v3d: Add SSBO/atomic counters support.
[mesa.git] / src / gallium / drivers / v3d / v3d_context.h
1 /*
2 * Copyright © 2014-2017 Broadcom
3 * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22 * IN THE SOFTWARE.
23 */
24
25 #ifndef VC5_CONTEXT_H
26 #define VC5_CONTEXT_H
27
28 #ifdef V3D_VERSION
29 #include "broadcom/common/v3d_macros.h"
30 #endif
31
32 #include <stdio.h>
33
34 #include "pipe/p_context.h"
35 #include "pipe/p_state.h"
36 #include "util/bitset.h"
37 #include "util/slab.h"
38 #include "xf86drm.h"
39 #include "v3d_drm.h"
40 #include "v3d_screen.h"
41
42 struct v3d_job;
43 struct v3d_bo;
44 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
45
46 #include "v3d_bufmgr.h"
47 #include "v3d_resource.h"
48 #include "v3d_cl.h"
49
50 #ifdef USE_V3D_SIMULATOR
51 #define using_v3d_simulator true
52 #else
53 #define using_v3d_simulator false
54 #endif
55
56 #define VC5_DIRTY_BLEND (1 << 0)
57 #define VC5_DIRTY_RASTERIZER (1 << 1)
58 #define VC5_DIRTY_ZSA (1 << 2)
59 #define VC5_DIRTY_FRAGTEX (1 << 3)
60 #define VC5_DIRTY_VERTTEX (1 << 4)
61
62 #define VC5_DIRTY_BLEND_COLOR (1 << 7)
63 #define VC5_DIRTY_STENCIL_REF (1 << 8)
64 #define VC5_DIRTY_SAMPLE_STATE (1 << 9)
65 #define VC5_DIRTY_FRAMEBUFFER (1 << 10)
66 #define VC5_DIRTY_STIPPLE (1 << 11)
67 #define VC5_DIRTY_VIEWPORT (1 << 12)
68 #define VC5_DIRTY_CONSTBUF (1 << 13)
69 #define VC5_DIRTY_VTXSTATE (1 << 14)
70 #define VC5_DIRTY_VTXBUF (1 << 15)
71 #define VC5_DIRTY_SCISSOR (1 << 17)
72 #define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
73 #define VC5_DIRTY_PRIM_MODE (1 << 19)
74 #define VC5_DIRTY_CLIP (1 << 20)
75 #define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
76 #define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
77 #define VC5_DIRTY_COMPILED_CS (1 << 23)
78 #define VC5_DIRTY_COMPILED_VS (1 << 24)
79 #define VC5_DIRTY_COMPILED_FS (1 << 25)
80 #define VC5_DIRTY_FS_INPUTS (1 << 26)
81 #define VC5_DIRTY_STREAMOUT (1 << 27)
82 #define VC5_DIRTY_OQ (1 << 28)
83 #define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
84 #define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
85 #define VC5_DIRTY_SSBO (1 << 31)
86
87 #define VC5_MAX_FS_INPUTS 64
88
89 struct v3d_sampler_view {
90 struct pipe_sampler_view base;
91 uint32_t p0;
92 uint32_t p1;
93 /* Precomputed swizzles to pass in to the shader key. */
94 uint8_t swizzle[4];
95
96 uint8_t texture_shader_state[32];
97 /* V3D 4.x: Texture state struct. */
98 struct v3d_bo *bo;
99
100 /* Actual texture to be read by this sampler view. May be different
101 * from base.texture in the case of having a shadow tiled copy of a
102 * raster texture.
