2ff604f02f23acfc6b8ce2cb43fb781bea058b02
[mesa.git] / src / gallium / drivers / vc5 / vc5_draw.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/u_blitter.h"
25 #include "util/u_prim.h"
26 #include "util/u_format.h"
27 #include "util/u_pack_color.h"
28 #include "util/u_prim_restart.h"
29 #include "util/u_upload_mgr.h"
30 #include "indices/u_primconvert.h"
31
32 #include "vc5_context.h"
33 #include "vc5_resource.h"
34 #include "vc5_cl.h"
35 #include "broadcom/cle/v3d_packet_v33_pack.h"
36 #include "broadcom/compiler/v3d_compiler.h"
37
38 /**
39 * Does the initial bining command list setup for drawing to a given FBO.
40 */
41 static void
42 vc5_start_draw(struct vc5_context *vc5)
43 {
44 struct vc5_job *job = vc5->job;
45
46 if (job->needs_flush)
47 return;
48
49 /* Get space to emit our BCL state, using a branch to jump to a new BO
50 * if necessary.
51 */
52 vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
53
54 job->submit.bcl_start = job->bcl.bo->offset;
55 vc5_job_add_bo(job, job->bcl.bo);
56
57 job->tile_alloc = vc5_bo_alloc(vc5->screen, 1024 * 1024, "tile alloc");
58 struct vc5_bo *tsda = vc5_bo_alloc(vc5->screen,
59 job->draw_tiles_y *
60 job->draw_tiles_x *
61 64,
62 "TSDA");
63
64 /* "Binning mode lists start with a Tile Binning Mode Configuration
65 * item (120)"
66 *
67 * Part1 signals the end of binning config setup.
68 */
69 cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART2, config) {
70 config.tile_allocation_memory_address =
71 cl_address(job->tile_alloc, 0);
72 config.tile_allocation_memory_size = job->tile_alloc->size;
73 }
74
75 cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) {
76 config.tile_state_data_array_base_address =
77 cl_address(tsda, 0);
78
79 config.width_in_tiles = job->draw_tiles_x;
80 config.height_in_tiles = job->draw_tiles_y;
81
82 /* Must be >= 1 */
83 config.number_of_render_targets =
84 MAX2(vc5->framebuffer.nr_cbufs, 1);
85
86 config.multisample_mode_4x = job->msaa;
87
88 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
89 }
90
91 vc5_bo_unreference(&tsda);
92
93 /* There's definitely nothing in the VCD cache we want. */
94 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
95
96 /* "Binning mode lists must have a Start Tile Binning item (6) after
97 * any prefix state data before the binning list proper starts."
98 */
99 cl_emit(&job->bcl, START_TILE_BINNING, bin);
100
101 cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, fmt) {
102 fmt.data_type = LIST_INDEXED;
103 fmt.primitive_type = LIST_TRIANGLES;
104 }
105
106 job->needs_flush = true;
107 job->draw_width = vc5->framebuffer.width;
108 job->draw_height = vc5->framebuffer.height;
109 }
110
111 static void
112 vc5_predraw_check_textures(struct pipe_context *pctx,
113 struct vc5_texture_stateobj *stage_tex)
114 {
115 struct vc5_context *vc5 = vc5_context(pctx);
116
117 for (int i = 0; i < stage_tex->num_textures; i++) {
118 struct pipe_sampler_view *view = stage_tex->textures[i];
119 if (!view)
120 continue;
121
122 vc5_flush_jobs_writing_resource(vc5, view->texture);
123 }
124 }
125
126 static void
127 vc5_emit_gl_shader_state(struct vc5_context *vc5,
128 const struct pipe_draw_info *info)
129 {
130 struct vc5_job *job = vc5->job;
131 /* VC5_DIRTY_VTXSTATE */
132 struct vc5_vertex_stateobj *vtx = vc5->vtx;
133 /* VC5_DIRTY_VTXBUF */
134 struct vc5_vertexbuf_stateobj *vertexbuf = &vc5->vertexbuf;
135
136 /* Upload the uniforms to the indirect CL first */
137 struct vc5_cl_reloc fs_uniforms =
138 vc5_write_uniforms(vc5, vc5->prog.fs,
139 &vc5->constbuf[PIPE_SHADER_FRAGMENT],
140 &vc5->fragtex);
141 struct vc5_cl_reloc vs_uniforms =
142 vc5_write_uniforms(vc5, vc5->prog.vs,
143 &vc5->constbuf[PIPE_SHADER_VERTEX],
144 &vc5->verttex);
145 struct vc5_cl_reloc cs_uniforms =
146 vc5_write_uniforms(vc5, vc5->prog.cs,
147 &vc5->constbuf[PIPE_SHADER_VERTEX],
