#ifndef FREEDRENO_CONTEXT_H_
#define FREEDRENO_CONTEXT_H_
-#include "draw/draw_context.h"
#include "pipe/p_context.h"
+#include "indices/u_primconvert.h"
#include "util/u_blitter.h"
+#include "util/list.h"
#include "util/u_slab.h"
#include "util/u_string.h"
#include "freedreno_screen.h"
+#include "freedreno_gmem.h"
+#include "freedreno_util.h"
-struct fd_blend_stateobj;
-struct fd_rasterizer_stateobj;
-struct fd_zsa_stateobj;
-struct fd_sampler_stateobj;
struct fd_vertex_stateobj;
-struct fd_shader_stateobj;
struct fd_texture_stateobj {
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
- struct fd_sampler_stateobj *samplers[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
unsigned dirty_samplers;
};
struct fd_program_stateobj {
- struct fd_shader_stateobj *vp, *fp;
+ void *vp, *fp;
enum {
FD_SHADER_DIRTY_VP = (1 << 0),
FD_SHADER_DIRTY_FP = (1 << 1),
uint32_t dirty_mask;
};
-struct fd_gmem_stateobj {
- struct pipe_scissor_state scissor;
- uint cpp;
- uint16_t minx, miny;
- uint16_t bin_h, nbins_y;
- uint16_t bin_w, nbins_x;
- uint16_t width, height;
+struct fd_vertex_stateobj {
+ struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
+ unsigned num_elements;
+};
+
+struct fd_streamout_stateobj {
+ struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
+ unsigned num_targets;
+ /* Track offset from vtxcnt for streamout data. This counter
+ * is just incremented by # of vertices on each draw until
+ * reset or new streamout buffer bound.
+ *
+ * When we eventually have GS, the CPU won't actually know the
+ * number of vertices per draw, so I think we'll have to do
+ * something more clever.
+ */
+ unsigned offsets[PIPE_MAX_SO_BUFFERS];
+};
+
+/* group together the vertex and vertexbuf state.. for ease of passing
+ * around, and because various internal operations (gmem<->mem, etc)
+ * need their own vertex state:
+ */
+struct fd_vertex_state {
+ struct fd_vertex_stateobj *vtx;
+ struct fd_vertexbuf_stateobj vertexbuf;
};
+/* Bitmask of stages in rendering that a particular query query is
+ * active. Queries will be automatically started/stopped (generating
+ * additional fd_hw_sample_period's) on entrance/exit from stages that
+ * are applicable to the query.
+ *
+ * NOTE: set the stage to NULL at end of IB to ensure no query is still
+ * active. Things aren't going to work out the way you want if a query
+ * is active across IB's (or between tile IB and draw IB)
+ */
+enum fd_render_stage {
+ FD_STAGE_NULL = 0x00,
+ FD_STAGE_DRAW = 0x01,
+ FD_STAGE_CLEAR = 0x02,
+ /* TODO before queries which include MEM2GMEM or GMEM2MEM will
+ * work we will need to call fd_hw_query_prepare() from somewhere
+ * appropriate so that queries in the tiling IB get backed with
+ * memory to write results to.
+ */
+ FD_STAGE_MEM2GMEM = 0x04,
+ FD_STAGE_GMEM2MEM = 0x08,
+ /* used for driver internal draws (ie. util_blitter_blit()): */
+ FD_STAGE_BLIT = 0x10,
+};
+
+#define MAX_HW_SAMPLE_PROVIDERS 4
+struct fd_hw_sample_provider;
+struct fd_hw_sample;
+
struct fd_context {
struct pipe_context base;
+ struct fd_device *dev;
struct fd_screen *screen;
+
struct blitter_context *blitter;
+ struct primconvert_context *primconvert;
+ /* slab for pipe_transfer allocations: */
struct util_slab_mempool transfer_pool;
+ /* slabs for fd_hw_sample and fd_hw_sample_period allocations: */
+ struct util_slab_mempool sample_pool;
+ struct util_slab_mempool sample_period_pool;
+
+ /* next sample offset.. incremented for each sample in the batch/
+ * submit, reset to zero on next submit.