103 */
104 struct pipe_resource *texture;
105 };
106
107 struct v3d_sampler_state {
108 struct pipe_sampler_state base;
109 uint32_t p0;
110 uint32_t p1;
111
112 /* V3D 3.x: Packed texture state. */
113 uint8_t texture_shader_state[32];
114 /* V3D 4.x: Sampler state struct. */
115 struct v3d_bo *bo;
116 };
117
118 struct v3d_texture_stateobj {
119 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
120 unsigned num_textures;
121 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
122 unsigned num_samplers;
123 struct v3d_cl_reloc texture_state[PIPE_MAX_SAMPLERS];
124 };
125
126 struct v3d_shader_uniform_info {
127 enum quniform_contents *contents;
128 uint32_t *data;
129 uint32_t count;
130 };
131
132 struct v3d_uncompiled_shader {
133 /** A name for this program, so you can track it in shader-db output. */
134 uint32_t program_id;
135 /** How many variants of this program were compiled, for shader-db. */
136 uint32_t compiled_variant_count;
137 struct pipe_shader_state base;
138 uint32_t num_tf_outputs;
139 struct v3d_varying_slot *tf_outputs;
140 uint16_t tf_specs[16];
141 uint16_t tf_specs_psiz[16];
142 uint32_t num_tf_specs;
143
144 /**
145 * Flag for if the NIR in this shader originally came from TGSI. If
146 * so, we need to do some fixups at compile time, due to missing
147 * information in TGSI that exists in NIR.
148 */
149 bool was_tgsi;
150 };
151
152 struct v3d_compiled_shader {
153 struct pipe_resource *resource;
154 uint32_t offset;
155
156 union {
157 struct v3d_prog_data *base;
158 struct v3d_vs_prog_data *vs;
159 struct v3d_fs_prog_data *fs;
160 } prog_data;
161
162 /**
163 * VC5_DIRTY_* flags that, when set in v3d->dirty, mean that the
164 * uniforms have to be rewritten (and therefore the shader state
165 * reemitted).
166 */
167 uint32_t uniform_dirty_bits;
168 };
169
170 struct v3d_program_stateobj {
171 struct v3d_uncompiled_shader *bind_vs, *bind_fs;
172 struct v3d_compiled_shader *cs, *vs, *fs;
173
174 struct v3d_bo *spill_bo;
175 int spill_size_per_thread;
176 };
177
178 struct v3d_constbuf_stateobj {
179 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
180 uint32_t enabled_mask;
181 uint32_t dirty_mask;
182 };
183
184 struct v3d_vertexbuf_stateobj {
185 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
186 unsigned count;
187 uint32_t enabled_mask;
188 uint32_t dirty_mask;
189 };
190
191 struct v3d_vertex_stateobj {
192 struct pipe_vertex_element pipe[VC5_MAX_ATTRIBUTES];
193 unsigned num_elements;
194
195 uint8_t attrs[16 * VC5_MAX_ATTRIBUTES];
196 struct pipe_resource *defaults;
197 uint32_t defaults_offset;
198 };
199
200 struct v3d_streamout_stateobj {
201 struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
202 /* Number of vertices we've written into the buffer so far. */
203 uint32_t offsets[PIPE_MAX_SO_BUFFERS];
204 unsigned num_targets;
205 };
206
207 struct v3d_ssbo_stateobj {
208 struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
209 uint32_t enabled_mask;
210 };
211
212 /* Hash table key for v3d->jobs */
213 struct v3d_job_key {
214 struct pipe_surface *cbufs[4];
215 struct pipe_surface *zsbuf;
216 };
217
218 enum v3d_ez_state {
219 VC5_EZ_UNDECIDED = 0,
220 VC5_EZ_GT_GE,
221 VC5_EZ_LT_LE,
222 VC5_EZ_DISABLED,
223 };
224
225 /**
226 * A complete bin/render job.
227 *
228 * This is all of the state necessary to submit a bin/render to the kernel.
229 * We want to be able to have multiple in progress at a time, so that we don't
230 * need to flush an existing CL just to switch to rendering to a new render
231 * target (which would mean reading back from the old render target when
232 * starting to render to it again).
233 */
234 struct v3d_job {
235 struct v3d_context *v3d;
236 struct v3d_cl bcl;
237 struct v3d_cl rcl;
238 struct v3d_cl indirect;
239 struct v3d_bo *tile_alloc;
240 struct v3d_bo *tile_state;
241 uint32_t shader_rec_count;
242
243 struct drm_v3d_submit_cl submit;
244
245 /**
246 * Set of all BOs referenced by the job. This will be used for making
247 * the list of BOs that the kernel will need to have paged in to
248 * execute our job.
