panfrost: Inline away MALI_NEGATIVE
[mesa.git] / src / panfrost / include / panfrost-job.h
1 /*
2 * © Copyright 2017-2018 Alyssa Rosenzweig
3 * © Copyright 2017-2018 Connor Abbott
4 * © Copyright 2017-2018 Lyude Paul
5 * © Copyright2019 Collabora, Ltd.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the next
15 * paragraph) shall be included in all copies or substantial portions of the
16 * Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 * SOFTWARE.
25 *
26 */
27
28 #ifndef __PANFROST_JOB_H__
29 #define __PANFROST_JOB_H__
30
31 #include <stdint.h>
32 #include <panfrost-misc.h>
33
34 enum mali_job_type {
35 JOB_NOT_STARTED = 0,
36 JOB_TYPE_NULL = 1,
37 JOB_TYPE_WRITE_VALUE = 2,
38 JOB_TYPE_CACHE_FLUSH = 3,
39 JOB_TYPE_COMPUTE = 4,
40 JOB_TYPE_VERTEX = 5,
41 JOB_TYPE_GEOMETRY = 6,
42 JOB_TYPE_TILER = 7,
43 JOB_TYPE_FUSED = 8,
44 JOB_TYPE_FRAGMENT = 9,
45 };
46
47 enum mali_draw_mode {
48 MALI_DRAW_NONE = 0x0,
49 MALI_POINTS = 0x1,
50 MALI_LINES = 0x2,
51 MALI_LINE_STRIP = 0x4,
52 MALI_LINE_LOOP = 0x6,
53 MALI_TRIANGLES = 0x8,
54 MALI_TRIANGLE_STRIP = 0xA,
55 MALI_TRIANGLE_FAN = 0xC,
56 MALI_POLYGON = 0xD,
57 MALI_QUADS = 0xE,
58 MALI_QUAD_STRIP = 0xF,
59
60 /* All other modes invalid */
61 };
62
63 /* Applies to tiler_gl_enables */
64
65 #define MALI_OCCLUSION_QUERY (1 << 3)
66 #define MALI_OCCLUSION_PRECISE (1 << 4)
67
68 /* Set for a glFrontFace(GL_CCW) in a Y=0=TOP coordinate system (like Gallium).
69 * In OpenGL, this would corresponds to glFrontFace(GL_CW). Mesa and the blob
70 * disagree about how to do viewport flipping, so the blob actually sets this
71 * for GL_CW but then has a negative viewport stride */
72
73 #define MALI_FRONT_CCW_TOP (1 << 5)
74
75 #define MALI_CULL_FACE_FRONT (1 << 6)
76 #define MALI_CULL_FACE_BACK (1 << 7)
77
78 /* Used in stencil and depth tests */
79
80 enum mali_func {
81 MALI_FUNC_NEVER = 0,
82 MALI_FUNC_LESS = 1,
83 MALI_FUNC_EQUAL = 2,
84 MALI_FUNC_LEQUAL = 3,
85 MALI_FUNC_GREATER = 4,
86 MALI_FUNC_NOTEQUAL = 5,
87 MALI_FUNC_GEQUAL = 6,
88 MALI_FUNC_ALWAYS = 7
89 };
90
91 /* Same OpenGL, but mixed up. Why? Because forget me, that's why! */
92
93 enum mali_alt_func {
94 MALI_ALT_FUNC_NEVER = 0,
95 MALI_ALT_FUNC_GREATER = 1,
96 MALI_ALT_FUNC_EQUAL = 2,
97 MALI_ALT_FUNC_GEQUAL = 3,
98 MALI_ALT_FUNC_LESS = 4,
99 MALI_ALT_FUNC_NOTEQUAL = 5,
100 MALI_ALT_FUNC_LEQUAL = 6,
101 MALI_ALT_FUNC_ALWAYS = 7
102 };
103
104 /* Flags apply to unknown2_3? */
105
106 #define MALI_HAS_MSAA (1 << 0)
107 #define MALI_CAN_DISCARD (1 << 5)
108
109 /* Applies on SFBD systems, specifying that programmable blending is in use */
110 #define MALI_HAS_BLEND_SHADER (1 << 6)
111
112 /* func is mali_func */
113 #define MALI_DEPTH_FUNC(func) (func << 8)
114 #define MALI_GET_DEPTH_FUNC(flags) ((flags >> 8) & 0x7)
115 #define MALI_DEPTH_FUNC_MASK MALI_DEPTH_FUNC(0x7)
116
117 #define MALI_DEPTH_WRITEMASK (1 << 11)
118
119 /* Next flags to unknown2_4 */
120 #define MALI_STENCIL_TEST (1 << 0)
121
122 /* What?! */
123 #define MALI_SAMPLE_ALPHA_TO_COVERAGE_NO_BLEND_SHADER (1 << 1)
124
125 #define MALI_NO_DITHER (1 << 9)
126 #define MALI_DEPTH_RANGE_A (1 << 12)
127 #define MALI_DEPTH_RANGE_B (1 << 13)
128 #define MALI_NO_MSAA (1 << 14)
129
130 /* Stencil test state is all encoded in a single u32, just with a lot of
131 * enums... */
132
133 enum mali_stencil_op {
134 MALI_STENCIL_KEEP = 0,
135 MALI_STENCIL_REPLACE = 1,
136 MALI_STENCIL_ZERO = 2,
137 MALI_STENCIL_INVERT = 3,
138 MALI_STENCIL_INCR_WRAP = 4,
139 MALI_STENCIL_DECR_WRAP = 5,
140 MALI_STENCIL_INCR = 6,
141 MALI_STENCIL_DECR = 7
142 };
143
144 struct mali_stencil_test {
145 unsigned ref : 8;
146 unsigned mask : 8;
147 enum mali_func func : 3;
148 enum mali_stencil_op sfail : 3;
149 enum mali_stencil_op dpfail : 3;
150 enum mali_stencil_op dppass : 3;
151 unsigned zero : 4;
152 } __attribute__((packed));
153
154 #define MALI_MASK_R (1 << 0)
155 #define MALI_MASK_G (1 << 1)
156 #define MALI_MASK_B (1 << 2)
157 #define MALI_MASK_A (1 << 3)
158
159 enum mali_nondominant_mode {
160 MALI_BLEND_NON_MIRROR = 0,
161 MALI_BLEND_NON_ZERO = 1
162 };
163
164 enum mali_dominant_blend {
165 MALI_BLEND_DOM_SOURCE = 0,
166 MALI_BLEND_DOM_DESTINATION = 1
167 };
168
169 enum mali_dominant_factor {
170 MALI_DOMINANT_UNK0 = 0,
171 MALI_DOMINANT_ZERO = 1,
172 MALI_DOMINANT_SRC_COLOR = 2,
173 MALI_DOMINANT_DST_COLOR = 3,
174 MALI_DOMINANT_UNK4 = 4,
175 MALI_DOMINANT_SRC_ALPHA = 5,
176 MALI_DOMINANT_DST_ALPHA = 6,
177 MALI_DOMINANT_CONSTANT = 7,
178 };
179
180 enum mali_blend_modifier {
181 MALI_BLEND_MOD_UNK0 = 0,
182 MALI_BLEND_MOD_NORMAL = 1,
183 MALI_BLEND_MOD_SOURCE_ONE = 2,
184 MALI_BLEND_MOD_DEST_ONE = 3,
185 };
186
187 struct mali_blend_mode {
188 enum mali_blend_modifier clip_modifier : 2;
189 unsigned unused_0 : 1;
190 unsigned negate_source : 1;
191
192 enum mali_dominant_blend dominant : 1;
193
194 enum mali_nondominant_mode nondominant_mode : 1;
195
196 unsigned unused_1 : 1;
197
198 unsigned negate_dest : 1;
199
200 enum mali_dominant_factor dominant_factor : 3;
201 unsigned complement_dominant : 1;
202 } __attribute__((packed));
203
204 struct mali_blend_equation {
205 /* Of type mali_blend_mode */
206 unsigned rgb_mode : 12;
207 unsigned alpha_mode : 12;
208
209 unsigned zero1 : 4;
210
211 /* Corresponds to MALI_MASK_* above and glColorMask arguments */
212
213 unsigned color_mask : 4;
214 } __attribute__((packed));
215
216 /* Used with channel swizzling */
217 enum mali_channel {
218 MALI_CHANNEL_RED = 0,
219 MALI_CHANNEL_GREEN = 1,
220 MALI_CHANNEL_BLUE = 2,
221 MALI_CHANNEL_ALPHA = 3,
222 MALI_CHANNEL_ZERO = 4,
223 MALI_CHANNEL_ONE = 5,
224 MALI_CHANNEL_RESERVED_0 = 6,
225 MALI_CHANNEL_RESERVED_1 = 7,
226 };
227
228 struct mali_channel_swizzle {
229 enum mali_channel r : 3;
230 enum mali_channel g : 3;
231 enum mali_channel b : 3;
232 enum mali_channel a : 3;
233 } __attribute__((packed));
234
235 /* Compressed per-pixel formats. Each of these formats expands to one to four
236 * floating-point or integer numbers, as defined by the OpenGL specification.
