#ifndef VC4_CONTEXT_H
#define VC4_CONTEXT_H
+#include <stdio.h>
+
#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"
+#include "drm-uapi/vc4_drm.h"
#include "vc4_bufmgr.h"
#include "vc4_resource.h"
#include "vc4_cl.h"
#include "vc4_qir.h"
+#ifndef DRM_VC4_PARAM_SUPPORTS_ETC1
+#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
+#endif
+#ifndef DRM_VC4_PARAM_SUPPORTS_THREADED_FS
+#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
+#endif
+
+#ifdef USE_VC4_SIMULATOR
+#define using_vc4_simulator true
+#else
+#define using_vc4_simulator false
+#endif
+
#define VC4_DIRTY_BLEND (1 << 0)
#define VC4_DIRTY_RASTERIZER (1 << 1)
#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_PROG (1 << 6)
+
#define VC4_DIRTY_BLEND_COLOR (1 << 7)
#define VC4_DIRTY_STENCIL_REF (1 << 8)
#define VC4_DIRTY_SAMPLE_MASK (1 << 9)
#define VC4_DIRTY_CONSTBUF (1 << 13)
#define VC4_DIRTY_VTXSTATE (1 << 14)
#define VC4_DIRTY_VTXBUF (1 << 15)
-#define VC4_DIRTY_INDEXBUF (1 << 16)
+
#define VC4_DIRTY_SCISSOR (1 << 17)
+#define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
+#define VC4_DIRTY_PRIM_MODE (1 << 19)
+#define VC4_DIRTY_CLIP (1 << 20)
+#define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
+#define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
+#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)
+#define VC4_DIRTY_UBO_1_SIZE (1 << 27)
+
+struct vc4_sampler_view {
+ struct pipe_sampler_view base;
+ uint32_t texture_p0;
+ uint32_t texture_p1;
+ bool force_first_level;
+ /**
+ * Resource containing the actual texture that will be sampled.
+ *
+ * We may need to rebase the .base.texture resource to work around the
+ * lack of GL_TEXTURE_BASE_LEVEL, or to upload the texture as tiled.
+ */
+ struct pipe_resource *texture;
+};
-#define VC4_SHADER_DIRTY_VP (1 << 0)
-#define VC4_SHADER_DIRTY_FP (1 << 1)
+struct vc4_sampler_state {
+ struct pipe_sampler_state base;
+ uint32_t texture_p1;
+};
struct vc4_texture_stateobj {
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
- unsigned dirty_samplers;
};
struct vc4_shader_uniform_info {
uint32_t num_texture_samples;
};
+struct vc4_uncompiled_shader {
+ /** A name for this program, so you can track it in shader-db output. */
+ uint32_t program_id;
+ /** How many variants of this program were compiled, for shader-db. */
+ uint32_t compiled_variant_count;
+ struct pipe_shader_state base;
+};
+
+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;
- struct vc4_shader_uniform_info uniforms[2];
+ struct vc4_shader_uniform_info uniforms;
+
+ /**
+ * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
+ * uniforms have to be rewritten (and therefore the shader state
+ * reemitted).
+ */
+ uint32_t uniform_dirty_bits;
+
+ /** 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;
+
+ bool fs_threaded;
- uint32_t coord_shader_offset;
uint8_t num_inputs;
+
+ /* Byte offsets for the start of the vertex attributes 0-7, and the
+ * total size as "attribute" 8.
+ */
+ uint8_t vattr_offsets[9];
+ uint8_t vattrs_live;
+
+ const struct vc4_fs_inputs *fs_inputs;
};
struct vc4_program_stateobj {
- struct pipe_shader_state *bind_vs, *bind_fs;
- struct vc4_compiled_shader *vs, *fs;
- uint32_t dirty;
- uint8_t num_exports;
- /* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index
- * for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point-
- * size) are not included in this
- */
- uint8_t export_linkage[63];
+ struct vc4_uncompiled_shader *bind_vs, *bind_fs;
+ struct vc4_compiled_shader *cs, *vs, *fs;
};
struct vc4_constbuf_stateobj {
unsigned num_elements;
};
-struct vc4_context {
- struct pipe_context base;
+/* Hash table key for vc4->jobs */
+struct vc4_job_key {
+ struct pipe_surface *cbuf;
+ struct pipe_surface *zsbuf;
+};
- int fd;
- struct vc4_screen *screen;
+struct vc4_hwperfmon {
+ uint32_t id;
+ uint64_t last_seqno;
+ uint8_t events[DRM_VC4_MAX_PERF_COUNTERS];
+ uint64_t counters[DRM_VC4_MAX_PERF_COUNTERS];
+};
+/**
+ * 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 rcl;
struct vc4_cl shader_rec;
struct vc4_cl uniforms;
struct vc4_cl bo_handles;
-#ifdef USE_VC4_SIMULATOR
struct vc4_cl bo_pointers;
-#endif
uint32_t shader_rec_count;
+ /**
+ * Amount of memory used by the BOs in bo_pointers.
+ *
+ * Used for checking when we should flush the job early so we don't
+ * OOM.
+ */
+ uint32_t bo_space;
+
+ /* Last BO hindex referenced from VC4_PACKET_GEM_HANDLES. */
+ uint32_t last_gem_handle_hindex;
+
+ /** @{ Surfaces to submit rendering for. */
+ struct pipe_surface *color_read;
+ 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.
+ *
+ * Note that the max values are exclusive.
+ */
+ uint32_t draw_min_x;
+ uint32_t draw_min_y;
+ uint32_t draw_max_x;
+ uint32_t draw_max_y;
+ /** @} */
+ /** @{
+ * Width/height of the color framebuffer being rendered to,
+ * for VC4_TILE_RENDERING_MODE_CONFIG.
