#include "pipe/p_context.h"
#include "pipe/p_state.h"
-#include "util/u_slab.h"
+#include "util/slab.h"
+#include "xf86drm.h"
#define __user
#include "vc4_drm.h"
#define VC4_DIRTY_ZSA (1 << 2)
#define VC4_DIRTY_FRAGTEX (1 << 3)
#define VC4_DIRTY_VERTTEX (1 << 4)
-#define VC4_DIRTY_TEXSTATE (1 << 5)
#define VC4_DIRTY_BLEND_COLOR (1 << 7)
#define VC4_DIRTY_STENCIL_REF (1 << 8)
#define VC4_DIRTY_COMPILED_CS (1 << 23)
#define VC4_DIRTY_COMPILED_VS (1 << 24)
#define VC4_DIRTY_COMPILED_FS (1 << 25)
+#define VC4_DIRTY_FS_INPUTS (1 << 26)
struct vc4_sampler_view {
struct pipe_sampler_view base;
uint32_t texture_p0;
uint32_t texture_p1;
+ bool force_first_level;
};
struct vc4_sampler_state {
unsigned num_textures;
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
- unsigned dirty_samplers;
};
struct vc4_shader_uniform_info {
uint32_t size;
};
+struct vc4_fs_inputs {
+ /**
+ * Array of the meanings of the VPM inputs this shader needs.
+ *
+ * It doesn't include those that aren't part of the VPM, like
+ * point/line coordinates.
+ */
+ struct vc4_varying_slot *input_slots;
+ uint32_t num_inputs;
+};
+
struct vc4_compiled_shader {
uint64_t program_id;
struct vc4_bo *bo;
/** bitmask of which inputs are color inputs, for flat shade handling. */
uint32_t color_inputs;
+ bool disable_early_z;
+
+ /* Set if the compile failed, likely due to register allocation
+ * failure. In this case, we have no shader to run and should not try
+ * to do any draws.
+ */
+ bool failed;
+
uint8_t num_inputs;
/* Byte offsets for the start of the vertex attributes 0-7, and the
uint8_t vattr_offsets[9];
uint8_t vattrs_live;
- /**
- * Array of the meanings of the VPM inputs this shader needs.
- *
- * It doesn't include those that aren't part of the VPM, like
- * point/line coordinates.
- */
- struct vc4_varying_slot *input_slots;
+ const struct vc4_fs_inputs *fs_inputs;
};
struct vc4_program_stateobj {
struct vc4_uncompiled_shader *bind_vs, *bind_fs;
struct vc4_compiled_shader *cs, *vs, *fs;
- uint8_t num_exports;
- /* Indexed by slot. Special vs exports (position and pointsize) are
- * not included in this
- */
- uint8_t export_linkage[VARYING_SLOT_VAR0 + 8];
};
struct vc4_constbuf_stateobj {
unsigned num_elements;
};
-struct vc4_context {
- struct pipe_context base;
-
- int fd;
- struct vc4_screen *screen;
+/* Hash table key for vc4->jobs */
+struct vc4_job_key {
+ struct pipe_surface *cbuf;
+ struct pipe_surface *zsbuf;
+};
+/**
+ * A complete bin/render job.
+ *
+ * This is all of the state necessary to submit a bin/render to the kernel.
+ * We want to be able to have multiple in progress at a time, so that we don't
+ * need to flush an existing CL just to switch to rendering to a new render
+ * target (which would mean reading back from the old render target when
+ * starting to render to it again).
+ */
+struct vc4_job {
struct vc4_cl bcl;
struct vc4_cl shader_rec;
struct vc4_cl uniforms;
struct pipe_surface *color_write;
struct pipe_surface *zs_read;
struct pipe_surface *zs_write;
+ struct pipe_surface *msaa_color_write;
+ struct pipe_surface *msaa_zs_write;
/** @} */
/** @{
* Bounding box of the scissor across all queued drawing.
uint32_t draw_width;
uint32_t draw_height;
/** @} */
+ /** @{ Tile information, depending on MSAA and float color buffer. */
+ uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
+ uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
- struct util_slab_mempool transfer_pool;
- struct blitter_context *blitter;
+ uint32_t tile_width; /** @< Width of a tile. */
+ uint32_t tile_height; /** @< Height of a tile. */
+ /** Whether the current rendering is in a 4X MSAA tile buffer. */
+ bool msaa;
+ /** @} */
- /** bitfield of VC4_DIRTY_* */
- uint32_t dirty;
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
bool needs_flush;
/**
- * Set when needs_flush, and the queued rendering is not just composed
- * of full-buffer clears.