237 * There are various places in OpenGL where the user can specify a compressed
238 * format in memory, which all use the same 8-bit enum in the various
239 * descriptors, although different hardware units support different formats.
240 */
241
242 /* The top 3 bits specify how the bits of each component are interpreted. */
243
244 /* e.g. R11F_G11F_B10F */
245 #define MALI_FORMAT_SPECIAL (2 << 5)
246
247 /* signed normalized, e.g. RGBA8_SNORM */
248 #define MALI_FORMAT_SNORM (3 << 5)
249
250 /* e.g. RGBA8UI */
251 #define MALI_FORMAT_UINT (4 << 5)
252
253 /* e.g. RGBA8 and RGBA32F */
254 #define MALI_FORMAT_UNORM (5 << 5)
255
256 /* e.g. RGBA8I and RGBA16F */
257 #define MALI_FORMAT_SINT (6 << 5)
258
259 /* These formats seem to largely duplicate the others. They're used at least
260 * for Bifrost framebuffer output.
261 */
262 #define MALI_FORMAT_SPECIAL2 (7 << 5)
263
264 /* If the high 3 bits are 3 to 6 these two bits say how many components
265 * there are.
266 */
267 #define MALI_NR_CHANNELS(n) ((n - 1) << 3)
268
269 /* If the high 3 bits are 3 to 6, then the low 3 bits say how big each
270 * component is, except the special MALI_CHANNEL_FLOAT which overrides what the
271 * bits mean.
272 */
273
274 #define MALI_CHANNEL_4 2
275
276 #define MALI_CHANNEL_8 3
277
278 #define MALI_CHANNEL_16 4
279
280 #define MALI_CHANNEL_32 5
281
282 /* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For
283 * MALI_FORMAT_UNORM, it means a 32-bit float.
284 */
285 #define MALI_CHANNEL_FLOAT 7
286
287 enum mali_format {
288 MALI_RGB565 = MALI_FORMAT_SPECIAL | 0x0,
289 MALI_RGB5_A1_UNORM = MALI_FORMAT_SPECIAL | 0x2,
290 MALI_RGB10_A2_UNORM = MALI_FORMAT_SPECIAL | 0x3,
291 MALI_RGB10_A2_SNORM = MALI_FORMAT_SPECIAL | 0x5,
292 MALI_RGB10_A2UI = MALI_FORMAT_SPECIAL | 0x7,
293 MALI_RGB10_A2I = MALI_FORMAT_SPECIAL | 0x9,
294
295 /* YUV formats */
296 MALI_NV12 = MALI_FORMAT_SPECIAL | 0xc,
297
298 MALI_Z32_UNORM = MALI_FORMAT_SPECIAL | 0xD,
299 MALI_R32_FIXED = MALI_FORMAT_SPECIAL | 0x11,
300 MALI_RG32_FIXED = MALI_FORMAT_SPECIAL | 0x12,
301 MALI_RGB32_FIXED = MALI_FORMAT_SPECIAL | 0x13,
302 MALI_RGBA32_FIXED = MALI_FORMAT_SPECIAL | 0x14,
303 MALI_R11F_G11F_B10F = MALI_FORMAT_SPECIAL | 0x19,
304 MALI_R9F_G9F_B9F_E5F = MALI_FORMAT_SPECIAL | 0x1b,
305 /* Only used for varyings, to indicate the transformed gl_Position */
306 MALI_VARYING_POS = MALI_FORMAT_SPECIAL | 0x1e,
307 /* Only used for varyings, to indicate that the write should be
308 * discarded.
309 */
310 MALI_VARYING_DISCARD = MALI_FORMAT_SPECIAL | 0x1f,
311
312 MALI_R8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
313 MALI_R16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
314 MALI_R32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
315 MALI_RG8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
316 MALI_RG16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
317 MALI_RG32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
318 MALI_RGB8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
319 MALI_RGB16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
320 MALI_RGB32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
321 MALI_RGBA8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
322 MALI_RGBA16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
323 MALI_RGBA32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
324
325 MALI_R8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
326 MALI_R16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
327 MALI_R32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
328 MALI_RG8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
329 MALI_RG16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
330 MALI_RG32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
331 MALI_RGB8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
332 MALI_RGB16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
333 MALI_RGB32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
334 MALI_RGBA8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
335 MALI_RGBA16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
336 MALI_RGBA32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
337
338 MALI_R8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
339 MALI_R16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
340 MALI_R32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
341 MALI_R32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
342 MALI_RG8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
343 MALI_RG16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
344 MALI_RG32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
345 MALI_RG32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
346 MALI_RGB8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
347 MALI_RGB16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
348 MALI_RGB32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
349 MALI_RGB32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
350 MALI_RGBA4_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_4,
351 MALI_RGBA8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
352 MALI_RGBA16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
353 MALI_RGBA32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
354 MALI_RGBA32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
355
356 MALI_R8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
357 MALI_R16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
358 MALI_R32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
359 MALI_R16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
360 MALI_RG8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
361 MALI_RG16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
362 MALI_RG32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
363 MALI_RG16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
364 MALI_RGB8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
365 MALI_RGB16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
366 MALI_RGB32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
367 MALI_RGB16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
368 MALI_RGBA8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
369 MALI_RGBA16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
370 MALI_RGBA32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
371 MALI_RGBA16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
372
373 MALI_RGBA4 = MALI_FORMAT_SPECIAL2 | 0x8,
374 MALI_RGBA8_2 = MALI_FORMAT_SPECIAL2 | 0xd,
375 MALI_RGB10_A2_2 = MALI_FORMAT_SPECIAL2 | 0xe,
376 };
377
378
379 /* Alpha coverage is encoded as 4-bits (from a clampf), with inversion
380 * literally performing a bitwise invert. This function produces slightly wrong
381 * results and I'm not sure why; some rounding issue I suppose... */
382
383 #define MALI_ALPHA_COVERAGE(clampf) ((uint16_t) (int) (clampf * 15.0f))
384 #define MALI_GET_ALPHA_COVERAGE(nibble) ((float) nibble / 15.0f)
385
386 /* Applies to midgard1.flags */
387
388 /* Should the hardware perform early-Z testing? Normally should be set
389 * for performance reasons. Clear if you use: discard,
390 * alpha-to-coverage... * It's also possible this disables
391 * forward-pixel kill; we're not quite sure which bit is which yet.
392 * TODO: How does this interact with blending?*/
393
394 #define MALI_EARLY_Z (1 << 6)
395
396 /* Should the hardware calculate derivatives (via helper invocations)? Set in a
397 * fragment shader that uses texturing or derivative functions */
398
399 #define MALI_HELPER_INVOCATIONS (1 << 7)
400
401 /* Flags denoting the fragment shader's use of tilebuffer readback. If the
402 * shader might read any part of the tilebuffer, set MALI_READS_TILEBUFFER. If
403 * it might read depth/stencil in particular, also set MALI_READS_ZS */
404
405 #define MALI_READS_ZS (1 << 8)
406 #define MALI_READS_TILEBUFFER (1 << 12)
407
408 /* The raw Midgard blend payload can either be an equation or a shader
409 * address, depending on the context */
410
411 union midgard_blend {
412 mali_ptr shader;
413
414 struct {
415 struct mali_blend_equation equation;
416 float constant;
417 };
418 };
419
420 /* We need to load the tilebuffer to blend (i.e. the destination factor is not
421 * ZERO) */
422
423 #define MALI_BLEND_LOAD_TIB (0x1)
424
425 /* A blend shader is used to blend this render target */
426 #define MALI_BLEND_MRT_SHADER (0x2)
427
428 /* On MRT Midgard systems (using an MFBD), each render target gets its own
429 * blend descriptor */
430
431 #define MALI_BLEND_SRGB (0x400)
432
433 /* Dithering is specified here for MFBD, otherwise NO_DITHER for SFBD */
434 #define MALI_BLEND_NO_DITHER (0x800)
435
436 struct midgard_blend_rt {
437 /* Flags base value of 0x200 to enable the render target.
