panfrost: Use 64-bit descriptors globally
[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 #define MALI_SHORT_PTR_BITS (sizeof(u64)*8)
35
36 #define MALI_FBD_HIERARCHY_WEIGHTS 8
37
38 #define MALI_PAYLOAD_SIZE 256
39
40 typedef u32 mali_jd_core_req;
41
42 enum mali_job_type {
43 JOB_NOT_STARTED = 0,
44 JOB_TYPE_NULL = 1,
45 JOB_TYPE_SET_VALUE = 2,
46 JOB_TYPE_CACHE_FLUSH = 3,
47 JOB_TYPE_COMPUTE = 4,
48 JOB_TYPE_VERTEX = 5,
49 JOB_TYPE_GEOMETRY = 6,
50 JOB_TYPE_TILER = 7,
51 JOB_TYPE_FUSED = 8,
52 JOB_TYPE_FRAGMENT = 9,
53 };
54
55 enum mali_draw_mode {
56 MALI_DRAW_NONE = 0x0,
57 MALI_POINTS = 0x1,
58 MALI_LINES = 0x2,
59 MALI_LINE_STRIP = 0x4,
60 MALI_LINE_LOOP = 0x6,
61 MALI_TRIANGLES = 0x8,
62 MALI_TRIANGLE_STRIP = 0xA,
63 MALI_TRIANGLE_FAN = 0xC,
64 MALI_POLYGON = 0xD,
65 MALI_QUADS = 0xE,
66 MALI_QUAD_STRIP = 0xF,
67
68 /* All other modes invalid */
69 };
70
71 /* Applies to tiler_gl_enables */
72
73
74 #define MALI_OCCLUSION_QUERY (1 << 3)
75 #define MALI_OCCLUSION_PRECISE (1 << 4)
76
77 /* Set for a glFrontFace(GL_CCW) in a Y=0=TOP coordinate system (like Gallium).
78 * In OpenGL, this would corresponds to glFrontFace(GL_CW). Mesa and the blob
79 * disagree about how to do viewport flipping, so the blob actually sets this
80 * for GL_CW but then has a negative viewport stride */
81 #define MALI_FRONT_CCW_TOP (1 << 5)
82
83 #define MALI_CULL_FACE_FRONT (1 << 6)
84 #define MALI_CULL_FACE_BACK (1 << 7)
85
86 /* TODO: Might this actually be a finer bitfield? */
87 #define MALI_DEPTH_STENCIL_ENABLE 0x6400
88
89 #define DS_ENABLE(field) \
90 (field == MALI_DEPTH_STENCIL_ENABLE) \
91 ? "MALI_DEPTH_STENCIL_ENABLE" \
92 : (field == 0) ? "0" \
93 : "0 /* XXX: Unknown, check hexdump */"
94
95 /* Used in stencil and depth tests */
96
97 enum mali_func {
98 MALI_FUNC_NEVER = 0,
99 MALI_FUNC_LESS = 1,
100 MALI_FUNC_EQUAL = 2,
101 MALI_FUNC_LEQUAL = 3,
102 MALI_FUNC_GREATER = 4,
103 MALI_FUNC_NOTEQUAL = 5,
104 MALI_FUNC_GEQUAL = 6,
105 MALI_FUNC_ALWAYS = 7
106 };
107
108 /* Same OpenGL, but mixed up. Why? Because forget me, that's why! */
109
110 enum mali_alt_func {
111 MALI_ALT_FUNC_NEVER = 0,
112 MALI_ALT_FUNC_GREATER = 1,
113 MALI_ALT_FUNC_EQUAL = 2,
114 MALI_ALT_FUNC_GEQUAL = 3,
115 MALI_ALT_FUNC_LESS = 4,
116 MALI_ALT_FUNC_NOTEQUAL = 5,
117 MALI_ALT_FUNC_LEQUAL = 6,
118 MALI_ALT_FUNC_ALWAYS = 7
119 };
120
121 /* Flags apply to unknown2_3? */
122
123 #define MALI_HAS_MSAA (1 << 0)
124 #define MALI_CAN_DISCARD (1 << 5)
125
126 /* Applies on SFBD systems, specifying that programmable blending is in use */
127 #define MALI_HAS_BLEND_SHADER (1 << 6)
128
129 /* func is mali_func */
130 #define MALI_DEPTH_FUNC(func) (func << 8)
131 #define MALI_GET_DEPTH_FUNC(flags) ((flags >> 8) & 0x7)
132 #define MALI_DEPTH_FUNC_MASK MALI_DEPTH_FUNC(0x7)
133
134 #define MALI_DEPTH_TEST (1 << 11)
135
136 /* Next flags to unknown2_4 */
137 #define MALI_STENCIL_TEST (1 << 0)
138
139 /* What?! */
140 #define MALI_SAMPLE_ALPHA_TO_COVERAGE_NO_BLEND_SHADER (1 << 1)
141
142 #define MALI_NO_DITHER (1 << 9)
143 #define MALI_DEPTH_RANGE_A (1 << 12)
144 #define MALI_DEPTH_RANGE_B (1 << 13)
145 #define MALI_NO_MSAA (1 << 14)
146
147 /* Stencil test state is all encoded in a single u32, just with a lot of
148 * enums... */
149
150 enum mali_stencil_op {
151 MALI_STENCIL_KEEP = 0,
152 MALI_STENCIL_REPLACE = 1,
153 MALI_STENCIL_ZERO = 2,
154 MALI_STENCIL_INVERT = 3,
155 MALI_STENCIL_INCR_WRAP = 4,
156 MALI_STENCIL_DECR_WRAP = 5,
157 MALI_STENCIL_INCR = 6,
158 MALI_STENCIL_DECR = 7
159 };
160
161 struct mali_stencil_test {
162 unsigned ref : 8;
163 unsigned mask : 8;
164 enum mali_func func : 3;
165 enum mali_stencil_op sfail : 3;
166 enum mali_stencil_op dpfail : 3;
167 enum mali_stencil_op dppass : 3;
168 unsigned zero : 4;
169 } __attribute__((packed));
170
171 #define MALI_MASK_R (1 << 0)
172 #define MALI_MASK_G (1 << 1)
173 #define MALI_MASK_B (1 << 2)
174 #define MALI_MASK_A (1 << 3)
175
176 enum mali_nondominant_mode {
177 MALI_BLEND_NON_MIRROR = 0,
178 MALI_BLEND_NON_ZERO = 1
179 };
180
181 enum mali_dominant_blend {
182 MALI_BLEND_DOM_SOURCE = 0,
183 MALI_BLEND_DOM_DESTINATION = 1
184 };
185
186 enum mali_dominant_factor {
187 MALI_DOMINANT_UNK0 = 0,
188 MALI_DOMINANT_ZERO = 1,
189 MALI_DOMINANT_SRC_COLOR = 2,
190 MALI_DOMINANT_DST_COLOR = 3,
191 MALI_DOMINANT_UNK4 = 4,
192 MALI_DOMINANT_SRC_ALPHA = 5,
193 MALI_DOMINANT_DST_ALPHA = 6,
194 MALI_DOMINANT_CONSTANT = 7,
195 };
196
197 enum mali_blend_modifier {
198 MALI_BLEND_MOD_UNK0 = 0,
199 MALI_BLEND_MOD_NORMAL = 1,
200 MALI_BLEND_MOD_SOURCE_ONE = 2,
201 MALI_BLEND_MOD_DEST_ONE = 3,
202 };
203
204 struct mali_blend_mode {
205 enum mali_blend_modifier clip_modifier : 2;
206 unsigned unused_0 : 1;
207 unsigned negate_source : 1;
208
209 enum mali_dominant_blend dominant : 1;
210
211 enum mali_nondominant_mode nondominant_mode : 1;
212
213 unsigned unused_1 : 1;
214
215 unsigned negate_dest : 1;
216
217 enum mali_dominant_factor dominant_factor : 3;
218 unsigned complement_dominant : 1;
219 } __attribute__((packed));
220
221 struct mali_blend_equation {
222 /* Of type mali_blend_mode */
223 unsigned rgb_mode : 12;
224 unsigned alpha_mode : 12;
225
226 unsigned zero1 : 4;
227
228 /* Corresponds to MALI_MASK_* above and glColorMask arguments */
229
230 unsigned color_mask : 4;
231 } __attribute__((packed));
232
233 /* Used with channel swizzling */
234 enum mali_channel {
235 MALI_CHANNEL_RED = 0,
236 MALI_CHANNEL_GREEN = 1,
237 MALI_CHANNEL_BLUE = 2,
238 MALI_CHANNEL_ALPHA = 3,
239 MALI_CHANNEL_ZERO = 4,
240 MALI_CHANNEL_ONE = 5,
241 MALI_CHANNEL_RESERVED_0 = 6,
242 MALI_CHANNEL_RESERVED_1 = 7,
243 };
244
245 struct mali_channel_swizzle {
246 enum mali_channel r : 3;
247 enum mali_channel g : 3;
248 enum mali_channel b : 3;
249 enum mali_channel a : 3;
250 } __attribute__((packed));
251
252 /* Compressed per-pixel formats. Each of these formats expands to one to four
253 * floating-point or integer numbers, as defined by the OpenGL specification.
