#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 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_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_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;
};
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 {
struct pipe_shader_state base;
};
-struct vc4_ubo_range {
+struct vc4_fs_inputs {
/**
- * offset in bytes from the start of the ubo where this range is
- * uploaded.
+ * Array of the meanings of the VPM inputs this shader needs.
*
- * Only set once used is set.
- */
- uint32_t dst_offset;
-
- /**
- * offset in bytes from the start of the gallium uniforms where the
- * data comes from.
+ * It doesn't include those that aren't part of the VPM, like
+ * point/line coordinates.
*/
- uint32_t src_offset;
-
- /** size in bytes of this ubo range */
- uint32_t size;
+ struct vc4_varying_slot *input_slots;
+ uint32_t num_inputs;
};
struct vc4_compiled_shader {
struct vc4_shader_uniform_info uniforms;
- struct vc4_ubo_range *ubo_ranges;
- uint32_t num_ubo_ranges;
- uint32_t ubo_size;
/**
* VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
* uniforms have to be rewritten (and therefore the shader state
/** 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;
+
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 {
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 shader_rec;
struct vc4_cl uniforms;
struct vc4_cl bo_handles;
struct vc4_cl bo_pointers;
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;
bool msaa;
/** @} */
- struct util_slab_mempool transfer_pool;
- struct blitter_context *blitter;
-
- /** bitfield of VC4_DIRTY_* */
- uint32_t dirty;
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
*/
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;
+ /** 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 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_r4_or_a;
- unsigned int reg_class_a;
+ 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 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];
- float point_size;
+ 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;
- /**
- * Half-float (1/8/7 bits) value of polygon offset units for
- * VC4_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_units;
- /**
- * Half-float (1/8/7 bits) value of polygon offset scale for
- * VC4_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_factor;
+ /** 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[3];
+ uint8_t config_bits[V3D21_CONFIGURATION_BITS_length];
/** Uniforms for stencil state.
*
#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 *
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, unsigned flags);
void vc4_draw_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);
+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_texture_stateobj *texstate);
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,
- bool include_reads);
+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 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 */