438 * OR with 0x1 for blending (anything other than REPLACE).
439 * OR with 0x2 for programmable blending
440 * OR with MALI_BLEND_SRGB for implicit sRGB
441 */
442
443 u64 flags;
444 union midgard_blend blend;
445 } __attribute__((packed));
446
447 /* On Bifrost systems (all MRT), each render target gets one of these
448 * descriptors */
449
450 struct bifrost_blend_rt {
451 /* This is likely an analogue of the flags on
452 * midgard_blend_rt */
453
454 u16 flags; // = 0x200
455
456 /* Single-channel blend constants are encoded in a sort of
457 * fixed-point. Basically, the float is mapped to a byte, becoming
458 * a high byte, and then the lower-byte is added for precision.
459 * For the original float f:
460 *
461 * f = (constant_hi / 255) + (constant_lo / 65535)
462 *
463 * constant_hi = int(f / 255)
464 * constant_lo = 65535*f - (65535/255) * constant_hi
465 */
466
467 u16 constant;
468
469 struct mali_blend_equation equation;
470 /*
471 * - 0x19 normally
472 * - 0x3 when this slot is unused (everything else is 0 except the index)
473 * - 0x11 when this is the fourth slot (and it's used)
474 + * - 0 when there is a blend shader
475 */
476 u16 unk2;
477 /* increments from 0 to 3 */
478 u16 index;
479
480 union {
481 struct {
482 /* So far, I've only seen:
483 * - R001 for 1-component formats
484 * - RG01 for 2-component formats
485 * - RGB1 for 3-component formats
486 * - RGBA for 4-component formats
487 */
488 u32 swizzle : 12;
489 enum mali_format format : 8;
490
491 /* Type of the shader output variable. Note, this can
492 * be different from the format.
493 *
494 * 0: f16 (mediump float)
495 * 1: f32 (highp float)
496 * 2: i32 (highp int)
497 * 3: u32 (highp uint)
498 * 4: i16 (mediump int)
499 * 5: u16 (mediump uint)
500 */
501 u32 shader_type : 3;
502 u32 zero : 9;
503 };
504
505 /* Only the low 32 bits of the blend shader are stored, the
506 * high 32 bits are implicitly the same as the original shader.
507 * According to the kernel driver, the program counter for
508 * shaders is actually only 24 bits, so shaders cannot cross
509 * the 2^24-byte boundary, and neither can the blend shader.
510 * The blob handles this by allocating a 2^24 byte pool for
511 * shaders, and making sure that any blend shaders are stored
512 * in the same pool as the original shader. The kernel will
513 * make sure this allocation is aligned to 2^24 bytes.
514 */
515 u32 shader;
516 };
517 } __attribute__((packed));
518
519 /* Descriptor for the shader. Following this is at least one, up to four blend
520 * descriptors for each active render target */
521
522 struct mali_shader_meta {
523 mali_ptr shader;
524 u16 sampler_count;
525 u16 texture_count;
526 u16 attribute_count;
527 u16 varying_count;
528
529 union {
530 struct {
531 u32 uniform_buffer_count : 4;
532 u32 unk1 : 28; // = 0x800000 for vertex, 0x958020 for tiler
533 } bifrost1;
534 struct {
535 unsigned uniform_buffer_count : 4;
536 unsigned flags : 12;
537
538 /* Whole number of uniform registers used, times two;
539 * whole number of work registers used (no scale).
540 */
541 unsigned work_count : 5;
542 unsigned uniform_count : 5;
543 unsigned unknown2 : 6;
544 } midgard1;
545 };
546
547 /* Same as glPolygoOffset() arguments */
548 float depth_units;
549 float depth_factor;
550
551 u32 unknown2_2;
552
553 u16 alpha_coverage;
554 u16 unknown2_3;
555
556 u8 stencil_mask_front;
557 u8 stencil_mask_back;
558 u16 unknown2_4;
559
560 struct mali_stencil_test stencil_front;
561 struct mali_stencil_test stencil_back;
562
563 union {
564 struct {
565 u32 unk3 : 7;
566 /* On Bifrost, some system values are preloaded in
567 * registers R55-R62 by the thread dispatcher prior to
568 * the start of shader execution. This is a bitfield
569 * with one entry for each register saying which
570 * registers need to be preloaded. Right now, the known
571 * values are:
572 *
573 * Vertex/compute:
574 * - R55 : gl_LocalInvocationID.xy
575 * - R56 : gl_LocalInvocationID.z + unknown in high 16 bits
576 * - R57 : gl_WorkGroupID.x
577 * - R58 : gl_WorkGroupID.y
578 * - R59 : gl_WorkGroupID.z
579 * - R60 : gl_GlobalInvocationID.x
580 * - R61 : gl_GlobalInvocationID.y/gl_VertexID (without base)
581 * - R62 : gl_GlobalInvocationID.z/gl_InstanceID (without base)
582 *
583 * Fragment:
584 * - R55 : unknown, never seen (but the bit for this is
585 * always set?)
586 * - R56 : unknown (bit always unset)
587 * - R57 : gl_PrimitiveID
588 * - R58 : gl_FrontFacing in low bit, potentially other stuff
589 * - R59 : u16 fragment coordinates (used to compute
590 * gl_FragCoord.xy, together with sample positions)
591 * - R60 : gl_SampleMask (used in epilog, so pretty
592 * much always used, but the bit is always 0 -- is
593 * this just always pushed?)
594 * - R61 : gl_SampleMaskIn and gl_SampleID, used by
595 * varying interpolation.
596 * - R62 : unknown (bit always unset).
597 */
598 u32 preload_regs : 8;
599 /* In units of 8 bytes or 64 bits, since the
600 * uniform/const port loads 64 bits at a time.
601 */
602 u32 uniform_count : 7;
603 u32 unk4 : 10; // = 2
604 } bifrost2;
605 struct {
606 u32 unknown2_7;
607 } midgard2;
608 };
609
610 /* zero on bifrost */
611 u32 unknown2_8;
612
613 /* Blending information for the older non-MRT Midgard HW. Check for
614 * MALI_HAS_BLEND_SHADER to decide how to interpret.
615 */
616
617 union midgard_blend blend;
618 } __attribute__((packed));
619
620 /* This only concerns hardware jobs */
621
622 /* Possible values for job_descriptor_size */
623
624 #define MALI_JOB_32 0
625 #define MALI_JOB_64 1
626
627 struct mali_job_descriptor_header {
628 u32 exception_status;
629 u32 first_incomplete_task;
630 u64 fault_pointer;
631 u8 job_descriptor_size : 1;
632 enum mali_job_type job_type : 7;
633 u8 job_barrier : 1;
634 u8 unknown_flags : 7;
635 u16 job_index;
636 u16 job_dependency_index_1;
637 u16 job_dependency_index_2;
638
639 union {
640 u64 next_job_64;
641 u32 next_job_32;
642 };
643 } __attribute__((packed));
644
645 /* These concern exception_status */
646
647 /* Access type causing a fault, paralleling AS_FAULTSTATUS_* entries in the
648 * kernel */
649
650 enum mali_exception_access {
651 /* Atomic in the kernel for MMU, but that doesn't make sense for a job
652 * fault so it's just unused */
653 MALI_EXCEPTION_ACCESS_NONE = 0,
654
655 MALI_EXCEPTION_ACCESS_EXECUTE = 1,
656 MALI_EXCEPTION_ACCESS_READ = 2,
657 MALI_EXCEPTION_ACCESS_WRITE = 3
658 };
659
660 /* Details about write_value from panfrost igt tests which use it as a generic
661 * dword write primitive */
662
663 #define MALI_WRITE_VALUE_ZERO 3
664
665 struct mali_payload_write_value {
666 u64 address;
667 u32 value_descriptor;
668 u32 reserved;
669 u64 immediate;
670 } __attribute__((packed));
671
672 /*
673 * Mali Attributes
674 *
675 * This structure lets the attribute unit compute the address of an attribute
676 * given the vertex and instance ID. Unfortunately, the way this works is
677 * rather complicated when instancing is enabled.
