vc4: Include stdio/stdlib in headers so I don't have to include it per file.
[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_format.h"
26 #include "util/u_pack_color.h"
27 #include "indices/u_primconvert.h"
28
29 #include "vc4_context.h"
30 #include "vc4_resource.h"
31
32 /**
33 * Does the initial bining command list setup for drawing to a given FBO.
34 */
35 static void
36 vc4_start_draw(struct vc4_context *vc4)
37 {
38 if (vc4->needs_flush)
39 return;
40
41 uint32_t width = vc4->framebuffer.width;
42 uint32_t height = vc4->framebuffer.height;
43 uint32_t tilew = align(width, 64) / 64;
44 uint32_t tileh = align(height, 64) / 64;
45
46 /* Tile alloc memory setup: We use an initial alloc size of 32b. The
47 * hardware then aligns that to 256b (we use 4096, because all of our
48 * BO allocations align to that anyway), then for some reason the
49 * simulator wants an extra page available, even if you have overflow
50 * memory set up.
51 */
52 uint32_t tile_alloc_size = 32 * tilew * tileh;
53 tile_alloc_size = align(tile_alloc_size, 4096);
54 tile_alloc_size += 4096;
55 uint32_t tile_state_size = 48 * tilew * tileh;
56 if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
57 vc4_bo_unreference(&vc4->tile_alloc);
58 vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
59 "tile_alloc");
60 }
61 if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
62 vc4_bo_unreference(&vc4->tile_state);
63 vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
64 "tile_state");
65 }
66
67 // Tile state data is 48 bytes per tile, I think it can be thrown away
68 // as soon as binning is finished.
69 cl_start_reloc(&vc4->bcl, 2);
70 cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
71 cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
72 cl_u32(&vc4->bcl, vc4->tile_alloc->size);
73 cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
74 cl_u8(&vc4->bcl, tilew);
75 cl_u8(&vc4->bcl, tileh);
76 cl_u8(&vc4->bcl,
77 VC4_BIN_CONFIG_AUTO_INIT_TSDA |
78 VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 |
79 VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32);
80
81 cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
82
83 vc4->needs_flush = true;
84 vc4->draw_call_queued = true;
85 }
86
87 static void
88 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
89 {
90 struct vc4_context *vc4 = vc4_context(pctx);
91
92 if (info->mode >= PIPE_PRIM_QUADS) {
93 util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
94 util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
95 util_primconvert_draw_vbo(vc4->primconvert, info);
96 return;
97 }
98
99 vc4_start_draw(vc4);
100 vc4_update_compiled_shaders(vc4, info->mode);
101
102 vc4_emit_state(pctx);
103
104 /* the actual draw call. */
105 struct vc4_vertex_stateobj *vtx = vc4->vtx;
106 struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
107 cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
108 assert(vtx->num_elements <= 8);
109 /* Note that number of attributes == 0 in the packet means 8
110 * attributes. This field also contains the offset into shader_rec.
111 */
112 cl_u32(&vc4->bcl, vtx->num_elements & 0x7);
113
114 /* Note that the primitive type fields match with OpenGL/gallium
115 * definitions, up to but not including QUADS.
116 */
117 if (info->indexed) {
118 struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
119
120 assert(vc4->indexbuf.index_size == 1 ||
121 vc4->indexbuf.index_size == 2);
122
123 cl_start_reloc(&vc4->bcl, 1);
124 cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
125 cl_u8(&vc4->bcl,
126 info->mode |
127 (vc4->indexbuf.index_size == 2 ?
128 VC4_INDEX_BUFFER_U16:
129 VC4_INDEX_BUFFER_U8));
130 cl_u32(&vc4->bcl, info->count);
131 cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
132 cl_u32(&vc4->bcl, info->max_index);
133 } else {
134 cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
135 cl_u8(&vc4->bcl, info->mode);
136 cl_u32(&vc4->bcl, info->count);
137 cl_u32(&vc4->bcl, info->start);
138 }
139
140 // Shader Record
141
142 vc4_write_uniforms(vc4, vc4->prog.fs,
143 &vc4->constbuf[PIPE_SHADER_FRAGMENT],
144 &vc4->fragtex,
145 0);
146 vc4_write_uniforms(vc4, vc4->prog.vs,
147 &vc4->constbuf[PIPE_SHADER_VERTEX],
148 &vc4->verttex,
149 0);
150 vc4_write_uniforms(vc4, vc4->prog.vs,
151 &vc4->constbuf[PIPE_SHADER_VERTEX],
152 &vc4->verttex,
153 1);
154
155 cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements);
156 cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING);
157 cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
158 cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
159 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
160 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
161
162 cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
163 cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */
164 cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
165 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
166 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
167
168 cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
169 cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */
170 cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
171 cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo,
172 vc4->prog.vs->coord_shader_offset);
173 cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
174
175 for (int i = 0; i < vtx->num_elements; i++) {
176 struct pipe_vertex_element *elem = &vtx->pipe[i];
177 struct pipe_vertex_buffer *vb =
178 &vertexbuf->vb[elem->vertex_buffer_index];
179 struct vc4_resource *rsc = vc4_resource(vb->buffer);
180
181 cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
182 vb->buffer_offset + elem->src_offset);
183 cl_u8(&vc4->shader_rec,
184 util_format_get_blocksize(elem->src_format) - 1);
185 cl_u8(&vc4->shader_rec, vb->stride);
186 cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */
187 cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
188 }
189
190 if (vc4->zsa && vc4->zsa->base.depth.enabled) {
191 vc4->resolve |= PIPE_CLEAR_DEPTH;
192 }
193 vc4->resolve |= PIPE_CLEAR_COLOR0;
194
195 vc4->shader_rec_count++;
196 }
197
198 static uint32_t
199 pack_rgba(enum pipe_format format, const float *rgba)
200 {
201 union util_color uc;
202 util_pack_color(rgba, format, &uc);
203 return uc.ui[0];
204 }
205
206 static void
207 vc4_clear(struct pipe_context *pctx, unsigned buffers,
208 const union pipe_color_union *color, double depth, unsigned stencil)
209 {
210 struct vc4_context *vc4 = vc4_context(pctx);
211
212 /* We can't flag new buffers for clearing once we've queued draws. We
213 * could avoid this by using the 3d engine to clear.
214 */
215 if (vc4->draw_call_queued)
216 vc4_flush(pctx);
217
218 if (buffers & PIPE_CLEAR_COLOR0) {
219 vc4->clear_color[0] = vc4->clear_color[1] =
220 pack_rgba(vc4->framebuffer.cbufs[0]->format,
221 color->f);
222 }
223
224 if (buffers & PIPE_CLEAR_DEPTH)
225 vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
226
227 vc4->cleared |= buffers;
228 vc4->resolve |= buffers;
229
230 vc4_start_draw(vc4);
231 }
232
233 static void
234 vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
235 const union pipe_color_union *color,
236 unsigned x, unsigned y, unsigned w, unsigned h)
237 {
238 fprintf(stderr, "unimpl: clear RT\n");
239 }
240
241 static void
242 vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
243 unsigned buffers, double depth, unsigned stencil,
244 unsigned x, unsigned y, unsigned w, unsigned h)
245 {
246 fprintf(stderr, "unimpl: clear DS\n");
247 }
248
249 void
250 vc4_draw_init(struct pipe_context *pctx)
251 {
252 pctx->draw_vbo = vc4_draw_vbo;
253 pctx->clear = vc4_clear;
254 pctx->clear_render_target = vc4_clear_render_target;
255 pctx->clear_depth_stencil = vc4_clear_depth_stencil;
256 }