254 * There are various places in OpenGL where the user can specify a compressed
255 * format in memory, which all use the same 8-bit enum in the various
256 * descriptors, although different hardware units support different formats.
257 */
258
259 /* The top 3 bits specify how the bits of each component are interpreted. */
260
261 /* e.g. R11F_G11F_B10F */
262 #define MALI_FORMAT_SPECIAL (2 << 5)
263
264 /* signed normalized, e.g. RGBA8_SNORM */
265 #define MALI_FORMAT_SNORM (3 << 5)
266
267 /* e.g. RGBA8UI */
268 #define MALI_FORMAT_UINT (4 << 5)
269
270 /* e.g. RGBA8 and RGBA32F */
271 #define MALI_FORMAT_UNORM (5 << 5)
272
273 /* e.g. RGBA8I and RGBA16F */
274 #define MALI_FORMAT_SINT (6 << 5)
275
276 /* These formats seem to largely duplicate the others. They're used at least
277 * for Bifrost framebuffer output.
278 */
279 #define MALI_FORMAT_SPECIAL2 (7 << 5)
280
281 /* If the high 3 bits are 3 to 6 these two bits say how many components
282 * there are.
283 */
284 #define MALI_NR_CHANNELS(n) ((n - 1) << 3)
285
286 /* If the high 3 bits are 3 to 6, then the low 3 bits say how big each
287 * component is, except the special MALI_CHANNEL_FLOAT which overrides what the
288 * bits mean.
289 */
290
291 #define MALI_CHANNEL_4 2
292
293 #define MALI_CHANNEL_8 3
294
295 #define MALI_CHANNEL_16 4
296
297 #define MALI_CHANNEL_32 5
298
299 /* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For
300 * MALI_FORMAT_UNORM, it means a 32-bit float.
301 */
302 #define MALI_CHANNEL_FLOAT 7
303
304 enum mali_format {
305 MALI_RGB565 = MALI_FORMAT_SPECIAL | 0x0,
306 MALI_RGB5_A1_UNORM = MALI_FORMAT_SPECIAL | 0x2,
307 MALI_RGB10_A2_UNORM = MALI_FORMAT_SPECIAL | 0x3,
308 MALI_RGB10_A2_SNORM = MALI_FORMAT_SPECIAL | 0x5,
309 MALI_RGB10_A2UI = MALI_FORMAT_SPECIAL | 0x7,
310 MALI_RGB10_A2I = MALI_FORMAT_SPECIAL | 0x9,
311
312 /* YUV formats */
313 MALI_NV12 = MALI_FORMAT_SPECIAL | 0xc,
314
315 MALI_Z32_UNORM = MALI_FORMAT_SPECIAL | 0xD,
316 MALI_R32_FIXED = MALI_FORMAT_SPECIAL | 0x11,
317 MALI_RG32_FIXED = MALI_FORMAT_SPECIAL | 0x12,
318 MALI_RGB32_FIXED = MALI_FORMAT_SPECIAL | 0x13,
319 MALI_RGBA32_FIXED = MALI_FORMAT_SPECIAL | 0x14,
320 MALI_R11F_G11F_B10F = MALI_FORMAT_SPECIAL | 0x19,
321 MALI_R9F_G9F_B9F_E5F = MALI_FORMAT_SPECIAL | 0x1b,
322 /* Only used for varyings, to indicate the transformed gl_Position */
323 MALI_VARYING_POS = MALI_FORMAT_SPECIAL | 0x1e,
324 /* Only used for varyings, to indicate that the write should be
325 * discarded.
326 */
327 MALI_VARYING_DISCARD = MALI_FORMAT_SPECIAL | 0x1f,
328
329 MALI_R8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
330 MALI_R16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
331 MALI_R32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
332 MALI_RG8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
333 MALI_RG16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
334 MALI_RG32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
335 MALI_RGB8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
336 MALI_RGB16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
337 MALI_RGB32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
338 MALI_RGBA8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
339 MALI_RGBA16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
340 MALI_RGBA32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
341
342 MALI_R8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
343 MALI_R16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
344 MALI_R32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
345 MALI_RG8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
346 MALI_RG16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
347 MALI_RG32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
348 MALI_RGB8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
349 MALI_RGB16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
350 MALI_RGB32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
351 MALI_RGBA8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
352 MALI_RGBA16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
353 MALI_RGBA32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
354
355 MALI_R8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
356 MALI_R16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
357 MALI_R32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
358 MALI_R32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
359 MALI_RG8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
360 MALI_RG16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
361 MALI_RG32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
362 MALI_RG32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
363 MALI_RGB8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
364 MALI_RGB16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
365 MALI_RGB32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
366 MALI_RGB32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
367 MALI_RGBA4_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_4,
368 MALI_RGBA8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
369 MALI_RGBA16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
370 MALI_RGBA32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
371 MALI_RGBA32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
372
373 MALI_R8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
374 MALI_R16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
375 MALI_R32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
376 MALI_R16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
377 MALI_RG8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
378 MALI_RG16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
379 MALI_RG32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
380 MALI_RG16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
381 MALI_RGB8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
382 MALI_RGB16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
383 MALI_RGB32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
384 MALI_RGB16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
385 MALI_RGBA8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
386 MALI_RGBA16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
387 MALI_RGBA32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
388 MALI_RGBA16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
389
390 MALI_RGBA4 = MALI_FORMAT_SPECIAL2 | 0x8,
391 MALI_RGBA8_2 = MALI_FORMAT_SPECIAL2 | 0xd,
392 MALI_RGB10_A2_2 = MALI_FORMAT_SPECIAL2 | 0xe,
393 };
394
395
396 /* Alpha coverage is encoded as 4-bits (from a clampf), with inversion
397 * literally performing a bitwise invert. This function produces slightly wrong
398 * results and I'm not sure why; some rounding issue I suppose... */
399
400 #define MALI_ALPHA_COVERAGE(clampf) ((uint16_t) (int) (clampf * 15.0f))
401 #define MALI_GET_ALPHA_COVERAGE(nibble) ((float) nibble / 15.0f)
402
403 /* Applies to midgard1.flags */
404
405 /* Should the hardware perform early-Z testing? Normally should be set
406 * for performance reasons. Clear if you use: discard,
407 * alpha-to-coverage... * It's also possible this disables
408 * forward-pixel kill; we're not quite sure which bit is which yet.
