broadcom/vc4: Add support for HW perfmon
[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 #ifndef DRM_VC4_PARAM_SUPPORTS_ETC1
43 #define DRM_VC4_PARAM_SUPPORTS_ETC1 4
44 #endif
45 #ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS
46 #define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
47 #endif
48
49 #ifdef USE_VC4_SIMULATOR
50 #define using_vc4_simulator true
51 #else
52 #define using_vc4_simulator false
53 #endif
54
55 #define VC4_DIRTY_BLEND (1 << 0)
56 #define VC4_DIRTY_RASTERIZER (1 << 1)
57 #define VC4_DIRTY_ZSA (1 << 2)
58 #define VC4_DIRTY_FRAGTEX (1 << 3)
59 #define VC4_DIRTY_VERTTEX (1 << 4)
60
61 #define VC4_DIRTY_BLEND_COLOR (1 << 7)
62 #define VC4_DIRTY_STENCIL_REF (1 << 8)
63 #define VC4_DIRTY_SAMPLE_MASK (1 << 9)
64 #define VC4_DIRTY_FRAMEBUFFER (1 << 10)
65 #define VC4_DIRTY_STIPPLE (1 << 11)
66 #define VC4_DIRTY_VIEWPORT (1 << 12)
67 #define VC4_DIRTY_CONSTBUF (1 << 13)
68 #define VC4_DIRTY_VTXSTATE (1 << 14)
69 #define VC4_DIRTY_VTXBUF (1 << 15)
70
71 #define VC4_DIRTY_SCISSOR (1 << 17)
72 #define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
73 #define VC4_DIRTY_PRIM_MODE (1 << 19)
74 #define VC4_DIRTY_CLIP (1 << 20)
75 #define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
76 #define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
77 #define VC4_DIRTY_COMPILED_CS (1 << 23)
78 #define VC4_DIRTY_COMPILED_VS (1 << 24)
79 #define VC4_DIRTY_COMPILED_FS (1 << 25)
80 #define VC4_DIRTY_FS_INPUTS (1 << 26)
81
82 struct vc4_sampler_view {
83 struct pipe_sampler_view base;
84 uint32_t texture_p0;
85 uint32_t texture_p1;
86 bool force_first_level;
87 /**
88 * Resource containing the actual texture that will be sampled.
89 *
90 * We may need to rebase the .base.texture resource to work around the
91 * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
92 */
93 struct pipe_resource *texture;
94 };
95
96 struct vc4_sampler_state {
97 struct pipe_sampler_state base;
98 uint32_t texture_p1;
99 };
100
101 struct vc4_texture_stateobj {
102 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
103 unsigned num_textures;
104 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
105 unsigned num_samplers;
106 };
107
108 struct vc4_shader_uniform_info {
109 enum quniform_contents *contents;
110 uint32_t *data;
111 uint32_t count;
112 uint32_t num_texture_samples;
113 };
114
115 struct vc4_uncompiled_shader {
116 /** A name for this program, so you can track it in shader-db output. */
117 uint32_t program_id;
118 /** How many variants of this program were compiled, for shader-db. */
119 uint32_t compiled_variant_count;
120 struct pipe_shader_state base;
121 };
122
123 struct vc4_ubo_range {
124 /**
125 * offset in bytes from the start of the ubo where this range is
126 * uploaded.
127 *
128 * Only set once used is set.
129 */
130 uint32_t dst_offset;
131
132 /**
133 * offset in bytes from the start of the gallium uniforms where the
134 * data comes from.
135 */
136 uint32_t src_offset;
137
138 /** size in bytes of this ubo range */
139 uint32_t size;
140 };
141
142 struct vc4_fs_inputs {
143 /**
144 * Array of the meanings of the VPM inputs this shader needs.
145 *
146 * It doesn't include those that aren't part of the VPM, like
147 * point/line coordinates.