+ */
+ 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 vc4_bo *tile_alloc;
- struct vc4_bo *tile_state;
-
- 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.
*/
*/
uint32_t resolve;
uint32_t clear_color[2];
+ uint32_t clear_depth; /**< 24-bit unorm depth */
+ uint8_t clear_stencil;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
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;
+
+ /** Any flags to be passed in drm_vc4_submit_cl.flags. */
+ uint32_t flags;
+
+ /* Performance monitor attached to this job. */
+ struct vc4_hwperfmon *perfmon;
+
+ 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 util_hash_table *fs_cache, *vs_cache;
+ 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[2];
+ unsigned int reg_class_a_or_b[2];
+ unsigned int reg_class_a_or_b_or_acc[2];
+ unsigned int reg_class_r0_r3;
+ unsigned int reg_class_r4_or_a[2];
+ unsigned int reg_class_a[2];
+
+ 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 u_upload_mgr *uploader;
+
+ struct pipe_shader_state *yuv_linear_blit_vs;
+ struct pipe_shader_state *yuv_linear_blit_fs_8bit;
+ struct pipe_shader_state *yuv_linear_blit_fs_16bit;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct pipe_blend_state *blend;
struct vc4_rasterizer_state *rasterizer;
- struct pipe_depth_stencil_alpha_state *zsa;
+ struct vc4_depth_stencil_alpha_state *zsa;
struct vc4_texture_stateobj verttex, fragtex;
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;
struct pipe_poly_stipple stipple;
+ struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct vc4_vertexbuf_stateobj vertexbuf;
- struct pipe_index_buffer indexbuf;
+ struct pipe_debug_callback debug;
+
+ struct vc4_hwperfmon *perfmon;
/** @} */
+
+ /** Handle of syncobj containing the last submitted job fence. */
+ uint32_t job_syncobj;
+
+ int in_fence_fd;
+ /** Handle of the syncobj that holds in_fence_fd for submission. */
+ uint32_t in_syncobj;
};
struct vc4_rasterizer_state {
struct pipe_rasterizer_state base;
/* VC4_CONFIGURATION_BITS */
- uint8_t config_bits[3];
+ uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
+
+ struct PACKED {
+ uint8_t depth_offset[V3D21_DEPTH_OFFSET_length];
+ uint8_t point_size[V3D21_POINT_SIZE_length];
+ uint8_t line_width[V3D21_LINE_WIDTH_length];
+ } packed;
- float point_size;
+ /** Raster order flags to be passed in struct drm_vc4_submit_cl.flags. */
+ uint32_t tile_raster_order_flags;
+};
+
+struct vc4_depth_stencil_alpha_state {
+ struct pipe_depth_stencil_alpha_state base;
+
+ /* VC4_CONFIGURATION_BITS */
+ uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
+
+ /** Uniforms for stencil state.
+ *
+ * Index 0 is either the front config, or the front-and-back config.
+ * Index 1 is the back config if doing separate back stencil.
+ * Index 2 is the writemask config if it's not a common mask value.
+ */
+ uint32_t stencil_uniforms[3];
};
+#define perf_debug(...) do { \
+ if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
+ fprintf(stderr, __VA_ARGS__); \
+ if (unlikely(vc4->debug.debug_message)) \
+ pipe_debug_message(&vc4->debug, PERF_INFO, __VA_ARGS__); \
+} while (0)
+
static inline struct vc4_context *
vc4_context(struct pipe_context *pcontext)
{
return (struct vc4_context *)pcontext;
}
+static inline struct vc4_sampler_view *
+vc4_sampler_view(struct pipe_sampler_view *psview)
+{
+ return (struct vc4_sampler_view *)psview;
+}
+
+static inline struct vc4_sampler_state *
+vc4_sampler_state(struct pipe_sampler_state *psampler)
+{
+ return (struct vc4_sampler_state *)psampler;
+}
+
+int vc4_get_driver_query_group_info(struct pipe_screen *pscreen,
+ unsigned index,
+ struct pipe_driver_query_group_info *info);
+int vc4_get_driver_query_info(struct pipe_screen *pscreen, unsigned index,
+ struct pipe_driver_query_info *info);
+
struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
- void *priv);
+ void *priv, unsigned flags);
void vc4_draw_init(struct pipe_context *pctx);
void vc4_state_init(struct pipe_context *pctx);
void vc4_program_init(struct pipe_context *pctx);
+void vc4_program_fini(struct pipe_context *pctx);
+void vc4_query_init(struct pipe_context *pctx);
void vc4_simulator_init(struct vc4_screen *screen);
-int vc4_simulator_flush(struct vc4_context *vc4,
- struct drm_vc4_submit_cl *args,
- struct vc4_surface *color_surf);
+void vc4_simulator_destroy(struct vc4_screen *screen);
+int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
+void vc4_simulator_open_from_handle(int fd, 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,
struct vc4_compiled_shader *shader,
struct vc4_constbuf_stateobj *cb,
- struct vc4_texture_stateobj *texstate,
- int shader_index);
+ struct vc4_texture_stateobj *texstate);
void vc4_flush(struct pipe_context *pctx);
+int vc4_job_init(struct vc4_context *vc4);
+int vc4_fence_context_init(struct vc4_context *vc4);
+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 qcompile *c);
-void vc4_update_compiled_shaders(struct vc4_context *vc4);
-
+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);
+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);
+bool vc4_tex_format_supported(enum pipe_format f);
+uint8_t vc4_get_tex_format(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 */