148 &vc5->verttex);
149
150 /* See GFXH-930 workaround below */
151 uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
152 uint32_t shader_rec_offset =
153 vc5_cl_ensure_space(&job->indirect,
154 cl_packet_length(GL_SHADER_STATE_RECORD) +
155 num_elements_to_emit *
156 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
157 32);
158
159 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
160 shader.enable_clipping = true;
161 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
162 shader.point_size_in_shaded_vertex_data =
163 (info->mode == PIPE_PRIM_POINTS &&
164 vc5->rasterizer->base.point_size_per_vertex);
165
166 /* Must be set if the shader modifies Z, discards, or modifies
167 * the sample mask. For any of these cases, the fragment
168 * shader needs to write the Z value (even just discards).
169 */
170 shader.fragment_shader_does_z_writes =
171 (vc5->prog.fs->prog_data.fs->writes_z ||
172 vc5->prog.fs->prog_data.fs->discard);
173
174 shader.number_of_varyings_in_fragment_shader =
175 vc5->prog.fs->prog_data.base->num_inputs;
176
177 shader.propagate_nans = true;
178
179 shader.coordinate_shader_code_address =
180 cl_address(vc5->prog.cs->bo, 0);
181 shader.vertex_shader_code_address =
182 cl_address(vc5->prog.vs->bo, 0);
183 shader.fragment_shader_code_address =
184 cl_address(vc5->prog.fs->bo, 0);
185
186 /* XXX: Use combined input/output size flag in the common
187 * case.
188 */
189 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
190 shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
191 shader.coordinate_shader_input_vpm_segment_size =
192 MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1);
193 shader.vertex_shader_input_vpm_segment_size =
194 MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1);
195
196 shader.coordinate_shader_output_vpm_segment_size =
197 vc5->prog.cs->prog_data.vs->vpm_output_size;
198 shader.vertex_shader_output_vpm_segment_size =
199 vc5->prog.vs->prog_data.vs->vpm_output_size;
200
201 shader.coordinate_shader_uniforms_address = cs_uniforms;
202 shader.vertex_shader_uniforms_address = vs_uniforms;
203 shader.fragment_shader_uniforms_address = fs_uniforms;
204
205 shader.vertex_id_read_by_coordinate_shader =
206 vc5->prog.cs->prog_data.vs->uses_vid;
207 shader.instance_id_read_by_coordinate_shader =
208 vc5->prog.cs->prog_data.vs->uses_iid;
209 shader.vertex_id_read_by_vertex_shader =
210 vc5->prog.vs->prog_data.vs->uses_vid;
211 shader.instance_id_read_by_vertex_shader =
212 vc5->prog.vs->prog_data.vs->uses_iid;
213
214 shader.address_of_default_attribute_values =
215 cl_address(vtx->default_attribute_values, 0);
216 }
217
218 for (int i = 0; i < vtx->num_elements; i++) {
219 struct pipe_vertex_element *elem = &vtx->pipe[i];
220 struct pipe_vertex_buffer *vb =
221 &vertexbuf->vb[elem->vertex_buffer_index];
222 struct vc5_resource *rsc = vc5_resource(vb->buffer.resource);
223
224 struct V3D33_GL_SHADER_STATE_ATTRIBUTE_RECORD attr_unpacked = {
225 .stride = vb->stride,
226 .address = cl_address(rsc->bo,
227 vb->buffer_offset +
228 elem->src_offset),
229 .number_of_values_read_by_coordinate_shader =
230 vc5->prog.cs->prog_data.vs->vattr_sizes[i],
231 .number_of_values_read_by_vertex_shader =
232 vc5->prog.vs->prog_data.vs->vattr_sizes[i],
233 };
234 const uint32_t size =
235 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
236 uint8_t attr_packed[size];
237 V3D33_GL_SHADER_STATE_ATTRIBUTE_RECORD_pack(&job->indirect,
238 attr_packed,
239 &attr_unpacked);
240 for (int j = 0; j < size; j++)
241 attr_packed[j] |= vtx->attrs[i * size + j];
242 cl_emit_prepacked(&job->indirect, &attr_packed);
243 }
244
245 if (vtx->num_elements == 0) {
246 /* GFXH-930: At least one attribute must be enabled and read
247 * by CS and VS. If we have no attributes being consumed by
248 * the shader, set up a dummy to be loaded into the VPM.