148 */
149 struct vc4_varying_slot *input_slots;
150 uint32_t num_inputs;
151 };
152
153 struct vc4_compiled_shader {
154 uint64_t program_id;
155 struct vc4_bo *bo;
156
157 struct vc4_shader_uniform_info uniforms;
158
159 struct vc4_ubo_range *ubo_ranges;
160 uint32_t num_ubo_ranges;
161 uint32_t ubo_size;
162 /**
163 * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
164 * uniforms have to be rewritten (and therefore the shader state
165 * reemitted).
166 */
167 uint32_t uniform_dirty_bits;
168
169 /** bitmask of which inputs are color inputs, for flat shade handling. */
170 uint32_t color_inputs;
171
172 bool disable_early_z;
173
174 /* Set if the compile failed, likely due to register allocation
175 * failure. In this case, we have no shader to run and should not try
176 * to do any draws.
177 */
178 bool failed;
179
180 bool fs_threaded;
181
182 uint8_t num_inputs;
183
184 /* Byte offsets for the start of the vertex attributes 0-7, and the
185 * total size as "attribute" 8.
186 */
187 uint8_t vattr_offsets[9];
188 uint8_t vattrs_live;
189
190 const struct vc4_fs_inputs *fs_inputs;
191 };
192
193 struct vc4_program_stateobj {
194 struct vc4_uncompiled_shader *bind_vs, *bind_fs;
195 struct vc4_compiled_shader *cs, *vs, *fs;
196 };
197
198 struct vc4_constbuf_stateobj {
199 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
200 uint32_t enabled_mask;
201 uint32_t dirty_mask;
202 };
203
204 struct vc4_vertexbuf_stateobj {
205 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
206 unsigned count;
207 uint32_t enabled_mask;
208 uint32_t dirty_mask;
209 };
210
211 struct vc4_vertex_stateobj {
212 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
213 unsigned num_elements;
214 };
215
216 /* Hash table key for vc4->jobs */
217 struct vc4_job_key {
218 struct pipe_surface *cbuf;
219 struct pipe_surface *zsbuf;
220 };
221
222 struct vc4_hwperfmon {
223 uint32_t id;
224 uint64_t last_seqno;
225 uint8_t events[DRM_VC4_MAX_PERF_COUNTERS];
226 uint64_t counters[DRM_VC4_MAX_PERF_COUNTERS];
227 };
228
229 /**
230 * A complete bin/render job.
231 *
232 * This is all of the state necessary to submit a bin/render to the kernel.
233 * We want to be able to have multiple in progress at a time, so that we don't
234 * need to flush an existing CL just to switch to rendering to a new render
235 * target (which would mean reading back from the old render target when
236 * starting to render to it again).
237 */
238 struct vc4_job {
239 struct vc4_cl bcl;
240 struct vc4_cl shader_rec;
241 struct vc4_cl uniforms;
242 struct vc4_cl bo_handles;
243 struct vc4_cl bo_pointers;
244 uint32_t shader_rec_count;
245 /**
246 * Amount of memory used by the BOs in bo_pointers.
247 *
248 * Used for checking when we should flush the job early so we don't
249 * OOM.
250 */
251 uint32_t bo_space;
252
253 /* Last BO hindex referenced from VC4_PACKET_GEM_HANDLES. */
254 uint32_t last_gem_handle_hindex;
255
256 /** @{ Surfaces to submit rendering for. */
257 struct pipe_surface *color_read;
258 struct pipe_surface *color_write;
259 struct pipe_surface *zs_read;
260 struct pipe_surface *zs_write;
261 struct pipe_surface *msaa_color_write;
262 struct pipe_surface *msaa_zs_write;
263 /** @} */
264 /** @{
265 * Bounding box of the scissor across all queued drawing.
266 *
267 * Note that the max values are exclusive.
268 */
269 uint32_t draw_min_x;
270 uint32_t draw_min_y;
271 uint32_t draw_max_x;
272 uint32_t draw_max_y;
273 /** @} */
274 /** @{
275 * Width/height of the color framebuffer being rendered to,
276 * for VC4_TILE_RENDERING_MODE_CONFIG.
