v3d: add new flag dirty TMU cache at v3d_compiler
[mesa.git] / src / gallium / drivers / v3d / v3d_uniforms.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/u_pack_color.h"
25 #include "util/u_upload_mgr.h"
26 #include "util/format_srgb.h"
27
28 #include "v3d_context.h"
29 #include "compiler/v3d_compiler.h"
30 #include "broadcom/cle/v3d_packet_v33_pack.h"
31
32 static uint32_t
33 get_texrect_scale(struct v3d_texture_stateobj *texstate,
34 enum quniform_contents contents,
35 uint32_t data)
36 {
37 struct pipe_sampler_view *texture = texstate->textures[data];
38 uint32_t dim;
39
40 if (contents == QUNIFORM_TEXRECT_SCALE_X)
41 dim = texture->texture->width0;
42 else
43 dim = texture->texture->height0;
44
45 return fui(1.0f / dim);
46 }
47
48 static uint32_t
49 get_texture_size(struct v3d_texture_stateobj *texstate,
50 enum quniform_contents contents,
51 uint32_t data)
52 {
53 struct pipe_sampler_view *texture = texstate->textures[data];
54
55 switch (contents) {
56 case QUNIFORM_TEXTURE_WIDTH:
57 return u_minify(texture->texture->width0,
58 texture->u.tex.first_level);
59 case QUNIFORM_TEXTURE_HEIGHT:
60 return u_minify(texture->texture->height0,
61 texture->u.tex.first_level);
62 case QUNIFORM_TEXTURE_DEPTH:
63 return u_minify(texture->texture->depth0,
64 texture->u.tex.first_level);
65 case QUNIFORM_TEXTURE_ARRAY_SIZE:
66 return texture->texture->array_size;
67 case QUNIFORM_TEXTURE_LEVELS:
68 return (texture->u.tex.last_level -
69 texture->u.tex.first_level) + 1;
70 default:
71 unreachable("Bad texture size field");
72 }
73 }
74
75 static uint32_t
76 get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
77 enum quniform_contents contents,
78 uint32_t data)
79 {
80 struct v3d_image_view *image = &shaderimg->si[data];
81
82 switch (contents) {
83 case QUNIFORM_IMAGE_WIDTH:
84 return u_minify(image->base.resource->width0,
85 image->base.u.tex.level);
86 case QUNIFORM_IMAGE_HEIGHT:
87 return u_minify(image->base.resource->height0,
88 image->base.u.tex.level);
89 case QUNIFORM_IMAGE_DEPTH:
90 return u_minify(image->base.resource->depth0,
91 image->base.u.tex.level);
92 case QUNIFORM_IMAGE_ARRAY_SIZE:
93 return image->base.resource->array_size;
94 default:
95 unreachable("Bad texture size field");
96 }
97 }
98
99 /**
100 * Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
101 *
102 * Some bits of this field are dependent on the type of sample being done by
103 * the shader, while other bits are dependent on the sampler state. We OR the
104 * two together here.
105 */
106 static void
107 write_texture_p0(struct v3d_job *job,
108 struct v3d_cl_out **uniforms,
109 struct v3d_texture_stateobj *texstate,
110 uint32_t unit,
111 uint32_t shader_data)
112 {
113 struct pipe_sampler_state *psampler = texstate->samplers[unit];
114 struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
115
116 cl_aligned_u32(uniforms, shader_data | sampler->p0);
117 }
118
119 /** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
120 static void
121 write_texture_p1(struct v3d_job *job,
122 struct v3d_cl_out **uniforms,
123 struct v3d_texture_stateobj *texstate,
124 uint32_t data)
125 {
126 /* Extract the texture unit from the top bits, and the compiler's
127 * packed p1 from the bottom.
