vc4: Add support for register allocation for threaded shaders.
[mesa.git] / src / gallium / drivers / vc4 / vc4_context.h
1 /*
2 * Copyright © 2014 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 VC4_CONTEXT_H
26 #define VC4_CONTEXT_H
27
28 #include <stdio.h>
29
30 #include "pipe/p_context.h"
31 #include "pipe/p_state.h"
32 #include "util/slab.h"
33 #include "xf86drm.h"
34
35 #define __user
36 #include "vc4_drm.h"
37 #include "vc4_bufmgr.h"
38 #include "vc4_resource.h"
39 #include "vc4_cl.h"
40 #include "vc4_qir.h"
41
42 #ifdef USE_VC4_SIMULATOR
43 #define using_vc4_simulator true
44 #else
45 #define using_vc4_simulator false
46 #endif
47
48 #define VC4_DIRTY_BLEND (1 << 0)
49 #define VC4_DIRTY_RASTERIZER (1 << 1)
50 #define VC4_DIRTY_ZSA (1 << 2)
51 #define VC4_DIRTY_FRAGTEX (1 << 3)
52 #define VC4_DIRTY_VERTTEX (1 << 4)
53
54 #define VC4_DIRTY_BLEND_COLOR (1 << 7)
55 #define VC4_DIRTY_STENCIL_REF (1 << 8)
56 #define VC4_DIRTY_SAMPLE_MASK (1 << 9)
57 #define VC4_DIRTY_FRAMEBUFFER (1 << 10)
58 #define VC4_DIRTY_STIPPLE (1 << 11)
59 #define VC4_DIRTY_VIEWPORT (1 << 12)
60 #define VC4_DIRTY_CONSTBUF (1 << 13)
61 #define VC4_DIRTY_VTXSTATE (1 << 14)
62 #define VC4_DIRTY_VTXBUF (1 << 15)
63 #define VC4_DIRTY_INDEXBUF (1 << 16)
64 #define VC4_DIRTY_SCISSOR (1 << 17)
65 #define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
66 #define VC4_DIRTY_PRIM_MODE (1 << 19)
67 #define VC4_DIRTY_CLIP (1 << 20)
68 #define VC4_DIRTY_UNCOMPILED_VS (1 << 21)
69 #define VC4_DIRTY_UNCOMPILED_FS (1 << 22)
70 #define VC4_DIRTY_COMPILED_CS (1 << 23)
71 #define VC4_DIRTY_COMPILED_VS (1 << 24)
72 #define VC4_DIRTY_COMPILED_FS (1 << 25)
73 #define VC4_DIRTY_FS_INPUTS (1 << 26)
74
75 struct vc4_sampler_view {
76 struct pipe_sampler_view base;
77 uint32_t texture_p0;
78 uint32_t texture_p1;
79 bool force_first_level;
80 };
81
82 struct vc4_sampler_state {
83 struct pipe_sampler_state base;
84 uint32_t texture_p1;
85 };
86
87 struct vc4_texture_stateobj {
88 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
89 unsigned num_textures;
90 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
91 unsigned num_samplers;
92 };
93
94 struct vc4_shader_uniform_info {
95 enum quniform_contents *contents;
96 uint32_t *data;
97 uint32_t count;
98 uint32_t num_texture_samples;
99 };
100
101 struct vc4_uncompiled_shader {
102 /** A name for this program, so you can track it in shader-db output. */
103 uint32_t program_id;
104 /** How many variants of this program were compiled, for shader-db. */
105 uint32_t compiled_variant_count;
106 struct pipe_shader_state base;
107 };
108
109 struct vc4_ubo_range {
110 /**
111 * offset in bytes from the start of the ubo where this range is
112 * uploaded.
113 *
114 * Only set once used is set.
115 */
116 uint32_t dst_offset;
117
118 /**
119 * offset in bytes from the start of the gallium uniforms where the
120 * data comes from.
121 */
122 uint32_t src_offset;
123
124 /** size in bytes of this ubo range */
125 uint32_t size;
126 };
127
128 struct vc4_fs_inputs {
129 /**
130 * Array of the meanings of the VPM inputs this shader needs.