277 */
278 uint32_t draw_width;
279 uint32_t draw_height;
280 /** @} */
281 /** @{ Tile information, depending on MSAA and float color buffer. */
282 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
283 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
284
285 uint32_t tile_width; /** @< Width of a tile. */
286 uint32_t tile_height; /** @< Height of a tile. */
287 /** Whether the current rendering is in a 4X MSAA tile buffer. */
288 bool msaa;
289 /** @} */
290
291 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
292 * first rendering.
293 */
294 uint32_t cleared;
295 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
296 * (either clears or draws).
297 */
298 uint32_t resolve;
299 uint32_t clear_color[2];
300 uint32_t clear_depth; /**< 24-bit unorm depth */
301 uint8_t clear_stencil;
302
303 /**
304 * Set if some drawing (triangles, blits, or just a glClear()) has
305 * been done to the FBO, meaning that we need to
306 * DRM_IOCTL_VC4_SUBMIT_CL.
307 */
308 bool needs_flush;
309
310 /**
311 * Number of draw calls (not counting full buffer clears) queued in
312 * the current job.
313 */
314 uint32_t draw_calls_queued;
315
316 /** Any flags to be passed in drm_vc4_submit_cl.flags. */
317 uint32_t flags;
318
319 /* Performance monitor attached to this job. */
320 struct vc4_hwperfmon *perfmon;
321
322 struct vc4_job_key key;
323 };
324
325 struct vc4_context {
326 struct pipe_context base;
327
328 int fd;
329 struct vc4_screen *screen;
330
331 /** The 3D rendering job for the currently bound FBO. */
332 struct vc4_job *job;
333
334 /* Map from struct vc4_job_key to the job for that FBO.
335 */
336 struct hash_table *jobs;
337
338 /**
339 * Map from vc4_resource to a job writing to that resource.
340 *
341 * Primarily for flushing jobs rendering to textures that are now
342 * being read from.
343 */
344 struct hash_table *write_jobs;
345
346 struct slab_child_pool transfer_pool;
347 struct blitter_context *blitter;
348
349 /** bitfield of VC4_DIRTY_* */
350 uint32_t dirty;
351
352 struct primconvert_context *primconvert;
353
354 struct hash_table *fs_cache, *vs_cache;
355 struct set *fs_inputs_set;
356 uint32_t next_uncompiled_program_id;
357 uint64_t next_compiled_program_id;
358
359 struct ra_regs *regs;
360 unsigned int reg_class_any[2];
361 unsigned int reg_class_a_or_b[2];
362 unsigned int reg_class_a_or_b_or_acc[2];
363 unsigned int reg_class_r0_r3;
364 unsigned int reg_class_r4_or_a[2];
365 unsigned int reg_class_a[2];
366
367 uint8_t prim_mode;
368
369 /** Maximum index buffer valid for the current shader_rec. */
370 uint32_t max_index;
371 /** Last index bias baked into the current shader_rec. */
372 uint32_t last_index_bias;
373
374 /** Seqno of the last CL flush's job. */
375 uint64_t last_emit_seqno;
376
377 struct u_upload_mgr *uploader;
378
379 /** @{ Current pipeline state objects */
380 struct pipe_scissor_state scissor;
381 struct pipe_blend_state *blend;
382 struct vc4_rasterizer_state *rasterizer;
383 struct vc4_depth_stencil_alpha_state *zsa;
384
385 struct vc4_texture_stateobj verttex, fragtex;
386
387 struct vc4_program_stateobj prog;
388
389 struct vc4_vertex_stateobj *vtx;
390
391 struct {
392 struct pipe_blend_color f;
393 uint8_t ub[4];
394 } blend_color;
395 struct pipe_stencil_ref stencil_ref;
396 unsigned sample_mask;
397 struct pipe_framebuffer_state framebuffer;
398 struct pipe_poly_stipple stipple;
399 struct pipe_clip_state clip;
400 struct pipe_viewport_state viewport;
401 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
402 struct vc4_vertexbuf_stateobj vertexbuf;
403
404 struct vc4_hwperfmon *perfmon;
405 /** @} */
406 };
407
408 struct vc4_rasterizer_state {
409 struct pipe_rasterizer_state base;
410
411 /* VC4_CONFIGURATION_BITS */
412 uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
413
414 struct PACKED {
415 uint8_t depth_offset[V3D21_DEPTH_OFFSET_length];
416 uint8_t point_size[V3D21_POINT_SIZE_length];
417 uint8_t line_width[V3D21_LINE_WIDTH_length];
418 } packed;
419
420 /** Raster order flags to be passed in struct drm_vc4_submit_cl.flags. */
421 uint32_t tile_raster_order_flags;
422 };
423
424 struct vc4_depth_stencil_alpha_state {
425 struct pipe_depth_stencil_alpha_state base;
426
427 /* VC4_CONFIGURATION_BITS */
428 uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
429
430 /** Uniforms for stencil state.
