455 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
456 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
457 struct pipe_resource *prsc);
458 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
459 struct pipe_resource *prsc);
460 void vc4_emit_state(struct pipe_context *pctx);
461 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
462 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
463 void vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
464
465 bool vc4_rt_format_supported(enum pipe_format f);
466 bool vc4_rt_format_is_565(enum pipe_format f);
467 bool vc4_tex_format_supported(enum pipe_format f);
468 uint8_t vc4_get_tex_format(enum pipe_format f);
469 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
470 void vc4_init_query_functions(struct vc4_context *vc4);
471 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
472 void vc4_blitter_save(struct vc4_context *vc4);
473 #endif /* VC4_CONTEXT_H */