678 *
679 * To explain this, first we need to explain how compute and vertex threads are
680 * dispatched. This is a guess (although a pretty firm guess!) since the
681 * details are mostly hidden from the driver, except for attribute instancing.
682 * When a quad is dispatched, it receives a single, linear index. However, we
683 * need to translate that index into a (vertex id, instance id) pair, or a
684 * (local id x, local id y, local id z) triple for compute shaders (although
685 * vertex shaders and compute shaders are handled almost identically).
686 * Focusing on vertex shaders, one option would be to do:
687 *
688 * vertex_id = linear_id % num_vertices
689 * instance_id = linear_id / num_vertices
690 *
691 * but this involves a costly division and modulus by an arbitrary number.
692 * Instead, we could pad num_vertices. We dispatch padded_num_vertices *
693 * num_instances threads instead of num_vertices * num_instances, which results
694 * in some "extra" threads with vertex_id >= num_vertices, which we have to
695 * discard. The more we pad num_vertices, the more "wasted" threads we
696 * dispatch, but the division is potentially easier.
697 *
698 * One straightforward choice is to pad num_vertices to the next power of two,
699 * which means that the division and modulus are just simple bit shifts and
700 * masking. But the actual algorithm is a bit more complicated. The thread
701 * dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
702 * to dividing by a power of two. This is possibly using the technique
703 * described in patent US20170010862A1. As a result, padded_num_vertices can be
704 * 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
705 * since we need less padding.
706 *
707 * padded_num_vertices is picked by the hardware. The driver just specifies the
708 * actual number of vertices. At least for Mali G71, the first few cases are
709 * given by:
710 *
711 * num_vertices | padded_num_vertices
712 * 3 | 4
713 * 4-7 | 8
714 * 8-11 | 12 (3 * 4)
715 * 12-15 | 16
716 * 16-19 | 20 (5 * 4)
717 *
718 * Note that padded_num_vertices is a multiple of four (presumably because
719 * threads are dispatched in groups of 4). Also, padded_num_vertices is always
720 * at least one more than num_vertices, which seems like a quirk of the
721 * hardware. For larger num_vertices, the hardware uses the following
722 * algorithm: using the binary representation of num_vertices, we look at the
723 * most significant set bit as well as the following 3 bits. Let n be the
724 * number of bits after those 4 bits. Then we set padded_num_vertices according
725 * to the following table:
726 *
727 * high bits | padded_num_vertices
728 * 1000 | 9 * 2^n
729 * 1001 | 5 * 2^(n+1)
730 * 101x | 3 * 2^(n+2)
731 * 110x | 7 * 2^(n+1)
732 * 111x | 2^(n+4)
733 *
734 * For example, if num_vertices = 70 is passed to glDraw(), its binary
735 * representation is 1000110, so n = 3 and the high bits are 1000, and
736 * therefore padded_num_vertices = 9 * 2^3 = 72.
737 *
738 * The attribute unit works in terms of the original linear_id. if
739 * num_instances = 1, then they are the same, and everything is simple.
740 * However, with instancing things get more complicated. There are four
741 * possible modes, two of them we can group together:
742 *
743 * 1. Use the linear_id directly. Only used when there is no instancing.
744 *
745 * 2. Use the linear_id modulo a constant. This is used for per-vertex
746 * attributes with instancing enabled by making the constant equal
747 * padded_num_vertices. Because the modulus is always padded_num_vertices, this
748 * mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
749 * The shift field specifies the power of two, while the extra_flags field
750 * specifies the odd number. If shift = n and extra_flags = m, then the modulus
751 * is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
752 * above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
753 * shift = 3. Note that we must exactly follow the hardware algorithm used to
754 * get padded_num_vertices in order to correctly implement per-vertex
755 * attributes.
756 *
757 * 3. Divide the linear_id by a constant. In order to correctly implement
758 * instance divisors, we have to divide linear_id by padded_num_vertices times
759 * to user-specified divisor. So first we compute padded_num_vertices, again
760 * following the exact same algorithm that the hardware uses, then multiply it
761 * by the GL-level divisor to get the hardware-level divisor. This case is
762 * further divided into two more cases. If the hardware-level divisor is a
763 * power of two, then we just need to shift. The shift amount is specified by
764 * the shift field, so that the hardware-level divisor is just 2^shift.
765 *
766 * If it isn't a power of two, then we have to divide by an arbitrary integer.
767 * For that, we use the well-known technique of multiplying by an approximation
768 * of the inverse. The driver must compute the magic multiplier and shift
769 * amount, and then the hardware does the multiplication and shift. The
770 * hardware and driver also use the "round-down" optimization as described in
771 * http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
772 * The hardware further assumes the multiplier is between 2^31 and 2^32, so the
773 * high bit is implicitly set to 1 even though it is set to 0 by the driver --
774 * presumably this simplifies the hardware multiplier a little. The hardware
775 * first multiplies linear_id by the multiplier and takes the high 32 bits,
776 * then applies the round-down correction if extra_flags = 1, then finally
777 * shifts right by the shift field.
778 *
779 * There are some differences between ridiculousfish's algorithm and the Mali
780 * hardware algorithm, which means that the reference code from ridiculousfish
781 * doesn't always produce the right constants. Mali does not use the pre-shift
782 * optimization, since that would make a hardware implementation slower (it
783 * would have to always do the pre-shift, multiply, and post-shift operations).
784 * It also forces the multplier to be at least 2^31, which means that the
785 * exponent is entirely fixed, so there is no trial-and-error. Altogether,
786 * given the divisor d, the algorithm the driver must follow is:
787 *
788 * 1. Set shift = floor(log2(d)).
789 * 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
790 * 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
791 * magic_divisor = m - 1 and extra_flags = 1.
792 * 4. Otherwise, set magic_divisor = m and extra_flags = 0.
793 *
794 * Unrelated to instancing/actual attributes, images (the OpenCL kind) are
795 * implemented as special attributes, denoted by MALI_ATTR_IMAGE. For images,
796 * let shift=extra_flags=0. Stride is set to the image format's bytes-per-pixel
797 * (*NOT the row stride*). Size is set to the size of the image itself.
798 *
799 * Special internal attribtues and varyings (gl_VertexID, gl_FrontFacing, etc)
800 * use particular fixed addresses with modified structures.
801 */
802
803 enum mali_attr_mode {
804 MALI_ATTR_UNUSED = 0,
805 MALI_ATTR_LINEAR = 1,
806 MALI_ATTR_POT_DIVIDE = 2,
807 MALI_ATTR_MODULO = 3,
808 MALI_ATTR_NPOT_DIVIDE = 4,
809 MALI_ATTR_IMAGE = 5,
810 };
811
812 /* Pseudo-address for gl_VertexID, gl_FragCoord, gl_FrontFacing */
813
814 #define MALI_ATTR_VERTEXID (0x22)
815 #define MALI_ATTR_INSTANCEID (0x24)
816 #define MALI_VARYING_FRAG_COORD (0x25)
817 #define MALI_VARYING_FRONT_FACING (0x26)
818
819 /* This magic "pseudo-address" is used as `elements` to implement
820 * gl_PointCoord. When read from a fragment shader, it generates a point
821 * coordinate per the OpenGL ES 2.0 specification. Flipped coordinate spaces
822 * require an affine transformation in the shader. */
823
824 #define MALI_VARYING_POINT_COORD (0x61)
825
826 /* Used for comparison to check if an address is special. Mostly a guess, but
827 * it doesn't really matter. */
828
829 #define MALI_RECORD_SPECIAL (0x100)
830
831 union mali_attr {
832 /* This is used for actual attributes. */
833 struct {
834 /* The bottom 3 bits are the mode */
835 mali_ptr elements : 64 - 8;
836 u32 shift : 5;
837 u32 extra_flags : 3;
838 u32 stride;
839 u32 size;
840 };
841 /* The entry after an NPOT_DIVIDE entry has this format. It stores
842 * extra information that wouldn't fit in a normal entry.