131 *
132 * It doesn't include those that aren't part of the VPM, like
133 * point/line coordinates.
134 */
135 struct vc4_varying_slot *input_slots;
136 uint32_t num_inputs;
137 };
138
139 struct vc4_compiled_shader {
140 uint64_t program_id;
141 struct vc4_bo *bo;
142
143 struct vc4_shader_uniform_info uniforms;
144
145 struct vc4_ubo_range *ubo_ranges;
146 uint32_t num_ubo_ranges;
147 uint32_t ubo_size;
148 /**
149 * VC4_DIRTY_* flags that, when set in vc4->dirty, mean that the
150 * uniforms have to be rewritten (and therefore the shader state
151 * reemitted).
152 */
153 uint32_t uniform_dirty_bits;
154
155 /** bitmask of which inputs are color inputs, for flat shade handling. */
156 uint32_t color_inputs;
157
158 bool disable_early_z;
159
160 /* Set if the compile failed, likely due to register allocation
161 * failure. In this case, we have no shader to run and should not try
162 * to do any draws.
163 */
164 bool failed;
165
166 uint8_t num_inputs;
167
168 /* Byte offsets for the start of the vertex attributes 0-7, and the
169 * total size as "attribute" 8.
170 */
171 uint8_t vattr_offsets[9];
172 uint8_t vattrs_live;
173
174 const struct vc4_fs_inputs *fs_inputs;
175 };
176
177 struct vc4_program_stateobj {
178 struct vc4_uncompiled_shader *bind_vs, *bind_fs;
179 struct vc4_compiled_shader *cs, *vs, *fs;
180 };
181
182 struct vc4_constbuf_stateobj {
183 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
184 uint32_t enabled_mask;
185 uint32_t dirty_mask;
186 };
187
188 struct vc4_vertexbuf_stateobj {
189 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
190 unsigned count;
191 uint32_t enabled_mask;
192 uint32_t dirty_mask;
193 };
194
195 struct vc4_vertex_stateobj {
196 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
197 unsigned num_elements;
198 };
199
200 /* Hash table key for vc4->jobs */
201 struct vc4_job_key {
202 struct pipe_surface *cbuf;
203 struct pipe_surface *zsbuf;
204 };
205
206 /**
207 * A complete bin/render job.
208 *
209 * This is all of the state necessary to submit a bin/render to the kernel.
210 * We want to be able to have multiple in progress at a time, so that we don't
211 * need to flush an existing CL just to switch to rendering to a new render
212 * target (which would mean reading back from the old render target when
213 * starting to render to it again).
214 */
215 struct vc4_job {
216 struct vc4_cl bcl;
217 struct vc4_cl shader_rec;
218 struct vc4_cl uniforms;
219 struct vc4_cl bo_handles;
220 struct vc4_cl bo_pointers;
221 uint32_t shader_rec_count;
222
223 /** @{ Surfaces to submit rendering for. */
224 struct pipe_surface *color_read;
225 struct pipe_surface *color_write;
226 struct pipe_surface *zs_read;
227 struct pipe_surface *zs_write;
228 struct pipe_surface *msaa_color_write;
229 struct pipe_surface *msaa_zs_write;
230 /** @} */
231 /** @{
232 * Bounding box of the scissor across all queued drawing.
233 *
234 * Note that the max values are exclusive.
235 */
236 uint32_t draw_min_x;
237 uint32_t draw_min_y;
238 uint32_t draw_max_x;
239 uint32_t draw_max_y;
240 /** @} */
241 /** @{
242 * Width/height of the color framebuffer being rendered to,
243 * for VC4_TILE_RENDERING_MODE_CONFIG.
