#include "util/bitset.h"
#include "util/slab.h"
#include "xf86drm.h"
-#include "v3d_drm.h"
+#include "drm-uapi/v3d_drm.h"
#include "v3d_screen.h"
+#include "broadcom/common/v3d_limits.h"
+
+#include "broadcom/simulator/v3d_simulator.h"
struct v3d_job;
struct v3d_bo;
#define using_v3d_simulator false
#endif
-#define VC5_DIRTY_BLEND (1 << 0)
-#define VC5_DIRTY_RASTERIZER (1 << 1)
-#define VC5_DIRTY_ZSA (1 << 2)
-#define VC5_DIRTY_FRAGTEX (1 << 3)
-#define VC5_DIRTY_VERTTEX (1 << 4)
-
-#define VC5_DIRTY_BLEND_COLOR (1 << 7)
-#define VC5_DIRTY_STENCIL_REF (1 << 8)
-#define VC5_DIRTY_SAMPLE_STATE (1 << 9)
-#define VC5_DIRTY_FRAMEBUFFER (1 << 10)
-#define VC5_DIRTY_STIPPLE (1 << 11)
-#define VC5_DIRTY_VIEWPORT (1 << 12)
-#define VC5_DIRTY_CONSTBUF (1 << 13)
-#define VC5_DIRTY_VTXSTATE (1 << 14)
-#define VC5_DIRTY_VTXBUF (1 << 15)
-#define VC5_DIRTY_SCISSOR (1 << 17)
-#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
-#define VC5_DIRTY_PRIM_MODE (1 << 19)
-#define VC5_DIRTY_CLIP (1 << 20)
-#define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
-#define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
-#define VC5_DIRTY_COMPILED_CS (1 << 23)
-#define VC5_DIRTY_COMPILED_VS (1 << 24)
-#define VC5_DIRTY_COMPILED_FS (1 << 25)
-#define VC5_DIRTY_FS_INPUTS (1 << 26)
-#define VC5_DIRTY_STREAMOUT (1 << 27)
-#define VC5_DIRTY_OQ (1 << 28)
-#define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
+#define VC5_DIRTY_BLEND (1ull << 0)
+#define VC5_DIRTY_RASTERIZER (1ull << 1)
+#define VC5_DIRTY_ZSA (1ull << 2)
+#define VC5_DIRTY_COMPTEX (1ull << 3)
+#define VC5_DIRTY_VERTTEX (1ull << 4)
+#define VC5_DIRTY_GEOMTEX (1ull << 5)
+#define VC5_DIRTY_FRAGTEX (1ull << 6)
+
+#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
+#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
+#define VC5_DIRTY_STENCIL_REF (1ull << 11)
+#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
+#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
+#define VC5_DIRTY_STIPPLE (1ull << 14)
+#define VC5_DIRTY_VIEWPORT (1ull << 15)
+#define VC5_DIRTY_CONSTBUF (1ull << 16)
+#define VC5_DIRTY_VTXSTATE (1ull << 17)
+#define VC5_DIRTY_VTXBUF (1ull << 18)
+#define VC5_DIRTY_SCISSOR (1ull << 19)
+#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
+#define VC5_DIRTY_PRIM_MODE (1ull << 21)
+#define VC5_DIRTY_CLIP (1ull << 22)
+#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
+#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
+#define VC5_DIRTY_UNCOMPILED_GS (1ull << 25)
+#define VC5_DIRTY_UNCOMPILED_FS (1ull << 26)
+
+#define VC5_DIRTY_COMPILED_CS (1ull << 29)
+#define VC5_DIRTY_COMPILED_VS (1ull << 30)
+#define VC5_DIRTY_COMPILED_GS_BIN (1ULL << 31)
+#define VC5_DIRTY_COMPILED_GS (1ULL << 32)
+#define VC5_DIRTY_COMPILED_FS (1ull << 33)
+
+#define VC5_DIRTY_FS_INPUTS (1ull << 38)
+#define VC5_DIRTY_GS_INPUTS (1ull << 39)
+#define VC5_DIRTY_STREAMOUT (1ull << 40)
+#define VC5_DIRTY_OQ (1ull << 41)
+#define VC5_DIRTY_CENTROID_FLAGS (1ull << 42)