128 */
129 uint32_t unit = data >> 5;
130 uint32_t p1 = data & 0x1f;
131
132 struct pipe_sampler_view *psview = texstate->textures[unit];
133 struct v3d_sampler_view *sview = v3d_sampler_view(psview);
134
135 struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
136 .texture_state_record_base_address = texstate->texture_state[unit],
137 };
138
139 uint32_t packed;
140 V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
141 (uint8_t *)&packed,
142 &unpacked);
143
144 cl_aligned_u32(uniforms, p1 | packed | sview->p1);
145 }
146
147 /** Writes the V3D 4.x TMU configuration parameter 0. */
148 static void
149 write_tmu_p0(struct v3d_job *job,
150 struct v3d_cl_out **uniforms,
151 struct v3d_texture_stateobj *texstate,
152 uint32_t data)
153 {
154 int unit = v3d_unit_data_get_unit(data);
155 struct pipe_sampler_view *psview = texstate->textures[unit];
156 struct v3d_sampler_view *sview = v3d_sampler_view(psview);
157 struct v3d_resource *rsc = v3d_resource(sview->texture);
158
159 cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
160 v3d_unit_data_get_offset(data));
161 v3d_job_add_bo(job, rsc->bo);
162 }
163
164 static void
165 write_image_tmu_p0(struct v3d_job *job,
166 struct v3d_cl_out **uniforms,
167 struct v3d_shaderimg_stateobj *img,
168 uint32_t data)
169 {
170 /* Extract the image unit from the top bits, and the compiler's
171 * packed p0 from the bottom.
172 */
173 uint32_t unit = data >> 24;
174 uint32_t p0 = data & 0x00ffffff;
175
176 struct v3d_image_view *iview = &img->si[unit];
177 struct v3d_resource *rsc = v3d_resource(iview->base.resource);
178
179 cl_aligned_reloc(&job->indirect, uniforms,
180 v3d_resource(iview->tex_state)->bo,
181 iview->tex_state_offset | p0);
182 v3d_job_add_bo(job, rsc->bo);
183 }
184
185 /** Writes the V3D 4.x TMU configuration parameter 1. */
186 static void
187 write_tmu_p1(struct v3d_job *job,
188 struct v3d_cl_out **uniforms,
189 struct v3d_texture_stateobj *texstate,
190 uint32_t data)
191 {
192 uint32_t unit = v3d_unit_data_get_unit(data);
193 struct pipe_sampler_state *psampler = texstate->samplers[unit];
194 struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
195 struct pipe_sampler_view *psview = texstate->textures[unit];
196 struct v3d_sampler_view *sview = v3d_sampler_view(psview);
197 int variant = 0;
198
199 if (sampler->border_color_variants)
200 variant = sview->sampler_variant;
201
202 cl_aligned_reloc(&job->indirect, uniforms,
203 v3d_resource(sampler->sampler_state)->bo,
204 sampler->sampler_state_offset[variant] |
205 v3d_unit_data_get_offset(data));
206 }
207
208 struct v3d_cl_reloc
209 v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
210 enum pipe_shader_type stage)
211 {
212 struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
213 struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
214 struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
215 struct v3d_job *job = v3d->job;
216 const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
217
218 /* We always need to return some space for uniforms, because the HW
219 * will be prefetching, even if we don't read any in the program.