843 */
844 struct {
845 u32 unk; /* = 0x20 */
846 u32 magic_divisor;
847 u32 zero;
848 /* This is the original, GL-level divisor. */
849 u32 divisor;
850 };
851 } __attribute__((packed));
852
853 struct mali_attr_meta {
854 /* Vertex buffer index */
855 u8 index;
856
857 unsigned unknown1 : 2;
858 unsigned swizzle : 12;
859 enum mali_format format : 8;
860
861 /* Always observed to be zero at the moment */
862 unsigned unknown3 : 2;
863
864 /* When packing multiple attributes in a buffer, offset addresses by
865 * this value. Obscurely, this is signed. */
866 int32_t src_offset;
867 } __attribute__((packed));
868
869 #define FBD_MASK (~0x3f)
870
871 /* MFBD, rather than SFBD */
872 #define MALI_MFBD (0x1)
873
874 /* ORed into an MFBD address to specify the fbx section is included */
875 #define MALI_MFBD_TAG_EXTRA (0x2)
876
877 struct mali_uniform_buffer_meta {
878 /* This is actually the size minus 1 (MALI_POSITIVE), in units of 16
879 * bytes. This gives a maximum of 2^14 bytes, which just so happens to
880 * be the GL minimum-maximum for GL_MAX_UNIFORM_BLOCK_SIZE.
881 */
882 u64 size : 10;
883
884 /* This is missing the bottom 2 bits and top 8 bits. The top 8 bits
885 * should be 0 for userspace pointers, according to
886 * https://lwn.net/Articles/718895/. By reusing these bits, we can make
887 * each entry in the table only 64 bits.
888 */
889 mali_ptr ptr : 64 - 10;
890 };
891
892 /* On Bifrost, these fields are the same between the vertex and tiler payloads.
893 * They also seem to be the same between Bifrost and Midgard. They're shared in
894 * fused payloads.
895 */
896
897 /* Applies to unknown_draw */
898
899 #define MALI_DRAW_INDEXED_UINT8 (0x10)
900 #define MALI_DRAW_INDEXED_UINT16 (0x20)
901 #define MALI_DRAW_INDEXED_UINT32 (0x30)
902 #define MALI_DRAW_INDEXED_SIZE (0x30)
903 #define MALI_DRAW_INDEXED_SHIFT (4)
904
905 #define MALI_DRAW_VARYING_SIZE (0x100)
906 #define MALI_DRAW_PRIMITIVE_RESTART_FIXED_INDEX (0x10000)
907
908 struct mali_vertex_tiler_prefix {
909 /* This is a dynamic bitfield containing the following things in this order:
910 *
911 * - gl_WorkGroupSize.x
912 * - gl_WorkGroupSize.y
913 * - gl_WorkGroupSize.z
914 * - gl_NumWorkGroups.x
915 * - gl_NumWorkGroups.y
916 * - gl_NumWorkGroups.z
917 *
918 * The number of bits allocated for each number is based on the *_shift
919 * fields below. For example, workgroups_y_shift gives the bit that
920 * gl_NumWorkGroups.y starts at, and workgroups_z_shift gives the bit
921 * that gl_NumWorkGroups.z starts at (and therefore one after the bit
922 * that gl_NumWorkGroups.y ends at). The actual value for each gl_*
923 * value is one more than the stored value, since if any of the values
924 * are zero, then there would be no invocations (and hence no job). If
925 * there were 0 bits allocated to a given field, then it must be zero,
926 * and hence the real value is one.
927 *
928 * Vertex jobs reuse the same job dispatch mechanism as compute jobs,
929 * effectively doing glDispatchCompute(1, vertex_count, instance_count)
930 * where vertex count is the number of vertices.
931 */
932 u32 invocation_count;
933
934 /* Bitfield for shifts:
935 *
936 * size_y_shift : 5
937 * size_z_shift : 5
938 * workgroups_x_shift : 6
939 * workgroups_y_shift : 6
940 * workgroups_z_shift : 6
941 * workgroups_x_shift_2 : 4
942 */
943 u32 invocation_shifts;
944
945 u32 draw_mode : 4;
946 u32 unknown_draw : 22;
947
948 /* This is the the same as workgroups_x_shift_2 in compute shaders, but
949 * always 5 for vertex jobs and 6 for tiler jobs. I suspect this has
950 * something to do with how many quads get put in the same execution
951 * engine, which is a balance (you don't want to starve the engine, but
952 * you also want to distribute work evenly).
953 */
954 u32 workgroups_x_shift_3 : 6;
955
956
957 /* Negative of min_index. This is used to compute
958 * the unbiased index in tiler/fragment shader runs.
959 *
960 * The hardware adds offset_bias_correction in each run,
961 * so that absent an index bias, the first vertex processed is
962 * genuinely the first vertex (0). But with an index bias,
963 * the first vertex process is numbered the same as the bias.
964 *
965 * To represent this more conviniently:
966 * unbiased_index = lower_bound_index +
967 * index_bias +
968 * offset_bias_correction
969 *
970 * This is done since the hardware doesn't accept a index_bias
971 * and this allows it to recover the unbiased index.
972 */
973 int32_t offset_bias_correction;
974 u32 zero1;
975
976 /* Like many other strictly nonzero quantities, index_count is
977 * subtracted by one. For an indexed cube, this is equal to 35 = 6
978 * faces * 2 triangles/per face * 3 vertices/per triangle - 1. That is,
979 * for an indexed draw, index_count is the number of actual vertices
980 * rendered whereas invocation_count is the number of unique vertices
981 * rendered (the number of times the vertex shader must be invoked).
982 * For non-indexed draws, this is just equal to invocation_count. */
983
984 u32 index_count;
985
986 /* No hidden structure; literally just a pointer to an array of uint
987 * indices (width depends on flags). Thanks, guys, for not making my
988 * life insane for once! NULL for non-indexed draws. */
989
990 u64 indices;
991 } __attribute__((packed));
992
993 /* Point size / line width can either be specified as a 32-bit float (for
994 * constant size) or as a [machine word size]-bit GPU pointer (for varying size). If a pointer
995 * is selected, by setting the appropriate MALI_DRAW_VARYING_SIZE bit in the tiler
996 * payload, the contents of varying_pointer will be intepreted as an array of
997 * fp16 sizes, one for each vertex. gl_PointSize is therefore implemented by
998 * creating a special MALI_R16F varying writing to varying_pointer. */
999
1000 union midgard_primitive_size {
1001 float constant;
1002 u64 pointer;
1003 };
1004
1005 struct bifrost_vertex_only {
1006 u32 unk2; /* =0x2 */
1007
1008 u32 zero0;
1009
1010 u64 zero1;
1011 } __attribute__((packed));
1012
1013 struct bifrost_tiler_heap_meta {
1014 u32 zero;
1015 u32 heap_size;
1016 /* note: these are just guesses! */
1017 mali_ptr tiler_heap_start;
1018 mali_ptr tiler_heap_free;
1019 mali_ptr tiler_heap_end;
1020
1021 /* hierarchy weights? but they're still 0 after the job has run... */
1022 u32 zeros[12];
1023 } __attribute__((packed));
1024
1025 struct bifrost_tiler_meta {
1026 u64 zero0;
1027 u16 hierarchy_mask;
1028 u16 flags;
1029 u16 width;
1030 u16 height;
1031 u64 zero1;
1032 mali_ptr tiler_heap_meta;
1033 /* TODO what is this used for? */
1034 u64 zeros[20];
1035 } __attribute__((packed));
1036
1037 struct bifrost_tiler_only {
1038 /* 0x20 */
1039 union midgard_primitive_size primitive_size;
1040
1041 mali_ptr tiler_meta;
1042
1043 u64 zero1, zero2, zero3, zero4, zero5, zero6;
1044
1045 u32 gl_enables;
1046 u32 zero7;
1047 u64 zero8;
1048 } __attribute__((packed));
1049
1050 struct bifrost_scratchpad {
1051 u32 zero;
1052 u32 flags; // = 0x1f
1053 /* This is a pointer to a CPU-inaccessible buffer, 16 pages, allocated
1054 * during startup. It seems to serve the same purpose as the
1055 * gpu_scratchpad in the SFBD for Midgard, although it's slightly
1056 * larger.