409 * TODO: How does this interact with blending?*/
410
411 #define MALI_EARLY_Z (1 << 6)
412
413 /* Should the hardware calculate derivatives (via helper invocations)? Set in a
414 * fragment shader that uses texturing or derivative functions */
415
416 #define MALI_HELPER_INVOCATIONS (1 << 7)
417
418 /* Flags denoting the fragment shader's use of tilebuffer readback. If the
419 * shader might read any part of the tilebuffer, set MALI_READS_TILEBUFFER. If
420 * it might read depth/stencil in particular, also set MALI_READS_ZS */
421
422 #define MALI_READS_ZS (1 << 8)
423 #define MALI_READS_TILEBUFFER (1 << 12)
424
425 /* The raw Midgard blend payload can either be an equation or a shader
426 * address, depending on the context */
427
428 union midgard_blend {
429 mali_ptr shader;
430
431 struct {
432 struct mali_blend_equation equation;
433 float constant;
434 };
435 };
436
437 /* On MRT Midgard systems (using an MFBD), each render target gets its own
438 * blend descriptor */
439
440 #define MALI_BLEND_SRGB (0x400)
441
442 struct midgard_blend_rt {
443 /* Flags base value of 0x200 to enable the render target.
444 * OR with 0x1 for blending (anything other than REPLACE).
445 * OR with 0x2 for programmable blending with 0-2 registers
446 * OR with 0x3 for programmable blending with 2+ registers
447 * OR with MALI_BLEND_SRGB for implicit sRGB
448 */
449
450 u64 flags;
451 union midgard_blend blend;
452 } __attribute__((packed));
453
454 /* On Bifrost systems (all MRT), each render target gets one of these
455 * descriptors */
456
457 struct bifrost_blend_rt {
458 /* This is likely an analogue of the flags on
459 * midgard_blend_rt */
460
461 u16 flags; // = 0x200
462
463 /* Single-channel blend constants are encoded in a sort of
464 * fixed-point. Basically, the float is mapped to a byte, becoming
465 * a high byte, and then the lower-byte is added for precision.
466 * For the original float f:
467 *
468 * f = (constant_hi / 255) + (constant_lo / 65535)
469 *
470 * constant_hi = int(f / 255)
471 * constant_lo = 65535*f - (65535/255) * constant_hi
472 */
473
474 u16 constant;
475
476 struct mali_blend_equation equation;
477 /*
478 * - 0x19 normally
479 * - 0x3 when this slot is unused (everything else is 0 except the index)
480 * - 0x11 when this is the fourth slot (and it's used)
481 + * - 0 when there is a blend shader
482 */
483 u16 unk2;
484 /* increments from 0 to 3 */
485 u16 index;
486
487 union {
488 struct {
489 /* So far, I've only seen:
490 * - R001 for 1-component formats
491 * - RG01 for 2-component formats
492 * - RGB1 for 3-component formats
493 * - RGBA for 4-component formats
494 */
495 u32 swizzle : 12;
496 enum mali_format format : 8;
497
498 /* Type of the shader output variable. Note, this can
499 * be different from the format.
500 *
501 * 0: f16 (mediump float)
502 * 1: f32 (highp float)
503 * 2: i32 (highp int)
504 * 3: u32 (highp uint)
505 * 4: i16 (mediump int)
506 * 5: u16 (mediump uint)
507 */
508 u32 shader_type : 3;
509 u32 zero : 9;
510 };
511
512 /* Only the low 32 bits of the blend shader are stored, the
513 * high 32 bits are implicitly the same as the original shader.
514 * According to the kernel driver, the program counter for
515 * shaders is actually only 24 bits, so shaders cannot cross
516 * the 2^24-byte boundary, and neither can the blend shader.
517 * The blob handles this by allocating a 2^24 byte pool for
518 * shaders, and making sure that any blend shaders are stored
519 * in the same pool as the original shader. The kernel will
520 * make sure this allocation is aligned to 2^24 bytes.
521 */
522 u32 shader;
523 };
524 } __attribute__((packed));
525
526 /* Descriptor for the shader. Following this is at least one, up to four blend
527 * descriptors for each active render target */
528
529 struct mali_shader_meta {
530 mali_ptr shader;
531 u16 texture_count;
532 u16 sampler_count;
533 u16 attribute_count;
534 u16 varying_count;
535
536 union {
537 struct {
538 u32 uniform_buffer_count : 4;
539 u32 unk1 : 28; // = 0x800000 for vertex, 0x958020 for tiler
540 } bifrost1;
541 struct {
542 unsigned uniform_buffer_count : 4;
543 unsigned flags : 12;
544
545 /* Whole number of uniform registers used, times two;
546 * whole number of work registers used (no scale).
547 */
548 unsigned work_count : 5;
549 unsigned uniform_count : 5;
550 unsigned unknown2 : 6;
551 } midgard1;
552 };
553
554 /* Same as glPolygoOffset() arguments */
555 float depth_units;
556 float depth_factor;
557
558 u32 unknown2_2;
559
560 u16 alpha_coverage;
561 u16 unknown2_3;
562
563 u8 stencil_mask_front;
564 u8 stencil_mask_back;
565 u16 unknown2_4;
566
567 struct mali_stencil_test stencil_front;
568 struct mali_stencil_test stencil_back;
569
570 union {
571 struct {
572 u32 unk3 : 7;
573 /* On Bifrost, some system values are preloaded in
574 * registers R55-R62 by the thread dispatcher prior to
575 * the start of shader execution. This is a bitfield
576 * with one entry for each register saying which
577 * registers need to be preloaded. Right now, the known
578 * values are:
579 *
580 * Vertex/compute:
581 * - R55 : gl_LocalInvocationID.xy
582 * - R56 : gl_LocalInvocationID.z + unknown in high 16 bits
583 * - R57 : gl_WorkGroupID.x
584 * - R58 : gl_WorkGroupID.y
585 * - R59 : gl_WorkGroupID.z
586 * - R60 : gl_GlobalInvocationID.x
587 * - R61 : gl_GlobalInvocationID.y/gl_VertexID (without base)
588 * - R62 : gl_GlobalInvocationID.z/gl_InstanceID (without base)
589 *
590 * Fragment:
591 * - R55 : unknown, never seen (but the bit for this is
592 * always set?)
593 * - R56 : unknown (bit always unset)
594 * - R57 : gl_PrimitiveID
595 * - R58 : gl_FrontFacing in low bit, potentially other stuff
596 * - R59 : u16 fragment coordinates (used to compute
597 * gl_FragCoord.xy, together with sample positions)
598 * - R60 : gl_SampleMask (used in epilog, so pretty
599 * much always used, but the bit is always 0 -- is
600 * this just always pushed?)
601 * - R61 : gl_SampleMaskIn and gl_SampleID, used by
602 * varying interpolation.
603 * - R62 : unknown (bit always unset).
604 */
605 u32 preload_regs : 8;
606 /* In units of 8 bytes or 64 bits, since the
607 * uniform/const port loads 64 bits at a time.
608 */
609 u32 uniform_count : 7;
610 u32 unk4 : 10; // = 2
611 } bifrost2;
612 struct {
613 u32 unknown2_7;
614 } midgard2;
615 };
616
617 /* zero on bifrost */
618 u32 unknown2_8;
619
620 /* Blending information for the older non-MRT Midgard HW. Check for
621 * MALI_HAS_BLEND_SHADER to decide how to interpret.