220 */
221 v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
222
223 struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
224 v3d_bo_reference(uniform_stream.bo);
225
226 struct v3d_cl_out *uniforms =
227 cl_start(&job->indirect);
228
229 for (int i = 0; i < uinfo->count; i++) {
230 uint32_t data = uinfo->data[i];
231
232 switch (uinfo->contents[i]) {
233 case QUNIFORM_CONSTANT:
234 cl_aligned_u32(&uniforms, data);
235 break;
236 case QUNIFORM_UNIFORM:
237 cl_aligned_u32(&uniforms, gallium_uniforms[data]);
238 break;
239 case QUNIFORM_VIEWPORT_X_SCALE:
240 cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
241 break;
242 case QUNIFORM_VIEWPORT_Y_SCALE:
243 cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
244 break;
245
246 case QUNIFORM_VIEWPORT_Z_OFFSET:
247 cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
248 break;
249 case QUNIFORM_VIEWPORT_Z_SCALE:
250 cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
251 break;
252
253 case QUNIFORM_USER_CLIP_PLANE:
254 cl_aligned_f(&uniforms,
255 v3d->clip.ucp[data / 4][data % 4]);
256 break;
257
258 case QUNIFORM_TMU_CONFIG_P0:
259 write_tmu_p0(job, &uniforms, texstate, data);
260 break;
261
262 case QUNIFORM_TMU_CONFIG_P1:
263 write_tmu_p1(job, &uniforms, texstate, data);
264 break;
265
266 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
267 write_image_tmu_p0(job, &uniforms,
268 &v3d->shaderimg[stage], data);
269 break;
270
271 case QUNIFORM_TEXTURE_CONFIG_P1:
272 write_texture_p1(job, &uniforms, texstate,
273 data);
274 break;
275
276 case QUNIFORM_TEXRECT_SCALE_X:
277 case QUNIFORM_TEXRECT_SCALE_Y:
278 cl_aligned_u32(&uniforms,
279 get_texrect_scale(texstate,
280 uinfo->contents[i],
281 data));
282 break;
283
284 case QUNIFORM_TEXTURE_WIDTH:
285 case QUNIFORM_TEXTURE_HEIGHT:
286 case QUNIFORM_TEXTURE_DEPTH:
287 case QUNIFORM_TEXTURE_ARRAY_SIZE:
288 case QUNIFORM_TEXTURE_LEVELS:
289 cl_aligned_u32(&uniforms,
290 get_texture_size(texstate,
291 uinfo->contents[i],
292 data));
293 break;
294
295 case QUNIFORM_IMAGE_WIDTH:
296 case QUNIFORM_IMAGE_HEIGHT:
297 case QUNIFORM_IMAGE_DEPTH:
298 case QUNIFORM_IMAGE_ARRAY_SIZE:
299 cl_aligned_u32(&uniforms,
300 get_image_size(&v3d->shaderimg[stage],
301 uinfo->contents[i],
302 data));
303 break;
304
305 case QUNIFORM_ALPHA_REF:
306 cl_aligned_f(&uniforms,
307 v3d->zsa->base.alpha.ref_value);
308 break;
309
310 case QUNIFORM_UBO_ADDR: {
311 uint32_t unit = v3d_unit_data_get_unit(data);
312 /* Constant buffer 0 may be a system memory pointer,
313 * in which case we want to upload a shadow copy to
314 * the GPU.
315 */
316 if (!cb->cb[unit].buffer) {
317 u_upload_data(v3d->uploader, 0,
318 cb->cb[unit].buffer_size, 16,
319 cb->cb[unit].user_buffer,
320 &cb->cb[unit].buffer_offset,
321 &cb->cb[unit].buffer);
322 }
323
324 cl_aligned_reloc(&job->indirect, &uniforms,
325 v3d_resource(cb->cb[unit].buffer)->bo,
326 cb->cb[unit].buffer_offset +
327 v3d_unit_data_get_offset(data));
328 break;
329 }
330
331 case QUNIFORM_SSBO_OFFSET: {
332 struct pipe_shader_buffer *sb =
333 &v3d->ssbo[stage].sb[data];
334
335 cl_aligned_reloc(&job->indirect, &uniforms,
336 v3d_resource(sb->buffer)->bo,
337 sb->buffer_offset);
338 break;
339 }
340
341 case QUNIFORM_GET_BUFFER_SIZE:
342 cl_aligned_u32(&uniforms,
343 v3d->ssbo[stage].sb[data].buffer_size);
344 break;