1057 */
1058 mali_ptr gpu_scratchpad;
1059 } __attribute__((packed));
1060
1061 struct mali_vertex_tiler_postfix {
1062 /* Zero for vertex jobs. Pointer to the position (gl_Position) varying
1063 * output from the vertex shader for tiler jobs.
1064 */
1065
1066 u64 position_varying;
1067
1068 /* An array of mali_uniform_buffer_meta's. The size is given by the
1069 * shader_meta.
1070 */
1071 u64 uniform_buffers;
1072
1073 /* This is a pointer to an array of pointers to the texture
1074 * descriptors, number of pointers bounded by number of textures. The
1075 * indirection is needed to accomodate varying numbers and sizes of
1076 * texture descriptors */
1077 u64 texture_trampoline;
1078
1079 /* For OpenGL, from what I've seen, this is intimately connected to
1080 * texture_meta. cwabbott says this is not the case under Vulkan, hence
1081 * why this field is seperate (Midgard is Vulkan capable). Pointer to
1082 * array of sampler descriptors (which are uniform in size) */
1083 u64 sampler_descriptor;
1084
1085 u64 uniforms;
1086 u64 shader;
1087 u64 attributes; /* struct attribute_buffer[] */
1088 u64 attribute_meta; /* attribute_meta[] */
1089 u64 varyings; /* struct attr */
1090 u64 varying_meta; /* pointer */
1091 u64 viewport;
1092 u64 occlusion_counter; /* A single bit as far as I can tell */
1093
1094 /* Note: on Bifrost, this isn't actually the FBD. It points to
1095 * bifrost_scratchpad instead. However, it does point to the same thing
1096 * in vertex and tiler jobs.
1097 */
1098 mali_ptr framebuffer;
1099 } __attribute__((packed));
1100
1101 struct midgard_payload_vertex_tiler {
1102 struct mali_vertex_tiler_prefix prefix;
1103
1104 u16 gl_enables; // 0x5
1105
1106 /* Both zero for non-instanced draws. For instanced draws, a
1107 * decomposition of padded_num_vertices. See the comments about the
1108 * corresponding fields in mali_attr for context. */
1109
1110 unsigned instance_shift : 5;
1111 unsigned instance_odd : 3;
1112
1113 u8 zero4;
1114
1115 /* Offset for first vertex in buffer */
1116 u32 offset_start;
1117
1118 u64 zero5;
1119
1120 struct mali_vertex_tiler_postfix postfix;
1121
1122 union midgard_primitive_size primitive_size;
1123 } __attribute__((packed));
1124
1125 struct bifrost_payload_vertex {
1126 struct mali_vertex_tiler_prefix prefix;
1127 struct bifrost_vertex_only vertex;
1128 struct mali_vertex_tiler_postfix postfix;
1129 } __attribute__((packed));
1130
1131 struct bifrost_payload_tiler {
1132 struct mali_vertex_tiler_prefix prefix;
1133 struct bifrost_tiler_only tiler;
1134 struct mali_vertex_tiler_postfix postfix;
1135 } __attribute__((packed));
1136
1137 struct bifrost_payload_fused {
1138 struct mali_vertex_tiler_prefix prefix;
1139 struct bifrost_tiler_only tiler;
1140 struct mali_vertex_tiler_postfix tiler_postfix;
1141 u64 padding; /* zero */
1142 struct bifrost_vertex_only vertex;
1143 struct mali_vertex_tiler_postfix vertex_postfix;
1144 } __attribute__((packed));
1145
1146 /* Purposeful off-by-one in width, height fields. For example, a (64, 64)
1147 * texture is stored as (63, 63) in these fields. This adjusts for that.
1148 * There's an identical pattern in the framebuffer descriptor. Even vertex
1149 * count fields work this way, hence the generic name -- integral fields that
1150 * are strictly positive generally need this adjustment. */
1151
1152 #define MALI_POSITIVE(dim) (dim - 1)
1153
1154 /* Used with wrapping. Incomplete (this is a 4-bit field...) */
1155
1156 enum mali_wrap_mode {
1157 MALI_WRAP_REPEAT = 0x8,
1158 MALI_WRAP_CLAMP_TO_EDGE = 0x9,
1159 MALI_WRAP_CLAMP_TO_BORDER = 0xB,
1160 MALI_WRAP_MIRRORED_REPEAT = 0xC
1161 };
1162
1163 /* Shared across both command stream and Midgard, and even with Bifrost */
1164
1165 enum mali_texture_type {
1166 MALI_TEX_CUBE = 0x0,
1167 MALI_TEX_1D = 0x1,
1168 MALI_TEX_2D = 0x2,
1169 MALI_TEX_3D = 0x3
1170 };
1171
1172 /* 8192x8192 */
1173 #define MAX_MIP_LEVELS (13)
1174
1175 /* Cubemap bloats everything up */
1176 #define MAX_CUBE_FACES (6)
1177
1178 /* For each pointer, there is an address and optionally also a stride */
1179 #define MAX_ELEMENTS (2)
1180
1181 /* It's not known why there are 4-bits allocated -- this enum is almost
1182 * certainly incomplete */
1183
1184 enum mali_texture_layout {
1185 /* For a Z/S texture, this is linear */
1186 MALI_TEXTURE_TILED = 0x1,
1187
1188 /* Z/S textures cannot be tiled */
1189 MALI_TEXTURE_LINEAR = 0x2,
1190
1191 /* 16x16 sparse */
1192 MALI_TEXTURE_AFBC = 0xC
1193 };
1194
1195 /* Corresponds to the type passed to glTexImage2D and so forth */
1196
1197 struct mali_texture_format {
1198 unsigned swizzle : 12;
1199 enum mali_format format : 8;
1200
1201 unsigned srgb : 1;
1202 unsigned unknown1 : 1;
1203
1204 enum mali_texture_type type : 2;
1205 enum mali_texture_layout layout : 4;
1206
1207 /* Always set */
1208 unsigned unknown2 : 1;
1209
1210 /* Set to allow packing an explicit stride */
1211 unsigned manual_stride : 1;
1212
1213 unsigned zero : 2;
1214 } __attribute__((packed));
1215
1216 struct mali_texture_descriptor {
1217 uint16_t width;
1218 uint16_t height;
1219 uint16_t depth;
1220 uint16_t array_size;
1221
1222 struct mali_texture_format format;
1223
1224 uint16_t unknown3;
1225
1226 /* One for non-mipmapped, zero for mipmapped */
1227 uint8_t unknown3A;
1228
1229 /* Zero for non-mipmapped, (number of levels - 1) for mipmapped */
1230 uint8_t levels;
1231
1232 /* Swizzling is a single 32-bit word, broken up here for convenience.
1233 * Here, swizzling refers to the ES 3.0 texture parameters for channel
1234 * level swizzling, not the internal pixel-level swizzling which is
1235 * below OpenGL's reach */
1236
1237 unsigned swizzle : 12;
1238 unsigned swizzle_zero : 20;
1239
1240 uint32_t unknown5;
1241 uint32_t unknown6;
1242 uint32_t unknown7;
1243
1244 mali_ptr payload[MAX_MIP_LEVELS * MAX_CUBE_FACES * MAX_ELEMENTS];
1245 } __attribute__((packed));
1246
1247 /* filter_mode */
1248
1249 #define MALI_SAMP_MAG_NEAREST (1 << 0)
1250 #define MALI_SAMP_MIN_NEAREST (1 << 1)
1251
1252 /* TODO: What do these bits mean individually? Only seen set together */
1253
1254 #define MALI_SAMP_MIP_LINEAR_1 (1 << 3)
1255 #define MALI_SAMP_MIP_LINEAR_2 (1 << 4)
1256
1257 /* Flag in filter_mode, corresponding to OpenCL's NORMALIZED_COORDS_TRUE
1258 * sampler_t flag. For typical OpenGL textures, this is always set. */
1259
1260 #define MALI_SAMP_NORM_COORDS (1 << 5)
1261
1262 /* Used for lod encoding. Thanks @urjaman for pointing out these routines can
1263 * be cleaned up a lot. */
1264
1265 #define DECODE_FIXED_16(x) ((float) (x / 256.0))
1266
1267 static inline uint16_t
1268 FIXED_16(float x)
1269 {
1270 /* Clamp inputs, accounting for float error */
1271 float max_lod = (32.0 - (1.0 / 512.0));
1272
1273 x = ((x > max_lod) ? max_lod : ((x < 0.0) ? 0.0 : x));
1274
1275 return (int) (x * 256.0);
1276 }
1277
1278 struct mali_sampler_descriptor {
1279 uint16_t filter_mode;
1280
1281 /* Fixed point. Upper 8-bits is before the decimal point, although it
1282 * caps [0-31]. Lower 8-bits is after the decimal point: int(round(x *
1283 * 256)) */
1284
1285 uint16_t lod_bias;
1286 uint16_t min_lod;
1287 uint16_t max_lod;
1288
1289 /* All one word in reality, but packed a bit */
1290
1291 enum mali_wrap_mode wrap_s : 4;
1292 enum mali_wrap_mode wrap_t : 4;
1293 enum mali_wrap_mode wrap_r : 4;
1294 enum mali_alt_func compare_func : 3;
1295
1296 /* No effect on 2D textures. For cubemaps, set for ES3 and clear for
1297 * ES2, controlling seamless cubemapping */
1298 unsigned seamless_cube_map : 1;
1299
1300 unsigned zero : 16;
1301
1302 uint32_t zero2;
1303 float border_color[4];
1304 } __attribute__((packed));
1305
1306 /* viewport0/viewport1 form the arguments to glViewport. viewport1 is
1307 * modified by MALI_POSITIVE; viewport0 is as-is.
