/* * Copyright (c) 2014-2015 Etnaviv Project * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sub license, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * Authors: * Wladimir J. van der Laan <laanwj@gmail.com> */ #include "etnaviv_emit.h" #include "etnaviv_blend.h" #include "etnaviv_compiler.h" #include "etnaviv_context.h" #include "etnaviv_rasterizer.h" #include "etnaviv_resource.h" #include "etnaviv_rs.h" #include "etnaviv_screen.h" #include "etnaviv_shader.h" #include "etnaviv_texture.h" #include "etnaviv_translate.h" #include "etnaviv_uniforms.h" #include "etnaviv_util.h" #include "etnaviv_zsa.h" #include "hw/common.xml.h" #include "hw/state.xml.h" #include "hw/state_blt.xml.h" #include "util/u_math.h" /* Queue a STALL command (queues 2 words) */ static inline void CMD_STALL(struct etna_cmd_stream *stream, uint32_t from, uint32_t to) { etna_cmd_stream_emit(stream, VIV_FE_STALL_HEADER_OP_STALL); etna_cmd_stream_emit(stream, VIV_FE_STALL_TOKEN_FROM(from) | VIV_FE_STALL_TOKEN_TO(to)); } void etna_stall(struct etna_cmd_stream *stream, uint32_t from, uint32_t to) { bool blt = (from == SYNC_RECIPIENT_BLT) || (to == SYNC_RECIPIENT_BLT); etna_cmd_stream_reserve(stream, blt ? 8 : 4); if (blt) { etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0); etna_cmd_stream_emit(stream, 1); } /* TODO: set bit 28/29 of token after BLT COPY_BUFFER */ etna_emit_load_state(stream, VIVS_GL_SEMAPHORE_TOKEN >> 2, 1, 0); etna_cmd_stream_emit(stream, VIVS_GL_SEMAPHORE_TOKEN_FROM(from) | VIVS_GL_SEMAPHORE_TOKEN_TO(to)); if (from == SYNC_RECIPIENT_FE) { /* if the frontend is to be stalled, queue a STALL frontend command */ CMD_STALL(stream, from, to); } else { /* otherwise, load the STALL token state */ etna_emit_load_state(stream, VIVS_GL_STALL_TOKEN >> 2, 1, 0); etna_cmd_stream_emit(stream, VIVS_GL_STALL_TOKEN_FROM(from) | VIVS_GL_STALL_TOKEN_TO(to)); } if (blt) { etna_emit_load_state(stream, VIVS_BLT_ENABLE >> 2, 1, 0); etna_cmd_stream_emit(stream, 0); } } #define EMIT_STATE(state_name, src_value) \ etna_coalsence_emit(stream, &coalesce, VIVS_##state_name, src_value) #define EMIT_STATE_FIXP(state_name, src_value) \ etna_coalsence_emit_fixp(stream, &coalesce, VIVS_##state_name, src_value) #define EMIT_STATE_RELOC(state_name, src_value) \ etna_coalsence_emit_reloc(stream, &coalesce, VIVS_##state_name, src_value) #define ETNA_3D_CONTEXT_SIZE (400) /* keep this number above "Total state updates (fixed)" from gen_weave_state tool */ static unsigned required_stream_size(struct etna_context *ctx) { unsigned size = ETNA_3D_CONTEXT_SIZE; /* stall + flush */ size += 2 + 4; /* vertex elements */ size += ctx->vertex_elements->num_elements + 1; /* uniforms - worst case (2 words per uniform load) */ size += ctx->shader.vs->uniforms.const_count * 2; size += ctx->shader.fs->uniforms.const_count * 2; /* shader */ size += ctx->shader_state.vs_inst_mem_size + 1; size += ctx->shader_state.ps_inst_mem_size + 1; /* DRAW_INDEXED_PRIMITIVES command */ size += 6; /* reserve for alignment etc. */ size += 64; return size; } /* Emit state that only exists on HALTI5+ */ static void emit_halti5_only_state(struct etna_context *ctx, int vs_output_count) { struct etna_cmd_stream *stream = ctx->stream; uint32_t dirty = ctx->dirty; struct etna_coalesce coalesce; etna_coalesce_start(stream, &coalesce); if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /* Magic states (load balancing, inter-unit sync, buffers) */ /*00870*/ EMIT_STATE(VS_HALTI5_OUTPUT_COUNT, vs_output_count | ((vs_output_count * 0x10) << 8)); /*008A0*/ EMIT_STATE(VS_HALTI5_UNK008A0, 0x0001000e | ((0x110/vs_output_count) << 20)); for (int x = 0; x < 4; ++x) { /*008E0*/ EMIT_STATE(VS_HALTI5_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]); } } if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { for (int x = 0; x < 4; ++x) { /*008C0*/ EMIT_STATE(VS_HALTI5_INPUT(x), ctx->shader_state.VS_INPUT[x]); } } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00A90*/ EMIT_STATE(PA_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS); /*00AA8*/ EMIT_STATE(PA_VS_OUTPUT_COUNT, vs_output_count); /*01080*/ EMIT_STATE(PS_VARYING_NUM_COMPONENTS(0), ctx->shader_state.GL_VARYING_NUM_COMPONENTS); /*03888*/ EMIT_STATE(GL_HALTI5_SH_SPECIALS, ctx->shader_state.GL_HALTI5_SH_SPECIALS); } etna_coalesce_end(stream, &coalesce); } /* Emit state that no longer exists on HALTI5 */ static void emit_pre_halti5_state(struct etna_context *ctx) { struct etna_cmd_stream *stream = ctx->stream; uint32_t dirty = ctx->dirty; struct etna_coalesce coalesce; etna_coalesce_start(stream, &coalesce); if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00800*/ EMIT_STATE(VS_END_PC, ctx->shader_state.VS_END_PC); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { for (int x = 0; x < 4; ++x) { /*00810*/ EMIT_STATE(VS_OUTPUT(x), ctx->shader_state.VS_OUTPUT[x]); } } if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { for (int x = 0; x < 4; ++x) { /*00820*/ EMIT_STATE(VS_INPUT(x), ctx->shader_state.VS_INPUT[x]); } } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00838*/ EMIT_STATE(VS_START_PC, ctx->shader_state.VS_START_PC); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { for (int x = 0; x < 10; ++x) { /*00A40*/ EMIT_STATE(PA_SHADER_ATTRIBUTES(x), ctx->shader_state.PA_SHADER_ATTRIBUTES[x]); } } if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { /*00E04*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E04, ctx->framebuffer.RA_MULTISAMPLE_UNK00E04); for (int x = 0; x < 4; ++x) { /*00E10*/ EMIT_STATE(RA_MULTISAMPLE_UNK00E10(x), ctx->framebuffer.RA_MULTISAMPLE_UNK00E10[x]); } for (int x = 0; x < 16; ++x) { /*00E40*/ EMIT_STATE(RA_CENTROID_TABLE(x), ctx->framebuffer.RA_CENTROID_TABLE[x]); } } if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { /*01000*/ EMIT_STATE(PS_END_PC, ctx->shader_state.PS_END_PC); } if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { /*01018*/ EMIT_STATE(PS_START_PC, ctx->shader_state.PS_START_PC); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*03820*/ EMIT_STATE(GL_VARYING_NUM_COMPONENTS, ctx->shader_state.GL_VARYING_NUM_COMPONENTS); for (int x = 0; x < 2; ++x) { /*03828*/ EMIT_STATE(GL_VARYING_COMPONENT_USE(x), ctx->shader_state.GL_VARYING_COMPONENT_USE[x]); } } etna_coalesce_end(stream, &coalesce); } /* Weave state before draw operation. This function merges all the compiled * state blocks under the context into one device register state. Parts of * this state that are changed since last call (dirty) will be uploaded as * state changes in the command buffer. */ void etna_emit_state(struct etna_context *ctx) { struct etna_cmd_stream *stream = ctx->stream; /* Pre-reserve the command buffer space which we are likely to need. * This must cover all the state emitted below, and the following * draw command. */ etna_cmd_stream_reserve(stream, required_stream_size(ctx)); uint32_t dirty = ctx->dirty; /* Pre-processing: see what caches we need to flush before making state changes. */ uint32_t to_flush = 0; if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { /* Need flush COLOR when changing PE.COLOR_FORMAT.OVERWRITE. */ #if 0 /* TODO*/ if ((ctx->gpu3d.PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE) != (etna_blend_state(ctx->blend)->PE_COLOR_FORMAT & VIVS_PE_COLOR_FORMAT_OVERWRITE)) #endif to_flush |= VIVS_GL_FLUSH_CACHE_COLOR; } if (unlikely(dirty & (ETNA_DIRTY_TEXTURE_CACHES))) to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE; if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) /* Framebuffer