/* * Copyright © 2014-2017 Broadcom * * 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, sublicense, * 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 NONINFRINGEMENT. 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. */ #include "util/u_blitter.h" #include "util/u_prim.h" #include "util/u_format.h" #include "util/u_pack_color.h" #include "util/u_prim_restart.h" #include "util/u_upload_mgr.h" #include "indices/u_primconvert.h" #include "vc5_context.h" #include "vc5_resource.h" #include "vc5_cl.h" #include "broadcom/compiler/v3d_compiler.h" #include "broadcom/common/v3d_macros.h" #include "broadcom/cle/v3dx_pack.h" /** * Does the initial bining command list setup for drawing to a given FBO. */ static void vc5_start_draw(struct vc5_context *vc5) { struct vc5_job *job = vc5->job; if (job->needs_flush) return; /* Get space to emit our BCL state, using a branch to jump to a new BO * if necessary. */ vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */); job->submit.bcl_start = job->bcl.bo->offset; vc5_job_add_bo(job, job->bcl.bo); job->tile_alloc = vc5_bo_alloc(vc5->screen, 1024 * 1024, "tile alloc"); uint32_t tsda_per_tile_size = vc5->screen->devinfo.ver >= 40 ? 256 : 64; job->tile_state = vc5_bo_alloc(vc5->screen, job->draw_tiles_y * job->draw_tiles_x * tsda_per_tile_size, "TSDA"); #if V3D_VERSION < 40 /* "Binning mode lists start with a Tile Binning Mode Configuration * item (120)" * * Part1 signals the end of binning config setup. */ cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART2, config) { config.tile_allocation_memory_address = cl_address(job->tile_alloc, 0); config.tile_allocation_memory_size = job->tile_alloc->size; } #endif cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) { #if V3D_VERSION >= 40 config.width_in_pixels_minus_1 = vc5->framebuffer.width - 1; config.height_in_pixels_minus_1 = vc5->framebuffer.height - 1; config.number_of_render_targets_minus_1 = MAX2(vc5->framebuffer.nr_cbufs, 1) - 1; #else /* V3D_VERSION < 40 */ config.tile_state_data_array_base_address = cl_address(job->tile_state, 0); config.width_in_tiles = job->draw_tiles_x; config.height_in_tiles = job->draw_tiles_y; /* Must be >= 1 */ config.number_of_render_targets = MAX2(vc5->framebuffer.nr_cbufs, 1); #endif /* V3D_VERSION < 40 */ config.multisample_mode_4x = job->msaa; config.maximum_bpp_of_all_render_targets = job->internal_bpp; } /* There's definitely nothing in the VCD cache we want. */ cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin); /* Disable any leftover OQ state from another job. */ cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter); /* "Binning mode lists must have a Start Tile Binning item (6) after * any prefix state data before the binning list proper starts." */ cl_emit(&job->bcl, START_TILE_BINNING, bin); job->needs_flush = true; job->draw_width = vc5->framebuffer.width; job->draw_height = vc5->framebuffer.height; } static void vc5_predraw_check_textures(struct pipe_context *pctx, struct vc5_texture_stateobj *stage_tex) { struct vc5_context *vc5 = vc5_context(pctx); for (int i = 0; i < stage_tex->num_textures; i++) { struct pipe_sampler_view *view = stage_tex->textures[i]; if (!view) continue; vc5_flush_jobs_writing_resource(vc5, view->texture); } } static void vc5_emit_gl_shader_state(struct vc5_context *vc5, const struct pipe_draw_info *info) { struct vc5_job *job = vc5->job; /* VC5_DIRTY_VTXSTATE */ struct vc5_vertex_stateobj *vtx = vc5->vtx; /* VC5_DIRTY_VTXBUF */ struct vc5_vertexbuf_stateobj *vertexbuf = &vc5->vertexbuf; /* Upload the uniforms to the indirect CL first */ struct vc5_cl_reloc fs_uniforms = vc5_write_uniforms(vc5, vc5->prog.fs, &vc5->constbuf[PIPE_SHADER_FRAGMENT], &vc5->fragtex); struct