622 */
623
624 union midgard_blend blend;
625 } __attribute__((packed));
626
627 /* This only concerns hardware jobs */
628
629 /* Possible values for job_descriptor_size */
630
631 #define MALI_JOB_32 0
632 #define MALI_JOB_64 1
633
634 struct mali_job_descriptor_header {
635 u32 exception_status;
636 u32 first_incomplete_task;
637 u64 fault_pointer;
638 u8 job_descriptor_size : 1;
639 enum mali_job_type job_type : 7;
640 u8 job_barrier : 1;
641 u8 unknown_flags : 7;
642 u16 job_index;
643 u16 job_dependency_index_1;
644 u16 job_dependency_index_2;
645
646 union {
647 u64 next_job_64;
648 u32 next_job_32;
649 };
650 } __attribute__((packed));
651
652 struct mali_payload_set_value {
653 u64 out;
654 u64 unknown;
655 } __attribute__((packed));
656
657 /* Special attributes have a fixed index */
658 #define MALI_SPECIAL_ATTRIBUTE_BASE 16
659 #define MALI_VERTEX_ID (MALI_SPECIAL_ATTRIBUTE_BASE + 0)
660 #define MALI_INSTANCE_ID (MALI_SPECIAL_ATTRIBUTE_BASE + 1)
661
662 /*
663 * Mali Attributes
664 *
665 * This structure lets the attribute unit compute the address of an attribute
666 * given the vertex and instance ID. Unfortunately, the way this works is
667 * rather complicated when instancing is enabled.
668 *
669 * To explain this, first we need to explain how compute and vertex threads are
670 * dispatched. This is a guess (although a pretty firm guess!) since the
671 * details are mostly hidden from the driver, except for attribute instancing.
672 * When a quad is dispatched, it receives a single, linear index. However, we
673 * need to translate that index into a (vertex id, instance id) pair, or a
674 * (local id x, local id y, local id z) triple for compute shaders (although
675 * vertex shaders and compute shaders are handled almost identically).
676 * Focusing on vertex shaders, one option would be to do:
677 *
678 * vertex_id = linear_id % num_vertices
679 * instance_id = linear_id / num_vertices
680 *
681 * but this involves a costly division and modulus by an arbitrary number.
682 * Instead, we could pad num_vertices. We dispatch padded_num_vertices *
683 * num_instances threads instead of num_vertices * num_instances, which results
684 * in some "extra" threads with vertex_id >= num_vertices, which we have to
685 * discard. The more we pad num_vertices, the more "wasted" threads we
686 * dispatch, but the division is potentially easier.
687 *
688 * One straightforward choice is to pad num_vertices to the next power of two,
689 * which means that the division and modulus are just simple bit shifts and
690 * masking. But the actual algorithm is a bit more complicated. The thread
691 * dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
692 * to dividing by a power of two. This is possibly using the technique
693 * described in patent US20170010862A1. As a result, padded_num_vertices can be
694 * 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
695 * since we need less padding.
696 *
697 * padded_num_vertices is picked by the hardware. The driver just specifies the
698 * actual number of vertices. At least for Mali G71, the first few cases are
699 * given by:
700 *
701 * num_vertices | padded_num_vertices
702 * 3 | 4
703 * 4-7 | 8
704 * 8-11 | 12 (3 * 4)
705 * 12-15 | 16
706 * 16-19 | 20 (5 * 4)
707 *
708 * Note that padded_num_vertices is a multiple of four (presumably because
709 * threads are dispatched in groups of 4). Also, padded_num_vertices is always
710 * at least one more than num_vertices, which seems like a quirk of the
711 * hardware. For larger num_vertices, the hardware uses the following
712 * algorithm: using the binary representation of num_vertices, we look at the
713 * most significant set bit as well as the following 3 bits. Let n be the
714 * number of bits after those 4 bits. Then we set padded_num_vertices according
715 * to the following table:
716 *
717 * high bits | padded_num_vertices
718 * 1000 | 9 * 2^n
719 * 1001 | 5 * 2^(n+1)
720 * 101x | 3 * 2^(n+2)
721 * 110x | 7 * 2^(n+1)
722 * 111x | 2^(n+4)
723 *
724 * For example, if num_vertices = 70 is passed to glDraw(), its binary
725 * representation is 1000110, so n = 3 and the high bits are 1000, and
726 * therefore padded_num_vertices = 9 * 2^3 = 72.
727 *
728 * The attribute unit works in terms of the original linear_id. if
729 * num_instances = 1, then they are the same, and everything is simple.
730 * However, with instancing things get more complicated. There are four
731 * possible modes, two of them we can group together:
732 *
733 * 1. Use the linear_id directly. Only used when there is no instancing.
734 *
735 * 2. Use the linear_id modulo a constant. This is used for per-vertex
736 * attributes with instancing enabled by making the constant equal
737 * padded_num_vertices. Because the modulus is always padded_num_vertices, this
738 * mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
739 * The shift field specifies the power of two, while the extra_flags field
740 * specifies the odd number. If shift = n and extra_flags = m, then the modulus
741 * is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
742 * above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
743 * shift = 3. Note that we must exactly follow the hardware algorithm used to
744 * get padded_num_vertices in order to correctly implement per-vertex
745 * attributes.
746 *
747 * 3. Divide the linear_id by a constant. In order to correctly implement
748 * instance divisors, we have to divide linear_id by padded_num_vertices times
749 * to user-specified divisor. So first we compute padded_num_vertices, again
750 * following the exact same algorithm that the hardware uses, then multiply it
751 * by the GL-level divisor to get the hardware-level divisor. This case is
752 * further divided into two more cases. If the hardware-level divisor is a
753 * power of two, then we just need to shift. The shift amount is specified by
754 * the shift field, so that the hardware-level divisor is just 2^shift.
755 *
756 * If it isn't a power of two, then we have to divide by an arbitrary integer.
757 * For that, we use the well-known technique of multiplying by an approximation
758 * of the inverse. The driver must compute the magic multiplier and shift
759 * amount, and then the hardware does the multiplication and shift. The
760 * hardware and driver also use the "round-down" optimization as described in
761 * http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
762 * The hardware further assumes the multiplier is between 2^31 and 2^32, so the
763 * high bit is implicitly set to 1 even though it is set to 0 by the driver --
764 * presumably this simplifies the hardware multiplier a little. The hardware
765 * first multiplies linear_id by the multiplier and takes the high 32 bits,
766 * then applies the round-down correction if extra_flags = 1, then finally
767 * shifts right by the shift field.
768 *
769 * There are some differences between ridiculousfish's algorithm and the Mali
770 * hardware algorithm, which means that the reference code from ridiculousfish
771 * doesn't always produce the right constants. Mali does not use the pre-shift
772 * optimization, since that would make a hardware implementation slower (it
773 * would have to always do the pre-shift, multiply, and post-shift operations).
774 * It also forces the multplier to be at least 2^31, which means that the
775 * exponent is entirely fixed, so there is no trial-and-error. Altogether,
776 * given the divisor d, the algorithm the driver must follow is:
777 *
778 * 1. Set shift = floor(log2(d)).
779 * 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
780 * 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
781 * magic_divisor = m - 1 and extra_flags = 1.
782 * 4. Otherwise, set magic_divisor = m and extra_flags = 0.
783 */
784
785 enum mali_attr_mode {
786 MALI_ATTR_UNUSED = 0,
787 MALI_ATTR_LINEAR = 1,
788 MALI_ATTR_POT_DIVIDE = 2,
789 MALI_ATTR_MODULO = 3,
790 MALI_ATTR_NPOT_DIVIDE = 4,
791 };
792
793 /* This magic "pseudo-address" is used as `elements` to implement
794 * gl_PointCoord. When read from a fragment shader, it generates a point
795 * coordinate per the OpenGL ES 2.0 specification. Flipped coordinate spaces
796 * require an affine transformation in the shader. */
797
798 #define MALI_VARYING_POINT_COORD (0x60)
799
800 union mali_attr {
801 /* This is used for actual attributes. */
802 struct {
803 /* The bottom 3 bits are the mode */
804 mali_ptr elements : 64 - 8;
805 u32 shift : 5;
806 u32 extra_flags : 3;
807 u32 stride;
808 u32 size;
809 };
810 /* The entry after an NPOT_DIVIDE entry has this format. It stores
811 * extra information that wouldn't fit in a normal entry.
