vc4: Make a new #define for making code conditional on the simulator.
[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/u_slab.h"
33
34 #define __user
35 #include "vc4_drm.h"
36 #include "vc4_bufmgr.h"
37 #include "vc4_resource.h"
38 #include "vc4_cl.h"
39 #include "vc4_qir.h"
40
41 #ifdef USE_VC4_SIMULATOR
42 #define using_vc4_simulator true
43 #else
44 #define using_vc4_simulator false
45 #endif
46
47 #define VC4_DIRTY_BLEND (1 << 0)
48 #define VC4_DIRTY_RASTERIZER (1 << 1)
49 #define VC4_DIRTY_ZSA (1 << 2)
50 #define VC4_DIRTY_FRAGTEX (1 << 3)
51 #define VC4_DIRTY_VERTTEX (1 << 4)
52 #define VC4_DIRTY_TEXSTATE (1 << 5)
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_FS (1 << 24)
71
72 struct vc4_texture_stateobj {
73 struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
74 unsigned num_textures;
75 struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
76 unsigned num_samplers;
77 unsigned dirty_samplers;
78 };
79
80 struct vc4_shader_uniform_info {
81 enum quniform_contents *contents;
82 uint32_t *data;
83 uint32_t count;
84 uint32_t num_texture_samples;
85 };
86
87 struct vc4_uncompiled_shader {
88 /** A name for this program, so you can track it in shader-db output. */
89 uint32_t program_id;
90 /** How many variants of this program were compiled, for shader-db. */
91 uint32_t compiled_variant_count;
92 struct pipe_shader_state base;
93 const struct tgsi_token *twoside_tokens;
94 };
95
96 struct vc4_ubo_range {
97 /**
98 * offset in bytes from the start of the ubo where this range is
99 * uploaded.
100 *
101 * Only set once used is set.
102 */
103 uint32_t dst_offset;
104
105 /**
106 * offset in bytes from the start of the gallium uniforms where the
107 * data comes from.
108 */
109 uint32_t src_offset;
110
111 /** size in bytes of this ubo range */
112 uint32_t size;
113 };
114
115 struct vc4_compiled_shader {
116 uint64_t program_id;
117 struct vc4_bo *bo;
118
119 struct vc4_shader_uniform_info uniforms;
120
121 struct vc4_ubo_range *ubo_ranges;
122 uint32_t num_ubo_ranges;
123 uint32_t ubo_size;
124
125 /** bitmask of which inputs are color inputs, for flat shade handling. */
126 uint32_t color_inputs;
127
128 uint8_t num_inputs;
129
130 /* Byte offsets for the start of the vertex attributes 0-7, and the
131 * total size as "attribute" 8.
132 */
133 uint8_t vattr_offsets[9];
134 uint8_t vattrs_live;
135
136 /**
137 * Array of the meanings of the VPM inputs this shader needs.
138 *
139 * It doesn't include those that aren't part of the VPM, like
140 * point/line coordinates.
141 */
142 struct vc4_varying_semantic *input_semantics;
143 };
144
145 struct vc4_program_stateobj {
146 struct vc4_uncompiled_shader *bind_vs, *bind_fs;
147 struct vc4_compiled_shader *cs, *vs, *fs;
148 uint8_t num_exports;
149 /* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index
150 * for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point-
151 * size) are not included in this
152 */
153 uint8_t export_linkage[63];
154 };
155
156 struct vc4_constbuf_stateobj {
157 struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
158 uint32_t enabled_mask;
159 uint32_t dirty_mask;
160 };
161
162 struct vc4_vertexbuf_stateobj {
163 struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
164 unsigned count;
165 uint32_t enabled_mask;
166 uint32_t dirty_mask;
167 };
168
169 struct vc4_vertex_stateobj {
170 struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
171 unsigned num_elements;
172 };
173
174 struct vc4_context {
175 struct pipe_context base;
176
177 int fd;
178 struct vc4_screen *screen;
179
180 struct vc4_cl bcl;
181 struct vc4_cl rcl;
182 struct vc4_cl shader_rec;
183 struct vc4_cl uniforms;
184 struct vc4_cl bo_handles;
185 struct vc4_cl bo_pointers;
186 uint32_t shader_rec_count;
187 /** @{
188 * Bounding box of the scissor across all queued drawing.
189 *
190 * Note that the max values are exclusive.
191 */
192 uint32_t draw_min_x;
193 uint32_t draw_min_y;
194 uint32_t draw_max_x;
195 uint32_t draw_max_y;
196 /** @} */
197
198 struct vc4_bo *tile_alloc;
199 struct vc4_bo *tile_state;
200
201 struct util_slab_mempool transfer_pool;
202 struct blitter_context *blitter;
203
204 /** bitfield of VC4_DIRTY_* */
205 uint32_t dirty;
206 /* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
207 * first rendering.
