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25 * @file vc5_simulator_hw.c
27 * Implements the actual HW interaction betweeh the GL driver's VC5 simulator and the simulator.
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
34 #ifdef USE_VC5_SIMULATOR
36 #include "vc5_screen.h"
37 #include "vc5_context.h"
38 #include "vc5_simulator_wrapper.h"
40 #define HW_REGISTER_RO(x) (x)
41 #define HW_REGISTER_RW(x) (x)
43 #include "libs/core/v3d/registers/4.1.34.0/v3d.h"
45 #include "libs/core/v3d/registers/3.3.0.0/v3d.h"
48 #define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val)
49 #define V3D_READ(reg) v3d_hw_read_reg(v3d, reg)
52 vc5_flush_l3(struct v3d_hw
*v3d
)
54 if (!v3d_hw_has_gca(v3d
))
58 uint32_t gca_ctrl
= V3D_READ(V3D_GCA_CACHE_CTRL
);
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
);
65 /* Invalidates the L2 cache. This is a read-only cache. */
67 vc5_flush_l2(struct v3d_hw
*v3d
)
69 V3D_WRITE(V3D_CTL_0_L2CACTL
,
70 V3D_CTL_0_L2CACTL_L2CCLR_SET
|
71 V3D_CTL_0_L2CACTL_L2CENA_SET
);
74 /* Invalidates texture L2 cachelines */
76 vc5_flush_l2t(struct v3d_hw
*v3d
)
78 V3D_WRITE(V3D_CTL_0_L2TFLSTA
, 0);
79 V3D_WRITE(V3D_CTL_0_L2TFLEND
, ~0);
80 V3D_WRITE(V3D_CTL_0_L2TCACTL
,
81 V3D_CTL_0_L2TCACTL_L2TFLS_SET
|
82 (0 << V3D_CTL_0_L2TCACTL_L2TFLM_LSB
));
85 /* Invalidates the slice caches. These are read-only caches. */
87 vc5_flush_slices(struct v3d_hw
*v3d
)
89 V3D_WRITE(V3D_CTL_0_SLCACTL
, ~0);
93 vc5_flush_caches(struct v3d_hw
*v3d
)
98 vc5_flush_slices(v3d
);
102 v3dX(simulator_get_param_ioctl
)(struct v3d_hw
*v3d
,
103 struct drm_v3d_get_param
*args
)
105 static const uint32_t reg_map
[] = {
106 [DRM_V3D_PARAM_V3D_UIFCFG
] = V3D_HUB_CTL_UIFCFG
,
107 [DRM_V3D_PARAM_V3D_HUB_IDENT1
] = V3D_HUB_CTL_IDENT1
,
108 [DRM_V3D_PARAM_V3D_HUB_IDENT2
] = V3D_HUB_CTL_IDENT2
,
109 [DRM_V3D_PARAM_V3D_HUB_IDENT3
] = V3D_HUB_CTL_IDENT3
,
110 [DRM_V3D_PARAM_V3D_CORE0_IDENT0
] = V3D_CTL_0_IDENT0
,
111 [DRM_V3D_PARAM_V3D_CORE0_IDENT1
] = V3D_CTL_0_IDENT1
,
112 [DRM_V3D_PARAM_V3D_CORE0_IDENT2
] = V3D_CTL_0_IDENT2
,
115 if (args
->param
< ARRAY_SIZE(reg_map
) && reg_map
[args
->param
]) {
116 args
->value
= V3D_READ(reg_map
[args
->param
]);
120 fprintf(stderr
, "Unknown DRM_IOCTL_VC5_GET_PARAM(%lld)\n",
121 (long long)args
->value
);
126 v3dX(simulator_init_regs
)(struct v3d_hw
*v3d
)
128 #if V3D_VERSION == 33
129 /* Set OVRTMUOUT to match kernel behavior.
131 * This means that the texture sampler uniform configuration's tmu
132 * output type field is used, instead of using the hardware default
133 * behavior based on the texture type. If you want the default
134 * behavior, you can still put "2" in the indirect texture state's
137 V3D_WRITE(V3D_CTL_0_MISCCFG
, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET
);
142 v3dX(simulator_flush
)(struct v3d_hw
*v3d
, struct drm_v3d_submit_cl
*submit
,
145 /* Completely reset the GMP. */
146 V3D_WRITE(V3D_GMP_0_CFG
,
147 V3D_GMP_0_CFG_PROTENABLE_SET
);
148 V3D_WRITE(V3D_GMP_0_TABLE_ADDR
, gmp_ofs
);
149 V3D_WRITE(V3D_GMP_0_CLEAR_LOAD
, ~0);
150 while (V3D_READ(V3D_GMP_0_STATUS
) &
151 V3D_GMP_0_STATUS_CFG_BUSY_SET
) {
155 vc5_flush_caches(v3d
);
158 V3D_WRITE(V3D_CLE_0_CT0QMA
, submit
->qma
);
159 V3D_WRITE(V3D_CLE_0_CT0QMS
, submit
->qms
);
161 #if V3D_VERSION >= 41
163 V3D_WRITE(V3D_CLE_0_CT0QTS
,
164 V3D_CLE_0_CT0QTS_CTQTSEN_SET
|
168 V3D_WRITE(V3D_CLE_0_CT0QBA
, submit
->bcl_start
);
169 V3D_WRITE(V3D_CLE_0_CT0QEA
, submit
->bcl_end
);
171 /* Wait for bin to complete before firing render, as it seems the
172 * simulator doesn't implement the semaphores.
174 while (V3D_READ(V3D_CLE_0_CT0CA
) !=
175 V3D_READ(V3D_CLE_0_CT0EA
)) {
179 V3D_WRITE(V3D_CLE_0_CT1QBA
, submit
->rcl_start
);
180 V3D_WRITE(V3D_CLE_0_CT1QEA
, submit
->rcl_end
);
182 while (V3D_READ(V3D_CLE_0_CT1CA
) !=
183 V3D_READ(V3D_CLE_0_CT1EA
) ||
184 V3D_READ(V3D_CLE_1_CT1CA
) !=
185 V3D_READ(V3D_CLE_1_CT1EA
)) {
190 #endif /* USE_VC5_SIMULATOR */