244 */
245 uint32_t draw_width;
246 uint32_t draw_height;
247 /** @} */
248 /** @{ Tile information, depending on MSAA and float color buffer. */
249 uint32_t draw_tiles_x; /** @< Number of tiles wide for framebuffer. */
250 uint32_t draw_tiles_y; /** @< Number of tiles high for framebuffer. */
251
252 uint32_t tile_width; /** @< Width of a tile. */
253 uint32_t tile_height; /** @< Height of a tile. */
254 /** Whether the current rendering is in a 4X MSAA tile buffer. */
255 bool msaa;
256 /** @} */
257
258 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
259 * first rendering.
260 */
261 uint32_t cleared;
262 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
263 * (either clears or draws).
264 */
265 uint32_t resolve;
266 uint32_t clear_color[2];
267 uint32_t clear_depth; /**< 24-bit unorm depth */
268 uint8_t clear_stencil;
269
270 /**
271 * Set if some drawing (triangles, blits, or just a glClear()) has
272 * been done to the FBO, meaning that we need to
273 * DRM_IOCTL_VC4_SUBMIT_CL.
274 */
275 bool needs_flush;
276
277 /**
278 * Number of draw calls (not counting full buffer clears) queued in
279 * the current job.
280 */
281 uint32_t draw_calls_queued;
282
283 struct vc4_job_key key;
284 };
285
286 struct vc4_context {
287 struct pipe_context base;
288
289 int fd;
290 struct vc4_screen *screen;
291
292 /** The 3D rendering job for the currently bound FBO. */
293 struct vc4_job *job;
294
295 /* Map from struct vc4_job_key to the job for that FBO.
296 */
297 struct hash_table *jobs;
298
299 /**
300 * Map from vc4_resource to a job writing to that resource.
301 *
302 * Primarily for flushing jobs rendering to textures that are now
303 * being read from.
304 */
305 struct hash_table *write_jobs;
306
307 struct slab_child_pool transfer_pool;
308 struct blitter_context *blitter;
309
310 /** bitfield of VC4_DIRTY_* */
311 uint32_t dirty;
312
313 struct primconvert_context *primconvert;
314
315 struct hash_table *fs_cache, *vs_cache;
316 struct set *fs_inputs_set;
317 uint32_t next_uncompiled_program_id;
318 uint64_t next_compiled_program_id;
319
320 struct ra_regs *regs;
321 unsigned int reg_class_any[2];
322 unsigned int reg_class_a_or_b[2];
323 unsigned int reg_class_a_or_b_or_acc[2];
324 unsigned int reg_class_r0_r3;
325 unsigned int reg_class_r4_or_a[2];
326 unsigned int reg_class_a[2];
327
328 uint8_t prim_mode;
329
330 /** Maximum index buffer valid for the current shader_rec. */
331 uint32_t max_index;
332 /** Last index bias baked into the current shader_rec. */
333 uint32_t last_index_bias;
334
335 /** Seqno of the last CL flush's job. */
336 uint64_t last_emit_seqno;
337
338 struct u_upload_mgr *uploader;
339
340 /** @{ Current pipeline state objects */
341 struct pipe_scissor_state scissor;
342 struct pipe_blend_state *blend;
343 struct vc4_rasterizer_state *rasterizer;
344 struct vc4_depth_stencil_alpha_state *zsa;
345
346 struct vc4_texture_stateobj verttex, fragtex;
347
348 struct vc4_program_stateobj prog;
349
350 struct vc4_vertex_stateobj *vtx;
351
352 struct {
353 struct pipe_blend_color f;
354 uint8_t ub[4];
355 } blend_color;
356 struct pipe_stencil_ref stencil_ref;
357 unsigned sample_mask;
358 struct pipe_framebuffer_state framebuffer;
359 struct pipe_poly_stipple stipple;
360 struct pipe_clip_state clip;
361 struct pipe_viewport_state viewport;
362 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
363 struct vc4_vertexbuf_stateobj vertexbuf;
364 struct pipe_index_buffer indexbuf;
365 /** @} */
366 };
367
368 struct vc4_rasterizer_state {
369 struct pipe_rasterizer_state base;
370
371 /* VC4_CONFIGURATION_BITS */
372 uint8_t config_bits[3];
373
374 float point_size;
375
376 /**
377 * Half-float (1/8/7 bits) value of polygon offset units for
378 * VC4_PACKET_DEPTH_OFFSET
379 */
380 uint16_t offset_units;
381 /**
382 * Half-float (1/8/7 bits) value of polygon offset scale for
383 * VC4_PACKET_DEPTH_OFFSET
384 */
385 uint16_t offset_factor;
386 };
387
388 struct vc4_depth_stencil_alpha_state {
389 struct pipe_depth_stencil_alpha_state base;
390
391 /* VC4_CONFIGURATION_BITS */
392 uint8_t config_bits[3];
393
394 /** Uniforms for stencil state.