config changed? */ to_flush |= VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH; if (DBG_ENABLED(ETNA_DBG_CFLUSH_ALL)) to_flush |= VIVS_GL_FLUSH_CACHE_TEXTURE | VIVS_GL_FLUSH_CACHE_COLOR | VIVS_GL_FLUSH_CACHE_DEPTH; if (to_flush) { etna_set_state(stream, VIVS_GL_FLUSH_CACHE, to_flush); etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE); } /* Flush TS cache before changing TS configuration. */ if (unlikely(dirty & ETNA_DIRTY_TS)) { etna_set_state(stream, VIVS_TS_FLUSH_CACHE, VIVS_TS_FLUSH_CACHE_FLUSH); } /* If MULTI_SAMPLE_CONFIG.MSAA_SAMPLES changed, clobber affected shader * state to make sure it is always rewritten. */ if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { if ((ctx->gpu3d.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK) != (ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG & VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_SAMPLES__MASK)) { /* XXX what does the GPU set these states to on MSAA samples change? * Does it do the right thing? * (increase/decrease as necessary) or something else? Just set some * invalid value until we know for * sure. */ ctx->gpu3d.PS_INPUT_COUNT = 0xffffffff; ctx->gpu3d.PS_TEMP_REGISTER_CONTROL = 0xffffffff; } } /* Update vertex elements. This is different from any of the other states, in that * a) the number of vertex elements written matters: so write only active ones * b) the vertex element states must all be written: do not skip entries that stay the same */ if (dirty & (ETNA_DIRTY_VERTEX_ELEMENTS)) { if (ctx->specs.halti >= 5) { /*17800*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG0(0), ctx->vertex_elements->num_elements, ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG0); /*17A00*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_SCALE(0), ctx->vertex_elements->num_elements, ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE); /*17A80*/ etna_set_state_multi(stream, VIVS_NFE_GENERIC_ATTRIB_CONFIG1(0), ctx->vertex_elements->num_elements, ctx->vertex_elements->NFE_GENERIC_ATTRIB_CONFIG1); } else { /* Special case: vertex elements must always be sent in full if changed */ /*00600*/ etna_set_state_multi(stream, VIVS_FE_VERTEX_ELEMENT_CONFIG(0), ctx->vertex_elements->num_elements, ctx->vertex_elements->FE_VERTEX_ELEMENT_CONFIG); if (ctx->specs.halti >= 2) { /*00780*/ etna_set_state_multi(stream, VIVS_FE_GENERIC_ATTRIB_SCALE(0), ctx->vertex_elements->num_elements, ctx->vertex_elements->NFE_GENERIC_ATTRIB_SCALE); } } } unsigned vs_output_count = etna_rasterizer_state(ctx->rasterizer)->point_size_per_vertex ? ctx->shader_state.VS_OUTPUT_COUNT_PSIZE : ctx->shader_state.VS_OUTPUT_COUNT; /* The following code is originally generated by gen_merge_state.py, to * emit state in increasing order of address (this makes it possible to merge * consecutive register updates into one SET_STATE command) * * There have been some manual changes, where the weaving operation is not * simply bitwise or: * - scissor fixp * - num vertex elements * - scissor handling * - num samplers * - texture lod * - ETNA_DIRTY_TS * - removed ETNA_DIRTY_BASE_SETUP statements -- these are guaranteed to not * change anyway * - PS / framebuffer interaction for MSAA * - move update of GL_MULTI_SAMPLE_CONFIG first * - add unlikely()/likely() */ struct etna_coalesce coalesce; etna_coalesce_start(stream, &coalesce); /* begin only EMIT_STATE -- make sure no new etna_reserve calls are done here * directly * or indirectly */ /* multi sample config is set first, and outside of the normal sorting * order, as changing the multisample state clobbers PS.INPUT_COUNT (and * possibly PS.TEMP_REGISTER_CONTROL). */ if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_SAMPLE_MASK))) { uint32_t