2 * Copyright © 2014 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
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:
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
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
30 #include "pipe/p_context.h"
31 #include "pipe/p_state.h"
32 #include "util/slab.h"
37 #include "vc4_bufmgr.h"
38 #include "vc4_resource.h"
42 #ifdef USE_VC4_SIMULATOR
43 #define using_vc4_simulator true
45 #define using_vc4_simulator false
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)
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)
75 struct vc4_sampler_view
{
76 struct pipe_sampler_view base
;
79 bool force_first_level
;
82 struct vc4_sampler_state
{
83 struct pipe_sampler_state base
;
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
;
94 struct vc4_shader_uniform_info
{
95 enum quniform_contents
*contents
;
98 uint32_t num_texture_samples
;
101 struct vc4_uncompiled_shader
{
102 /** A name for this program, so you can track it in shader-db output. */
104 /** How many variants of this program were compiled, for shader-db. */
105 uint32_t compiled_variant_count
;
106 struct pipe_shader_state base
;
109 struct vc4_ubo_range
{
111 * offset in bytes from the start of the ubo where this range is
114 * Only set once used is set.
119 * offset in bytes from the start of the gallium uniforms where the
124 /** size in bytes of this ubo range */
128 struct vc4_fs_inputs
{
130 * Array of the meanings of the VPM inputs this shader needs.
132 * It doesn't include those that aren't part of the VPM, like
133 * point/line coordinates.
135 struct vc4_varying_slot
*input_slots
;
139 struct vc4_compiled_shader
{
143 struct vc4_shader_uniform_info uniforms
;
145 struct vc4_ubo_range
*ubo_ranges
;
146 uint32_t num_ubo_ranges
;
149 * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
150 * uniforms have to be rewritten (and therefore the shader state
153 uint32_t uniform_dirty_bits
;
155 /** bitmask of which inputs are color inputs, for flat shade handling. */
156 uint32_t color_inputs
;
158 bool disable_early_z
;
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
170 /* Byte offsets for the start of the vertex attributes 0-7, and the
171 * total size as "attribute" 8.
173 uint8_t vattr_offsets
[9];
176 const struct vc4_fs_inputs
*fs_inputs
;
179 struct vc4_program_stateobj
{
180 struct vc4_uncompiled_shader
*bind_vs
, *bind_fs
;
181 struct vc4_compiled_shader
*cs
, *vs
, *fs
;
184 struct vc4_constbuf_stateobj
{
185 struct pipe_constant_buffer cb
[PIPE_MAX_CONSTANT_BUFFERS
];
186 uint32_t enabled_mask
;
190 struct vc4_vertexbuf_stateobj
{
191 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
193 uint32_t enabled_mask
;
197 struct vc4_vertex_stateobj
{
198 struct pipe_vertex_element pipe
[PIPE_MAX_ATTRIBS
];
199 unsigned num_elements
;
202 /* Hash table key for vc4->jobs */
204 struct pipe_surface
*cbuf
;
205 struct pipe_surface
*zsbuf
;
209 * A complete bin/render job.
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).
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
;
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
;
234 * Bounding box of the scissor across all queued drawing.
236 * Note that the max values are exclusive.
244 * Width/height of the color framebuffer being rendered to,
245 * for VC4_TILE_RENDERING_MODE_CONFIG.
248 uint32_t draw_height
;
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. */
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. */
260 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
264 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
265 * (either clears or draws).
268 uint32_t clear_color
[2];
269 uint32_t clear_depth
; /**< 24-bit unorm depth */
270 uint8_t clear_stencil
;
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.
280 * Number of draw calls (not counting full buffer clears) queued in
283 uint32_t draw_calls_queued
;
285 struct vc4_job_key key
;
289 struct pipe_context base
;
292 struct vc4_screen
*screen
;
294 /** The 3D rendering job for the currently bound FBO. */
297 /* Map from struct vc4_job_key to the job for that FBO.
299 struct hash_table
*jobs
;
302 * Map from vc4_resource to a job writing to that resource.
304 * Primarily for flushing jobs rendering to textures that are now
307 struct hash_table
*write_jobs
;
309 struct slab_child_pool transfer_pool
;
310 struct blitter_context
*blitter
;
312 /** bitfield of VC4_DIRTY_* */
315 struct primconvert_context
*primconvert
;
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
;
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];
332 /** Maximum index buffer valid for the current shader_rec. */
334 /** Last index bias baked into the current shader_rec. */
335 uint32_t last_index_bias
;
337 /** Seqno of the last CL flush's job. */
338 uint64_t last_emit_seqno
;
340 struct u_upload_mgr
*uploader
;
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
;
348 struct vc4_texture_stateobj verttex
, fragtex
;
350 struct vc4_program_stateobj prog
;
352 struct vc4_vertex_stateobj
*vtx
;
355 struct pipe_blend_color f
;
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
;
370 struct vc4_rasterizer_state
{
371 struct pipe_rasterizer_state base
;
373 /* VC4_CONFIGURATION_BITS */
374 uint8_t config_bits
[3];
379 * Half-float (1/8/7 bits) value of polygon offset units for
380 * VC4_PACKET_DEPTH_OFFSET
382 uint16_t offset_units
;
384 * Half-float (1/8/7 bits) value of polygon offset scale for
385 * VC4_PACKET_DEPTH_OFFSET
387 uint16_t offset_factor
;
390 struct vc4_depth_stencil_alpha_state
{
391 struct pipe_depth_stencil_alpha_state base
;
393 /* VC4_CONFIGURATION_BITS */
394 uint8_t config_bits
[3];
396 /** Uniforms for stencil state.
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.
402 uint32_t stencil_uniforms
[3];
405 #define perf_debug(...) do { \
406 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
407 fprintf(stderr, __VA_ARGS__); \
410 static inline struct vc4_context
*
411 vc4_context(struct pipe_context
*pcontext
)
413 return (struct vc4_context
*)pcontext
;
416 static inline struct vc4_sampler_view
*
417 vc4_sampler_view(struct pipe_sampler_view
*psview
)
419 return (struct vc4_sampler_view
*)psview
;
422 static inline struct vc4_sampler_state
*
423 vc4_sampler_state(struct pipe_sampler_state
*psampler
)
425 return (struct vc4_sampler_state
*)psampler
;
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
);
445 vc4_ioctl(int fd
, unsigned long request
, void *arg
)
447 if (using_vc4_simulator
)
448 return vc4_simulator_ioctl(fd
, request
, arg
);
450 return drmIoctl(fd
, request
, arg
);
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
);
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
);
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
);
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 */