+#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 43)
+#define VC5_DIRTY_SSBO (1ull << 44)
#define VC5_MAX_FS_INPUTS 64
+enum v3d_sampler_state_variant {
+ V3D_SAMPLER_STATE_BORDER_0,
+ V3D_SAMPLER_STATE_F16,
+ V3D_SAMPLER_STATE_F16_UNORM,
+ V3D_SAMPLER_STATE_F16_SNORM,
+ V3D_SAMPLER_STATE_F16_BGRA,
+ V3D_SAMPLER_STATE_F16_BGRA_UNORM,
+ V3D_SAMPLER_STATE_F16_BGRA_SNORM,
+ V3D_SAMPLER_STATE_F16_A,
+ V3D_SAMPLER_STATE_F16_A_SNORM,
+ V3D_SAMPLER_STATE_F16_A_UNORM,
+ V3D_SAMPLER_STATE_F16_LA,
+ V3D_SAMPLER_STATE_F16_LA_UNORM,
+ V3D_SAMPLER_STATE_F16_LA_SNORM,
+ V3D_SAMPLER_STATE_32,
+ V3D_SAMPLER_STATE_32_UNORM,
+ V3D_SAMPLER_STATE_32_SNORM,
+ V3D_SAMPLER_STATE_32_A,
+ V3D_SAMPLER_STATE_32_A_UNORM,
+ V3D_SAMPLER_STATE_32_A_SNORM,
+ V3D_SAMPLER_STATE_1010102U,
+ V3D_SAMPLER_STATE_16U,
+ V3D_SAMPLER_STATE_16I,
+ V3D_SAMPLER_STATE_8I,
+ V3D_SAMPLER_STATE_8U,
+
+ V3D_SAMPLER_STATE_VARIANT_COUNT,
+};
+
+enum v3d_flush_cond {
+ /* Flush job unless we are flushing for transform feedback, where we
+ * handle flushing in the driver via the 'Wait for TF' packet.
+ */
+ V3D_FLUSH_DEFAULT,
+ /* Always flush the job, even for cases where we would normally not
+ * do it, such as transform feedback.
+ */
+ V3D_FLUSH_ALWAYS,
+ /* Flush job if it is not the current FBO job. This is intended to
+ * skip automatic flushes of the current job for resources that we
+ * expect to be externally synchronized by the application using
+ * glMemoryBarrier(), such as SSBOs and shader images.
+ */
+ V3D_FLUSH_NOT_CURRENT_JOB,
+};
+
struct v3d_sampler_view {
struct pipe_sampler_view base;
uint32_t p0;
uint8_t texture_shader_state[32];
/* V3D 4.x: Texture state struct. */
struct v3d_bo *bo;
+
+ enum v3d_sampler_state_variant sampler_variant;
+
+ /* Actual texture to be read by this sampler view. May be different
+ * from base.texture in the case of having a shadow tiled copy of a
+ * raster texture.
+ */
+ struct pipe_resource *texture;
};
struct v3d_sampler_state {
/* V3D 3.x: Packed texture state. */
uint8_t texture_shader_state[32];
/* V3D 4.x: Sampler state struct. */
- struct v3d_bo *bo;
+ struct pipe_resource *sampler_state;
+ uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT];
+
+ bool border_color_variants;
};
struct v3d_texture_stateobj {
- struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_view *textures[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_textures;
- struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_state *samplers[V3D_MAX_TEXTURE_SAMPLERS];
unsigned num_samplers;
- struct v3d_cl_reloc texture_state[PIPE_MAX_SAMPLERS];
+ struct v3d_cl_reloc texture_state[V3D_MAX_TEXTURE_SAMPLERS];
};
struct v3d_shader_uniform_info {
uint16_t tf_specs[16];
uint16_t tf_specs_psiz[16];
uint32_t num_tf_specs;
-
- /**
- * Flag for if the NIR in this shader originally came from TGSI. If
- * so, we need to do some fixups at compile time, due to missing
- * information in TGSI that exists in NIR.