+ * Number of draw calls (not counting full buffer clears) queued in
+ * the current job.
*/
- bool draw_call_queued;
+ uint32_t draw_calls_queued;
- /** Maximum index buffer valid for the current shader_rec. */
- uint32_t max_index;
- /** Last index bias baked into the current shader_rec. */
- uint32_t last_index_bias;
+ struct vc4_job_key key;
+};
+
+struct vc4_context {
+ struct pipe_context base;
+
+ int fd;
+ struct vc4_screen *screen;
+
+ /** The 3D rendering job for the currently bound FBO. */
+ struct vc4_job *job;
+
+ /* Map from struct vc4_job_key to the job for that FBO.
+ */
+ struct hash_table *jobs;
+
+ /**
+ * Map from vc4_resource to a job writing to that resource.
+ *
+ * Primarily for flushing jobs rendering to textures that are now
+ * being read from.
+ */
+ struct hash_table *write_jobs;
+
+ struct slab_child_pool transfer_pool;
+ struct blitter_context *blitter;
+
+ /** bitfield of VC4_DIRTY_* */
+ uint32_t dirty;
struct primconvert_context *primconvert;
struct hash_table *fs_cache, *vs_cache;
+ struct set *fs_inputs_set;
uint32_t next_uncompiled_program_id;
uint64_t next_compiled_program_id;
struct ra_regs *regs;
unsigned int reg_class_any;
unsigned int reg_class_a_or_b_or_acc;
+ unsigned int reg_class_r0_r3;
unsigned int reg_class_r4_or_a;
unsigned int reg_class_a;
uint8_t prim_mode;
+ /** Maximum index buffer valid for the current shader_rec. */
+ uint32_t max_index;
+ /** Last index bias baked into the current shader_rec. */
+ uint32_t last_index_bias;
+
/** Seqno of the last CL flush's job. */
uint64_t last_emit_seqno;
struct vc4_vertex_stateobj *vtx;
- struct pipe_blend_color blend_color;
+ struct {
+ struct pipe_blend_color f;
+ uint8_t ub[4];
+ } blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
struct pipe_framebuffer_state framebuffer;
void vc4_program_fini(struct pipe_context *pctx);
void vc4_query_init(struct pipe_context *pctx);
void vc4_simulator_init(struct vc4_screen *screen);
+void vc4_simulator_destroy(struct vc4_screen *screen);
int vc4_simulator_flush(struct vc4_context *vc4,
- struct drm_vc4_submit_cl *args);
+ struct drm_vc4_submit_cl *args,
+ struct vc4_job *job);
+int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
+void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride,
+ int handle, uint32_t size);
+
+static inline int
+vc4_ioctl(int fd, unsigned long request, void *arg)
+{
+ if (using_vc4_simulator)
+ return vc4_simulator_ioctl(fd, request, arg);
+ else
+ return drmIoctl(fd, request, arg);
+}
void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
void vc4_write_uniforms(struct vc4_context *vc4,
void vc4_flush(struct pipe_context *pctx);
void vc4_job_init(struct vc4_context *vc4);
-void vc4_job_submit(struct vc4_context *vc4);
-void vc4_job_reset(struct vc4_context *vc4);
-bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo);
+struct vc4_job *vc4_get_job(struct vc4_context *vc4,
+ struct pipe_surface *cbuf,
+ struct pipe_surface *zsbuf);
+struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
+
+void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
+void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc);
+void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
+ struct pipe_resource *prsc);
void vc4_emit_state(struct pipe_context *pctx);
void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
-void vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
+bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
bool vc4_rt_format_supported(enum pipe_format f);
bool vc4_rt_format_is_565(enum pipe_format f);
const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
void vc4_init_query_functions(struct vc4_context *vc4);
void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
+void vc4_blitter_save(struct vc4_context *vc4);
#endif /* VC4_CONTEXT_H */