v3d: Fix check for TFU job completion in the simulator.
[mesa.git] / src / gallium / drivers / v3d / v3dx_simulator.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 /**
25 * @file v3d_simulator_hw.c
26 *
27 * Implements the actual HW interaction betweeh the GL driver's VC5 simulator and the simulator.
28 *
29 * The register headers between V3D versions will have conflicting defines, so
30 * all register interactions appear in this file and are compiled per V3D version
31 * we support.
32 */
33
34 #ifdef USE_V3D_SIMULATOR
35
36 #include "v3d_screen.h"
37 #include "v3d_context.h"
38 #include "v3d_simulator_wrapper.h"
39
40 #define HW_REGISTER_RO(x) (x)
41 #define HW_REGISTER_RW(x) (x)
42 #if V3D_VERSION >= 41
43 #include "libs/core/v3d/registers/4.1.34.0/v3d.h"
44 #else
45 #include "libs/core/v3d/registers/3.3.0.0/v3d.h"
46 #endif
47
48 #define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val)
49 #define V3D_READ(reg) v3d_hw_read_reg(v3d, reg)
50
51 static void
52 v3d_invalidate_l3(struct v3d_hw *v3d)
53 {
54 if (!v3d_hw_has_gca(v3d))
55 return;
56
57 #if V3D_VERSION < 40
58 uint32_t gca_ctrl = V3D_READ(V3D_GCA_CACHE_CTRL);
59
60 V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH_SET);
61 V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH_SET);
62 #endif
63 }
64
65 /* Invalidates the L2C cache. This is a read-only cache for uniforms and instructions. */
66 static void
67 v3d_invalidate_l2c(struct v3d_hw *v3d)
68 {
69 if (V3D_VERSION >= 33)
70 return;
71
72 V3D_WRITE(V3D_CTL_0_L2CACTL,
73 V3D_CTL_0_L2CACTL_L2CCLR_SET |
74 V3D_CTL_0_L2CACTL_L2CENA_SET);
75 }
76
77 /* Invalidates texture L2 cachelines */
78 static void
79 v3d_invalidate_l2t(struct v3d_hw *v3d)
80 {
81 V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0);
82 V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0);
83 V3D_WRITE(V3D_CTL_0_L2TCACTL,
84 V3D_CTL_0_L2TCACTL_L2TFLS_SET |
85 (0 << V3D_CTL_0_L2TCACTL_L2TFLM_LSB));
86 }
87
88 /* Invalidates the slice caches. These are read-only caches. */
89 static void
90 v3d_invalidate_slices(struct v3d_hw *v3d)
91 {
92 V3D_WRITE(V3D_CTL_0_SLCACTL, ~0);
93 }
94
95 static void
96 v3d_invalidate_caches(struct v3d_hw *v3d)
97 {
98 v3d_invalidate_l3(v3d);
99 v3d_invalidate_l2c(v3d);
100 v3d_invalidate_l2t(v3d);
101 v3d_invalidate_slices(v3d);
102 }
103
104 int
105 v3dX(simulator_submit_tfu_ioctl)(struct v3d_hw *v3d,
106 struct drm_v3d_submit_tfu *args)
107 {
108 int last_vtct = V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET;
109
110 V3D_WRITE(V3D_TFU_IIA, args->iia);
111 V3D_WRITE(V3D_TFU_IIS, args->iis);
112 V3D_WRITE(V3D_TFU_ICA, args->ica);
113 V3D_WRITE(V3D_TFU_IUA, args->iua);
114 V3D_WRITE(V3D_TFU_IOA, args->ioa);
115 V3D_WRITE(V3D_TFU_IOS, args->ios);
116 V3D_WRITE(V3D_TFU_COEF0, args->coef[0]);
117 V3D_WRITE(V3D_TFU_COEF1, args->coef[1]);
118 V3D_WRITE(V3D_TFU_COEF2, args->coef[2]);
119 V3D_WRITE(V3D_TFU_COEF3, args->coef[3]);
120
121 V3D_WRITE(V3D_TFU_ICFG, args->icfg);
122
123 while ((V3D_READ(V3D_TFU_CS) & V3D_TFU_CS_CVTCT_SET) == last_vtct) {
124 v3d_hw_tick(v3d);
125 }
126
127 return 0;
128 }
129
130 int
131 v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d,
132 struct drm_v3d_get_param *args)
133 {
134 static const uint32_t reg_map[] = {
135 [DRM_V3D_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG,
136 [DRM_V3D_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1,
137 [DRM_V3D_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2,
138 [DRM_V3D_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3,
139 [DRM_V3D_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0,
140 [DRM_V3D_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1,
141 [DRM_V3D_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2,
142 };
143
144 switch (args->param) {
145 case DRM_V3D_PARAM_SUPPORTS_TFU:
146 args->value = 1;
147 return 0;
148 }
149
150 if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) {
151 args->value = V3D_READ(reg_map[args->param]);
152 return 0;
153 }
154
155 fprintf(stderr, "Unknown DRM_IOCTL_VC5_GET_PARAM(%lld)\n",
156 (long long)args->value);
157 abort();
158 }
159
160 void
161 v3dX(simulator_init_regs)(struct v3d_hw *v3d)
162 {
163 #if V3D_VERSION == 33
164 /* Set OVRTMUOUT to match kernel behavior.