812 */
813 struct {
814 u32 unk; /* = 0x20 */
815 u32 magic_divisor;
816 u32 zero;
817 /* This is the original, GL-level divisor. */
818 u32 divisor;
819 };
820 } __attribute__((packed));
821
822 struct mali_attr_meta {
823 /* Vertex buffer index */
824 u8 index;
825
826 unsigned unknown1 : 2;
827 unsigned swizzle : 12;
828 enum mali_format format : 8;
829
830 /* Always observed to be zero at the moment */
831 unsigned unknown3 : 2;
832
833 /* When packing multiple attributes in a buffer, offset addresses by
834 * this value. Obscurely, this is signed. */
835 int32_t src_offset;
836 } __attribute__((packed));
837
838 enum mali_fbd_type {
839 MALI_SFBD = 0,
840 MALI_MFBD = 1,
841 };
842
843 #define FBD_TYPE (1)
844 #define FBD_MASK (~0x3f)
845
846 struct mali_uniform_buffer_meta {
847 /* This is actually the size minus 1 (MALI_POSITIVE), in units of 16
848 * bytes. This gives a maximum of 2^14 bytes, which just so happens to
849 * be the GL minimum-maximum for GL_MAX_UNIFORM_BLOCK_SIZE.
850 */
851 u64 size : 10;
852
853 /* This is missing the bottom 2 bits and top 8 bits. The top 8 bits
854 * should be 0 for userspace pointers, according to
855 * https://lwn.net/Articles/718895/. By reusing these bits, we can make
856 * each entry in the table only 64 bits.
857 */
858 mali_ptr ptr : 64 - 10;
859 };
860
861 /* On Bifrost, these fields are the same between the vertex and tiler payloads.
862 * They also seem to be the same between Bifrost and Midgard. They're shared in
863 * fused payloads.
864 */
865
866 /* Applies to unknown_draw */
867
868 #define MALI_DRAW_INDEXED_UINT8 (0x10)
869 #define MALI_DRAW_INDEXED_UINT16 (0x20)
870 #define MALI_DRAW_INDEXED_UINT32 (0x30)
871 #define MALI_DRAW_VARYING_SIZE (0x100)
872 #define MALI_DRAW_PRIMITIVE_RESTART_FIXED_INDEX (0x10000)
873
874 struct mali_vertex_tiler_prefix {
875 /* This is a dynamic bitfield containing the following things in this order:
876 *
877 * - gl_WorkGroupSize.x
878 * - gl_WorkGroupSize.y
879 * - gl_WorkGroupSize.z
880 * - gl_NumWorkGroups.x
881 * - gl_NumWorkGroups.y
882 * - gl_NumWorkGroups.z
883 *
884 * The number of bits allocated for each number is based on the *_shift
885 * fields below. For example, workgroups_y_shift gives the bit that
886 * gl_NumWorkGroups.y starts at, and workgroups_z_shift gives the bit
887 * that gl_NumWorkGroups.z starts at (and therefore one after the bit
888 * that gl_NumWorkGroups.y ends at). The actual value for each gl_*
889 * value is one more than the stored value, since if any of the values
890 * are zero, then there would be no invocations (and hence no job). If
891 * there were 0 bits allocated to a given field, then it must be zero,
892 * and hence the real value is one.
893 *
894 * Vertex jobs reuse the same job dispatch mechanism as compute jobs,
895 * effectively doing glDispatchCompute(1, vertex_count, instance_count)
896 * where vertex count is the number of vertices.
897 */
898 u32 invocation_count;
899
900 u32 size_y_shift : 5;
901 u32 size_z_shift : 5;
902 u32 workgroups_x_shift : 6;
903 u32 workgroups_y_shift : 6;
904 u32 workgroups_z_shift : 6;
905 /* This is max(workgroups_x_shift, 2) in all the cases I've seen. */
906 u32 workgroups_x_shift_2 : 4;
907
908 u32 draw_mode : 4;
909 u32 unknown_draw : 22;
910
911 /* This is the the same as workgroups_x_shift_2 in compute shaders, but
912 * always 5 for vertex jobs and 6 for tiler jobs. I suspect this has
913 * something to do with how many quads get put in the same execution
914 * engine, which is a balance (you don't want to starve the engine, but
915 * you also want to distribute work evenly).
916 */
917 u32 workgroups_x_shift_3 : 6;
918
919
920 /* Negative of draw_start for TILER jobs from what I've seen */
921 int32_t negative_start;
922 u32 zero1;
923
924 /* Like many other strictly nonzero quantities, index_count is
925 * subtracted by one. For an indexed cube, this is equal to 35 = 6
926 * faces * 2 triangles/per face * 3 vertices/per triangle - 1. That is,
927 * for an indexed draw, index_count is the number of actual vertices
928 * rendered whereas invocation_count is the number of unique vertices
929 * rendered (the number of times the vertex shader must be invoked).
930 * For non-indexed draws, this is just equal to invocation_count. */
931
932 u32 index_count;
933
934 /* No hidden structure; literally just a pointer to an array of uint
935 * indices (width depends on flags). Thanks, guys, for not making my
936 * life insane for once! NULL for non-indexed draws. */
937
938 u64 indices;
939 } __attribute__((packed));
940
941 /* Point size / line width can either be specified as a 32-bit float (for
942 * constant size) or as a [machine word size]-bit GPU pointer (for varying size). If a pointer
943 * is selected, by setting the appropriate MALI_DRAW_VARYING_SIZE bit in the tiler
944 * payload, the contents of varying_pointer will be intepreted as an array of
945 * fp16 sizes, one for each vertex. gl_PointSize is therefore implemented by
946 * creating a special MALI_R16F varying writing to varying_pointer. */
947
948 union midgard_primitive_size {
949 float constant;
950 u64 pointer;
951 };
952
953 struct bifrost_vertex_only {
954 u32 unk2; /* =0x2 */
955
956 u32 zero0;
957
958 u64 zero1;
959 } __attribute__((packed));
960
961 struct bifrost_tiler_heap_meta {
962 u32 zero;
963 u32 heap_size;
964 /* note: these are just guesses! */
965 mali_ptr tiler_heap_start;
966 mali_ptr tiler_heap_free;
967 mali_ptr tiler_heap_end;
968
969 /* hierarchy weights? but they're still 0 after the job has run... */
970 u32 zeros[12];
971 } __attribute__((packed));
972
973 struct bifrost_tiler_meta {
974 u64 zero0;
975 u16 hierarchy_mask;
976 u16 flags;
977 u16 width;
978 u16 height;
979 u64 zero1;
980 mali_ptr tiler_heap_meta;
981 /* TODO what is this used for? */
982 u64 zeros[20];
983 } __attribute__((packed));
984
985 struct bifrost_tiler_only {
986 /* 0x20 */
987 union midgard_primitive_size primitive_size;
988
989 mali_ptr tiler_meta;
990
991 u64 zero1, zero2, zero3, zero4, zero5, zero6;
992
993 u32 gl_enables;
994 u32 zero7;
995 u64 zero8;
996 } __attribute__((packed));
997
998 struct bifrost_scratchpad {
999 u32 zero;
1000 u32 flags; // = 0x1f
1001 /* This is a pointer to a CPU-inaccessible buffer, 16 pages, allocated
1002 * during startup. It seems to serve the same purpose as the
1003 * gpu_scratchpad in the SFBD for Midgard, although it's slightly
1004 * larger.