1308 */
1309
1310 struct mali_viewport {
1311 /* XY clipping planes */
1312 float clip_minx;
1313 float clip_miny;
1314 float clip_maxx;
1315 float clip_maxy;
1316
1317 /* Depth clipping planes */
1318 float clip_minz;
1319 float clip_maxz;
1320
1321 u16 viewport0[2];
1322 u16 viewport1[2];
1323 } __attribute__((packed));
1324
1325 /* From presentations, 16x16 tiles externally. Use shift for fast computation
1326 * of tile numbers. */
1327
1328 #define MALI_TILE_SHIFT 4
1329 #define MALI_TILE_LENGTH (1 << MALI_TILE_SHIFT)
1330
1331 /* Tile coordinates are stored as a compact u32, as only 12 bits are needed to
1332 * each component. Notice that this provides a theoretical upper bound of (1 <<
1333 * 12) = 4096 tiles in each direction, addressing a maximum framebuffer of size
1334 * 65536x65536. Multiplying that together, times another four given that Mali
1335 * framebuffers are 32-bit ARGB8888, means that this upper bound would take 16
1336 * gigabytes of RAM just to store the uncompressed framebuffer itself, let
1337 * alone rendering in real-time to such a buffer.
1338 *
1339 * Nice job, guys.*/
1340
1341 /* From mali_kbase_10969_workaround.c */
1342 #define MALI_X_COORD_MASK 0x00000FFF
1343 #define MALI_Y_COORD_MASK 0x0FFF0000
1344
1345 /* Extract parts of a tile coordinate */
1346
1347 #define MALI_TILE_COORD_X(coord) ((coord) & MALI_X_COORD_MASK)
1348 #define MALI_TILE_COORD_Y(coord) (((coord) & MALI_Y_COORD_MASK) >> 16)
1349
1350 /* Helpers to generate tile coordinates based on the boundary coordinates in
1351 * screen space. So, with the bounds (0, 0) to (128, 128) for the screen, these
1352 * functions would convert it to the bounding tiles (0, 0) to (7, 7).
1353 * Intentional "off-by-one"; finding the tile number is a form of fencepost
1354 * problem. */
1355
1356 #define MALI_MAKE_TILE_COORDS(X, Y) ((X) | ((Y) << 16))
1357 #define MALI_BOUND_TO_TILE(B, bias) ((B - bias) >> MALI_TILE_SHIFT)
1358 #define MALI_COORDINATE_TO_TILE(W, H, bias) MALI_MAKE_TILE_COORDS(MALI_BOUND_TO_TILE(W, bias), MALI_BOUND_TO_TILE(H, bias))
1359 #define MALI_COORDINATE_TO_TILE_MIN(W, H) MALI_COORDINATE_TO_TILE(W, H, 0)
1360 #define MALI_COORDINATE_TO_TILE_MAX(W, H) MALI_COORDINATE_TO_TILE(W, H, 1)
1361
1362 struct mali_payload_fragment {
1363 u32 min_tile_coord;
1364 u32 max_tile_coord;
1365 mali_ptr framebuffer;
1366 } __attribute__((packed));
1367
1368 /* Single Framebuffer Descriptor */
1369
1370 /* Flags apply to format. With just MSAA_A and MSAA_B, the framebuffer is
1371 * configured for 4x. With MSAA_8, it is configured for 8x. */
1372
1373 #define MALI_SFBD_FORMAT_MSAA_8 (1 << 3)
1374 #define MALI_SFBD_FORMAT_MSAA_A (1 << 4)
1375 #define MALI_SFBD_FORMAT_MSAA_B (1 << 4)
1376 #define MALI_SFBD_FORMAT_SRGB (1 << 5)
1377
1378 /* Fast/slow based on whether all three buffers are cleared at once */
1379
1380 #define MALI_CLEAR_FAST (1 << 18)
1381 #define MALI_CLEAR_SLOW (1 << 28)
1382 #define MALI_CLEAR_SLOW_STENCIL (1 << 31)
1383
1384 /* Configures hierarchical tiling on Midgard for both SFBD/MFBD (embedded
1385 * within the larget framebuffer descriptor). Analogous to
1386 * bifrost_tiler_heap_meta and bifrost_tiler_meta*/
1387
1388 /* See pan_tiler.c for derivation */
1389 #define MALI_HIERARCHY_MASK ((1 << 9) - 1)
1390
1391 /* Flag disabling the tiler for clear-only jobs, with
1392 hierarchical tiling */
1393 #define MALI_TILER_DISABLED (1 << 12)
1394
1395 /* Flag selecting userspace-generated polygon list, for clear-only jobs without
1396 * hierarhical tiling. */
1397 #define MALI_TILER_USER 0xFFF
1398
1399 /* Absent any geometry, the minimum size of the polygon list header */
1400 #define MALI_TILER_MINIMUM_HEADER_SIZE 0x200
1401
1402 struct midgard_tiler_descriptor {
1403 /* Size of the entire polygon list; see pan_tiler.c for the
1404 * computation. It's based on hierarchical tiling */
1405
1406 u32 polygon_list_size;
1407
1408 /* Name known from the replay workaround in the kernel. What exactly is
1409 * flagged here is less known. We do that (tiler_hierarchy_mask & 0x1ff)
1410 * specifies a mask of hierarchy weights, which explains some of the
1411 * performance mysteries around setting it. We also see the bottom bit
1412 * of tiler_flags set in the kernel, but no comment why.
