vc4: Hook up VC4_DEBUG=perf to some useful printfs.
[mesa.git] / src / gallium / drivers / vc4 / vc4_draw.c
1 /*
2 * Copyright (c) 2014 Scott Mansell
3 * Copyright © 2014 Broadcom
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 #include "util/u_prim.h"
26 #include "util/u_format.h"
27 #include "util/u_pack_color.h"
28 #include "indices/u_primconvert.h"
29
30 #include "vc4_context.h"
31 #include "vc4_resource.h"
32
33 static void
34 vc4_get_draw_cl_space(struct vc4_context *vc4)
35 {
36 /* Binner gets our packet state -- vc4_emit.c contents,
37 * and the primitive itself.
38 */
39 cl_ensure_space(&vc4->bcl, 256);
40
41 /* Nothing for rcl -- that's covered by vc4_context.c */
42
43 /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
44 * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
45 * vattr stride).
46 */
47 cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32);
48
49 /* Uniforms are covered by vc4_write_uniforms(). */
50
51 /* There could be up to 16 textures per stage, plus misc other
52 * pointers.
53 */
54 cl_ensure_space(&vc4->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
55 cl_ensure_space(&vc4->bo_pointers,
56 (2 * 16 + 20) * sizeof(struct vc4_bo *));
57 }
58
59 /**
60 * Does the initial bining command list setup for drawing to a given FBO.
61 */
62 static void
63 vc4_start_draw(struct vc4_context *vc4)
64 {
65 if (vc4->needs_flush)
66 return;
67
68 vc4_get_draw_cl_space(vc4);
69
70 uint32_t width = vc4->framebuffer.width;
71 uint32_t height = vc4->framebuffer.height;
72 uint32_t tilew = align(width, 64) / 64;
73 uint32_t tileh = align(height, 64) / 64;
74
75 /* Tile alloc memory setup: We use an initial alloc size of 32b. The
76 * hardware then aligns that to 256b (we use 4096, because all of our
77 * BO allocations align to that anyway), then for some reason the
78 * simulator wants an extra page available, even if you have overflow
79 * memory set up.
80 *
81 * XXX: The binner only does 28-bit addressing math, so the tile alloc
82 * and tile state should be in the same BO and that BO needs to not
83 * cross a 256MB boundary, somehow.
84 */
85 uint32_t tile_alloc_size = 32 * tilew * tileh;
86 tile_alloc_size = align(tile_alloc_size, 4096);
87 tile_alloc_size += 4096;
88 uint32_t tile_state_size = 48 * tilew * tileh;
89 if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
90 vc4_bo_unreference(&vc4->tile_alloc);
91 vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
92 "tile_alloc");
93 }
94 if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
95 vc4_bo_unreference(&vc4->tile_state);
96 vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
97 "tile_state");
98 }
99
100 // Tile state data is 48 bytes per tile, I think it can be thrown away
101 // as soon as binning is finished.
102 cl_start_reloc(&vc4->bcl, 2);
103 cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
104 cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
105 cl_u32(&vc4->bcl, vc4->tile_alloc->size);
106 cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
107 cl_u8(&vc4->bcl, tilew);
108 cl_u8(&vc4->bcl, tileh);
109 cl_u8(&vc4->bcl,
110 VC4_BIN_CONFIG_AUTO_INIT_TSDA |
111 VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 |
112 VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32);
113
114 /* START_TILE_BINNING resets the statechange counters in the hardware,
115 * which are what is used when a primitive is binned to a tile to
116 * figure out what new state packets need to be written to that tile's
117 * command list.
118 */
119 cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
120
121 /* Reset the current compressed primitives format. This gets modified
122 * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
123 * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
124 * of every tile.