1005 */
1006 mali_ptr gpu_scratchpad;
1007 } __attribute__((packed));
1008
1009 struct mali_vertex_tiler_postfix {
1010 /* Zero for vertex jobs. Pointer to the position (gl_Position) varying
1011 * output from the vertex shader for tiler jobs.
1012 */
1013
1014 u64 position_varying;
1015
1016 /* An array of mali_uniform_buffer_meta's. The size is given by the
1017 * shader_meta.
1018 */
1019 u64 uniform_buffers;
1020
1021 /* This is a pointer to an array of pointers to the texture
1022 * descriptors, number of pointers bounded by number of textures. The
1023 * indirection is needed to accomodate varying numbers and sizes of
1024 * texture descriptors */
1025 u64 texture_trampoline;
1026
1027 /* For OpenGL, from what I've seen, this is intimately connected to
1028 * texture_meta. cwabbott says this is not the case under Vulkan, hence
1029 * why this field is seperate (Midgard is Vulkan capable). Pointer to
1030 * array of sampler descriptors (which are uniform in size) */
1031 u64 sampler_descriptor;
1032
1033 u64 uniforms;
1034 u8 flags : 4;
1035 u64 _shader_upper : MALI_SHORT_PTR_BITS - 4; /* struct shader_meta */
1036 u64 attributes; /* struct attribute_buffer[] */
1037 u64 attribute_meta; /* attribute_meta[] */
1038 u64 varyings; /* struct attr */
1039 u64 varying_meta; /* pointer */
1040 u64 viewport;
1041 u64 occlusion_counter; /* A single bit as far as I can tell */
1042
1043 /* Note: on Bifrost, this isn't actually the FBD. It points to
1044 * bifrost_scratchpad instead. However, it does point to the same thing
1045 * in vertex and tiler jobs.
1046 */
1047 mali_ptr framebuffer;
1048 } __attribute__((packed));
1049
1050 struct midgard_payload_vertex_tiler {
1051 struct mali_vertex_tiler_prefix prefix;
1052
1053 u16 gl_enables; // 0x5
1054
1055 /* Both zero for non-instanced draws. For instanced draws, a
1056 * decomposition of padded_num_vertices. See the comments about the
1057 * corresponding fields in mali_attr for context. */
1058
1059 unsigned instance_shift : 5;
1060 unsigned instance_odd : 3;
1061
1062 u8 zero4;
1063
1064 /* Offset for first vertex in buffer */
1065 u32 draw_start;
1066
1067 u64 zero5;
1068
1069 struct mali_vertex_tiler_postfix postfix;
1070
1071 union midgard_primitive_size primitive_size;
1072 } __attribute__((packed));
1073
1074 struct bifrost_payload_vertex {
1075 struct mali_vertex_tiler_prefix prefix;
1076 struct bifrost_vertex_only vertex;
1077 struct mali_vertex_tiler_postfix postfix;
1078 } __attribute__((packed));
1079
1080 struct bifrost_payload_tiler {
1081 struct mali_vertex_tiler_prefix prefix;
1082 struct bifrost_tiler_only tiler;
1083 struct mali_vertex_tiler_postfix postfix;
1084 } __attribute__((packed));
1085
1086 struct bifrost_payload_fused {
1087 struct mali_vertex_tiler_prefix prefix;
1088 struct bifrost_tiler_only tiler;
1089 struct mali_vertex_tiler_postfix tiler_postfix;
1090 u64 padding; /* zero */
1091 struct bifrost_vertex_only vertex;
1092 struct mali_vertex_tiler_postfix vertex_postfix;
1093 } __attribute__((packed));
1094
1095 /* Purposeful off-by-one in width, height fields. For example, a (64, 64)
1096 * texture is stored as (63, 63) in these fields. This adjusts for that.
1097 * There's an identical pattern in the framebuffer descriptor. Even vertex
1098 * count fields work this way, hence the generic name -- integral fields that
1099 * are strictly positive generally need this adjustment. */
1100
1101 #define MALI_POSITIVE(dim) (dim - 1)
1102
1103 /* Opposite of MALI_POSITIVE, found in the depth_units field */
1104
1105 #define MALI_NEGATIVE(dim) (dim + 1)
1106
1107 /* Used with wrapping. Incomplete (this is a 4-bit field...) */
1108
1109 enum mali_wrap_mode {
1110 MALI_WRAP_REPEAT = 0x8,
1111 MALI_WRAP_CLAMP_TO_EDGE = 0x9,
1112 MALI_WRAP_CLAMP_TO_BORDER = 0xB,
1113 MALI_WRAP_MIRRORED_REPEAT = 0xC
1114 };
1115
1116 /* Shared across both command stream and Midgard, and even with Bifrost */
1117
1118 enum mali_texture_type {
1119 MALI_TEX_CUBE = 0x0,
1120 MALI_TEX_1D = 0x1,
1121 MALI_TEX_2D = 0x2,
1122 MALI_TEX_3D = 0x3
1123 };
1124
1125 /* 8192x8192 */
1126 #define MAX_MIP_LEVELS (13)
1127
1128 /* Cubemap bloats everything up */
1129 #define MAX_CUBE_FACES (6)
1130
1131 /* For each pointer, there is an address and optionally also a stride */
1132 #define MAX_ELEMENTS (2)
1133
1134 /* Corresponds to the type passed to glTexImage2D and so forth */
1135
1136 /* Flags for usage2 */
1137 #define MALI_TEX_MANUAL_STRIDE (0x20)
1138
1139 struct mali_texture_format {
1140 unsigned swizzle : 12;
1141 enum mali_format format : 8;
1142
1143 unsigned srgb : 1;
1144 unsigned unknown1 : 1;
1145
1146 enum mali_texture_type type : 2;
1147
1148 unsigned usage2 : 8;
1149 } __attribute__((packed));
1150
1151 struct mali_texture_descriptor {
1152 uint16_t width;
1153 uint16_t height;
1154 uint16_t depth;
1155 uint16_t array_size;
1156
1157 struct mali_texture_format format;
1158
1159 uint16_t unknown3;
1160
1161 /* One for non-mipmapped, zero for mipmapped */
1162 uint8_t unknown3A;
1163
1164 /* Zero for non-mipmapped, (number of levels - 1) for mipmapped */
1165 uint8_t nr_mipmap_levels;
1166
1167 /* Swizzling is a single 32-bit word, broken up here for convenience.
