vc4: Mark threaded FSes as non-singlethread in the CL.
[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 /* Set if the compile failed, likely due to register allocation
161 * failure. In this case, we have no shader to run and should not try
162 * to do any draws.
163 */
164 bool failed;
165
166 bool fs_threaded;
167
168 uint8_t num_inputs;
169
170 /* Byte offsets for the start of the vertex attributes 0-7, and the
171 * total size as "attribute" 8.
172 */
173 uint8_t vattr_offsets[9];
174 uint8_t vattrs_live;
175
176 const struct vc4_fs_inputs *fs_inputs;
177 };
178
179 struct vc4_program_stateobj {
180 struct vc4_uncompiled_shader *bind_vs, *bind_fs;
181 struct vc4_compiled_shader *cs, *vs, *fs;
182 };
183
184 struct vc4_constbuf_stateobj {
185 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
186 uint32_t enabled_mask;
187 uint32_t dirty_mask;
188 };
189
190 struct vc4_vertexbuf_stateobj {
191 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
192 unsigned count;
193 uint32_t enabled_mask;
194 uint32_t dirty_mask;
195 };
196
197 struct vc4_vertex_stateobj {
198 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
199 unsigned num_elements;
200 };
201
202 /* Hash table key for vc4->jobs */
203 struct vc4_job_key {
204 struct pipe_surface *cbuf;
205 struct pipe_surface *zsbuf;
206 };
207
208 /**
209 * A complete bin/render job.
210 *
211 * This is all of the state necessary to submit a bin/render to the kernel.
212 * We want to be able to have multiple in progress at a time, so that we don't
213 * need to flush an existing CL just to switch to rendering to a new render
214 * target (which would mean reading back from the old render target when
215 * starting to render to it again).
216 */
217 struct vc4_job {
218 struct vc4_cl bcl;
219 struct vc4_cl shader_rec;
220 struct vc4_cl uniforms;
221 struct vc4_cl bo_handles;
222 struct vc4_cl bo_pointers;
223 uint32_t shader_rec_count;
224
225 /** @{ Surfaces to submit rendering for. */
226 struct pipe_surface *color_read;
227 struct pipe_surface *color_write;
228 struct pipe_surface *zs_read;
229 struct pipe_surface *zs_write;
230 struct pipe_surface *msaa_color_write;
231 struct pipe_surface *msaa_zs_write;
232 /** @} */
233 /** @{
234 * Bounding box of the scissor across all queued drawing.
235 *
236 * Note that the max values are exclusive.
237 */
238 uint32_t draw_min_x;
239 uint32_t draw_min_y;
240 uint32_t draw_max_x;
241 uint32_t draw_max_y;
242 /** @} */
243 /** @{
244 * Width/height of the color framebuffer being rendered to,
245 * for VC4_TILE_RENDERING_MODE_CONFIG.
246 */
247 uint32_t draw_width;
248 uint32_t draw_height;
249 /** @} */
250 /** @{ Tile information, depending on MSAA and float color buffer. */
251 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
252 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
253
254 uint32_t tile_width; /** @< Width of a tile. */
255 uint32_t tile_height; /** @< Height of a tile. */
256 /** Whether the current rendering is in a 4X MSAA tile buffer. */
257 bool msaa;
258 /** @} */
259
260 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
261 * first rendering.
262 */
263 uint32_t cleared;
264 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
265 * (either clears or draws).
266 */
267 uint32_t resolve;
268 uint32_t clear_color[2];
269 uint32_t clear_depth; /**< 24-bit unorm depth */
270 uint8_t clear_stencil;
271
272 /**
273 * Set if some drawing (triangles, blits, or just a glClear()) has
274 * been done to the FBO, meaning that we need to
275 * DRM_IOCTL_VC4_SUBMIT_CL.
276 */
277 bool needs_flush;
278
279 /**
280 * Number of draw calls (not counting full buffer clears) queued in
281 * the current job.
282 */
283 uint32_t draw_calls_queued;
284
285 struct vc4_job_key key;
286 };
287
288 struct vc4_context {
289 struct pipe_context base;
290
291 int fd;
292 struct vc4_screen *screen;
293
294 /** The 3D rendering job for the currently bound FBO. */
295 struct vc4_job *job;
296
297 /* Map from struct vc4_job_key to the job for that FBO.
298 */
299 struct hash_table *jobs;
300
301 /**
302 * Map from vc4_resource to a job writing to that resource.
303 *
304 * Primarily for flushing jobs rendering to textures that are now
305 * being read from.