249 */
250 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
251 /* Valid address of data whose value will be unused. */
252 attr.address = cl_address(job->indirect.bo, 0);
253
254 attr.type = ATTRIBUTE_FLOAT;
255 attr.stride = 0;
256 attr.vec_size = 1;
257
258 attr.number_of_values_read_by_coordinate_shader = 1;
259 attr.number_of_values_read_by_vertex_shader = 1;
260 }
261 }
262
263 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
264 state.address = cl_address(job->indirect.bo, shader_rec_offset);
265 state.number_of_attribute_arrays = num_elements_to_emit;
266 }
267
268 vc5_bo_unreference(&cs_uniforms.bo);
269 vc5_bo_unreference(&vs_uniforms.bo);
270 vc5_bo_unreference(&fs_uniforms.bo);
271
272 job->shader_rec_count++;
273 }
274
275 static void
276 vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
277 {
278 struct vc5_context *vc5 = vc5_context(pctx);
279
280 if (!info->count_from_stream_output && !info->indirect &&
281 !info->primitive_restart &&
282 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
283 return;
284
285 /* Fall back for weird desktop GL primitive restart values. */
286 if (info->primitive_restart &&
287 info->index_size) {
288 uint32_t mask = ~0;
289
290 switch (info->index_size) {
291 case 2:
292 mask = 0xffff;
293 break;
294 case 1:
295 mask = 0xff;
296 break;
297 }
298
299 if (info->restart_index != mask) {
300 util_draw_vbo_without_prim_restart(pctx, info);
301 return;
302 }
303 }
304
305 if (info->mode >= PIPE_PRIM_QUADS) {
306 util_primconvert_save_rasterizer_state(vc5->primconvert, &vc5->rasterizer->base);
307 util_primconvert_draw_vbo(vc5->primconvert, info);
308 perf_debug("Fallback conversion for %d %s vertices\n",
309 info->count, u_prim_name(info->mode));
310 return;
311 }
312
313 /* Before setting up the draw, flush anything writing to the textures
314 * that we read from.
315 */
316 vc5_predraw_check_textures(pctx, &vc5->verttex);
317 vc5_predraw_check_textures(pctx, &vc5->fragtex);
318
319 struct vc5_job *job = vc5_get_job_for_fbo(vc5);
320
321 /* Get space to emit our draw call into the BCL, using a branch to
322 * jump to a new BO if necessary.
323 */
324 vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
325
326 if (vc5->prim_mode != info->mode) {
327 vc5->prim_mode = info->mode;
328 vc5->dirty |= VC5_DIRTY_PRIM_MODE;
329 }
330
331 vc5_start_draw(vc5);
332 vc5_update_compiled_shaders(vc5, info->mode);
333
334 vc5_emit_state(pctx);
335
336 if (vc5->dirty & (VC5_DIRTY_VTXBUF |
337 VC5_DIRTY_VTXSTATE |
338 VC5_DIRTY_PRIM_MODE |
339 VC5_DIRTY_RASTERIZER |
340 VC5_DIRTY_COMPILED_CS |
341 VC5_DIRTY_COMPILED_VS |
342 VC5_DIRTY_COMPILED_FS |
343 vc5->prog.cs->uniform_dirty_bits |
344 vc5->prog.vs->uniform_dirty_bits |
345 vc5->prog.fs->uniform_dirty_bits)) {
346 vc5_emit_gl_shader_state(vc5, info);
347 }
348
349 vc5->dirty = 0;
350
351 /* The Base Vertex/Base Instance packet sets those values to nonzero
352 * for the next draw call only.