165 *
166 * This means that the texture sampler uniform configuration's tmu
167 * output type field is used, instead of using the hardware default
168 * behavior based on the texture type. If you want the default
169 * behavior, you can still put "2" in the indirect texture state's
170 * output_type field.
171 */
172 V3D_WRITE(V3D_CTL_0_MISCCFG, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET);
173 #endif
174 }
175
176 void
177 v3dX(simulator_submit_cl_ioctl)(struct v3d_hw *v3d,
178 struct drm_v3d_submit_cl *submit,
179 uint32_t gmp_ofs)
180 {
181 /* Completely reset the GMP. */
182 V3D_WRITE(V3D_GMP_0_CFG,
183 V3D_GMP_0_CFG_PROTENABLE_SET);
184 V3D_WRITE(V3D_GMP_0_TABLE_ADDR, gmp_ofs);
185 V3D_WRITE(V3D_GMP_0_CLEAR_LOAD, ~0);
186 while (V3D_READ(V3D_GMP_0_STATUS) &
187 V3D_GMP_0_STATUS_CFG_BUSY_SET) {
188 ;
189 }
190
191 v3d_invalidate_caches(v3d);
192
193 if (submit->qma) {
194 V3D_WRITE(V3D_CLE_0_CT0QMA, submit->qma);
195 V3D_WRITE(V3D_CLE_0_CT0QMS, submit->qms);
196 }
197 #if V3D_VERSION >= 41
198 if (submit->qts) {
199 V3D_WRITE(V3D_CLE_0_CT0QTS,
200 V3D_CLE_0_CT0QTS_CTQTSEN_SET |
201 submit->qts);
202 }
203 #endif
204 V3D_WRITE(V3D_CLE_0_CT0QBA, submit->bcl_start);
205 V3D_WRITE(V3D_CLE_0_CT0QEA, submit->bcl_end);
206
207 /* Wait for bin to complete before firing render. The kernel's
208 * scheduler implements this using the GPU scheduler blocking on the
209 * bin fence completing. (We don't use HW semaphores).
210 */
211 while (V3D_READ(V3D_CLE_0_CT0CA) !=
212 V3D_READ(V3D_CLE_0_CT0EA)) {
213 v3d_hw_tick(v3d);
214 }
215
216 v3d_invalidate_caches(v3d);
217
218 V3D_WRITE(V3D_CLE_0_CT1QBA, submit->rcl_start);
219 V3D_WRITE(V3D_CLE_0_CT1QEA, submit->rcl_end);
220
221 while (V3D_READ(V3D_CLE_0_CT1CA) !=
222 V3D_READ(V3D_CLE_0_CT1EA) ||
223 V3D_READ(V3D_CLE_1_CT1CA) !=
224 V3D_READ(V3D_CLE_1_CT1EA)) {
225 v3d_hw_tick(v3d);
226 }
227 }
228
229 #endif /* USE_V3D_SIMULATOR */