+ */
+ uint32_t next_sample_offset;
+
+ /* sample-providers for hw queries: */
+ const struct fd_hw_sample_provider *sample_providers[MAX_HW_SAMPLE_PROVIDERS];
+
+ /* cached samples (in case multiple queries need to reference
+ * the same sample snapshot)
+ */
+ struct fd_hw_sample *sample_cache[MAX_HW_SAMPLE_PROVIDERS];
+
+ /* tracking for current stage, to know when to start/stop
+ * any active queries:
+ */
+ enum fd_render_stage stage;
+
+ /* list of active queries: */
+ struct list_head active_queries;
+
+ /* list of queries that are not active, but were active in the
+ * current submit:
+ */
+ struct list_head current_queries;
+
+ /* current query result bo and tile stride: */
+ struct fd_bo *query_bo;
+ uint32_t query_tile_stride;
+
+ /* list of resources used by currently-unsubmitted renders */
+ struct list_head used_resources;
+
+ /* table with PIPE_PRIM_MAX entries mapping PIPE_PRIM_x to
+ * DI_PT_x value to use for draw initiator. There are some
+ * slight differences between generation:
+ */
+ const uint8_t *primtypes;
+ uint32_t primtype_mask;
+
/* shaders used by clear, and gmem->mem blits: */
struct fd_program_stateobj solid_prog; // TODO move to screen?
/* shaders used by mem->gmem blits: */
- struct fd_program_stateobj blit_prog; // TODO move to screen?
-
- /* vertex buff used for clear/gmem->mem vertices, and mem->gmem
- * vertices and tex coords:
- */
- struct pipe_resource *solid_vertexbuf;
+ struct fd_program_stateobj blit_prog[MAX_RENDER_TARGETS]; // TODO move to screen?
+ struct fd_program_stateobj blit_z, blit_zs;
/* do we need to mem2gmem before rendering. We don't, if for example,
* there was a glClear() that invalidated the entire previous buffer
* contents. Keep track of which buffer(s) are cleared, or needs
* restore. Masks of PIPE_CLEAR_*
+ *
+ * The 'cleared' bits will be set for buffers which are *entirely*
+ * cleared, and 'partial_cleared' bits will be set if you must
+ * check cleared_scissor.
*/
enum {
/* align bitmask values w/ PIPE_CLEAR_*.. since that is convenient.. */
FD_BUFFER_DEPTH = PIPE_CLEAR_DEPTH,
FD_BUFFER_STENCIL = PIPE_CLEAR_STENCIL,
FD_BUFFER_ALL = FD_BUFFER_COLOR | FD_BUFFER_DEPTH | FD_BUFFER_STENCIL,
- } cleared, restore, resolve;
+ } cleared, partial_cleared, restore, resolve;
bool needs_flush;
+ /* To decide whether to render to system memory, keep track of the
+ * number of draws, and whether any of them require multisample,
+ * depth_test (or depth write), stencil_test, blending, and
+ * color_logic_Op (since those functions are disabled when by-
+ * passing GMEM.
+ */
+ enum {
+ FD_GMEM_CLEARS_DEPTH_STENCIL = 0x01,
+ FD_GMEM_DEPTH_ENABLED = 0x02,
+ FD_GMEM_STENCIL_ENABLED = 0x04,
+
+ FD_GMEM_MSAA_ENABLED = 0x08,
+ FD_GMEM_BLEND_ENABLED = 0x10,
+ FD_GMEM_LOGICOP_ENABLED = 0x20,
+ } gmem_reason;
+ unsigned num_draws; /* number of draws in current batch */
+
+ /* Stats/counters:
+ */
+ struct {
+ uint64_t prims_emitted;
+ uint64_t draw_calls;
+ uint64_t batch_total, batch_sysmem, batch_gmem, batch_restore;
+ } stats;
+
+ /* we can't really sanely deal with wraparound point in ringbuffer
+ * and because of the way tiling works we can't really flush at
+ * arbitrary points (without a big performance hit). When we get
+ * too close to the end of the current ringbuffer, cycle to the next
+ * one (and wait for pending rendering from next rb to complete).
+ * We want the # of ringbuffers to be high enough that we don't
+ * normally have to wait before resetting to the start of the next
+ * rb.
+ */
+ struct fd_ringbuffer *rings[8];
+ unsigned rings_idx;
+
+ /* NOTE: currently using a single ringbuffer for both draw and
+ * tiling commands, we need to make sure we need to leave enough
+ * room at the end to append the tiling commands when we flush.
+ * 0x7000 dwords should be a couple times more than we ever need
+ * so should be a nice conservative threshold.