1413 *
1414 * hierarchy_mask can have the TILER_DISABLED flag */
1415
1416 u16 hierarchy_mask;
1417 u16 flags;
1418
1419 /* See mali_tiler.c for an explanation */
1420 mali_ptr polygon_list;
1421 mali_ptr polygon_list_body;
1422
1423 /* Names based on we see symmetry with replay jobs which name these
1424 * explicitly */
1425
1426 mali_ptr heap_start; /* tiler heap_free_address */
1427 mali_ptr heap_end;
1428
1429 /* Hierarchy weights. We know these are weights based on the kernel,
1430 * but I've never seen them be anything other than zero */
1431 u32 weights[8];
1432 };
1433
1434 enum mali_block_format {
1435 MALI_BLOCK_TILED = 0x0,
1436 MALI_BLOCK_UNKNOWN = 0x1,
1437 MALI_BLOCK_LINEAR = 0x2,
1438 MALI_BLOCK_AFBC = 0x3,
1439 };
1440
1441 struct mali_sfbd_format {
1442 /* 0x1 */
1443 unsigned unk1 : 6;
1444
1445 /* mali_channel_swizzle */
1446 unsigned swizzle : 12;
1447
1448 /* MALI_POSITIVE */
1449 unsigned nr_channels : 2;
1450
1451 /* 0x4 */
1452 unsigned unk2 : 6;
1453
1454 enum mali_block_format block : 2;
1455
1456 /* 0xb */
1457 unsigned unk3 : 4;
1458 };
1459
1460 struct mali_single_framebuffer {
1461 u32 unknown1;
1462 u32 unknown2;
1463 mali_ptr scratchpad;
1464
1465 u64 zero1;
1466 u64 zero0;
1467
1468 struct mali_sfbd_format format;
1469
1470 u32 clear_flags;
1471 u32 zero2;
1472
1473 /* Purposeful off-by-one in these fields should be accounted for by the
1474 * MALI_DIMENSION macro */
1475
1476 u16 width;
1477 u16 height;
1478
1479 u32 zero3[4];
1480 mali_ptr checksum;
1481 u32 checksum_stride;
1482 u32 zero5;
1483
1484 /* By default, the framebuffer is upside down from OpenGL's
1485 * perspective. Set framebuffer to the end and negate the stride to
1486 * flip in the Y direction */
1487
1488 mali_ptr framebuffer;
1489 int32_t stride;
1490
1491 u32 zero4;
1492
1493 /* Depth and stencil buffers are interleaved, it appears, as they are
1494 * set to the same address in captures. Both fields set to zero if the
1495 * buffer is not being cleared. Depending on GL_ENABLE magic, you might
1496 * get a zero enable despite the buffer being present; that still is
1497 * disabled. */
1498
1499 mali_ptr depth_buffer; // not SAME_VA
1500 u32 depth_stride_zero : 4;
1501 u32 depth_stride : 28;
1502 u32 zero7;
1503
1504 mali_ptr stencil_buffer; // not SAME_VA
1505 u32 stencil_stride_zero : 4;
1506 u32 stencil_stride : 28;
1507 u32 zero8;
1508
1509 u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1510 u32 clear_color_2; // always equal, but unclear function?
1511 u32 clear_color_3; // always equal, but unclear function?
1512 u32 clear_color_4; // always equal, but unclear function?
1513
1514 /* Set to zero if not cleared */
1515
1516 float clear_depth_1; // float32, ditto
1517 float clear_depth_2; // float32, ditto
1518 float clear_depth_3; // float32, ditto
1519 float clear_depth_4; // float32, ditto
1520
1521 u32 clear_stencil; // Exactly as it appears in OpenGL
1522
1523 u32 zero6[7];
1524
1525 struct midgard_tiler_descriptor tiler;
1526
1527 /* More below this, maybe */
1528 } __attribute__((packed));
1529
1530 /* On Midgard, this "framebuffer descriptor" is used for the framebuffer field
1531 * of compute jobs. Superficially resembles a single framebuffer descriptor */
1532
1533 struct mali_compute_fbd {
1534 u32 unknown1[8];
1535 } __attribute__((packed));
1536
1537 /* Format bits for the render target flags */
1538
1539 #define MALI_MFBD_FORMAT_MSAA (1 << 1)
1540 #define MALI_MFBD_FORMAT_SRGB (1 << 2)
1541
1542 struct mali_rt_format {
1543 unsigned unk1 : 32;
1544 unsigned unk2 : 3;
1545
1546 unsigned nr_channels : 2; /* MALI_POSITIVE */
1547
1548 unsigned unk3 : 5;
1549 enum mali_block_format block : 2;
1550 unsigned flags : 4;
1551
1552 unsigned swizzle : 12;
1553
1554 unsigned zero : 3;
1555
1556 /* Disables MFBD preload. When this bit is set, the render target will
1557 * be cleared every frame. When this bit is clear, the hardware will
1558 * automatically wallpaper the render target back from main memory.
1559 * Unfortunately, MFBD preload is very broken on Midgard, so in
1560 * practice, this is a chicken bit that should always be set.
1561 * Discovered by accident, as all good chicken bits are. */
1562
1563 unsigned no_preload : 1;
1564 } __attribute__((packed));
1565
1566 struct bifrost_render_target {
1567 struct mali_rt_format format;
1568
1569 u64 zero1;
1570
1571 struct {
1572 /* Stuff related to ARM Framebuffer Compression. When AFBC is enabled,
1573 * there is an extra metadata buffer that contains 16 bytes per tile.
1574 * The framebuffer needs to be the same size as before, since we don't
1575 * know ahead of time how much space it will take up. The
1576 * framebuffer_stride is set to 0, since the data isn't stored linearly
1577 * anymore.
1578 *
1579 * When AFBC is disabled, these fields are zero.
1580 */
1581
1582 mali_ptr metadata;
1583 u32 stride; // stride in units of tiles
1584 u32 unk; // = 0x20000
1585 } afbc;
1586
1587 mali_ptr framebuffer;
1588
1589 u32 zero2 : 4;
1590 u32 framebuffer_stride : 28; // in units of bytes
1591 u32 zero3;
1592
1593 u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1594 u32 clear_color_2; // always equal, but unclear function?
1595 u32 clear_color_3; // always equal, but unclear function?
1596 u32 clear_color_4; // always equal, but unclear function?
1597 } __attribute__((packed));
1598
1599 /* An optional part of bifrost_framebuffer. It comes between the main structure
1600 * and the array of render targets. It must be included if any of these are
1601 * enabled:
1602 *
1603 * - Transaction Elimination
1604 * - Depth/stencil
1605 * - TODO: Anything else?
1606 */
1607
1608 /* Flags field: note, these are guesses */
1609
1610 #define MALI_EXTRA_PRESENT (0x400)
1611 #define MALI_EXTRA_AFBC (0x20)
1612 #define MALI_EXTRA_AFBC_ZS (0x10)
1613 #define MALI_EXTRA_ZS (0x4)
1614
1615 struct bifrost_fb_extra {
1616 mali_ptr checksum;
1617 /* Each tile has an 8 byte checksum, so the stride is "width in tiles * 8" */
1618 u32 checksum_stride;
1619
1620 u32 flags;
1621
1622 union {
1623 /* Note: AFBC is only allowed for 24/8 combined depth/stencil. */
1624 struct {
1625 mali_ptr depth_stencil_afbc_metadata;
1626 u32 depth_stencil_afbc_stride; // in units of tiles
1627 u32 zero1;
1628
1629 mali_ptr depth_stencil;
1630
1631 u64 padding;
1632 } ds_afbc;
1633
1634 struct {
1635 /* Depth becomes depth/stencil in case of combined D/S */
1636 mali_ptr depth;
1637 u32 depth_stride_zero : 4;
1638 u32 depth_stride : 28;
1639 u32 zero1;
1640
1641 mali_ptr stencil;
1642 u32 stencil_stride_zero : 4;
1643 u32 stencil_stride : 28;
1644 u32 zero2;
1645 } ds_linear;
1646 };
1647
1648
1649 u64 zero3, zero4;
1650 } __attribute__((packed));
1651
1652 /* Flags for mfbd_flags */
1653
1654 /* Enables writing depth results back to main memory (rather than keeping them
1655 * on-chip in the tile buffer and then discarding) */
1656
1657 #define MALI_MFBD_DEPTH_WRITE (1 << 10)
1658
1659 /* The MFBD contains the extra bifrost_fb_extra section */
1660
1661 #define MALI_MFBD_EXTRA (1 << 13)
1662
1663 struct bifrost_framebuffer {
1664 u32 stack_shift : 4;
1665 u32 unk0 : 28;
1666
1667 u32 unknown2; // = 0x1f, same as SFBD
1668 mali_ptr scratchpad;
1669
1670 /* 0x10 */
1671 mali_ptr sample_locations;
1672 mali_ptr unknown1;
1673 /* 0x20 */
1674 u16 width1, height1;
1675 u32 zero3;
1676 u16 width2, height2;
1677 u32 unk1 : 19; // = 0x01000
1678 u32 rt_count_1 : 2; // off-by-one (use MALI_POSITIVE)
1679 u32 unk2 : 3; // = 0
1680 u32 rt_count_2 : 3; // no off-by-one
1681 u32 zero4 : 5;
1682 /* 0x30 */
1683 u32 clear_stencil : 8;
1684 u32 mfbd_flags : 24; // = 0x100
1685 float clear_depth;
1686
1687 struct midgard_tiler_descriptor tiler;
1688
1689 /* optional: struct bifrost_fb_extra extra */
1690 /* struct bifrost_render_target rts[] */
1691 } __attribute__((packed));
1692
1693 #endif /* __PANFROST_JOB_H__ */