395 *
396 * Index 0 is either the front config, or the front-and-back config.
397 * Index 1 is the back config if doing separate back stencil.
398 * Index 2 is the writemask config if it's not a common mask value.
399 */
400 uint32_t stencil_uniforms[3];
401 };
402
403 #define perf_debug(...) do { \
404 if (unlikely(vc4_debug & VC4_DEBUG_PERF)) \
405 fprintf(stderr, __VA_ARGS__); \
406 } while (0)
407
408 static inline struct vc4_context *
409 vc4_context(struct pipe_context *pcontext)
410 {
411 return (struct vc4_context *)pcontext;
412 }
413
414 static inline struct vc4_sampler_view *
415 vc4_sampler_view(struct pipe_sampler_view *psview)
416 {
417 return (struct vc4_sampler_view *)psview;
418 }
419
420 static inline struct vc4_sampler_state *
421 vc4_sampler_state(struct pipe_sampler_state *psampler)
422 {
423 return (struct vc4_sampler_state *)psampler;
424 }
425
426 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
427 void *priv, unsigned flags);
428 void vc4_draw_init(struct pipe_context *pctx);
429 void vc4_state_init(struct pipe_context *pctx);
430 void vc4_program_init(struct pipe_context *pctx);
431 void vc4_program_fini(struct pipe_context *pctx);
432 void vc4_query_init(struct pipe_context *pctx);
433 void vc4_simulator_init(struct vc4_screen *screen);
434 void vc4_simulator_destroy(struct vc4_screen *screen);
435 int vc4_simulator_flush(struct vc4_context *vc4,
436 struct drm_vc4_submit_cl *args,
437 struct vc4_job *job);
438 int vc4_simulator_ioctl(int fd, unsigned long request, void *arg);
439 void vc4_simulator_open_from_handle(int fd, uint32_t winsys_stride,
440 int handle, uint32_t size);
441
442 static inline int
443 vc4_ioctl(int fd, unsigned long request, void *arg)
444 {
445 if (using_vc4_simulator)
446 return vc4_simulator_ioctl(fd, request, arg);
447 else
448 return drmIoctl(fd, request, arg);
449 }
450
451 void vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader);
452 void vc4_write_uniforms(struct vc4_context *vc4,
453 struct vc4_compiled_shader *shader,
454 struct vc4_constbuf_stateobj *cb,
455 struct vc4_texture_stateobj *texstate);
456
457 void vc4_flush(struct pipe_context *pctx);
458 void vc4_job_init(struct vc4_context *vc4);
459 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
460 struct pipe_surface *cbuf,
461 struct pipe_surface *zsbuf);
462 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
463
464 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
465 void vc4_flush_jobs_writing_resource(struct vc4_context *vc4,
466 struct pipe_resource *prsc);
467 void vc4_flush_jobs_reading_resource(struct vc4_context *vc4,
468 struct pipe_resource *prsc);
469 void vc4_emit_state(struct pipe_context *pctx);
470 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
471 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
472 bool vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
473
474 bool vc4_rt_format_supported(enum pipe_format f);
475 bool vc4_rt_format_is_565(enum pipe_format f);
476 bool vc4_tex_format_supported(enum pipe_format f);
477 uint8_t vc4_get_tex_format(enum pipe_format f);
478 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
479 void vc4_init_query_functions(struct vc4_context *vc4);
480 void vc4_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info);
481 void vc4_blitter_save(struct vc4_context *vc4);
482 #endif /* VC4_CONTEXT_H */