vc5_cl_reloc vs_uniforms = vc5_write_uniforms(vc5, vc5->prog.vs, &vc5->constbuf[PIPE_SHADER_VERTEX], &vc5->verttex); struct vc5_cl_reloc cs_uniforms = vc5_write_uniforms(vc5, vc5->prog.cs, &vc5->constbuf[PIPE_SHADER_VERTEX], &vc5->verttex); /* See GFXH-930 workaround below */ uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1); uint32_t shader_rec_offset = vc5_cl_ensure_space(&job->indirect, cl_packet_length(GL_SHADER_STATE_RECORD) + num_elements_to_emit * cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD), 32); cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) { shader.enable_clipping = true; /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */ shader.point_size_in_shaded_vertex_data = (info->mode == PIPE_PRIM_POINTS && vc5->rasterizer->base.point_size_per_vertex); /* Must be set if the shader modifies Z, discards, or modifies * the sample mask. For any of these cases, the fragment * shader needs to write the Z value (even just discards). */ shader.fragment_shader_does_z_writes = (vc5->prog.fs->prog_data.fs->writes_z || vc5->prog.fs->prog_data.fs->discard); shader.number_of_varyings_in_fragment_shader = vc5->prog.fs->prog_data.base->num_inputs; shader.propagate_nans = true; shader.coordinate_shader_code_address = cl_address(vc5->prog.cs->bo, 0); shader.vertex_shader_code_address = cl_address(vc5->prog.vs->bo, 0); shader.fragment_shader_code_address = cl_address(vc5->prog.fs->bo, 0); /* XXX: Use combined input/output size flag in the common * case. */ shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true; shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true; shader.coordinate_shader_input_vpm_segment_size = MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1); shader.vertex_shader_input_vpm_segment_size = MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1); shader.coordinate_shader_output_vpm_segment_size = vc5->prog.cs->prog_data.vs->vpm_output_size; shader.vertex_shader_output_vpm_segment_size = vc5->prog.vs->prog_data.vs->vpm_output_size; shader.coordinate_shader_uniforms_address = cs_uniforms; shader.vertex_shader_uniforms_address = vs_uniforms; shader.fragment_shader_uniforms_address = fs_uniforms; #if V3D_VERSION >= 41 shader.coordinate_shader_4_way_threadable = vc5->prog.cs->prog_data.vs->base.threads == 4; shader.vertex_shader_4_way_threadable = vc5->prog.vs->prog_data.vs->base.threads == 4; shader.fragment_shader_4_way_threadable = vc5->prog.fs->prog_data.fs->base.threads == 4; shader.coordinate_shader_start_in_final_thread_section = vc5->prog.cs->prog_data.vs->base.single_seg; shader.vertex_shader_start_in_final_thread_section = vc5->prog.vs->prog_data.vs->base.single_seg; shader.fragment_shader_start_in_final_thread_section = vc5->prog.fs->prog_data.fs->base.single_seg; #else shader.coordinate_shader_4_way_threadable = vc5->prog.cs->prog_data.vs->base.threads == 4; shader.coordinate_shader_2_way_threadable = vc5->prog.cs->prog_data.vs->base.threads == 2; shader.vertex_shader_4_way_threadable = vc5->prog.vs->prog_data.vs->base.threads == 4; shader.vertex_shader_2_way_threadable = vc5->prog.vs->prog_data.vs->base.threads == 2; shader.fragment_shader_4_way_threadable = vc5->prog.fs->prog_data.fs->base.threads == 4; shader.fragment_shader_2_way_threadable = vc5->prog.fs->prog_data.fs->base.threads == 2; #endif shader.vertex_id_read_by_coordinate_shader = vc5->prog.cs->prog_data.vs->uses_vid; shader.instance_id_read_by_coordinate_shader = vc5->prog.cs->prog_data.vs->uses_iid; shader.vertex_id_read_by_vertex_shader = vc5->prog.vs->prog_data.vs->uses_vid; shader.instance_id_read_by_vertex_shader = vc5->prog.vs->prog_data.vs->uses_iid; shader.address_of_default_attribute_values = cl_address(vtx->default_attribute_values, 0); } for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &vertexbuf->vb[elem->vertex_buffer_index]; struct vc5_resource *rsc = vc5_resource(vb->buffer.resource); const uint32_t size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD); cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, &vtx->attrs[i * size], attr) { attr.stride = vb->stride; attr.address = cl_address(rsc->bo, vb->buffer_offset + elem->src_offset); attr.number_of_values_read_by_coordinate_shader = vc5->prog.cs->prog_data.vs->vattr_sizes[i]; attr.number_of_values_read_by_vertex_shader = vc5->prog.vs->prog_data.vs->vattr_sizes[i]; #if V3D_VERSION >= 41 attr.maximum_index = 0xffffff; #endif } } if (vtx->num_elements == 0) { /* GFXH-930: At least one attribute must be enabled and read * by CS and VS. If we have no attributes being consumed by * the shader, set up a dummy to be loaded into the VPM. */ cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) { /* Valid address of data whose value will be unused. */ attr.address = cl_address(job->indirect.bo, 0); attr.type = ATTRIBUTE_FLOAT; attr.stride = 0; attr.vec_size = 1; attr.number_of_values_read_by_coordinate_shader = 1; attr.number_of_values_read_by_vertex_shader = 1; } } cl_emit(&job->bcl, GL_SHADER_STATE, state) { state.address = cl_address(job->indirect.bo, shader_rec_offset); state.number_of_attribute_arrays = num_elements_to_emit; } vc5_bo_unreference(&cs_uniforms.bo); vc5_bo_unreference(&vs_uniforms.bo); vc5_bo_unreference(&fs_uniforms.bo); job->shader_rec_count++; } /** * Computes the various transform feedback statistics, since they can't be * recorded by CL packets. */ static void vc5_tf_statistics_record(struct vc5_context *vc5, const struct pipe_draw_info *info, bool prim_tf) { if (!vc5->active_queries) return; uint32_t prims = u_prims_for_vertices(info->mode, info->count); vc5->prims_generated += prims; if (prim_tf) { /* XXX: Only count if we didn't overflow. */ vc5->tf_prims_generated += prims; } } static void vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct vc5_context *vc5 = vc5_context(pctx); if (!info->count_from_stream_output && !info->indirect && !info->primitive_restart && !u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) return; /* Fall back for weird desktop GL primitive restart values. */ if (info->primitive_restart && info->index_size) { uint32_t mask = ~0; switch (info->index_size) { case 2: mask = 0xffff; break; case 1: mask = 0xff; break; } if (info->restart_index != mask) { util_draw_vbo_without_prim_restart(pctx, info); return; } } if (info->mode >= PIPE_PRIM_QUADS) { util_primconvert_save_rasterizer_state(vc5->primconvert, &vc5->rasterizer->base); util_primconvert_draw_vbo(vc5->primconvert, info); perf_debug("Fallback conversion for %d %s vertices\n", info->count, u_prim_name(info->mode)); return; } /* Before setting up the draw, flush anything writing to the textures * that we read from. */ vc5_predraw_check_textures(pctx, &vc5->verttex); vc5_predraw_check_textures(pctx, &vc5->fragtex); struct vc5_job *job = vc5_get_job_for_fbo(vc5); /* Get space to emit our draw call into the BCL, using a branch to * jump to a new BO if necessary. */ vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */); if (vc5->prim_mode != info->mode) { vc5->prim_mode = info->mode; vc5->dirty |= VC5_DIRTY_PRIM_MODE; } vc5_start_draw(vc5); vc5_update_compiled_shaders(vc5, info->mode); #if V3D_VERSION >= 41 v3d41_emit_state(pctx); #else v3d33_emit_state(pctx); #endif if (vc5->dirty & (VC5_DIRTY_VTXBUF | VC5_DIRTY_VTXSTATE | VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER | VC5_DIRTY_COMPILED_CS | VC5_DIRTY_COMPILED_VS | VC5_DIRTY_COMPILED_FS | vc5->prog.cs->uniform_dirty_bits | vc5->prog.vs->uniform_dirty_bits | vc5->prog.fs->uniform_dirty_bits)) { vc5_emit_gl_shader_state(vc5, info); } vc5->dirty = 0; /* The Base Vertex/Base Instance packet sets those values to nonzero * for the next draw call only. */ if (info->index_bias || info->start_instance) { cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) { base.base_instance = info->start_instance; base.base_vertex = info->index_bias; } } uint32_t prim_tf_enable = 0; #if V3D_VERSION < 40 /* V3D 3.x: The HW only processes transform feedback on primitives * with the flag set. */ if (vc5->streamout.num_targets) prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS); #endif vc5_tf_statistics_record(vc5, info, vc5->streamout.num_targets); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. */ if (info->index_size) { uint32_t index_size = info->index_size; uint32_t offset = info->start * index_size; struct pipe_resource *prsc; if (info->has_user_indices) { prsc = NULL; u_upload_data(vc5->uploader, 0, info->count * info->index_size, 4, info->index.user, &offset, &prsc); } else { prsc = info->index.resource; } struct vc5_resource *rsc = vc5_resource(prsc); #if V3D_VERSION >= 40 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) { ib.address = cl_address(rsc->bo, 0); ib.size = rsc->bo->size; } #endif if (info->instance_count > 1) { cl_emit(&job->bcl, INDEXED_INSTANCED_PRIMITIVE_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; #if V3D_VERSION >= 40 prim.index_offset = offset; #else /* V3D_VERSION < 40 */ prim.maximum_index = (1u << 31) - 1; /* XXX */ prim.address_of_indices_list = cl_address(rsc->bo, offset); #endif /* V3D_VERSION < 40 */ prim.mode = info->mode | prim_tf_enable; prim.enable_primitive_restarts = info->primitive_restart; prim.number_of_instances = info->instance_count; prim.instance_length = info->count; } } else { cl_emit(&job->bcl, INDEXED_PRIMITIVE_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; prim.length = info->count; #if V3D_VERSION >= 40 prim.index_offset = offset; #else /* V3D_VERSION < 40 */ prim.maximum_index = (1u << 31) - 1; /* XXX */ prim.address_of_indices_list = cl_address(rsc->bo, offset); #endif /* V3D_VERSION < 40 */ prim.mode = info->mode | prim_tf_enable; prim.enable_primitive_restarts = info->primitive_restart; } } job->draw_calls_queued++; if (info->has_user_indices) pipe_resource_reference(&prsc, NULL); } else { if (info->instance_count > 1) { cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMITIVES, prim) { prim.mode = info->mode | prim_tf_enable; prim.index_of_first_vertex = info->start; prim.number_of_instances = info->instance_count; prim.instance_length = info->count; } } else { cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, prim) { prim.mode = info->mode | prim_tf_enable; prim.length = info->count; prim.index_of_first_vertex = info->start; } } } job->draw_calls_queued++; if (vc5->zsa && job->zsbuf && (vc5->zsa->base.depth.enabled || vc5->zsa->base.stencil[0].enabled)) { struct vc5_resource *rsc = vc5_resource(job->zsbuf->texture); vc5_job_add_bo(job, rsc->bo); if (vc5->zsa->base.depth.enabled) { job->resolve |= PIPE_CLEAR_DEPTH; rsc->initialized_buffers = PIPE_CLEAR_DEPTH; if (vc5->zsa->early_z_enable) job->uses_early_z = true; } if (vc5->zsa->base.stencil[0].enabled) { job->resolve |= PIPE_CLEAR_STENCIL; rsc->initialized_buffers |= PIPE_CLEAR_STENCIL; } } for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) { uint32_t bit = PIPE_CLEAR_COLOR0 << i; if (job->resolve & bit || !job->cbufs[i]) continue; struct vc5_resource *rsc = vc5_resource(job->cbufs[i]->texture); job->resolve |= bit; vc5_job_add_bo(job, rsc->bo); } if (job->referenced_size > 768 * 1024 * 1024) { perf_debug("Flushing job with %dkb to try to free up memory\n", job->referenced_size / 1024); vc5_flush(pctx); } if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH) vc5_flush(pctx); } static void vc5_clear(struct pipe_context *pctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct vc5_context *vc5 = vc5_context(pctx); struct vc5_job *job = vc5_get_job_for_fbo(vc5); /* We can't flag new buffers for clearing once we've queued draws. We * could avoid this by using the 3d engine to clear. */ if (job->draw_calls_queued) { perf_debug("Flushing rendering to process new clear.\n"); vc5_job_submit(vc5, job); job = vc5_get_job_for_fbo(vc5); } for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) { uint32_t bit = PIPE_CLEAR_COLOR0 << i; if (!(buffers & bit)) continue; struct pipe_surface *psurf = vc5->framebuffer.cbufs[i]; struct vc5_surface *surf = vc5_surface(psurf); struct vc5_resource *rsc = vc5_resource(psurf->texture); union util_color uc; uint32_t internal_size = 4 << surf->internal_bpp; static union pipe_color_union swapped_color; if (vc5->swap_color_rb & (1 << i)) { swapped_color.f[0] = color->f[2]; swapped_color.f[1] = color->f[1]; swapped_color.f[2] = color->f[0]; swapped_color.f[3] = color->f[3]; color = &swapped_color; } switch (surf->internal_type) { case V3D_INTERNAL_TYPE_8: if (surf->format == PIPE_FORMAT_B4G4R4A4_UNORM || surf->format == PIPE_FORMAT_B4G4R4A4_UNORM) { /* Our actual hardware layout is ABGR4444, but * we apply a swizzle when texturing to flip * things back around. */ util_pack_color(color->f, PIPE_FORMAT_A8R8G8B8_UNORM, &uc); } else { util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM, &uc); } memcpy(job->clear_color[i], uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_8I: case V3D_INTERNAL_TYPE_8UI: job->clear_color[i][0] = ((uc.ui[0] & 0xff) | (uc.ui[1] & 0xff) << 8 | (uc.ui[2] & 0xff) << 16 | (uc.ui[3] & 0xff) << 24); break; case V3D_INTERNAL_TYPE_16F: util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc); memcpy(job->clear_color[i], uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_16I: case V3D_INTERNAL_TYPE_16UI: job->clear_color[i][0] = ((uc.ui[0] & 0xffff) | uc.ui[1] << 16); job->clear_color[i][1] = ((uc.ui[2] & 0xffff) | uc.ui[3] << 16); break; case V3D_INTERNAL_TYPE_32F: case V3D_INTERNAL_TYPE_32I: case V3D_INTERNAL_TYPE_32UI: memcpy(job->clear_color[i], color->ui, internal_size); break; } rsc->initialized_buffers |= bit; } unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL; if (zsclear) { struct vc5_resource *rsc = vc5_resource(vc5->framebuffer.zsbuf->texture); if (zsclear & PIPE_CLEAR_DEPTH) job->clear_z = depth; if (zsclear & PIPE_CLEAR_STENCIL) job->clear_s = stencil; rsc->initialized_buffers |= zsclear; } job->draw_min_x = 0; job->draw_min_y = 0; job->draw_max_x = vc5->framebuffer.width; job->draw_max_y = vc5->framebuffer.height; job->cleared |= buffers; job->resolve |= buffers; vc5_start_draw(vc5); } static void vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps, const union pipe_color_union *color, unsigned x, unsigned y, unsigned w, unsigned h, bool render_condition_enabled) { fprintf(stderr, "unimpl: clear RT\n"); } static void vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps, unsigned buffers, double depth, unsigned stencil, unsigned x, unsigned y, unsigned w, unsigned h, bool render_condition_enabled) { fprintf(stderr, "unimpl: clear DS\n"); } void v3dX(draw_init)(struct pipe_context *pctx) { pctx->draw_vbo = vc5_draw_vbo; pctx->clear = vc5_clear; pctx->clear_render_target = vc5_clear_render_target; pctx->clear_depth_stencil = vc5_clear_depth_stencil; }