val = VIVS_GL_MULTI_SAMPLE_CONFIG_MSAA_ENABLES(ctx->sample_mask); val |= ctx->framebuffer.GL_MULTI_SAMPLE_CONFIG; /*03818*/ EMIT_STATE(GL_MULTI_SAMPLE_CONFIG, val); } if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) { /*00644*/ EMIT_STATE_RELOC(FE_INDEX_STREAM_BASE_ADDR, &ctx->index_buffer.FE_INDEX_STREAM_BASE_ADDR); /*00648*/ EMIT_STATE(FE_INDEX_STREAM_CONTROL, ctx->index_buffer.FE_INDEX_STREAM_CONTROL); } if (likely(dirty & (ETNA_DIRTY_INDEX_BUFFER))) { /*00674*/ EMIT_STATE(FE_PRIMITIVE_RESTART_INDEX, ctx->index_buffer.FE_PRIMITIVE_RESTART_INDEX); } if (likely(dirty & (ETNA_DIRTY_VERTEX_BUFFERS))) { if (ctx->specs.halti >= 2) { /* HALTI2+: NFE_VERTEX_STREAMS */ for (int x = 0; x < ctx->vertex_buffer.count; ++x) { /*14600*/ EMIT_STATE_RELOC(NFE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR); } for (int x = 0; x < ctx->vertex_buffer.count; ++x) { if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { /*14640*/ EMIT_STATE(NFE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL); } } for (int x = 0; x < ctx->vertex_buffer.count; ++x) { if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { /*14680*/ EMIT_STATE(NFE_VERTEX_STREAMS_UNK14680(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_UNK14680); } } } else if(ctx->specs.stream_count >= 1) { /* hw w/ multiple vertex streams */ for (int x = 0; x < ctx->vertex_buffer.count; ++x) { /*00680*/ EMIT_STATE_RELOC(FE_VERTEX_STREAMS_BASE_ADDR(x), &ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR); } for (int x = 0; x < ctx->vertex_buffer.count; ++x) { if (ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_BASE_ADDR.bo) { /*006A0*/ EMIT_STATE(FE_VERTEX_STREAMS_CONTROL(x), ctx->vertex_buffer.cvb[x].FE_VERTEX_STREAM_CONTROL); } } } else { /* hw w/ single vertex stream */ /*0064C*/ EMIT_STATE_RELOC(FE_VERTEX_STREAM_BASE_ADDR, &ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_BASE_ADDR); /*00650*/ EMIT_STATE(FE_VERTEX_STREAM_CONTROL, ctx->vertex_buffer.cvb[0].FE_VERTEX_STREAM_CONTROL); } } if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_RASTERIZER))) { /*00804*/ EMIT_STATE(VS_OUTPUT_COUNT, vs_output_count); } if (unlikely(dirty & (ETNA_DIRTY_VERTEX_ELEMENTS | ETNA_DIRTY_SHADER))) { /*00808*/ EMIT_STATE(VS_INPUT_COUNT, ctx->shader_state.VS_INPUT_COUNT); /*0080C*/ EMIT_STATE(VS_TEMP_REGISTER_CONTROL, ctx->shader_state.VS_TEMP_REGISTER_CONTROL); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00830*/ EMIT_STATE(VS_LOAD_BALANCING, ctx->shader_state.VS_LOAD_BALANCING); } if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) { /*00A00*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_X, ctx->viewport.PA_VIEWPORT_SCALE_X); /*00A04*/ EMIT_STATE_FIXP(PA_VIEWPORT_SCALE_Y, ctx->viewport.PA_VIEWPORT_SCALE_Y); /*00A08*/ EMIT_STATE(PA_VIEWPORT_SCALE_Z, ctx->viewport.PA_VIEWPORT_SCALE_Z); /*00A0C*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_X, ctx->viewport.PA_VIEWPORT_OFFSET_X); /*00A10*/ EMIT_STATE_FIXP(PA_VIEWPORT_OFFSET_Y, ctx->viewport.PA_VIEWPORT_OFFSET_Y); /*00A14*/ EMIT_STATE(PA_VIEWPORT_OFFSET_Z, ctx->viewport.PA_VIEWPORT_OFFSET_Z); } if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); /*00A18*/ EMIT_STATE(PA_LINE_WIDTH, rasterizer->PA_LINE_WIDTH); /*00A1C*/ EMIT_STATE(PA_POINT_SIZE, rasterizer->PA_POINT_SIZE); /*00A28*/ EMIT_STATE(PA_SYSTEM_MODE, rasterizer->PA_SYSTEM_MODE); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00A30*/ EMIT_STATE(PA_ATTRIBUTE_ELEMENT_COUNT, ctx->shader_state.PA_ATTRIBUTE_ELEMENT_COUNT); } if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_SHADER))) { uint32_t val = etna_rasterizer_state(ctx->rasterizer)->PA_CONFIG; /*00A34*/ EMIT_STATE(PA_CONFIG, val & ctx->shader_state.PA_CONFIG); } if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); /*00A38*/ EMIT_STATE(PA_WIDE_LINE_WIDTH0, rasterizer->PA_LINE_WIDTH); /*00A3C*/ EMIT_STATE(PA_WIDE_LINE_WIDTH1, rasterizer->PA_LINE_WIDTH); } if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) { /* this is a bit of a mess: rasterizer.scissor determines whether to use * only the framebuffer scissor, or specific scissor state, and the * viewport clips too so the logic spans four CSOs */ struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); uint32_t scissor_left = MAX2(ctx->framebuffer.SE_SCISSOR_LEFT, ctx->viewport.SE_SCISSOR_LEFT); uint32_t scissor_top = MAX2(ctx->framebuffer.SE_SCISSOR_TOP, ctx->viewport.SE_SCISSOR_TOP); uint32_t scissor_right = MIN2(ctx->framebuffer.SE_SCISSOR_RIGHT, ctx->viewport.SE_SCISSOR_RIGHT); uint32_t scissor_bottom = MIN2(ctx->framebuffer.SE_SCISSOR_BOTTOM, ctx->viewport.SE_SCISSOR_BOTTOM); if (rasterizer->scissor) { scissor_left = MAX2(ctx->scissor.SE_SCISSOR_LEFT, scissor_left); scissor_top = MAX2(ctx->scissor.SE_SCISSOR_TOP, scissor_top); scissor_right = MIN2(ctx->scissor.SE_SCISSOR_RIGHT, scissor_right); scissor_bottom = MIN2(ctx->scissor.SE_SCISSOR_BOTTOM, scissor_bottom); } /*00C00*/ EMIT_STATE_FIXP(SE_SCISSOR_LEFT, scissor_left); /*00C04*/ EMIT_STATE_FIXP(SE_SCISSOR_TOP, scissor_top); /*00C08*/ EMIT_STATE_FIXP(SE_SCISSOR_RIGHT, scissor_right); /*00C0C*/ EMIT_STATE_FIXP(SE_SCISSOR_BOTTOM, scissor_bottom); } if (unlikely(dirty & (ETNA_DIRTY_RASTERIZER))) { struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); /*00C10*/ EMIT_STATE(SE_DEPTH_SCALE, rasterizer->SE_DEPTH_SCALE); /*00C14*/ EMIT_STATE(SE_DEPTH_BIAS, rasterizer->SE_DEPTH_BIAS); /*00C18*/ EMIT_STATE(SE_CONFIG, rasterizer->SE_CONFIG); } if (unlikely(dirty & (ETNA_DIRTY_SCISSOR | ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_RASTERIZER | ETNA_DIRTY_VIEWPORT))) { struct etna_rasterizer_state *rasterizer = etna_rasterizer_state(ctx->rasterizer); uint32_t clip_right = MIN2(ctx->framebuffer.SE_CLIP_RIGHT, ctx->viewport.SE_CLIP_RIGHT); uint32_t clip_bottom = MIN2(ctx->framebuffer.SE_CLIP_BOTTOM, ctx->viewport.SE_CLIP_BOTTOM); if (rasterizer->scissor) { clip_right = MIN2(ctx->scissor.SE_CLIP_RIGHT, clip_right); clip_bottom = MIN2(ctx->scissor.SE_CLIP_BOTTOM, clip_bottom); } /*00C20*/ EMIT_STATE_FIXP(SE_CLIP_RIGHT, clip_right); /*00C24*/ EMIT_STATE_FIXP(SE_CLIP_BOTTOM, clip_bottom); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*00E00*/ EMIT_STATE(RA_CONTROL, ctx->shader_state.RA_CONTROL); } if (unlikely(dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_FRAMEBUFFER))) { /*01004*/ EMIT_STATE(PS_OUTPUT_REG, ctx->shader_state.PS_OUTPUT_REG); /*01008*/ EMIT_STATE(PS_INPUT_COUNT, ctx->framebuffer.msaa_mode ? ctx->shader_state.PS_INPUT_COUNT_MSAA : ctx->shader_state.PS_INPUT_COUNT); /*0100C*/ EMIT_STATE(PS_TEMP_REGISTER_CONTROL, ctx->framebuffer.msaa_mode ? ctx->shader_state.PS_TEMP_REGISTER_CONTROL_MSAA : ctx->shader_state.PS_TEMP_REGISTER_CONTROL); /*01010*/ EMIT_STATE(PS_CONTROL, ctx->shader_state.PS_CONTROL); } if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_FRAMEBUFFER))) { uint32_t val = etna_zsa_state(ctx->zsa)->PE_DEPTH_CONFIG; /*01400*/ EMIT_STATE(PE_DEPTH_CONFIG, val | ctx->framebuffer.PE_DEPTH_CONFIG); } if (unlikely(dirty & (ETNA_DIRTY_VIEWPORT))) { /*01404*/ EMIT_STATE(PE_DEPTH_NEAR, ctx->viewport.PE_DEPTH_NEAR); /*01408*/ EMIT_STATE(PE_DEPTH_FAR, ctx->viewport.PE_DEPTH_FAR); } if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { /*0140C*/ EMIT_STATE(PE_DEPTH_NORMALIZE, ctx->framebuffer.PE_DEPTH_NORMALIZE); if (ctx->specs.pixel_pipes == 1) { /*01410*/ EMIT_STATE_RELOC(PE_DEPTH_ADDR, &ctx->framebuffer.PE_DEPTH_ADDR); } /*01414*/ EMIT_STATE(PE_DEPTH_STRIDE, ctx->framebuffer.PE_DEPTH_STRIDE); } if (unlikely(dirty & (ETNA_DIRTY_ZSA))) { uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_OP; /*01418*/ EMIT_STATE(PE_STENCIL_OP, val); } if (unlikely(dirty & (ETNA_DIRTY_ZSA | ETNA_DIRTY_STENCIL_REF))) { uint32_t val = etna_zsa_state(ctx->zsa)->PE_STENCIL_CONFIG; /*0141C*/ EMIT_STATE(PE_STENCIL_CONFIG, val | ctx->stencil_ref.PE_STENCIL_CONFIG); } if (unlikely(dirty & (ETNA_DIRTY_ZSA))) { uint32_t val = etna_zsa_state(ctx->zsa)->PE_ALPHA_OP; /*01420*/ EMIT_STATE(PE_ALPHA_OP, val); } if (unlikely(dirty & (ETNA_DIRTY_BLEND_COLOR))) { /*01424*/ EMIT_STATE(PE_ALPHA_BLEND_COLOR, ctx->blend_color.PE_ALPHA_BLEND_COLOR); } if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { uint32_t val = etna_blend_state(ctx->blend)->PE_ALPHA_CONFIG; /*01428*/ EMIT_STATE(PE_ALPHA_CONFIG, val); } if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) { uint32_t val; /* Use the components and overwrite bits in framebuffer.PE_COLOR_FORMAT * as a mask to enable the bits from blend PE_COLOR_FORMAT */ val = ~(VIVS_PE_COLOR_FORMAT_COMPONENTS__MASK | VIVS_PE_COLOR_FORMAT_OVERWRITE); val |= etna_blend_state(ctx->blend)->PE_COLOR_FORMAT; val &= ctx->framebuffer.PE_COLOR_FORMAT; /*0142C*/ EMIT_STATE(PE_COLOR_FORMAT, val); } if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER))) { if (ctx->specs.pixel_pipes == 1) { /*01430*/ EMIT_STATE_RELOC(PE_COLOR_ADDR, &ctx->framebuffer.PE_COLOR_ADDR); /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE); /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL); } else if (ctx->specs.pixel_pipes == 2) { /*01434*/ EMIT_STATE(PE_COLOR_STRIDE, ctx->framebuffer.PE_COLOR_STRIDE); /*01454*/ EMIT_STATE(PE_HDEPTH_CONTROL, ctx->framebuffer.PE_HDEPTH_CONTROL); /*01460*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(0), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[0]); /*01464*/ EMIT_STATE_RELOC(PE_PIPE_COLOR_ADDR(1), &ctx->framebuffer.PE_PIPE_COLOR_ADDR[1]); /*01480*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(0), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[0]); /*01484*/ EMIT_STATE_RELOC(PE_PIPE_DEPTH_ADDR(1), &ctx->framebuffer.PE_PIPE_DEPTH_ADDR[1]); } else { abort(); } } if (unlikely(dirty & (ETNA_DIRTY_STENCIL_REF))) { /*014A0*/ EMIT_STATE(PE_STENCIL_CONFIG_EXT, ctx->stencil_ref.PE_STENCIL_CONFIG_EXT); } if (unlikely(dirty & (ETNA_DIRTY_BLEND | ETNA_DIRTY_FRAMEBUFFER))) { struct etna_blend_state *blend = etna_blend_state(ctx->blend); /*014A4*/ EMIT_STATE(PE_LOGIC_OP, blend->PE_LOGIC_OP | ctx->framebuffer.PE_LOGIC_OP); } if (unlikely(dirty & (ETNA_DIRTY_BLEND))) { struct etna_blend_state *blend = etna_blend_state(ctx->blend); for (int x = 0; x < 2; ++x) { /*014A8*/ EMIT_STATE(PE_DITHER(x), blend->PE_DITHER[x]); } } if (unlikely(dirty & (ETNA_DIRTY_FRAMEBUFFER | ETNA_DIRTY_TS))) { /*01654*/ EMIT_STATE(TS_MEM_CONFIG, ctx->framebuffer.TS_MEM_CONFIG); /*01658*/ EMIT_STATE_RELOC(TS_COLOR_STATUS_BASE, &ctx->framebuffer.TS_COLOR_STATUS_BASE); /*0165C*/ EMIT_STATE_RELOC(TS_COLOR_SURFACE_BASE, &ctx->framebuffer.TS_COLOR_SURFACE_BASE); /*01660*/ EMIT_STATE(TS_COLOR_CLEAR_VALUE, ctx->framebuffer.TS_COLOR_CLEAR_VALUE); /*01664*/ EMIT_STATE_RELOC(TS_DEPTH_STATUS_BASE, &ctx->framebuffer.TS_DEPTH_STATUS_BASE); /*01668*/ EMIT_STATE_RELOC(TS_DEPTH_SURFACE_BASE, &ctx->framebuffer.TS_DEPTH_SURFACE_BASE); /*0166C*/ EMIT_STATE(TS_DEPTH_CLEAR_VALUE, ctx->framebuffer.TS_DEPTH_CLEAR_VALUE); } if (unlikely(dirty & (ETNA_DIRTY_SHADER))) { /*0381C*/ EMIT_STATE(GL_VARYING_TOTAL_COMPONENTS, ctx->shader_state.GL_VARYING_TOTAL_COMPONENTS); } etna_coalesce_end(stream, &coalesce); /* end only EMIT_STATE */ /* Emit strongly architecture-specific state */ if (ctx->specs.halti >= 5) emit_halti5_only_state(ctx, vs_output_count); else