249 */
250 struct set *bos;
251
252 /** Sum of the sizes of the BOs referenced by the job. */
253 uint32_t referenced_size;
254
255 struct set *write_prscs;
256
257 /* Size of the submit.bo_handles array. */
258 uint32_t bo_handles_size;
259
260 /** @{ Surfaces to submit rendering for. */
261 struct pipe_surface *cbufs[4];
262 struct pipe_surface *zsbuf;
263 /** @} */
264 /** @{
265 * Bounding box of the scissor across all queued drawing.
266 *
267 * Note that the max values are exclusive.
268 */
269 uint32_t draw_min_x;
270 uint32_t draw_min_y;
271 uint32_t draw_max_x;
272 uint32_t draw_max_y;
273 /** @} */
274 /** @{
275 * Width/height of the color framebuffer being rendered to,
276 * for VC5_TILE_RENDERING_MODE_CONFIG.
277 */
278 uint32_t draw_width;
279 uint32_t draw_height;
280 /** @} */
281 /** @{ Tile information, depending on MSAA and float color buffer. */
282 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
283 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
284
285 uint32_t tile_width; /** @< Width of a tile. */
286 uint32_t tile_height; /** @< Height of a tile. */
287 /** maximum internal_bpp of all color render targets. */
288 uint32_t internal_bpp;
289
290 /** Whether the current rendering is in a 4X MSAA tile buffer. */
291 bool msaa;
292 /** @} */
293
294 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
295 * first rendering.
296 */
297 uint32_t clear;
298 /* Bitmask of PIPE_CLEAR_* of buffers that have been read by a draw
299 * call without having been cleared first.
300 */
301 uint32_t load;
302 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
303 * (either clears or draws) and should be stored.
304 */
305 uint32_t store;
306 uint32_t clear_color[4][4];
307 float clear_z;
308 uint8_t clear_s;
309
310 /**
311 * Set if some drawing (triangles, blits, or just a glClear()) has
312 * been done to the FBO, meaning that we need to
313 * DRM_IOCTL_VC5_SUBMIT_CL.
314 */
315 bool needs_flush;
316
317 /* Set if any shader has dirtied cachelines in the TMU that need to be
318 * flushed before job end.
319 */
320 bool tmu_dirty_rcl;
321
322 /**
323 * Set if a packet enabling TF has been emitted in the job (V3D 4.x).
324 */
325 bool tf_enabled;
326
327 /**
328 * Current EZ state for drawing. Updated at the start of draw after
329 * we've decided on the shader being rendered.
330 */
331 enum v3d_ez_state ez_state;
332 /**
333 * The first EZ state that was used for drawing with a decided EZ
334 * direction (so either UNDECIDED, GT, or LT).
335 */
336 enum v3d_ez_state first_ez_state;
337
338 /**
339 * Number of draw calls (not counting full buffer clears) queued in
340 * the current job.
341 */
342 uint32_t draw_calls_queued;
343
344 struct v3d_job_key key;
345 };
346
347 struct v3d_context {
348 struct pipe_context base;
349
350 int fd;
351 struct v3d_screen *screen;
352
353 /** The 3D rendering job for the currently bound FBO. */
354 struct v3d_job *job;
355
356 /* Map from struct v3d_job_key to the job for that FBO.
357 */
358 struct hash_table *jobs;
359
360 /**
361 * Map from v3d_resource to a job writing to that resource.
362 *
363 * Primarily for flushing jobs rendering to textures that are now
364 * being read from.