345
346 case QUNIFORM_TEXTURE_FIRST_LEVEL:
347 cl_aligned_f(&uniforms,
348 texstate->textures[data]->u.tex.first_level);
349 break;
350
351 case QUNIFORM_SPILL_OFFSET:
352 cl_aligned_reloc(&job->indirect, &uniforms,
353 v3d->prog.spill_bo, 0);
354 break;
355
356 case QUNIFORM_SPILL_SIZE_PER_THREAD:
357 cl_aligned_u32(&uniforms,
358 v3d->prog.spill_size_per_thread);
359 break;
360
361 case QUNIFORM_NUM_WORK_GROUPS:
362 cl_aligned_u32(&uniforms,
363 v3d->compute_num_workgroups[data]);
364 break;
365
366 case QUNIFORM_SHARED_OFFSET:
367 cl_aligned_reloc(&job->indirect, &uniforms,
368 v3d->compute_shared_memory, 0);
369 break;
370
371 default:
372 assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
373
374 write_texture_p0(job, &uniforms, texstate,
375 uinfo->contents[i] -
376 QUNIFORM_TEXTURE_CONFIG_P0_0,
377 data);
378 break;
379
380 }
381 #if 0
382 uint32_t written_val = *((uint32_t *)uniforms - 1);
383 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
384 shader, i, __gen_address_offset(&uniform_stream) + i * 4,
385 written_val, uif(written_val));
386 vir_dump_uniform(uinfo->contents[i], data);
387 fprintf(stderr, "\n");
388 #endif
389 }
390
391 cl_end(&job->indirect, uniforms);
392
393 return uniform_stream;
394 }
395
396 void
397 v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
398 {
399 uint32_t dirty = 0;
400
401 for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
402 switch (shader->prog_data.base->uniforms.contents[i]) {
403 case QUNIFORM_CONSTANT:
404 break;
405 case QUNIFORM_UNIFORM:
406 case QUNIFORM_UBO_ADDR:
407 dirty |= VC5_DIRTY_CONSTBUF;
408 break;
409
410 case QUNIFORM_VIEWPORT_X_SCALE:
411 case QUNIFORM_VIEWPORT_Y_SCALE:
412 case QUNIFORM_VIEWPORT_Z_OFFSET:
413 case QUNIFORM_VIEWPORT_Z_SCALE:
414 dirty |= VC5_DIRTY_VIEWPORT;
415 break;
416
417 case QUNIFORM_USER_CLIP_PLANE:
418 dirty |= VC5_DIRTY_CLIP;
419 break;
420
421 case QUNIFORM_TMU_CONFIG_P0:
422 case QUNIFORM_TMU_CONFIG_P1:
423 case QUNIFORM_TEXTURE_CONFIG_P1:
424 case QUNIFORM_TEXTURE_FIRST_LEVEL:
425 case QUNIFORM_TEXRECT_SCALE_X:
426 case QUNIFORM_TEXRECT_SCALE_Y:
427 case QUNIFORM_TEXTURE_WIDTH:
428 case QUNIFORM_TEXTURE_HEIGHT:
429 case QUNIFORM_TEXTURE_DEPTH:
430 case QUNIFORM_TEXTURE_ARRAY_SIZE:
431 case QUNIFORM_TEXTURE_LEVELS:
432 case QUNIFORM_SPILL_OFFSET:
433 case QUNIFORM_SPILL_SIZE_PER_THREAD:
434 /* We could flag this on just the stage we're
435 * compiling for, but it's not passed in.
436 */
437 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
438 VC5_DIRTY_COMPTEX;
439 break;
440
441 case QUNIFORM_SSBO_OFFSET:
442 case QUNIFORM_GET_BUFFER_SIZE:
443 dirty |= VC5_DIRTY_SSBO;
444 break;
445
446 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
447 case QUNIFORM_IMAGE_WIDTH:
448 case QUNIFORM_IMAGE_HEIGHT:
449 case QUNIFORM_IMAGE_DEPTH:
450 case QUNIFORM_IMAGE_ARRAY_SIZE:
451 dirty |= VC5_DIRTY_SHADER_IMAGE;
452 break;
453
454 case QUNIFORM_ALPHA_REF:
455 dirty |= VC5_DIRTY_ZSA;
456 break;
457
458 case QUNIFORM_NUM_WORK_GROUPS:
459 case QUNIFORM_SHARED_OFFSET:
460 /* Compute always recalculates uniforms. */
461 break;
462
463 default:
464 assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
465 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
466 VC5_DIRTY_COMPTEX;
467 break;
468 }
469 }
470
471 shader->uniform_dirty_bits = dirty;
472 }