2 * Copyright © 2014-2017 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
29 #include "broadcom/common/v3d_macros.h"
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
40 #include "vc5_screen.h"
44 void vc5_job_add_bo(struct vc5_job
*job
, struct vc5_bo
*bo
);
48 #include "vc5_bufmgr.h"
49 #include "vc5_resource.h"
52 #ifdef USE_VC5_SIMULATOR
53 #define using_vc5_simulator true
55 #define using_vc5_simulator false
58 #define VC5_DIRTY_BLEND (1 << 0)
59 #define VC5_DIRTY_RASTERIZER (1 << 1)
60 #define VC5_DIRTY_ZSA (1 << 2)
61 #define VC5_DIRTY_FRAGTEX (1 << 3)
62 #define VC5_DIRTY_VERTTEX (1 << 4)
64 #define VC5_DIRTY_BLEND_COLOR (1 << 7)
65 #define VC5_DIRTY_STENCIL_REF (1 << 8)
66 #define VC5_DIRTY_SAMPLE_MASK (1 << 9)
67 #define VC5_DIRTY_FRAMEBUFFER (1 << 10)
68 #define VC5_DIRTY_STIPPLE (1 << 11)
69 #define VC5_DIRTY_VIEWPORT (1 << 12)
70 #define VC5_DIRTY_CONSTBUF (1 << 13)
71 #define VC5_DIRTY_VTXSTATE (1 << 14)
72 #define VC5_DIRTY_VTXBUF (1 << 15)
73 #define VC5_DIRTY_SCISSOR (1 << 17)
74 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
75 #define VC5_DIRTY_PRIM_MODE (1 << 19)
76 #define VC5_DIRTY_CLIP (1 << 20)
77 #define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
78 #define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
79 #define VC5_DIRTY_COMPILED_CS (1 << 23)
80 #define VC5_DIRTY_COMPILED_VS (1 << 24)
81 #define VC5_DIRTY_COMPILED_FS (1 << 25)
82 #define VC5_DIRTY_FS_INPUTS (1 << 26)
83 #define VC5_DIRTY_STREAMOUT (1 << 27)
84 #define VC5_DIRTY_OQ (1 << 28)
86 #define VC5_MAX_FS_INPUTS 64
88 struct vc5_sampler_view
{
89 struct pipe_sampler_view base
;
92 /* Precomputed swizzles to pass in to the shader key. */
95 uint8_t texture_shader_state
[32];
96 /* V3D 4.x: Texture state struct. */
100 struct vc5_sampler_state
{
101 struct pipe_sampler_state base
;
105 /* V3D 3.x: Packed texture state. */
106 uint8_t texture_shader_state
[32];
107 /* V3D 4.x: Sampler state struct. */
111 struct vc5_texture_stateobj
{
112 struct pipe_sampler_view
*textures
[PIPE_MAX_SAMPLERS
];
113 unsigned num_textures
;
114 struct pipe_sampler_state
*samplers
[PIPE_MAX_SAMPLERS
];
115 unsigned num_samplers
;
116 struct vc5_cl_reloc texture_state
[PIPE_MAX_SAMPLERS
];
119 struct vc5_shader_uniform_info
{
120 enum quniform_contents
*contents
;
125 struct vc5_uncompiled_shader
{
126 /** A name for this program, so you can track it in shader-db output. */
128 /** How many variants of this program were compiled, for shader-db. */
129 uint32_t compiled_variant_count
;
130 struct pipe_shader_state base
;
131 uint32_t num_tf_outputs
;
132 struct v3d_varying_slot
*tf_outputs
;
133 uint16_t tf_specs
[PIPE_MAX_SO_BUFFERS
];
134 uint32_t num_tf_specs
;
137 struct vc5_compiled_shader
{
141 struct v3d_prog_data
*base
;
142 struct v3d_vs_prog_data
*vs
;
143 struct v3d_fs_prog_data
*fs
;
147 * VC5_DIRTY_* flags that, when set in vc5->dirty, mean that the
148 * uniforms have to be rewritten (and therefore the shader state
151 uint32_t uniform_dirty_bits
;
154 struct vc5_program_stateobj
{
155 struct vc5_uncompiled_shader
*bind_vs
, *bind_fs
;
156 struct vc5_compiled_shader
*cs
, *vs
, *fs
;
159 struct vc5_constbuf_stateobj
{
160 struct pipe_constant_buffer cb
[PIPE_MAX_CONSTANT_BUFFERS
];
161 uint32_t enabled_mask
;
165 struct vc5_vertexbuf_stateobj
{
166 struct pipe_vertex_buffer vb
[PIPE_MAX_ATTRIBS
];
168 uint32_t enabled_mask
;
172 struct vc5_vertex_stateobj
{
173 struct pipe_vertex_element pipe
[VC5_MAX_ATTRIBUTES
];
174 unsigned num_elements
;
176 uint8_t attrs
[12 * VC5_MAX_ATTRIBUTES
];
177 struct vc5_bo
*default_attribute_values
;
180 struct vc5_streamout_stateobj
{
181 struct pipe_stream_output_target
*targets
[PIPE_MAX_SO_BUFFERS
];
182 unsigned num_targets
;
185 /* Hash table key for vc5->jobs */
187 struct pipe_surface
*cbufs
[4];
188 struct pipe_surface
*zsbuf
;
192 * A complete bin/render job.
