/*
* 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.
*/
/**
* @file vc5_simulator_hw.c
*
* Implements the actual HW interaction betweeh the GL driver's VC5 simulator and the simulator.
*
* The register headers between V3D versions will have conflicting defines, so
* all register interactions appear in this file and are compiled per V3D version
* we support.
*/
#ifdef USE_VC5_SIMULATOR
#include "vc5_screen.h"
#include "vc5_context.h"
#include "vc5_simulator_wrapper.h"
#define HW_REGISTER_RO(x) (x)
#define HW_REGISTER_RW(x) (x)
#if V3D_VERSION >= 41
#include "libs/core/v3d/registers/4.1.34.0/v3d.h"
#else
#include "libs/core/v3d/registers/3.3.0.0/v3d.h"
#endif
#define V3D_WRITE(reg, val) v3d_hw_write_reg(v3d, reg, val)
#define V3D_READ(reg) v3d_hw_read_reg(v3d, reg)
static void
vc5_flush_l3(struct v3d_hw *v3d)
{
if (!v3d_hw_has_gca(v3d))
return;
#if V3D_VERSION < 40
uint32_t gca_ctrl = V3D_READ(V3D_GCA_CACHE_CTRL);
V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl | V3D_GCA_CACHE_CTRL_FLUSH_SET);
V3D_WRITE(V3D_GCA_CACHE_CTRL, gca_ctrl & ~V3D_GCA_CACHE_CTRL_FLUSH_SET);
#endif
}
/* Invalidates the L2 cache. This is a read-only cache. */
static void
vc5_flush_l2(struct v3d_hw *v3d)
{
V3D_WRITE(V3D_CTL_0_L2CACTL,
V3D_CTL_0_L2CACTL_L2CCLR_SET |
V3D_CTL_0_L2CACTL_L2CENA_SET);
}
/* Invalidates texture L2 cachelines */
static void
vc5_flush_l2t(struct v3d_hw *v3d)
{
V3D_WRITE(V3D_CTL_0_L2TFLSTA, 0);
V3D_WRITE(V3D_CTL_0_L2TFLEND, ~0);
V3D_WRITE(V3D_CTL_0_L2TCACTL,
V3D_CTL_0_L2TCACTL_L2TFLS_SET |
(0 << V3D_CTL_0_L2TCACTL_L2TFLM_LSB));
}
/* Invalidates the slice caches. These are read-only caches. */
static void
vc5_flush_slices(struct v3d_hw *v3d)
{
V3D_WRITE(V3D_CTL_0_SLCACTL, ~0);
}
static void
vc5_flush_caches(struct v3d_hw *v3d)
{
vc5_flush_l3(v3d);
vc5_flush_l2(v3d);
vc5_flush_l2t(v3d);
vc5_flush_slices(v3d);
}
int
v3dX(simulator_get_param_ioctl)(struct v3d_hw *v3d,
struct drm_vc5_get_param *args)
{
static const uint32_t reg_map[] = {
[DRM_VC5_PARAM_V3D_UIFCFG] = V3D_HUB_CTL_UIFCFG,
[DRM_VC5_PARAM_V3D_HUB_IDENT1] = V3D_HUB_CTL_IDENT1,
[DRM_VC5_PARAM_V3D_HUB_IDENT2] = V3D_HUB_CTL_IDENT2,
[DRM_VC5_PARAM_V3D_HUB_IDENT3] = V3D_HUB_CTL_IDENT3,
[DRM_VC5_PARAM_V3D_CORE0_IDENT0] = V3D_CTL_0_IDENT0,
[DRM_VC5_PARAM_V3D_CORE0_IDENT1] = V3D_CTL_0_IDENT1,
[DRM_VC5_PARAM_V3D_CORE0_IDENT2] = V3D_CTL_0_IDENT2,
};
if (args->param < ARRAY_SIZE(reg_map) && reg_map[args->param]) {
args->value = V3D_READ(reg_map[args->param]);
return 0;
}
fprintf(stderr, "Unknown DRM_IOCTL_VC5_GET_PARAM(%lld)\n",
(long long)args->value);
abort();
}
void
v3dX(simulator_init_regs)(struct v3d_hw *v3d)
{
#if V3D_VERSION == 33
/* Set OVRTMUOUT to match kernel behavior.
*
* This means that the texture sampler uniform configuration's tmu
* output type field is used, instead of using the hardware default
* behavior based on the texture type. If you want the default
* behavior, you can still put "2" in the indirect texture state's
* output_type field.
*/
V3D_WRITE(V3D_CTL_0_MISCCFG, V3D_CTL_1_MISCCFG_OVRTMUOUT_SET);
#endif
}
void
v3dX(simulator_flush)(struct v3d_hw *v3d, struct drm_vc5_submit_cl *submit,
uint32_t gmp_ofs)
{
/* Completely reset the GMP. */
V3D_WRITE(V3D_GMP_0_CFG,
V3D_GMP_0_CFG_PROTENABLE_SET);
V3D_WRITE(V3D_GMP_0_TABLE_ADDR, gmp_ofs);
V3D_WRITE(V3D_GMP_0_CLEAR_LOAD, ~0);
while (V3D_READ(V3D_GMP_0_STATUS) &
V3D_GMP_0_STATUS_CFG_BUSY_SET) {
;
}
vc5_flush_caches(v3d);
if (submit->qma) {
V3D_WRITE(V3D_CLE_0_CT0QMA, submit->qma);
V3D_WRITE(V3D_CLE_0_CT0QMS, submit->qms);
}
#if V3D_VERSION >= 41
if (submit->qts) {
V3D_WRITE(V3D_CLE_0_CT0QTS,
V3D_CLE_0_CT0QTS_CTQTSEN_SET |
submit->qts);
}
#endif
V3D_WRITE(V3D_CLE_0_CT0QBA, submit->bcl_start);
V3D_WRITE(V3D_CLE_0_CT0QEA, submit->bcl_end);
/* Wait for bin to complete before firing render, as it seems the
* simulator doesn't implement the semaphores.
*/
while (V3D_READ(V3D_CLE_0_CT0CA) !=
V3D_READ(V3D_CLE_0_CT0EA)) {
v3d_hw_tick(v3d);
}
V3D_WRITE(V3D_CLE_0_CT1QBA, submit->rcl_start);
V3D_WRITE(V3D_CLE_0_CT1QEA, submit->rcl_end);
while (V3D_READ(V3D_CLE_0_CT1CA) !=
V3D_READ(V3D_CLE_0_CT1EA) ||
V3D_READ(V3D_CLE_1_CT1CA) !=
V3D_READ(V3D_CLE_1_CT1EA)) {
v3d_hw_tick(v3d);
}
}
#endif /* USE_VC5_SIMULATOR */