353 */
354 if (info->index_bias || info->start_instance) {
355 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
356 base.base_instance = info->start_instance;
357 base.base_vertex = info->index_bias;
358 }
359 }
360
361 /* The HW only processes transform feedback on primitives with the
362 * flag set.
363 */
364 uint32_t prim_tf_enable = 0;
365 if (vc5->prog.bind_vs->num_tf_outputs)
366 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
367
368 /* Note that the primitive type fields match with OpenGL/gallium
369 * definitions, up to but not including QUADS.
370 */
371 if (info->index_size) {
372 uint32_t index_size = info->index_size;
373 uint32_t offset = info->start * index_size;
374 struct pipe_resource *prsc;
375 if (info->has_user_indices) {
376 prsc = NULL;
377 u_upload_data(vc5->uploader, 0,
378 info->count * info->index_size, 4,
379 info->index.user,
380 &offset, &prsc);
381 } else {
382 prsc = info->index.resource;
383 }
384 struct vc5_resource *rsc = vc5_resource(prsc);
385
386 if (info->instance_count > 1) {
387 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIMITIVE_LIST, prim) {
388 prim.index_type = ffs(info->index_size) - 1;
389 prim.maximum_index = (1u << 31) - 1; /* XXX */
390 prim.address_of_indices_list =
391 cl_address(rsc->bo, offset);
392 prim.mode = info->mode | prim_tf_enable;
393 prim.enable_primitive_restarts = info->primitive_restart;
394
395 prim.number_of_instances = info->instance_count;
396 prim.instance_length = info->count;
397 }
398 } else {
399 cl_emit(&job->bcl, INDEXED_PRIMITIVE_LIST, prim) {
400 prim.index_type = ffs(info->index_size) - 1;
401 prim.length = info->count;
402 prim.maximum_index = (1u << 31) - 1; /* XXX */
403 prim.address_of_indices_list =
404 cl_address(rsc->bo, offset);
405 prim.mode = info->mode | prim_tf_enable;
406 prim.enable_primitive_restarts = info->primitive_restart;
407 }
408 }
409
410 job->draw_calls_queued++;
411
412 if (info->has_user_indices)
413 pipe_resource_reference(&prsc, NULL);
414 } else {
415 if (info->instance_count > 1) {
416 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMITIVES, prim) {
417 prim.mode = info->mode | prim_tf_enable;
418 prim.index_of_first_vertex = info->start;
419 prim.number_of_instances = info->instance_count;
420 prim.instance_length = info->count;
421 }
422 } else {
423 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, prim) {
424 prim.mode = info->mode | prim_tf_enable;
425 prim.length = info->count;
426 prim.index_of_first_vertex = info->start;
427 }
428 }
429 }
430 job->draw_calls_queued++;
431
432 if (vc5->zsa && job->zsbuf &&
433 (vc5->zsa->base.depth.enabled ||
434 vc5->zsa->base.stencil[0].enabled)) {
435 struct vc5_resource *rsc = vc5_resource(job->zsbuf->texture);
436 vc5_job_add_bo(job, rsc->bo);
437
438 if (vc5->zsa->base.depth.enabled) {
439 job->resolve |= PIPE_CLEAR_DEPTH;
440 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
441
442 if (vc5->zsa->early_z_enable)
443 job->uses_early_z = true;
444 }
445
446 if (vc5->zsa->base.stencil[0].enabled) {
447 job->resolve |= PIPE_CLEAR_STENCIL;
448 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
449 }
450 }
451
452 for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
453 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
454
455 if (job->resolve & bit || !job->cbufs[i])
456 continue;
457 struct vc5_resource *rsc = vc5_resource(job->cbufs[i]->texture);
458
459 job->resolve |= bit;
460 vc5_job_add_bo(job, rsc->bo);
461 }
462
463 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
464 vc5_flush(pctx);
465 }
466
467 static void
468 vc5_clear(struct pipe_context *pctx, unsigned buffers,
469 const union pipe_color_union *color, double depth, unsigned stencil)
470 {
471 struct vc5_context *vc5 = vc5_context(pctx);
472 struct vc5_job *job = vc5_get_job_for_fbo(vc5);
473
474 /* We can't flag new buffers for clearing once we've queued draws. We
475 * could avoid this by using the 3d engine to clear.