- */
- bool was_tgsi;
};
struct v3d_compiled_shader {
- struct v3d_bo *bo;
+ struct pipe_resource *resource;
+ uint32_t offset;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
+ struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
+ struct v3d_compute_prog_data *compute;
} prog_data;
/**
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
- uint32_t uniform_dirty_bits;
+ uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
- struct v3d_uncompiled_shader *bind_vs, *bind_fs;
- struct v3d_compiled_shader *cs, *vs, *fs;
+ struct v3d_uncompiled_shader *bind_vs, *bind_gs, *bind_fs, *bind_compute;
+ struct v3d_compiled_shader *cs, *vs, *gs_bin, *gs, *fs, *compute;
+
+ struct hash_table *cache[MESA_SHADER_STAGES];
struct v3d_bo *spill_bo;
int spill_size_per_thread;
};
struct v3d_vertex_stateobj {
- struct pipe_vertex_element pipe[VC5_MAX_ATTRIBUTES];
+ struct pipe_vertex_element pipe[V3D_MAX_VS_INPUTS / 4];
unsigned num_elements;
- uint8_t attrs[16 * VC5_MAX_ATTRIBUTES];
- struct v3d_bo *default_attribute_values;
+ uint8_t attrs[16 * (V3D_MAX_VS_INPUTS / 4)];
+ struct pipe_resource *defaults;
+ uint32_t defaults_offset;
+};
+
+struct v3d_stream_output_target {
+ struct pipe_stream_output_target base;
+ /* Number of transform feedback vertices written to this target */
+ uint32_t recorded_vertex_count;
};
struct v3d_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
+ /* Number of vertices we've written into the buffer so far. */
+ uint32_t offsets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
};
+struct v3d_ssbo_stateobj {
+ struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
+ uint32_t enabled_mask;
+};
+
/* Hash table key for v3d->jobs */
struct v3d_job_key {
struct pipe_surface *cbufs[4];
VC5_EZ_DISABLED,
};
+struct v3d_image_view {
+ struct pipe_image_view base;
+ /* V3D 4.x texture shader state struct */
+ struct pipe_resource *tex_state;
+ uint32_t tex_state_offset;
+};
+
+struct v3d_shaderimg_stateobj {
+ struct v3d_image_view si[PIPE_MAX_SHADER_IMAGES];
+ uint32_t enabled_mask;
+};
+
/**
* A complete bin/render job.
*
struct v3d_cl indirect;
struct v3d_bo *tile_alloc;
struct v3d_bo *tile_state;
- uint32_t shader_rec_count;
struct drm_v3d_submit_cl submit;
uint32_t referenced_size;
struct set *write_prscs;
+ struct set *tf_write_prscs;
/* Size of the submit.bo_handles array. */
uint32_t bo_handles_size;
*/
uint32_t draw_width;
uint32_t draw_height;
+ uint32_t num_layers;
+
/** @} */
/** @{ Tile information, depending on MSAA and float color buffer. */
uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
- uint32_t cleared;
+ uint32_t clear;
+ /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
+ * call without having been cleared first.
+ */
+ uint32_t load;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
- * (either clears or draws).
+ * (either clears or draws) and should be stored.
*/
- uint32_t resolve;
+ uint32_t store;
uint32_t clear_color[4][4];
float clear_z;
uint8_t clear_s;
*/
bool needs_flush;
- /**
- * Set if there is a nonzero address for OCCLUSION_QUERY_COUNTER. If
- * so, we need to disable it and flush before ending the CL, to keep
- * the next tile from starting with it enabled.
+ /* Set if any shader has dirtied cachelines in the TMU that need to be
+ * flushed before job end.
*/
- bool oq_enabled;
+ bool tmu_dirty_rcl;
/**
- * Set when a packet enabling TF on all further primitives has been
- * emitted.
+ * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
*/
bool tf_enabled;
*/
uint32_t draw_calls_queued;
+ /**
+ * Number of draw calls (not counting full buffer clears) queued in
+ * the current job during active transform feedback.
+ */
+ uint32_t tf_draw_calls_queued;
+
struct v3d_job_key key;
};
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
- uint32_t dirty;
+ uint64_t dirty;
struct primconvert_context *primconvert;
- struct hash_table *fs_cache, *vs_cache;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
/** Maximum index buffer valid for the current shader_rec. */
uint32_t max_index;
- /** Sync object that our RCL will update as its out_sync. */
+ /** Sync object that our RCL or TFU job will update as its out_sync. */
uint32_t out_sync;
+ /* Stream uploader used by gallium internals. This could also be used
+ * by driver internals, but we tend to use the v3d_cl.h interfaces
+ * instead.
+ */
struct u_upload_mgr *uploader;
+ /* State uploader used inside the driver. This is for packing bits of
+ * long-term state inside buffers, since the kernel interfaces
+ * allocate a page at a time.
+ */
+ struct u_upload_mgr *state_uploader;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
- struct pipe_blend_state *blend;
+ struct v3d_blend_state *blend;
struct v3d_rasterizer_state *rasterizer;
struct v3d_depth_stencil_alpha_state *zsa;
- struct v3d_texture_stateobj verttex, fragtex;
-
struct v3d_program_stateobj prog;
+ uint32_t compute_num_workgroups[3];
+ struct v3d_bo *compute_shared_memory;
struct v3d_vertex_stateobj *vtx;
bool active_queries;
+ /**
+ * If a compute job writes a resource read by a non-compute stage we
+ * should sync on the last compute job.