194 * This is all of the state necessary to submit a bin/render to the kernel.
195 * We want to be able to have multiple in progress at a time, so that we don't
196 * need to flush an existing CL just to switch to rendering to a new render
197 * target (which would mean reading back from the old render target when
198 * starting to render to it again).
201 struct vc5_context
*vc5
;
204 struct vc5_cl indirect
;
205 struct vc5_bo
*tile_alloc
;
206 struct vc5_bo
*tile_state
;
207 uint32_t shader_rec_count
;
209 struct drm_vc5_submit_cl submit
;
212 * Set of all BOs referenced by the job. This will be used for making
213 * the list of BOs that the kernel will need to have paged in to
218 /** Sum of the sizes of the BOs referenced by the job. */
219 uint32_t referenced_size
;
221 struct set
*write_prscs
;
223 /* Size of the submit.bo_handles array. */
224 uint32_t bo_handles_size
;
226 /** @{ Surfaces to submit rendering for. */
227 struct pipe_surface
*cbufs
[4];
228 struct pipe_surface
*zsbuf
;
231 * Bounding box of the scissor across all queued drawing.
233 * Note that the max values are exclusive.
241 * Width/height of the color framebuffer being rendered to,
242 * for VC5_TILE_RENDERING_MODE_CONFIG.
245 uint32_t draw_height
;
247 /** @{ Tile information, depending on MSAA and float color buffer. */
248 uint32_t draw_tiles_x
; /** @< Number of tiles wide for framebuffer. */
249 uint32_t draw_tiles_y
; /** @< Number of tiles high for framebuffer. */
251 uint32_t tile_width
; /** @< Width of a tile. */
252 uint32_t tile_height
; /** @< Height of a tile. */
253 /** maximum internal_bpp of all color render targets. */
254 uint32_t internal_bpp
;
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
[4][4];
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_VC5_SUBMIT_CL.
280 * Set if there is a nonzero address for OCCLUSION_QUERY_COUNTER. If
281 * so, we need to disable it and flush before ending the CL, to keep
282 * the next tile from starting with it enabled.
289 * Number of draw calls (not counting full buffer clears) queued in
292 uint32_t draw_calls_queued
;
294 struct vc5_job_key key
;
298 struct pipe_context base
;
301 struct vc5_screen
*screen
;
303 /** The 3D rendering job for the currently bound FBO. */
306 /* Map from struct vc5_job_key to the job for that FBO.
308 struct hash_table
*jobs
;
311 * Map from vc5_resource to a job writing to that resource.
313 * Primarily for flushing jobs rendering to textures that are now
316 struct hash_table
*write_jobs
;
318 struct slab_child_pool transfer_pool
;
319 struct blitter_context
*blitter
;
321 /** bitfield of VC5_DIRTY_* */
324 struct primconvert_context
*primconvert
;
326 struct hash_table
*fs_cache
, *vs_cache
;
327 uint32_t next_uncompiled_program_id
;
328 uint64_t next_compiled_program_id
;
330 struct vc5_compiler_state
*compiler_state
;
334 /** Maximum index buffer valid for the current shader_rec. */
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 vc5_rasterizer_state
*rasterizer
;
346 struct vc5_depth_stencil_alpha_state
*zsa
;
348 struct vc5_texture_stateobj verttex
, fragtex
;
350 struct vc5_program_stateobj prog
;
352 struct vc5_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
;
362 /* Per render target, whether we should swap the R and B fields in the
363 * shader's color output and in blending. If render targets disagree
364 * on the R/B swap and use the constant color, then we would need to
365 * fall back to in-shader blending.
367 uint8_t swap_color_rb
;
369 /* Per render target, whether we should treat the dst alpha values as
372 * For RGBX formats, the tile buffer's alpha channel will be
375 uint8_t blend_dst_alpha_one
;
379 uint32_t tf_prims_generated
;
380 uint32_t prims_generated
;
382 struct pipe_poly_stipple stipple
;
383 struct pipe_clip_state clip
;
384 struct pipe_viewport_state viewport
;
385 struct vc5_constbuf_stateobj constbuf
[PIPE_SHADER_TYPES
];
386 struct vc5_vertexbuf_stateobj vertexbuf
;
387 struct vc5_streamout_stateobj streamout
;
388 struct vc5_bo
*current_oq
;
392 struct vc5_rasterizer_state
{
393 struct pipe_rasterizer_state base
;
395 /* VC5_CONFIGURATION_BITS */
396 uint8_t config_bits
[3];
401 * Half-float (1/8/7 bits) value of polygon offset units for
402 * VC5_PACKET_DEPTH_OFFSET
404 uint16_t offset_units
;
406 * Half-float (1/8/7 bits) value of polygon offset scale for
407 * VC5_PACKET_DEPTH_OFFSET
409 uint16_t offset_factor
;
412 struct vc5_depth_stencil_alpha_state
{
413 struct pipe_depth_stencil_alpha_state base
;
417 /** Uniforms for stencil state.