+ */
+#define FD_TILING_COMMANDS_DWORDS 0x7000
+
+ /* normal draw/clear cmds: */
struct fd_ringbuffer *ring;
struct fd_ringmarker *draw_start, *draw_end;
- /* scissor can't really be changed mid-render.. we probably need
- * to flush out all pending draws and then start a new tile pass
- * w/ new stencil state..
+ /* binning pass draw/clear cmds: */
+ struct fd_ringbuffer *binning_ring;
+ struct fd_ringmarker *binning_start, *binning_end;
+
+ /* Keep track if WAIT_FOR_IDLE is needed for registers we need
+ * to update via RMW:
+ */
+ bool needs_wfi;
+
+ /* Do we need to re-emit RB_FRAME_BUFFER_DIMENSION? At least on a3xx
+ * it is not a banked context register, so it needs a WFI to update.
+ * Keep track if it has actually changed, to avoid unneeded WFI.
+ * */
+ bool needs_rb_fbd;
+
+ /* Keep track of DRAW initiators that need to be patched up depending
+ * on whether we using binning or not:
*/
+ struct util_dynarray draw_patches;
+
struct pipe_scissor_state scissor;
+ /* we don't have a disable/enable bit for scissor, so instead we keep
+ * a disabled-scissor state which matches the entire bound framebuffer
+ * and use that when scissor is not enabled.
+ */
+ struct pipe_scissor_state disabled_scissor;
+
/* Track the maximal bounds of the scissor of all the draws within a
* batch. Used at the tile rendering step (fd_gmem_render_tiles(),
* mem2gmem/gmem2mem) to avoid needlessly moving data in/out of gmem.
*/
struct pipe_scissor_state max_scissor;
+ /* Track the cleared scissor for color/depth/stencil, so we know
+ * which, if any, tiles need to be restored (mem2gmem). Only valid
+ * if the corresponding bit in ctx->cleared is set.
+ */
+ struct {
+ struct pipe_scissor_state color, depth, stencil;
+ } cleared_scissor;
+
/* Current gmem/tiling configuration.. gets updated on render_tiles()
* if out of date with current maximal-scissor/cpp:
*/
struct fd_gmem_stateobj gmem;
+ struct fd_vsc_pipe pipe[8];
+ struct fd_tile tile[256];
/* which state objects need to be re-emit'd: */
enum {
- FD_DIRTY_BLEND = (1 << 0),
- FD_DIRTY_RASTERIZER = (1 << 1),
- FD_DIRTY_ZSA = (1 << 2),
- FD_DIRTY_FRAGTEX = (1 << 3),
- FD_DIRTY_VERTTEX = (1 << 4),
- FD_DIRTY_PROG = (1 << 5),
- FD_DIRTY_VTX = (1 << 6),
- FD_DIRTY_BLEND_COLOR = (1 << 7),
- FD_DIRTY_STENCIL_REF = (1 << 8),
- FD_DIRTY_SAMPLE_MASK = (1 << 9),
+ FD_DIRTY_BLEND = (1 << 0),
+ FD_DIRTY_RASTERIZER = (1 << 1),
+ FD_DIRTY_ZSA = (1 << 2),
+ FD_DIRTY_FRAGTEX = (1 << 3),
+ FD_DIRTY_VERTTEX = (1 << 4),
+ FD_DIRTY_TEXSTATE = (1 << 5),
+ FD_DIRTY_PROG = (1 << 6),
+ FD_DIRTY_BLEND_COLOR = (1 << 7),
+ FD_DIRTY_STENCIL_REF = (1 << 8),
+ FD_DIRTY_SAMPLE_MASK = (1 << 9),
FD_DIRTY_FRAMEBUFFER = (1 << 10),
- FD_DIRTY_STIPPLE = (1 << 12),
+ FD_DIRTY_STIPPLE = (1 << 11),
FD_DIRTY_VIEWPORT = (1 << 12),
FD_DIRTY_CONSTBUF = (1 << 13),
- FD_DIRTY_VERTEXBUF = (1 << 14),
- FD_DIRTY_INDEXBUF = (1 << 15),
- FD_DIRTY_SCISSOR = (1 << 16),
+ FD_DIRTY_VTXSTATE = (1 << 14),
+ FD_DIRTY_VTXBUF = (1 << 15),
+ FD_DIRTY_INDEXBUF = (1 << 16),
+ FD_DIRTY_SCISSOR = (1 << 17),
+ FD_DIRTY_STREAMOUT = (1 << 18),
+ FD_DIRTY_UCP = (1 << 19),
+ FD_DIRTY_BLEND_DUAL = (1 << 20),
} dirty;
- struct fd_blend_stateobj *blend;
- struct fd_rasterizer_stateobj *rasterizer;
- struct fd_zsa_stateobj *zsa;