125 */
126 cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
127 cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
128 VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
129
130 vc4->needs_flush = true;
131 vc4->draw_call_queued = true;
132 }
133
134 static void
135 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
136 {
137 struct vc4_context *vc4 = vc4_context(pctx);
138
139 if (info->mode >= PIPE_PRIM_QUADS) {
140 util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
141 util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
142 util_primconvert_draw_vbo(vc4->primconvert, info);
143 perf_debug("Fallback conversion for %d %s vertices\n",
144 info->count, u_prim_name(info->mode));
145 return;
146 }
147
148 vc4_get_draw_cl_space(vc4);
149
150 struct vc4_vertex_stateobj *vtx = vc4->vtx;
151 struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
152
153 if (vc4->prim_mode != info->mode) {
154 vc4->prim_mode = info->mode;
155 vc4->dirty |= VC4_DIRTY_PRIM_MODE;
156 }
157
158 vc4_start_draw(vc4);
159 vc4_update_compiled_shaders(vc4, info->mode);
160
161 vc4_emit_state(pctx);
162 vc4->dirty = 0;
163
164 vc4_write_uniforms(vc4, vc4->prog.fs,
165 &vc4->constbuf[PIPE_SHADER_FRAGMENT],
166 &vc4->fragtex);
167 vc4_write_uniforms(vc4, vc4->prog.vs,
168 &vc4->constbuf[PIPE_SHADER_VERTEX],
169 &vc4->verttex);
170 vc4_write_uniforms(vc4, vc4->prog.cs,
171 &vc4->constbuf[PIPE_SHADER_VERTEX],
172 &vc4->verttex);
173
174 /* The simulator throws a fit if VS or CS don't read an attribute, so
175 * we emit a dummy read.
176 */
177 uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
178 /* Emit the shader record. */
179 cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
180 cl_u16(&vc4->shader_rec,
181 VC4_SHADER_FLAG_ENABLE_CLIPPING |
182 ((info->mode == PIPE_PRIM_POINTS &&
183 vc4->rasterizer->base.point_size_per_vertex) ?
184 VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
185 cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
186 cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
187 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
188 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
189
190 cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
191 cl_u8(&vc4->shader_rec, vc4->prog.vs->vattrs_live);
192 cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[8]);
193 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
194 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
195
196 cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
197 cl_u8(&vc4->shader_rec, vc4->prog.cs->vattrs_live);
198 cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[8]);
199 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0);
200 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
201
202 uint32_t max_index = 0xffff;
203 uint32_t vpm_offset = 0;
204 for (int i = 0; i < vtx->num_elements; i++) {
205 struct pipe_vertex_element *elem = &vtx->pipe[i];
206 struct pipe_vertex_buffer *vb =
207 &vertexbuf->vb[elem->vertex_buffer_index];
208 struct vc4_resource *rsc = vc4_resource(vb->buffer);
209 uint32_t offset = vb->buffer_offset + elem->src_offset;
210 uint32_t vb_size = rsc->bo->size - offset;
211 uint32_t elem_size =
212 util_format_get_blocksize(elem->src_format);
213
214 cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
215 cl_u8(&vc4->shader_rec, elem_size - 1);
216 cl_u8(&vc4->shader_rec, vb->stride);
217 cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[i]);
218 cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[i]);
219
220 vpm_offset += align(elem_size, 4);
221
222 if (vb->stride > 0) {
223 max_index = MIN2(max_index,
224 (vb_size - elem_size) / vb->stride);
225 }
226 }
227
228 if (vtx->num_elements == 0) {
229 assert(num_elements_emit == 1);
230 struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
231 cl_reloc(vc4, &vc4->shader_rec, bo, 0);
232 cl_u8(&vc4->shader_rec, 16 - 1); /* element size */
233 cl_u8(&vc4->shader_rec, 0); /* stride */
234 cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
235 cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
236 vc4_bo_unreference(&bo);
237 }
238
239 /* the actual draw call. */
240 cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
241 assert(vtx->num_elements <= 8);
242 /* Note that number of attributes == 0 in the packet means 8
243 * attributes. This field also contains the offset into shader_rec.
244 */
245 cl_u32(&vc4->bcl, num_elements_emit & 0x7);
246
247 /* Note that the primitive type fields match with OpenGL/gallium
248 * definitions, up to but not including QUADS.