1168 * Here, swizzling refers to the ES 3.0 texture parameters for channel
1169 * level swizzling, not the internal pixel-level swizzling which is
1170 * below OpenGL's reach */
1171
1172 unsigned swizzle : 12;
1173 unsigned swizzle_zero : 20;
1174
1175 uint32_t unknown5;
1176 uint32_t unknown6;
1177 uint32_t unknown7;
1178
1179 mali_ptr payload[MAX_MIP_LEVELS * MAX_CUBE_FACES * MAX_ELEMENTS];
1180 } __attribute__((packed));
1181
1182 /* Used as part of filter_mode */
1183
1184 #define MALI_LINEAR 0
1185 #define MALI_NEAREST 1
1186 #define MALI_MIP_LINEAR (0x18)
1187
1188 /* Used to construct low bits of filter_mode */
1189
1190 #define MALI_TEX_MAG(mode) (((mode) & 1) << 0)
1191 #define MALI_TEX_MIN(mode) (((mode) & 1) << 1)
1192
1193 #define MALI_TEX_MAG_MASK (1)
1194 #define MALI_TEX_MIN_MASK (2)
1195
1196 #define MALI_FILTER_NAME(filter) (filter ? "MALI_NEAREST" : "MALI_LINEAR")
1197
1198 /* Used for lod encoding. Thanks @urjaman for pointing out these routines can
1199 * be cleaned up a lot. */
1200
1201 #define DECODE_FIXED_16(x) ((float) (x / 256.0))
1202
1203 static inline uint16_t
1204 FIXED_16(float x)
1205 {
1206 /* Clamp inputs, accounting for float error */
1207 float max_lod = (32.0 - (1.0 / 512.0));
1208
1209 x = ((x > max_lod) ? max_lod : ((x < 0.0) ? 0.0 : x));
1210
1211 return (int) (x * 256.0);
1212 }
1213
1214 struct mali_sampler_descriptor {
1215 uint32_t filter_mode;
1216
1217 /* Fixed point. Upper 8-bits is before the decimal point, although it
1218 * caps [0-31]. Lower 8-bits is after the decimal point: int(round(x *
1219 * 256)) */
1220
1221 uint16_t min_lod;
1222 uint16_t max_lod;
1223
1224 /* All one word in reality, but packed a bit */
1225
1226 enum mali_wrap_mode wrap_s : 4;
1227 enum mali_wrap_mode wrap_t : 4;
1228 enum mali_wrap_mode wrap_r : 4;
1229 enum mali_alt_func compare_func : 3;
1230
1231 /* No effect on 2D textures. For cubemaps, set for ES3 and clear for
1232 * ES2, controlling seamless cubemapping */
1233 unsigned seamless_cube_map : 1;
1234
1235 unsigned zero : 16;
1236
1237 uint32_t zero2;
1238 float border_color[4];
1239 } __attribute__((packed));
1240
1241 /* viewport0/viewport1 form the arguments to glViewport. viewport1 is
1242 * modified by MALI_POSITIVE; viewport0 is as-is.
1243 */
1244
1245 struct mali_viewport {
1246 /* XY clipping planes */
1247 float clip_minx;
1248 float clip_miny;
1249 float clip_maxx;
1250 float clip_maxy;
1251
1252 /* Depth clipping planes */
1253 float clip_minz;
1254 float clip_maxz;
1255
1256 u16 viewport0[2];
1257 u16 viewport1[2];
1258 } __attribute__((packed));
1259
1260 /* From presentations, 16x16 tiles externally. Use shift for fast computation
1261 * of tile numbers. */
1262
1263 #define MALI_TILE_SHIFT 4
1264 #define MALI_TILE_LENGTH (1 << MALI_TILE_SHIFT)
1265
1266 /* Tile coordinates are stored as a compact u32, as only 12 bits are needed to
1267 * each component. Notice that this provides a theoretical upper bound of (1 <<
1268 * 12) = 4096 tiles in each direction, addressing a maximum framebuffer of size
1269 * 65536x65536. Multiplying that together, times another four given that Mali
1270 * framebuffers are 32-bit ARGB8888, means that this upper bound would take 16
1271 * gigabytes of RAM just to store the uncompressed framebuffer itself, let
1272 * alone rendering in real-time to such a buffer.
1273 *
1274 * Nice job, guys.*/
1275
1276 /* From mali_kbase_10969_workaround.c */
1277 #define MALI_X_COORD_MASK 0x00000FFF
1278 #define MALI_Y_COORD_MASK 0x0FFF0000
1279
1280 /* Extract parts of a tile coordinate */
1281
1282 #define MALI_TILE_COORD_X(coord) ((coord) & MALI_X_COORD_MASK)
1283 #define MALI_TILE_COORD_Y(coord) (((coord) & MALI_Y_COORD_MASK) >> 16)
1284 #define MALI_TILE_COORD_FLAGS(coord) ((coord) & ~(MALI_X_COORD_MASK | MALI_Y_COORD_MASK))
1285
1286 /* No known flags yet, but just in case...? */
1287
1288 #define MALI_TILE_NO_FLAG (0)
1289
1290 /* Helpers to generate tile coordinates based on the boundary coordinates in
1291 * screen space. So, with the bounds (0, 0) to (128, 128) for the screen, these
1292 * functions would convert it to the bounding tiles (0, 0) to (7, 7).
1293 * Intentional "off-by-one"; finding the tile number is a form of fencepost
1294 * problem. */
1295
1296 #define MALI_MAKE_TILE_COORDS(X, Y) ((X) | ((Y) << 16))
1297 #define MALI_BOUND_TO_TILE(B, bias) ((B - bias) >> MALI_TILE_SHIFT)
1298 #define MALI_COORDINATE_TO_TILE(W, H, bias) MALI_MAKE_TILE_COORDS(MALI_BOUND_TO_TILE(W, bias), MALI_BOUND_TO_TILE(H, bias))
1299 #define MALI_COORDINATE_TO_TILE_MIN(W, H) MALI_COORDINATE_TO_TILE(W, H, 0)
1300 #define MALI_COORDINATE_TO_TILE_MAX(W, H) MALI_COORDINATE_TO_TILE(W, H, 1)
1301
1302 struct mali_payload_fragment {
1303 u32 min_tile_coord;
1304 u32 max_tile_coord;
1305 mali_ptr framebuffer;
1306 } __attribute__((packed));
1307
1308 /* Single Framebuffer Descriptor */
1309
1310 /* Flags apply to format. With just MSAA_A and MSAA_B, the framebuffer is
1311 * configured for 4x. With MSAA_8, it is configured for 8x. */
1312
1313 #define MALI_FRAMEBUFFER_MSAA_8 (1 << 3)
1314 #define MALI_FRAMEBUFFER_MSAA_A (1 << 4)
1315 #define MALI_FRAMEBUFFER_MSAA_B (1 << 23)
1316
1317 /* Fast/slow based on whether all three buffers are cleared at once */
1318
1319 #define MALI_CLEAR_FAST (1 << 18)
1320 #define MALI_CLEAR_SLOW (1 << 28)
1321 #define MALI_CLEAR_SLOW_STENCIL (1 << 31)
1322
1323 /* Configures hierarchical tiling on Midgard for both SFBD/MFBD (embedded
1324 * within the larget framebuffer descriptor). Analogous to
1325 * bifrost_tiler_heap_meta and bifrost_tiler_meta*/
1326
1327 struct midgard_tiler_descriptor {
1328 /* Size of the entire polygon list; see pan_tiler.c for the
1329 * computation. It's based on hierarchical tiling */
1330
1331 u32 polygon_list_size;
1332
1333 /* Name known from the replay workaround in the kernel. What exactly is
1334 * flagged here is less known. We do that (tiler_hierarchy_mask & 0x1ff)
1335 * specifies a mask of hierarchy weights, which explains some of the
1336 * performance mysteries around setting it. We also see the bottom bit
1337 * of tiler_flags set in the kernel, but no comment why. */
1338
1339 u16 hierarchy_mask;
1340 u16 flags;
1341
1342 /* See mali_tiler.c for an explanation */
1343 mali_ptr polygon_list;
1344 mali_ptr polygon_list_body;
1345
1346 /* Names based on we see symmetry with replay jobs which name these
1347 * explicitly */
1348
1349 mali_ptr heap_start; /* tiler heap_free_address */
1350 mali_ptr heap_end;
1351
1352 /* Hierarchy weights. We know these are weights based on the kernel,
1353 * but I've never seen them be anything other than zero */
1354 u32 weights[8];
1355 };
1356
1357 struct mali_single_framebuffer {
1358 u32 unknown1;
1359 u32 unknown2;
1360 u64 unknown_address_0;
1361 u64 zero1;
1362 u64 zero0;
1363
1364 /* Exact format is ironically not known, since EGL is finnicky with the
1365 * blob. MSAA, colourspace, etc are configured here. */
1366
1367 u32 format;
1368
1369 u32 clear_flags;
1370 u32 zero2;
1371
1372 /* Purposeful off-by-one in these fields should be accounted for by the
1373 * MALI_DIMENSION macro */
1374
1375 u16 width;
1376 u16 height;
1377
1378 u32 zero3[8];
1379
1380 /* By default, the framebuffer is upside down from OpenGL's
1381 * perspective. Set framebuffer to the end and negate the stride to
1382 * flip in the Y direction */
1383
1384 mali_ptr framebuffer;
1385 int32_t stride;
1386
1387 u32 zero4;
1388
1389 /* Depth and stencil buffers are interleaved, it appears, as they are
1390 * set to the same address in captures. Both fields set to zero if the
1391 * buffer is not being cleared. Depending on GL_ENABLE magic, you might
1392 * get a zero enable despite the buffer being present; that still is
1393 * disabled. */
1394
1395 mali_ptr depth_buffer; // not SAME_VA
1396 u64 depth_buffer_enable;
1397
1398 mali_ptr stencil_buffer; // not SAME_VA
1399 u64 stencil_buffer_enable;
1400
1401 u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1402 u32 clear_color_2; // always equal, but unclear function?