419 * Index 0 is either the front config, or the front-and-back config.
420 * Index 1 is the back config if doing separate back stencil.
421 * Index 2 is the writemask config if it's not a common mask value.
423 uint32_t stencil_uniforms
[3];
425 uint8_t stencil_front
[6];
426 uint8_t stencil_back
[6];
429 #define perf_debug(...) do { \
430 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
431 fprintf(stderr, __VA_ARGS__); \
434 static inline struct vc5_context
*
435 vc5_context(struct pipe_context
*pcontext
)
437 return (struct vc5_context
*)pcontext
;
440 static inline struct vc5_sampler_view
*
441 vc5_sampler_view(struct pipe_sampler_view
*psview
)
443 return (struct vc5_sampler_view
*)psview
;
446 static inline struct vc5_sampler_state
*
447 vc5_sampler_state(struct pipe_sampler_state
*psampler
)
449 return (struct vc5_sampler_state
*)psampler
;
452 struct pipe_context
*vc5_context_create(struct pipe_screen
*pscreen
,
453 void *priv
, unsigned flags
);
454 void vc5_program_init(struct pipe_context
*pctx
);
455 void vc5_program_fini(struct pipe_context
*pctx
);
456 void vc5_query_init(struct pipe_context
*pctx
);
458 void vc5_simulator_init(struct vc5_screen
*screen
);
459 void vc5_simulator_destroy(struct vc5_screen
*screen
);
460 int vc5_simulator_flush(struct vc5_context
*vc5
,
461 struct drm_vc5_submit_cl
*args
,
462 struct vc5_job
*job
);
463 int vc5_simulator_ioctl(int fd
, unsigned long request
, void *arg
);
464 void vc5_simulator_open_from_handle(int fd
, uint32_t winsys_stride
,
465 int handle
, uint32_t size
);
468 vc5_ioctl(int fd
, unsigned long request
, void *arg
)
470 if (using_vc5_simulator
)
471 return vc5_simulator_ioctl(fd
, request
, arg
);
473 return drmIoctl(fd
, request
, arg
);
476 void vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader
*shader
);
477 struct vc5_cl_reloc
vc5_write_uniforms(struct vc5_context
*vc5
,
478 struct vc5_compiled_shader
*shader
,
479 struct vc5_constbuf_stateobj
*cb
,
480 struct vc5_texture_stateobj
*texstate
);
482 void vc5_flush(struct pipe_context
*pctx
);
483 void vc5_job_init(struct vc5_context
*vc5
);
484 struct vc5_job
*vc5_get_job(struct vc5_context
*vc5
,
485 struct pipe_surface
**cbufs
,
486 struct pipe_surface
*zsbuf
);
487 struct vc5_job
*vc5_get_job_for_fbo(struct vc5_context
*vc5
);
488 void vc5_job_add_bo(struct vc5_job
*job
, struct vc5_bo
*bo
);
489 void vc5_job_add_write_resource(struct vc5_job
*job
, struct pipe_resource
*prsc
);
490 void vc5_job_submit(struct vc5_context
*vc5
, struct vc5_job
*job
);
491 void vc5_flush_jobs_writing_resource(struct vc5_context
*vc5
,
492 struct pipe_resource
*prsc
);
493 void vc5_flush_jobs_reading_resource(struct vc5_context
*vc5
,
494 struct pipe_resource
*prsc
);
495 void vc5_update_compiled_shaders(struct vc5_context
*vc5
, uint8_t prim_mode
);
497 bool vc5_rt_format_supported(const struct v3d_device_info
*devinfo
,
499 bool vc5_tex_format_supported(const struct v3d_device_info
*devinfo
,
501 uint8_t vc5_get_rt_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
502 uint8_t vc5_get_tex_format(const struct v3d_device_info
*devinfo
, enum pipe_format f
);
503 uint8_t vc5_get_tex_return_size(const struct v3d_device_info
*devinfo
,
505 enum pipe_tex_compare compare
);
506 uint8_t vc5_get_tex_return_channels(const struct v3d_device_info
*devinfo
,
508 const uint8_t *vc5_get_format_swizzle(const struct v3d_device_info
*devinfo
,
510 void vc5_get_internal_type_bpp_for_output_format(const struct v3d_device_info
*devinfo
,
515 void vc5_init_query_functions(struct vc5_context
*vc5
);
516 void vc5_blit(struct pipe_context
*pctx
, const struct pipe_blit_info
*blit_info
);
517 void vc5_blitter_save(struct vc5_context
*vc5
);
520 # include "v3dx_context.h"
522 # define v3dX(x) v3d33_##x
523 # include "v3dx_context.h"
526 # define v3dX(x) v3d41_##x
527 # include "v3dx_context.h"
531 #endif /* VC5_CONTEXT_H */