+ */
+ bool sync_on_last_compute_job;
+
uint32_t tf_prims_generated;
uint32_t prims_generated;
struct pipe_poly_stipple stipple;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
+ struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
+ struct v3d_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
+ struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
struct v3d_vertexbuf_stateobj vertexbuf;
struct v3d_streamout_stateobj streamout;
struct v3d_bo *current_oq;
+ struct pipe_resource *prim_counts;
+ uint32_t prim_counts_offset;
+ struct pipe_debug_callback debug;
/** @} */
};
float point_size;
- /**
- * Half-float (1/8/7 bits) value of polygon offset units for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_units;
- /**
- * The HW treats polygon offset units based on a Z24 buffer, so we
- * need to scale up offset_units if we're only Z16.
- */
- uint16_t z16_offset_units;
- /**
- * Half-float (1/8/7 bits) value of polygon offset scale for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_factor;
+ uint8_t depth_offset[9];
+ uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
uint8_t stencil_back[6];
};
+struct v3d_blend_state {
+ struct pipe_blend_state base;
+
+ /* Per-RT mask of whether blending is enabled. */
+ uint8_t blend_enables;
+};
+
#define perf_debug(...) do { \
if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
fprintf(stderr, __VA_ARGS__); \
+ if (unlikely(v3d->debug.debug_message)) \
+ pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
} while (0)
+#define foreach_bit(b, mask) \
+ for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
+
static inline struct v3d_context *
v3d_context(struct pipe_context *pcontext)
{
return (struct v3d_sampler_state *)psampler;
}
+static inline struct v3d_stream_output_target *
+v3d_stream_output_target(struct pipe_stream_output_target *ptarget)
+{
+ return (struct v3d_stream_output_target *)ptarget;
+}
+
+static inline uint32_t
+v3d_stream_output_target_get_vertex_count(struct pipe_stream_output_target *ptarget)
+{
+ return v3d_stream_output_target(ptarget)->recorded_vertex_count;
+}
+
struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
void *priv, unsigned flags);
void v3d_program_init(struct pipe_context *pctx);
void v3d_program_fini(struct pipe_context *pctx);
void v3d_query_init(struct pipe_context *pctx);
-void v3d_simulator_init(struct v3d_screen *screen);
-void v3d_simulator_destroy(struct v3d_screen *screen);
-int v3d_simulator_flush(struct v3d_context *v3d,
- struct drm_v3d_submit_cl *args,
- struct v3d_job *job);
-int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
-void v3d_simulator_open_from_handle(int fd, uint32_t winsys_stride,
- int handle, uint32_t size);
-
static inline int
v3d_ioctl(int fd, unsigned long request, void *arg)
{
return drmIoctl(fd, request, arg);
}
+static inline bool
+v3d_transform_feedback_enabled(struct v3d_context *v3d)
+{
+ return (v3d->prog.bind_vs->num_tf_specs != 0 ||
+ (v3d->prog.bind_gs && v3d->prog.bind_gs->num_tf_specs != 0)) &&
+ v3d->active_queries;
+}
+
void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
+ struct v3d_job *job,
struct v3d_compiled_shader *shader,
- struct v3d_constbuf_stateobj *cb,
- struct v3d_texture_stateobj *texstate);
+ enum pipe_shader_type stage);
void v3d_flush(struct pipe_context *pctx);
void v3d_job_init(struct v3d_context *v3d);
+struct v3d_job *v3d_job_create(struct v3d_context *v3d);
+void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job);
struct v3d_job *v3d_get_job(struct v3d_context *v3d,
struct pipe_surface **cbufs,
struct pipe_surface *zsbuf);
struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
+void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
+void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo);
void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
- struct pipe_resource *prsc);
+ struct pipe_resource *prsc,
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline);
void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
- struct pipe_resource *prsc);
+ struct pipe_resource *prsc,
+ enum v3d_flush_cond flush_cond,
+ bool is_compute_pipeline);
void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
+void v3d_update_compiled_cs(struct v3d_context *v3d);
bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
enum pipe_format f);
uint32_t format,
uint32_t *type,
uint32_t *bpp);
+bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
+ uint32_t tex_format);
void v3d_init_query_functions(struct v3d_context *v3d);
void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
void v3d_blitter_save(struct v3d_context *v3d);
+bool v3d_generate_mipmap(struct pipe_context *pctx,
+ struct pipe_resource *prsc,
+ enum pipe_format format,
+ unsigned int base_level,
+ unsigned int last_level,
+ unsigned int first_layer,
+ unsigned int last_layer);
struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
+void v3d_update_primitive_counters(struct v3d_context *v3d);
+
+bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
+
+float v3d_get_real_line_width(struct v3d_context *v3d);
+
#ifdef v3dX
# include "v3dx_context.h"
#else