1403 u32 clear_color_3; // always equal, but unclear function?
1404 u32 clear_color_4; // always equal, but unclear function?
1405
1406 /* Set to zero if not cleared */
1407
1408 float clear_depth_1; // float32, ditto
1409 float clear_depth_2; // float32, ditto
1410 float clear_depth_3; // float32, ditto
1411 float clear_depth_4; // float32, ditto
1412
1413 u32 clear_stencil; // Exactly as it appears in OpenGL
1414
1415 u32 zero6[7];
1416
1417 struct midgard_tiler_descriptor tiler;
1418
1419 /* More below this, maybe */
1420 } __attribute__((packed));
1421
1422 /* On Midgard, this "framebuffer descriptor" is used for the framebuffer field
1423 * of compute jobs. Superficially resembles a single framebuffer descriptor */
1424
1425 struct mali_compute_fbd {
1426 u32 unknown1[16];
1427 } __attribute__((packed));
1428
1429 /* Format bits for the render target flags */
1430
1431 #define MALI_MFBD_FORMAT_MSAA (1 << 1)
1432 #define MALI_MFBD_FORMAT_SRGB (1 << 2)
1433
1434 enum mali_mfbd_block_format {
1435 MALI_MFBD_BLOCK_TILED = 0x0,
1436 MALI_MFBD_BLOCK_UNKNOWN = 0x1,
1437 MALI_MFBD_BLOCK_LINEAR = 0x2,
1438 MALI_MFBD_BLOCK_AFBC = 0x3,
1439 };
1440
1441 struct mali_rt_format {
1442 unsigned unk1 : 32;
1443 unsigned unk2 : 3;
1444
1445 unsigned nr_channels : 2; /* MALI_POSITIVE */
1446
1447 unsigned unk3 : 5;
1448 enum mali_mfbd_block_format block : 2;
1449 unsigned flags : 4;
1450
1451 unsigned swizzle : 12;
1452
1453 unsigned unk4 : 4;
1454 } __attribute__((packed));
1455
1456 struct bifrost_render_target {
1457 struct mali_rt_format format;
1458
1459 u64 zero1;
1460
1461 union {
1462 struct {
1463 /* Stuff related to ARM Framebuffer Compression. When AFBC is enabled,
1464 * there is an extra metadata buffer that contains 16 bytes per tile.
1465 * The framebuffer needs to be the same size as before, since we don't
1466 * know ahead of time how much space it will take up. The
1467 * framebuffer_stride is set to 0, since the data isn't stored linearly
1468 * anymore.
1469 */
1470
1471 mali_ptr metadata;
1472 u32 stride; // stride in units of tiles
1473 u32 unk; // = 0x20000
1474 } afbc;
1475
1476 struct {
1477 /* Heck if I know */
1478 u64 unk;
1479 mali_ptr pointer;
1480 } chunknown;
1481 };
1482
1483 mali_ptr framebuffer;
1484
1485 u32 zero2 : 4;
1486 u32 framebuffer_stride : 28; // in units of bytes
1487 u32 zero3;
1488
1489 u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1490 u32 clear_color_2; // always equal, but unclear function?
1491 u32 clear_color_3; // always equal, but unclear function?
1492 u32 clear_color_4; // always equal, but unclear function?
1493 } __attribute__((packed));
1494
1495 /* An optional part of bifrost_framebuffer. It comes between the main structure
1496 * and the array of render targets. It must be included if any of these are
1497 * enabled:
1498 *
1499 * - Transaction Elimination
1500 * - Depth/stencil
1501 * - TODO: Anything else?
1502 */
1503
1504 /* Flags field: note, these are guesses */
1505
1506 #define MALI_EXTRA_PRESENT (0x400)
1507 #define MALI_EXTRA_AFBC (0x20)
1508 #define MALI_EXTRA_AFBC_ZS (0x10)
1509 #define MALI_EXTRA_ZS (0x4)
1510
1511 struct bifrost_fb_extra {
1512 mali_ptr checksum;
1513 /* Each tile has an 8 byte checksum, so the stride is "width in tiles * 8" */
1514 u32 checksum_stride;
1515
1516 u32 flags;
1517
1518 union {
1519 /* Note: AFBC is only allowed for 24/8 combined depth/stencil. */
1520 struct {
1521 mali_ptr depth_stencil_afbc_metadata;
1522 u32 depth_stencil_afbc_stride; // in units of tiles
1523 u32 zero1;
1524
1525 mali_ptr depth_stencil;
1526
1527 u64 padding;
1528 } ds_afbc;
1529
1530 struct {
1531 /* Depth becomes depth/stencil in case of combined D/S */
1532 mali_ptr depth;
1533 u32 depth_stride_zero : 4;
1534 u32 depth_stride : 28;
1535 u32 zero1;
1536
1537 mali_ptr stencil;
1538 u32 stencil_stride_zero : 4;
1539 u32 stencil_stride : 28;
1540 u32 zero2;
1541 } ds_linear;
1542 };
1543
1544
1545 u64 zero3, zero4;
1546 } __attribute__((packed));
1547
1548 /* Flags for mfbd_flags */
1549
1550 /* Enables writing depth results back to main memory (rather than keeping them
1551 * on-chip in the tile buffer and then discarding) */
1552
1553 #define MALI_MFBD_DEPTH_WRITE (1 << 10)
1554
1555 /* The MFBD contains the extra bifrost_fb_extra section */
1556
1557 #define MALI_MFBD_EXTRA (1 << 13)
1558
1559 struct bifrost_framebuffer {
1560 u32 unk0; // = 0x10
1561
1562 u32 unknown2; // = 0x1f, same as SFBD
1563 mali_ptr scratchpad;
1564
1565 /* 0x10 */
1566 mali_ptr sample_locations;
1567 mali_ptr unknown1;
1568 /* 0x20 */
1569 u16 width1, height1;
1570 u32 zero3;
1571 u16 width2, height2;
1572 u32 unk1 : 19; // = 0x01000
1573 u32 rt_count_1 : 2; // off-by-one (use MALI_POSITIVE)
1574 u32 unk2 : 3; // = 0
1575 u32 rt_count_2 : 3; // no off-by-one
1576 u32 zero4 : 5;
1577 /* 0x30 */
1578 u32 clear_stencil : 8;
1579 u32 mfbd_flags : 24; // = 0x100
1580 float clear_depth;
1581
1582 struct midgard_tiler_descriptor tiler;
1583
1584 /* optional: struct bifrost_fb_extra extra */
1585 /* struct bifrost_render_target rts[] */
1586 } __attribute__((packed));
1587
1588 #endif /* __PANFROST_JOB_H__ */