431 *
432 * Index 0 is either the front config, or the front-and-back config.
433 * Index 1 is the back config if doing separate back stencil.
434 * Index 2 is the writemask config if it's not a common mask value.
435 */
436 uint32_t stencil_uniforms[3];
437 };
438
439 #define perf_debug(...) do { \
440 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
441 fprintf(stderr, __VA_ARGS__); \
442 } while (0)
443
444 static inline struct vc4_context *
445 vc4_context(struct pipe_context *pcontext)
446 {
447 return (struct vc4_context *)pcontext;
448 }
449
450 static inline struct vc4_sampler_view *
451 vc4_sampler_view(struct pipe_sampler_view *psview)
452 {
453 return (struct vc4_sampler_view *)psview;
454 }
455
456 static inline struct vc4_sampler_state *
457 vc4_sampler_state(struct pipe_sampler_state *psampler)
458 {
459 return (struct vc4_sampler_state *)psampler;
460 }
461
462 int vc4_get_driver_query_group_info(struct pipe_screen *pscreen,
463 unsigned index,
464 struct pipe_driver_query_group_info *info);
465 int vc4_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
466 struct pipe_driver_query_info *info);
467
468 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
469 void *priv, unsigned flags);
470 void vc4_draw_init(struct pipe_context *pctx);
471 void vc4_state_init(struct pipe_context *pctx);
472 void vc4_program_init(struct pipe_context *pctx);
473 void vc4_program_fini(struct pipe_context *pctx);
474 void vc4_query_init(struct pipe_context *pctx);
475 void vc4_simulator_init(struct vc4_screen *screen);
476 void vc4_simulator_destroy(struct vc4_screen *screen);
477 int vc4_simulator_flush(struct vc4_context *vc4,
478 struct drm_vc4_submit_cl *args,
479 struct vc4_job *job);
480 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
481 void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride,
482 int handle, uint32_t size);
483
484 static inline int
485 vc4_ioctl(int fd, unsigned long request, void *arg)
486 {
487 if (using_vc4_simulator)
488 return vc4_simulator_ioctl(fd, request, arg);
489 else
490 return drmIoctl(fd, request, arg);
491 }
492
493 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
494 void vc4_write_uniforms(struct vc4_context *vc4,
495 struct vc4_compiled_shader *shader,
496 struct vc4_constbuf_stateobj *cb,
497 struct vc4_texture_stateobj *texstate);
498
499 void vc4_flush(struct pipe_context *pctx);
500 void vc4_job_init(struct vc4_context *vc4);
501 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
502 struct pipe_surface *cbuf,
503 struct pipe_surface *zsbuf);
504 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
505
506 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
507 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
508 struct pipe_resource *prsc);
509 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
510 struct pipe_resource *prsc);
511 void vc4_emit_state(struct pipe_context *pctx);
512 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
513 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
514 bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
515
516 bool vc4_rt_format_supported(enum pipe_format f);
517 bool vc4_rt_format_is_565(enum pipe_format f);
518 bool vc4_tex_format_supported(enum pipe_format f);
519 uint8_t vc4_get_tex_format(enum pipe_format f);
520 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
521 void vc4_init_query_functions(struct vc4_context *vc4);
522 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
523 void vc4_blitter_save(struct vc4_context *vc4);
524 #endif /* VC4_CONTEXT_H */