476 */
477 if (job->draw_calls_queued) {
478 perf_debug("Flushing rendering to process new clear.\n");
479 vc5_job_submit(vc5, job);
480 job = vc5_get_job_for_fbo(vc5);
481 }
482
483 for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
484 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
485 if (!(buffers & bit))
486 continue;
487
488 struct pipe_surface *psurf = vc5->framebuffer.cbufs[i];
489 struct vc5_surface *surf = vc5_surface(psurf);
490 struct vc5_resource *rsc = vc5_resource(psurf->texture);
491
492 union util_color uc;
493 uint32_t internal_size = 4 << surf->internal_bpp;
494
495 switch (surf->internal_type) {
496 case INTERNAL_TYPE_8:
497 if (surf->format == PIPE_FORMAT_B4G4R4A4_UNORM ||
498 surf->format == PIPE_FORMAT_B4G4R4A4_UNORM) {
499 /* Our actual hardware layout is ABGR4444, but
500 * we apply a swizzle when texturing to flip
501 * things back around.
502 */
503 util_pack_color(color->f, PIPE_FORMAT_A8R8G8B8_UNORM,
504 &uc);
505 } else {
506 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
507 &uc);
508 }
509 memcpy(job->clear_color[i], uc.ui, internal_size);
510 break;
511 case INTERNAL_TYPE_8I:
512 case INTERNAL_TYPE_8UI:
513 job->clear_color[i][0] = ((uc.ui[0] & 0xff) |
514 (uc.ui[1] & 0xff) << 8 |
515 (uc.ui[2] & 0xff) << 16 |
516 (uc.ui[3] & 0xff) << 24);
517 break;
518 case INTERNAL_TYPE_16F:
519 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
520 &uc);
521 memcpy(job->clear_color[i], uc.ui, internal_size);
522 break;
523 case INTERNAL_TYPE_16I:
524 case INTERNAL_TYPE_16UI:
525 job->clear_color[i][0] = ((uc.ui[0] & 0xffff) |
526 uc.ui[1] << 16);
527 job->clear_color[i][1] = ((uc.ui[2] & 0xffff) |
528 uc.ui[3] << 16);
529 break;
530 case INTERNAL_TYPE_32F:
531 case INTERNAL_TYPE_32I:
532 case INTERNAL_TYPE_32UI:
533 memcpy(job->clear_color[i], color->ui, internal_size);
534 break;
535 }
536
537 rsc->initialized_buffers |= bit;
538 }
539
540 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
541 if (zsclear) {
542 struct vc5_resource *rsc =
543 vc5_resource(vc5->framebuffer.zsbuf->texture);
544
545 if (zsclear & PIPE_CLEAR_DEPTH)
546 job->clear_z = depth;
547 if (zsclear & PIPE_CLEAR_STENCIL)
548 job->clear_s = stencil;
549
550 rsc->initialized_buffers |= zsclear;
551 }
552
553 job->draw_min_x = 0;
554 job->draw_min_y = 0;
555 job->draw_max_x = vc5->framebuffer.width;
556 job->draw_max_y = vc5->framebuffer.height;
557 job->cleared |= buffers;
558 job->resolve |= buffers;
559
560 vc5_start_draw(vc5);
561 }
562
563 static void
564 vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
565 const union pipe_color_union *color,
566 unsigned x, unsigned y, unsigned w, unsigned h,
567 bool render_condition_enabled)
568 {
569 fprintf(stderr, "unimpl: clear RT\n");
570 }
571
572 static void
573 vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
574 unsigned buffers, double depth, unsigned stencil,
575 unsigned x, unsigned y, unsigned w, unsigned h,
576 bool render_condition_enabled)
577 {
578 fprintf(stderr, "unimpl: clear DS\n");
579 }
580
581 void
582 vc5_draw_init(struct pipe_context *pctx)
583 {
584 pctx->draw_vbo = vc5_draw_vbo;
585 pctx->clear = vc5_clear;
586 pctx->clear_render_target = vc5_clear_render_target;
587 pctx->clear_depth_stencil = vc5_clear_depth_stencil;
588 }