208 */
209 uint32_t cleared;
210 /* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
211 * (either clears or draws).
212 */
213 uint32_t resolve;
214 uint32_t clear_color[2];
215 uint32_t clear_depth; /**< 24-bit unorm depth */
216 uint8_t clear_stencil;
217
218 /**
219 * Set if some drawing (triangles, blits, or just a glClear()) has
220 * been done to the FBO, meaning that we need to
221 * DRM_IOCTL_VC4_SUBMIT_CL.
222 */
223 bool needs_flush;
224
225 /**
226 * Set when needs_flush, and the queued rendering is not just composed
227 * of full-buffer clears.
228 */
229 bool draw_call_queued;
230
231 struct primconvert_context *primconvert;
232
233 struct hash_table *fs_cache, *vs_cache;
234 uint32_t next_uncompiled_program_id;
235 uint64_t next_compiled_program_id;
236
237 struct ra_regs *regs;
238 unsigned int reg_class_any;
239 unsigned int reg_class_a;
240
241 uint8_t prim_mode;
242
243 /** Seqno of the last CL flush's job. */
244 uint64_t last_emit_seqno;
245
246 /** @{ Current pipeline state objects */
247 struct pipe_scissor_state scissor;
248 struct pipe_blend_state *blend;
249 struct vc4_rasterizer_state *rasterizer;
250 struct vc4_depth_stencil_alpha_state *zsa;
251
252 struct vc4_texture_stateobj verttex, fragtex;
253
254 struct vc4_program_stateobj prog;
255
256 struct vc4_vertex_stateobj *vtx;
257
258 struct pipe_blend_color blend_color;
259 struct pipe_stencil_ref stencil_ref;
260 unsigned sample_mask;
261 struct pipe_framebuffer_state framebuffer;
262 struct pipe_poly_stipple stipple;
263 struct pipe_clip_state clip;
264 struct pipe_viewport_state viewport;
265 struct vc4_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
266 struct vc4_vertexbuf_stateobj vertexbuf;
267 struct pipe_index_buffer indexbuf;
268 /** @} */
269 };
270
271 struct vc4_rasterizer_state {
272 struct pipe_rasterizer_state base;
273
274 /* VC4_CONFIGURATION_BITS */
275 uint8_t config_bits[3];
276
277 float point_size;
278
279 /**
280 * Half-float (1/8/7 bits) value of polygon offset units for
281 * VC4_PACKET_DEPTH_OFFSET
282 */
283 uint16_t offset_units;
284 /**
285 * Half-float (1/8/7 bits) value of polygon offset scale for
286 * VC4_PACKET_DEPTH_OFFSET
287 */
288 uint16_t offset_factor;
289 };
290
291 struct vc4_depth_stencil_alpha_state {
292 struct pipe_depth_stencil_alpha_state base;
293
294 /* VC4_CONFIGURATION_BITS */
295 uint8_t config_bits[3];
296
297 /** Uniforms for stencil state.
298 *
299 * Index 0 is either the front config, or the front-and-back config.
300 * Index 1 is the back config if doing separate back stencil.
301 * Index 2 is the writemask config if it's not a common mask value.
302 */
303 uint32_t stencil_uniforms[3];
304 };
305
306 static inline struct vc4_context *
307 vc4_context(struct pipe_context *pcontext)
308 {
309 return (struct vc4_context *)pcontext;
310 }
311
312 struct pipe_context *vc4_context_create(struct pipe_screen *pscreen,
313 void *priv);
314 void vc4_draw_init(struct pipe_context *pctx);
315 void vc4_state_init(struct pipe_context *pctx);
316 void vc4_program_init(struct pipe_context *pctx);
317 void vc4_program_fini(struct pipe_context *pctx);
318 void vc4_query_init(struct pipe_context *pctx);
319 void vc4_simulator_init(struct vc4_screen *screen);
320 int vc4_simulator_flush(struct vc4_context *vc4,
321 struct drm_vc4_submit_cl *args);
322
323 void vc4_write_uniforms(struct vc4_context *vc4,
324 struct vc4_compiled_shader *shader,
325 struct vc4_constbuf_stateobj *cb,
326 struct vc4_texture_stateobj *texstate);
327
328 void vc4_flush(struct pipe_context *pctx);
329 bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo);
330 void vc4_emit_state(struct pipe_context *pctx);
331 void vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c);
332 struct qpu_reg *vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c);
333 void vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode);
334
335 bool vc4_rt_format_supported(enum pipe_format f);
336 bool vc4_rt_format_is_565(enum pipe_format f);
337 bool vc4_tex_format_supported(enum pipe_format f);
338 uint8_t vc4_get_tex_format(enum pipe_format f);
339 const uint8_t *vc4_get_format_swizzle(enum pipe_format f);
340 void vc4_init_query_functions(struct vc4_context *vc4);
341 #endif /* VC4_CONTEXT_H */