306 */
307 struct hash_table *write_jobs;
308
309 struct slab_child_pool transfer_pool;
310 struct blitter_context *blitter;
311
312 /** bitfield of VC4_DIRTY_* */
313 uint32_t dirty;
314
315 struct primconvert_context *primconvert;
316
317 struct hash_table *fs_cache, *vs_cache;
318 struct set *fs_inputs_set;
319 uint32_t next_uncompiled_program_id;
320 uint64_t next_compiled_program_id;
321
322 struct ra_regs *regs;
323 unsigned int reg_class_any[2];
324 unsigned int reg_class_a_or_b[2];
325 unsigned int reg_class_a_or_b_or_acc[2];
326 unsigned int reg_class_r0_r3;
327 unsigned int reg_class_r4_or_a[2];
328 unsigned int reg_class_a[2];
329
330 uint8_t prim_mode;
331
332 /** Maximum index buffer valid for the current shader_rec. */
333 uint32_t max_index;
334 /** Last index bias baked into the current shader_rec. */
335 uint32_t last_index_bias;
336
337 /** Seqno of the last CL flush's job. */
338 uint64_t last_emit_seqno;
339
340 struct u_upload_mgr *uploader;
341
342 /** @{ Current pipeline state objects */
343 struct pipe_scissor_state scissor;
344 struct pipe_blend_state *blend;
345 struct vc4_rasterizer_state *rasterizer;
346 struct vc4_depth_stencil_alpha_state *zsa;
347
348 struct vc4_texture_stateobj verttex, fragtex;
349
350 struct vc4_program_stateobj prog;
351
352 struct vc4_vertex_stateobj *vtx;
353
354 struct {
355 struct pipe_blend_color f;
356 uint8_t ub[4];
357 } blend_color;
358 struct pipe_stencil_ref stencil_ref;
359 unsigned sample_mask;
360 struct pipe_framebuffer_state framebuffer;
361 struct pipe_poly_stipple stipple;
362 struct pipe_clip_state clip;
363 struct pipe_viewport_state viewport;
364 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
365 struct vc4_vertexbuf_stateobj vertexbuf;
366 struct pipe_index_buffer indexbuf;
367 /** @} */
368 };
369
370 struct vc4_rasterizer_state {
371 struct pipe_rasterizer_state base;
372
373 /* VC4_CONFIGURATION_BITS */
374 uint8_t config_bits[3];
375
376 float point_size;
377
378 /**
379 * Half-float (1/8/7 bits) value of polygon offset units for
380 * VC4_PACKET_DEPTH_OFFSET
381 */
382 uint16_t offset_units;
383 /**
384 * Half-float (1/8/7 bits) value of polygon offset scale for
385 * VC4_PACKET_DEPTH_OFFSET
386 */
387 uint16_t offset_factor;
388 };
389
390 struct vc4_depth_stencil_alpha_state {
391 struct pipe_depth_stencil_alpha_state base;
392
393 /* VC4_CONFIGURATION_BITS */
394 uint8_t config_bits[3];
395
396 /** Uniforms for stencil state.
397 *
398 * Index 0 is either the front config, or the front-and-back config.
399 * Index 1 is the back config if doing separate back stencil.
400 * Index 2 is the writemask config if it's not a common mask value.
401 */
402 uint32_t stencil_uniforms[3];
403 };
404
405 #define perf_debug(...) do { \
406 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
407 fprintf(stderr, __VA_ARGS__); \
408 } while (0)
409
410 static inline struct vc4_context *
411 vc4_context(struct pipe_context *pcontext)
412 {
413 return (struct vc4_context *)pcontext;
414 }
415
416 static inline struct vc4_sampler_view *
417 vc4_sampler_view(struct pipe_sampler_view *psview)
418 {
419 return (struct vc4_sampler_view *)psview;
420 }
421
422 static inline struct vc4_sampler_state *
423 vc4_sampler_state(struct pipe_sampler_state *psampler)
424 {
425 return (struct vc4_sampler_state *)psampler;
426 }
427
428 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
429 void *priv, unsigned flags);
430 void vc4_draw_init(struct pipe_context *pctx);
431 void vc4_state_init(struct pipe_context *pctx);
432 void vc4_program_init(struct pipe_context *pctx);
433 void vc4_program_fini(struct pipe_context *pctx);
434 void vc4_query_init(struct pipe_context *pctx);
435 void vc4_simulator_init(struct vc4_screen *screen);
436 void vc4_simulator_destroy(struct vc4_screen *screen);
437 int vc4_simulator_flush(struct vc4_context *vc4,
438 struct drm_vc4_submit_cl *args,
439 struct vc4_job *job);
440 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
441 void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride,
442 int handle, uint32_t size);
443
444 static inline int
445 vc4_ioctl(int fd, unsigned long request, void *arg)
446 {
447 if (using_vc4_simulator)
448 return vc4_simulator_ioctl(fd, request, arg);
449 else
450 return drmIoctl(fd, request, arg);
451 }
452
453 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
454 void vc4_write_uniforms(struct vc4_context *vc4,
455 struct vc4_compiled_shader *shader,
456 struct vc4_constbuf_stateobj *cb,
457 struct vc4_texture_stateobj *texstate);
458
459 void vc4_flush(struct pipe_context *pctx);
460 void vc4_job_init(struct vc4_context *vc4);
461 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
462 struct pipe_surface *cbuf,
463 struct pipe_surface *zsbuf);
464 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
465
466 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
467 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
468 struct pipe_resource *prsc);
469 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
470 struct pipe_resource *prsc);
471 void vc4_emit_state(struct pipe_context *pctx);
472 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
473 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
474 bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
475
476 bool vc4_rt_format_supported(enum pipe_format f);
477 bool vc4_rt_format_is_565(enum pipe_format f);
478 bool vc4_tex_format_supported(enum pipe_format f);
479 uint8_t vc4_get_tex_format(enum pipe_format f);
480 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
481 void vc4_init_query_functions(struct vc4_context *vc4);
482 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
483 void vc4_blitter_save(struct vc4_context *vc4);
484 #endif /* VC4_CONTEXT_H */