365 */
366 struct hash_table *write_jobs;
367
368 struct slab_child_pool transfer_pool;
369 struct blitter_context *blitter;
370
371 /** bitfield of VC5_DIRTY_* */
372 uint32_t dirty;
373
374 struct primconvert_context *primconvert;
375
376 struct hash_table *fs_cache, *vs_cache;
377 uint32_t next_uncompiled_program_id;
378 uint64_t next_compiled_program_id;
379
380 struct v3d_compiler_state *compiler_state;
381
382 uint8_t prim_mode;
383
384 /** Maximum index buffer valid for the current shader_rec. */
385 uint32_t max_index;
386
387 /** Sync object that our RCL or TFU job will update as its out_sync. */
388 uint32_t out_sync;
389
390 /* Stream uploader used by gallium internals. This could also be used
391 * by driver internals, but we tend to use the v3d_cl.h interfaces
392 * instead.
393 */
394 struct u_upload_mgr *uploader;
395 /* State uploader used inside the driver. This is for packing bits of
396 * long-term state inside buffers, since the kernel interfaces
397 * allocate a page at a time.
398 */
399 struct u_upload_mgr *state_uploader;
400
401 /** @{ Current pipeline state objects */
402 struct pipe_scissor_state scissor;
403 struct v3d_blend_state *blend;
404 struct v3d_rasterizer_state *rasterizer;
405 struct v3d_depth_stencil_alpha_state *zsa;
406
407 struct v3d_program_stateobj prog;
408
409 struct v3d_vertex_stateobj *vtx;
410
411 struct {
412 struct pipe_blend_color f;
413 uint16_t hf[4];
414 } blend_color;
415 struct pipe_stencil_ref stencil_ref;
416 unsigned sample_mask;
417 struct pipe_framebuffer_state framebuffer;
418
419 /* Per render target, whether we should swap the R and B fields in the
420 * shader's color output and in blending. If render targets disagree
421 * on the R/B swap and use the constant color, then we would need to
422 * fall back to in-shader blending.
423 */
424 uint8_t swap_color_rb;
425
426 /* Per render target, whether we should treat the dst alpha values as
427 * one in blending.
428 *
429 * For RGBX formats, the tile buffer's alpha channel will be
430 * undefined.
431 */
432 uint8_t blend_dst_alpha_one;
433
434 bool active_queries;
435
436 uint32_t tf_prims_generated;
437 uint32_t prims_generated;
438
439 struct pipe_poly_stipple stipple;
440 struct pipe_clip_state clip;
441 struct pipe_viewport_state viewport;
442 struct v3d_ssbo_stateobj ssbo[PIPE_SHADER_TYPES];
443 struct v3d_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
444 struct v3d_texture_stateobj tex[PIPE_SHADER_TYPES];
445 struct v3d_vertexbuf_stateobj vertexbuf;
446 struct v3d_streamout_stateobj streamout;
447 struct v3d_bo *current_oq;
448 struct pipe_debug_callback debug;
449 /** @} */
450 };
451
452 struct v3d_rasterizer_state {
453 struct pipe_rasterizer_state base;
454
455 float point_size;
456
457 uint8_t depth_offset[9];
458 uint8_t depth_offset_z16[9];
459 };
460
461 struct v3d_depth_stencil_alpha_state {
462 struct pipe_depth_stencil_alpha_state base;
463
464 enum v3d_ez_state ez_state;
465
466 uint8_t stencil_front[6];
467 uint8_t stencil_back[6];
468 };
469
470 struct v3d_blend_state {
471 struct pipe_blend_state base;
472
473 /* Per-RT mask of whether blending is enabled. */
474 uint8_t blend_enables;
475 };
476
477 #define perf_debug(...) do { \
478 if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
479 fprintf(stderr, __VA_ARGS__); \
480 if (unlikely(v3d->debug.debug_message)) \
481 pipe_debug_message(&v3d->debug, PERF_INFO, __VA_ARGS__); \
482 } while (0)
483
484 #define foreach_bit(b, mask) \
485 for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); 1;});)
486
487 static inline struct v3d_context *
488 v3d_context(struct pipe_context *pcontext)
489 {
490 return (struct v3d_context *)pcontext;
491 }
492
493 static inline struct v3d_sampler_view *
