X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fv3d%2Fv3d_context.h;h=9022ac351d4aa19cff90103dd8837d4016636cd7;hb=2eace10c62914708c0d59b3a6151da9e1a3a817c;hp=1b37681c70268855e4678f091b135e7b117beb13;hpb=5fe4250a2c7294d4d552759ccce43314dc61189f;p=mesa.git diff --git a/src/gallium/drivers/v3d/v3d_context.h b/src/gallium/drivers/v3d/v3d_context.h index 1b37681c702..9022ac351d4 100644 --- a/src/gallium/drivers/v3d/v3d_context.h +++ b/src/gallium/drivers/v3d/v3d_context.h @@ -36,7 +36,7 @@ #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" @@ -54,40 +54,90 @@ void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *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_SHADER_IMAGE (1 << 5) - -#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_NOPERSPECTIVE_FLAGS (1 << 30) -#define VC5_DIRTY_SSBO (1 << 31) +#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_FRAGTEX (1ull << 5) + +#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_FS (1ull << 25) + +#define VC5_DIRTY_COMPILED_CS (1ull << 29) +#define VC5_DIRTY_COMPILED_VS (1ull << 30) +#define VC5_DIRTY_COMPILED_FS (1ull << 31) + +#define VC5_DIRTY_FS_INPUTS (1ull << 35) +#define VC5_DIRTY_STREAMOUT (1ull << 36) +#define VC5_DIRTY_OQ (1ull << 37) +#define VC5_DIRTY_CENTROID_FLAGS (1ull << 38) +#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 39) +#define VC5_DIRTY_SSBO (1ull << 40) #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; @@ -99,6 +149,8 @@ struct v3d_sampler_view { /* 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. @@ -115,7 +167,9 @@ struct v3d_sampler_state { uint8_t texture_shader_state[32]; /* V3D 4.x: Sampler state struct. */ struct pipe_resource *sampler_state; - uint32_t sampler_state_offset; + uint32_t sampler_state_offset[V3D_SAMPLER_STATE_VARIANT_COUNT]; + + bool border_color_variants; }; struct v3d_texture_stateobj { @@ -143,13 +197,6 @@ struct v3d_uncompiled_shader { 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 { @@ -160,6 +207,7 @@ struct v3d_compiled_shader { struct v3d_prog_data *base; struct v3d_vs_prog_data *vs; struct v3d_fs_prog_data *fs; + struct v3d_compute_prog_data *compute; } prog_data; /** @@ -167,12 +215,14 @@ struct v3d_compiled_shader { * 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_fs, *bind_compute; + struct v3d_compiled_shader *cs, *vs, *fs, *compute; + + struct hash_table *cache[MESA_SHADER_STAGES]; struct v3d_bo *spill_bo; int spill_size_per_thread; @@ -200,6 +250,12 @@ struct v3d_vertex_stateobj { 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. */ @@ -268,6 +324,7 @@ struct v3d_job { 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; @@ -356,6 +413,12 @@ struct v3d_job { */ 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; }; @@ -384,11 +447,10 @@ struct v3d_context { 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; @@ -420,6 +482,8 @@ struct v3d_context { struct v3d_depth_stencil_alpha_state *zsa; struct v3d_program_stateobj prog; + uint32_t compute_num_workgroups[3]; + struct v3d_bo *compute_shared_memory; struct v3d_vertex_stateobj *vtx; @@ -461,6 +525,8 @@ struct v3d_context { 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; /** @} */ }; @@ -518,6 +584,18 @@ v3d_sampler_state(struct pipe_sampler_state *psampler) 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); @@ -526,6 +604,7 @@ void v3d_query_init(struct pipe_context *pctx); void v3d_simulator_init(struct v3d_screen *screen); void v3d_simulator_destroy(struct v3d_screen *screen); +uint32_t v3d_simulator_get_spill(uint32_t spill_size); int v3d_simulator_ioctl(int fd, unsigned long request, void *arg); void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size); @@ -538,6 +617,13 @@ 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->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_compiled_shader *shader, @@ -551,12 +637,17 @@ struct v3d_job *v3d_get_job(struct v3d_context *v3d, 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); void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, - struct pipe_resource *prsc); + struct pipe_resource *prsc, + enum v3d_flush_cond flush_cond); 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); @@ -581,16 +672,18 @@ bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo, 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); -boolean 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); +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_tf_update_counters(struct v3d_context *v3d); + #ifdef v3dX # include "v3dx_context.h" #else