249 */
250 if (info->indexed) {
251 struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
252 uint32_t offset = vc4->indexbuf.offset;
253 uint32_t index_size = vc4->indexbuf.index_size;
254 if (rsc->shadow_parent) {
255 vc4_update_shadow_index_buffer(pctx, &vc4->indexbuf);
256 offset = 0;
257 }
258
259 cl_start_reloc(&vc4->bcl, 1);
260 cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
261 cl_u8(&vc4->bcl,
262 info->mode |
263 (index_size == 2 ?
264 VC4_INDEX_BUFFER_U16:
265 VC4_INDEX_BUFFER_U8));
266 cl_u32(&vc4->bcl, info->count);
267 cl_reloc(vc4, &vc4->bcl, rsc->bo, offset);
268 cl_u32(&vc4->bcl, max_index);
269 } else {
270 cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
271 cl_u8(&vc4->bcl, info->mode);
272 cl_u32(&vc4->bcl, info->count);
273 cl_u32(&vc4->bcl, info->start);
274 }
275
276 if (vc4->zsa && vc4->zsa->base.depth.enabled) {
277 vc4->resolve |= PIPE_CLEAR_DEPTH;
278 }
279 if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
280 vc4->resolve |= PIPE_CLEAR_STENCIL;
281 vc4->resolve |= PIPE_CLEAR_COLOR0;
282
283 vc4->shader_rec_count++;
284
285 if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
286 vc4_flush(pctx);
287 }
288
289 static uint32_t
290 pack_rgba(enum pipe_format format, const float *rgba)
291 {
292 union util_color uc;
293 util_pack_color(rgba, format, &uc);
294 if (util_format_get_blocksize(format) == 2)
295 return uc.us;
296 else
297 return uc.ui[0];
298 }
299
300 static void
301 vc4_clear(struct pipe_context *pctx, unsigned buffers,
302 const union pipe_color_union *color, double depth, unsigned stencil)
303 {
304 struct vc4_context *vc4 = vc4_context(pctx);
305
306 /* We can't flag new buffers for clearing once we've queued draws. We
307 * could avoid this by using the 3d engine to clear.
308 */
309 if (vc4->draw_call_queued) {
310 perf_debug("Flushing rendering to process new clear.");
311 vc4_flush(pctx);
312 }
313
314 if (buffers & PIPE_CLEAR_COLOR0) {
315 vc4->clear_color[0] = vc4->clear_color[1] =
316 pack_rgba(vc4->framebuffer.cbufs[0]->format,
317 color->f);
318 }
319
320 if (buffers & PIPE_CLEAR_DEPTH) {
321 /* Though the depth buffer is stored with Z in the high 24,
322 * for this field we just need to store it in the low 24.
323 */
324 vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
325 }
326
327 if (buffers & PIPE_CLEAR_STENCIL)
328 vc4->clear_stencil = stencil;
329
330 vc4->draw_min_x = 0;
331 vc4->draw_min_y = 0;
332 vc4->draw_max_x = vc4->framebuffer.width;
333 vc4->draw_max_y = vc4->framebuffer.height;
334 vc4->cleared |= buffers;
335 vc4->resolve |= buffers;
336
337 vc4_start_draw(vc4);
338 }
339
340 static void
341 vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
342 const union pipe_color_union *color,
343 unsigned x, unsigned y, unsigned w, unsigned h)
344 {
345 fprintf(stderr, "unimpl: clear RT\n");
346 }
347
348 static void
349 vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
350 unsigned buffers, double depth, unsigned stencil,
351 unsigned x, unsigned y, unsigned w, unsigned h)
352 {
353 fprintf(stderr, "unimpl: clear DS\n");
354 }
355
356 void
357 vc4_draw_init(struct pipe_context *pctx)
358 {
359 pctx->draw_vbo = vc4_draw_vbo;
360 pctx->clear = vc4_clear;
361 pctx->clear_render_target = vc4_clear_render_target;
362 pctx->clear_depth_stencil = vc4_clear_depth_stencil;
363 }