494 v3d_sampler_view(struct pipe_sampler_view *psview)
495 {
496 return (struct v3d_sampler_view *)psview;
497 }
498
499 static inline struct v3d_sampler_state *
500 v3d_sampler_state(struct pipe_sampler_state *psampler)
501 {
502 return (struct v3d_sampler_state *)psampler;
503 }
504
505 struct pipe_context *v3d_context_create(struct pipe_screen *pscreen,
506 void *priv, unsigned flags);
507 void v3d_program_init(struct pipe_context *pctx);
508 void v3d_program_fini(struct pipe_context *pctx);
509 void v3d_query_init(struct pipe_context *pctx);
510
511 void v3d_simulator_init(struct v3d_screen *screen);
512 void v3d_simulator_destroy(struct v3d_screen *screen);
513 int v3d_simulator_ioctl(int fd, unsigned long request, void *arg);
514 void v3d_simulator_open_from_handle(int fd, int handle, uint32_t size);
515
516 static inline int
517 v3d_ioctl(int fd, unsigned long request, void *arg)
518 {
519 if (using_v3d_simulator)
520 return v3d_simulator_ioctl(fd, request, arg);
521 else
522 return drmIoctl(fd, request, arg);
523 }
524
525 void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader);
526 struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d,
527 struct v3d_compiled_shader *shader,
528 enum pipe_shader_type stage);
529
530 void v3d_flush(struct pipe_context *pctx);
531 void v3d_job_init(struct v3d_context *v3d);
532 struct v3d_job *v3d_get_job(struct v3d_context *v3d,
533 struct pipe_surface **cbufs,
534 struct pipe_surface *zsbuf);
535 struct v3d_job *v3d_get_job_for_fbo(struct v3d_context *v3d);
536 void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo);
537 void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc);
538 void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job);
539 void v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
540 struct pipe_resource *prsc);
541 void v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
542 struct pipe_resource *prsc);
543 void v3d_update_compiled_shaders(struct v3d_context *v3d, uint8_t prim_mode);
544
545 bool v3d_rt_format_supported(const struct v3d_device_info *devinfo,
546 enum pipe_format f);
547 bool v3d_tex_format_supported(const struct v3d_device_info *devinfo,
548 enum pipe_format f);
549 uint8_t v3d_get_rt_format(const struct v3d_device_info *devinfo, enum pipe_format f);
550 uint8_t v3d_get_tex_format(const struct v3d_device_info *devinfo, enum pipe_format f);
551 uint8_t v3d_get_tex_return_size(const struct v3d_device_info *devinfo,
552 enum pipe_format f,
553 enum pipe_tex_compare compare);
554 uint8_t v3d_get_tex_return_channels(const struct v3d_device_info *devinfo,
555 enum pipe_format f);
556 const uint8_t *v3d_get_format_swizzle(const struct v3d_device_info *devinfo,
557 enum pipe_format f);
558 void v3d_get_internal_type_bpp_for_output_format(const struct v3d_device_info *devinfo,
559 uint32_t format,
560 uint32_t *type,
561 uint32_t *bpp);
562 bool v3d_tfu_supports_tex_format(const struct v3d_device_info *devinfo,
563 uint32_t tex_format);
564
565 void v3d_init_query_functions(struct v3d_context *v3d);
566 void v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
567 void v3d_blitter_save(struct v3d_context *v3d);
568 boolean v3d_generate_mipmap(struct pipe_context *pctx,
569 struct pipe_resource *prsc,
570 enum pipe_format format,
571 unsigned int base_level,
572 unsigned int last_level,
573 unsigned int first_layer,
574 unsigned int last_layer);
575
576 struct v3d_fence *v3d_fence_create(struct v3d_context *v3d);
577
578 #ifdef v3dX
579 # include "v3dx_context.h"
580 #else
581 # define v3dX(x) v3d33_##x
582 # include "v3dx_context.h"
583 # undef v3dX
584
585 # define v3dX(x) v3d41_##x
586 # include "v3dx_context.h"
587 # undef v3dX
588 #endif
589
590 #endif /* VC5_CONTEXT_H */