+ struct pipe_blend_state *blend;
+ struct pipe_rasterizer_state *rasterizer;
+ struct pipe_depth_stencil_alpha_state *zsa;
struct fd_texture_stateobj verttex, fragtex;
struct fd_program_stateobj prog;
- struct fd_vertex_stateobj *vtx;
+ struct fd_vertex_state vtx;
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
struct pipe_poly_stipple stipple;
struct pipe_viewport_state viewport;
struct fd_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
- struct fd_vertexbuf_stateobj vertexbuf;
struct pipe_index_buffer indexbuf;
+ struct fd_streamout_stateobj streamout;
+ struct pipe_clip_state ucp;
+
+ struct pipe_query *cond_query;
+ bool cond_cond; /* inverted rendering condition */
+ uint cond_mode;
+
+ /* GMEM/tile handling fxns: */
+ void (*emit_tile_init)(struct fd_context *ctx);
+ void (*emit_tile_prep)(struct fd_context *ctx, struct fd_tile *tile);
+ void (*emit_tile_mem2gmem)(struct fd_context *ctx, struct fd_tile *tile);
+ void (*emit_tile_renderprep)(struct fd_context *ctx, struct fd_tile *tile);
+ void (*emit_tile_gmem2mem)(struct fd_context *ctx, struct fd_tile *tile);
+
+ /* optional, for GMEM bypass: */
+ void (*emit_sysmem_prep)(struct fd_context *ctx);
+
+ /* draw: */
+ void (*draw_vbo)(struct fd_context *ctx, const struct pipe_draw_info *info);
+ void (*clear)(struct fd_context *ctx, unsigned buffers,
+ const union pipe_color_union *color, double depth, unsigned stencil);
+
+ /* constant emit: (note currently not used/needed for a2xx) */
+ void (*emit_const)(struct fd_ringbuffer *ring, enum shader_t type,
+ uint32_t regid, uint32_t offset, uint32_t sizedwords,
+ const uint32_t *dwords, struct pipe_resource *prsc);
+ void (*emit_const_bo)(struct fd_ringbuffer *ring, enum shader_t type, boolean write,
+ uint32_t regid, uint32_t num, struct fd_bo **bos, uint32_t *offsets);
};
-static INLINE struct fd_context *
+static inline struct fd_context *
fd_context(struct pipe_context *pctx)
{
return (struct fd_context *)pctx;
}
-struct pipe_context * fd_context_create(struct pipe_screen *pscreen, void *priv);
+static inline struct pipe_scissor_state *
+fd_context_get_scissor(struct fd_context *ctx)
+{
+ if (ctx->rasterizer && ctx->rasterizer->scissor)
+ return &ctx->scissor;
+ return &ctx->disabled_scissor;
+}
+
+static inline bool
+fd_supported_prim(struct fd_context *ctx, unsigned prim)
+{
+ return (1 << prim) & ctx->primtype_mask;
+}
+
+static inline void
+fd_reset_wfi(struct fd_context *ctx)
+{
+ ctx->needs_wfi = true;
+}
+
+/* emit a WAIT_FOR_IDLE only if needed, ie. if there has not already
+ * been one since last draw:
+ */
+static inline void
+fd_wfi(struct fd_context *ctx, struct fd_ringbuffer *ring)
+{
+ if (ctx->needs_wfi) {
+ OUT_WFI(ring);
+ ctx->needs_wfi = false;
+ }
+}
+
+/* emit a CP_EVENT_WRITE:
+ */
+static inline void
+fd_event_write(struct fd_context *ctx, struct fd_ringbuffer *ring,
+ enum vgt_event_type evt)
+{
+ OUT_PKT3(ring, CP_EVENT_WRITE, 1);
+ OUT_RING(ring, evt);
+ fd_reset_wfi(ctx);
+}
+
+struct pipe_context * fd_context_init(struct fd_context *ctx,
+ struct pipe_screen *pscreen, const uint8_t *primtypes,
+ void *priv);
void fd_context_render(struct pipe_context *pctx);
+void fd_context_destroy(struct pipe_context *pctx);
+
#endif /* FREEDRENO_CONTEXT_H_ */