emit_pre_halti5_state(ctx); ctx->emit_texture_state(ctx); /* Insert a FE/PE stall as changing the shader instructions (and maybe * the uniforms) can corrupt the previous in-progress draw operation. * Observed with amoeba on GC2000 during the right-to-left rendering * of PI, and can cause GPU hangs immediately after. * I summise that this is because the "new" locations at 0xc000 are not * properly protected against updates as other states seem to be. Hence, * we detect the "new" vertex shader instruction offset to apply this. */ if (ctx->dirty & (ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF) && ctx->specs.vs_offset > 0x4000) etna_stall(ctx->stream, SYNC_RECIPIENT_FE, SYNC_RECIPIENT_PE); /* We need to update the uniform cache only if one of the following bits are * set in ctx->dirty: * - ETNA_DIRTY_SHADER * - ETNA_DIRTY_CONSTBUF * - uniforms_dirty_bits * * In case of ETNA_DIRTY_SHADER we need load all uniforms from the cache. In * all * other cases we can load on the changed uniforms. */ static const uint32_t uniform_dirty_bits = ETNA_DIRTY_SHADER | ETNA_DIRTY_CONSTBUF; if (dirty & (uniform_dirty_bits | ctx->shader.fs->uniforms_dirty_bits)) etna_uniforms_write( ctx, ctx->shader.vs, &ctx->constant_buffer[PIPE_SHADER_VERTEX], ctx->shader_state.VS_UNIFORMS, &ctx->shader_state.vs_uniforms_size); if (dirty & (uniform_dirty_bits | ctx->shader.vs->uniforms_dirty_bits)) etna_uniforms_write( ctx, ctx->shader.fs, &ctx->constant_buffer[PIPE_SHADER_FRAGMENT], ctx->shader_state.PS_UNIFORMS, &ctx->shader_state.ps_uniforms_size); /**** Large dynamically-sized state ****/ bool do_uniform_flush = ctx->specs.halti < 5; if (dirty & (ETNA_DIRTY_SHADER)) { /* Special case: a new shader was loaded; simply re-load all uniforms and * shader code at once */ /* This sequence is special, do not change ordering unless necessary. According to comment snippets in the Vivante kernel driver a process called "steering" goes on while programming shader state. This (as I understand it) means certain unified states are "steered" toward a specific shader unit (VS/PS/...) based on either explicit flags in register 00860, or what other state is written before "auto-steering". So this means some state can legitimately be programmed multiple times. */ if (ctx->specs.halti >= 5) { /* ICACHE (HALTI5) */ assert(ctx->shader_state.VS_INST_ADDR.bo && ctx->shader_state.PS_INST_ADDR.bo); /* Set icache (VS) */ etna_set_state(stream, VIVS_VS_NEWRANGE_LOW, 0); etna_set_state(stream, VIVS_VS_NEWRANGE_HIGH, ctx->shader_state.vs_inst_mem_size / 4); assert(ctx->shader_state.VS_INST_ADDR.bo); etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR); etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002); etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE); etna_set_state(stream, VIVS_VS_ICACHE_COUNT, ctx->shader_state.vs_inst_mem_size / 4 - 1); /* Set icache (PS) */ etna_set_state(stream, VIVS_PS_NEWRANGE_LOW, 0); etna_set_state(stream, VIVS_PS_NEWRANGE_HIGH, ctx->shader_state.ps_inst_mem_size / 4); assert(ctx->shader_state.PS_INST_ADDR.bo); etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR); etna_set_state(stream, VIVS_SH_CONFIG, 0x00000002); etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE); etna_set_state(stream, VIVS_PS_ICACHE_COUNT, ctx->shader_state.ps_inst_mem_size / 4 - 1); } else if (ctx->shader_state.VS_INST_ADDR.bo || ctx->shader_state.PS_INST_ADDR.bo) { /* ICACHE (pre-HALTI5) */ assert(ctx->specs.has_icache && ctx->specs.has_shader_range_registers); /* Set icache (VS) */ etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16); etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE | VIVS_VS_ICACHE_CONTROL_FLUSH_VS); assert(ctx->shader_state.VS_INST_ADDR.bo); etna_set_state_reloc(stream, VIVS_VS_INST_ADDR, &ctx->shader_state.VS_INST_ADDR); /* Set icache (PS) */ etna_set_state(stream, VIVS_PS_RANGE, (ctx->shader_state.ps_inst_mem_size / 4 - 1) << 16); etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_ENABLE | VIVS_VS_ICACHE_CONTROL_FLUSH_PS); assert(ctx->shader_state.PS_INST_ADDR.bo); etna_set_state_reloc(stream, VIVS_PS_INST_ADDR, &ctx->shader_state.PS_INST_ADDR); } else { /* Upload shader directly, first flushing and disabling icache if * supported on this hw */ if (ctx->specs.has_icache) { etna_set_state(stream, VIVS_VS_ICACHE_CONTROL, VIVS_VS_ICACHE_CONTROL_FLUSH_PS | VIVS_VS_ICACHE_CONTROL_FLUSH_VS); } if (ctx->specs.has_shader_range_registers) { etna_set_state(stream, VIVS_VS_RANGE, (ctx->shader_state.vs_inst_mem_size / 4 - 1) << 16); etna_set_state(stream, VIVS_PS_RANGE, ((ctx->shader_state.ps_inst_mem_size / 4 - 1 + 0x100) << 16) | 0x100); } etna_set_state_multi(stream, ctx->specs.vs_offset, ctx->shader_state.vs_inst_mem_size, ctx->shader_state.VS_INST_MEM); etna_set_state_multi(stream, ctx->specs.ps_offset, ctx->shader_state.ps_inst_mem_size, ctx->shader_state.PS_INST_MEM); } if (ctx->specs.has_unified_uniforms) { etna_set_state(stream, VIVS_VS_UNIFORM_BASE, 0); etna_set_state(stream, VIVS_PS_UNIFORM_BASE, ctx->specs.max_vs_uniforms); } if (do_uniform_flush) etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH); etna_set_state_multi(stream, ctx->specs.vs_uniforms_offset, ctx->shader_state.vs_uniforms_size, ctx->shader_state.VS_UNIFORMS); if (do_uniform_flush) etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS); etna_set_state_multi(stream, ctx->specs.ps_uniforms_offset, ctx->shader_state.ps_uniforms_size, ctx->shader_state.PS_UNIFORMS); /* Copy uniforms to gpu3d, so that incremental updates to uniforms are * possible as long as the * same shader remains bound */ ctx->gpu3d.vs_uniforms_size = ctx->shader_state.vs_uniforms_size; ctx->gpu3d.ps_uniforms_size = ctx->shader_state.ps_uniforms_size; memcpy(ctx->gpu3d.VS_UNIFORMS, ctx->shader_state.VS_UNIFORMS, ctx->shader_state.vs_uniforms_size * 4); memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS, ctx->shader_state.ps_uniforms_size * 4); if (ctx->specs.halti >= 5) { /* HALTI5 needs to be prompted to pre-fetch shaders */ etna_set_state(stream, VIVS_VS_ICACHE_PREFETCH, 0x00000000); etna_set_state(stream, VIVS_PS_ICACHE_PREFETCH, 0x00000000); etna_stall(stream, SYNC_RECIPIENT_RA, SYNC_RECIPIENT_PE); } } else { /* ideally this cache would only be flushed if there are VS uniform changes */ if (do_uniform_flush) etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH); etna_coalesce_start(stream, &coalesce); for (int x = 0; x < ctx->shader.vs->uniforms.const_count; ++x) { if (ctx->gpu3d.VS_UNIFORMS[x] != ctx->shader_state.VS_UNIFORMS[x]) { etna_coalsence_emit(stream, &coalesce, ctx->specs.vs_uniforms_offset + x*4, ctx->shader_state.VS_UNIFORMS[x]); ctx->gpu3d.VS_UNIFORMS[x] = ctx->shader_state.VS_UNIFORMS[x]; } } etna_coalesce_end(stream, &coalesce); /* ideally this cache would only be flushed if there are PS uniform changes */ if (do_uniform_flush) etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS); etna_coalesce_start(stream, &coalesce); for (int x = 0; x < ctx->shader.fs->uniforms.const_count; ++x) { if (ctx->gpu3d.PS_UNIFORMS[x] != ctx->shader_state.PS_UNIFORMS[x]) { etna_coalsence_emit(stream, &coalesce, ctx->specs.ps_uniforms_offset + x*4, ctx->shader_state.PS_UNIFORMS[x]); ctx->gpu3d.PS_UNIFORMS[x] = ctx->shader_state.PS_UNIFORMS[x]; } } etna_coalesce_end(stream, &coalesce); } /**** End of state update ****/ #undef EMIT_STATE #undef EMIT_STATE_FIXP #undef EMIT_STATE_RELOC ctx->dirty = 0; ctx->dirty_sampler_views = 0; }