blob: cecbc3b91c3a7ec8ccafc608f0a863675bc79c4a [file] [log] [blame]
/*
* Copyright 2010 Jerome Glisse <glisse@freedesktop.org>
*
* 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
* on 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 AUTHOR(S) AND/OR THEIR SUPPLIERS 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:
* Jerome Glisse
*/
#ifndef SI_PIPE_H
#define SI_PIPE_H
#include "si_shader.h"
#ifdef PIPE_ARCH_BIG_ENDIAN
#define SI_BIG_ENDIAN 1
#else
#define SI_BIG_ENDIAN 0
#endif
/* The base vertex and primitive restart can be any number, but we must pick
* one which will mean "unknown" for the purpose of state tracking and
* the number shouldn't be a commonly-used one. */
#define SI_BASE_VERTEX_UNKNOWN INT_MIN
#define SI_RESTART_INDEX_UNKNOWN INT_MIN
#define SI_NUM_SMOOTH_AA_SAMPLES 8
#define SI_GS_PER_ES 128
/* Instruction cache. */
#define SI_CONTEXT_INV_ICACHE (R600_CONTEXT_PRIVATE_FLAG << 0)
/* SMEM L1, other names: KCACHE, constant cache, DCACHE, data cache */
#define SI_CONTEXT_INV_SMEM_L1 (R600_CONTEXT_PRIVATE_FLAG << 1)
/* VMEM L1 can optionally be bypassed (GLC=1). Other names: TC L1 */
#define SI_CONTEXT_INV_VMEM_L1 (R600_CONTEXT_PRIVATE_FLAG << 2)
/* Used by everything except CB/DB, can be bypassed (SLC=1). Other names: TC L2 */
#define SI_CONTEXT_INV_GLOBAL_L2 (R600_CONTEXT_PRIVATE_FLAG << 3)
/* Write dirty L2 lines back to memory (shader and CP DMA stores), but don't
* invalidate L2. SI-CIK can't do it, so they will do complete invalidation. */
#define SI_CONTEXT_WRITEBACK_GLOBAL_L2 (R600_CONTEXT_PRIVATE_FLAG << 4)
/* Framebuffer caches. */
#define SI_CONTEXT_FLUSH_AND_INV_CB_META (R600_CONTEXT_PRIVATE_FLAG << 5)
#define SI_CONTEXT_FLUSH_AND_INV_DB_META (R600_CONTEXT_PRIVATE_FLAG << 6)
#define SI_CONTEXT_FLUSH_AND_INV_DB (R600_CONTEXT_PRIVATE_FLAG << 7)
#define SI_CONTEXT_FLUSH_AND_INV_CB (R600_CONTEXT_PRIVATE_FLAG << 8)
/* Engine synchronization. */
#define SI_CONTEXT_VS_PARTIAL_FLUSH (R600_CONTEXT_PRIVATE_FLAG << 9)
#define SI_CONTEXT_PS_PARTIAL_FLUSH (R600_CONTEXT_PRIVATE_FLAG << 10)
#define SI_CONTEXT_CS_PARTIAL_FLUSH (R600_CONTEXT_PRIVATE_FLAG << 11)
#define SI_CONTEXT_VGT_FLUSH (R600_CONTEXT_PRIVATE_FLAG << 12)
#define SI_CONTEXT_VGT_STREAMOUT_SYNC (R600_CONTEXT_PRIVATE_FLAG << 13)
#define SI_CONTEXT_FLUSH_AND_INV_FRAMEBUFFER (SI_CONTEXT_FLUSH_AND_INV_CB | \
SI_CONTEXT_FLUSH_AND_INV_CB_META | \
SI_CONTEXT_FLUSH_AND_INV_DB | \
SI_CONTEXT_FLUSH_AND_INV_DB_META)
#define SI_MAX_BORDER_COLORS 4096
struct si_compute;
struct hash_table;
struct u_suballocator;
struct si_screen {
struct r600_common_screen b;
unsigned gs_table_depth;
unsigned tess_offchip_block_dw_size;
bool has_distributed_tess;
bool has_draw_indirect_multi;
bool has_ds_bpermute;
/* Whether shaders are monolithic (1-part) or separate (3-part). */
bool use_monolithic_shaders;
bool record_llvm_ir;
pipe_mutex shader_parts_mutex;
struct si_shader_part *vs_prologs;
struct si_shader_part *vs_epilogs;
struct si_shader_part *tcs_epilogs;
struct si_shader_part *gs_prologs;
struct si_shader_part *ps_prologs;
struct si_shader_part *ps_epilogs;
/* Shader cache in memory.
*
* Design & limitations:
* - The shader cache is per screen (= per process), never saved to
* disk, and skips redundant shader compilations from TGSI to bytecode.
* - It can only be used with one-variant-per-shader support, in which
* case only the main (typically middle) part of shaders is cached.
* - Only VS, TCS, TES, PS are cached, out of which only the hw VS
* variants of VS and TES are cached, so LS and ES aren't.
* - GS and CS aren't cached, but it's certainly possible to cache
* those as well.
*/
pipe_mutex shader_cache_mutex;
struct hash_table *shader_cache;
/* Shader compiler queue for multithreaded compilation. */
struct util_queue shader_compiler_queue;
LLVMTargetMachineRef tm[4]; /* used by the queue only */
};
struct si_blend_color {
struct r600_atom atom;
struct pipe_blend_color state;
};
struct si_sampler_view {
struct pipe_sampler_view base;
/* [0..7] = image descriptor
* [4..7] = buffer descriptor */
uint32_t state[8];
uint32_t fmask_state[8];
const struct radeon_surf_level *base_level_info;
unsigned base_level;
unsigned block_width;
bool is_stencil_sampler;
};
#define SI_SAMPLER_STATE_MAGIC 0x34f1c35a
struct si_sampler_state {
#ifdef DEBUG
unsigned magic;
#endif
uint32_t val[4];
};
struct si_cs_shader_state {
struct si_compute *program;
struct si_compute *emitted_program;
unsigned offset;
bool initialized;
bool uses_scratch;
};
struct si_textures_info {
struct si_sampler_views views;
uint32_t depth_texture_mask; /* which textures are depth */
uint32_t compressed_colortex_mask;
};
struct si_images_info {
struct pipe_image_view views[SI_NUM_IMAGES];
uint32_t compressed_colortex_mask;
unsigned enabled_mask;
};
struct si_framebuffer {
struct r600_atom atom;
struct pipe_framebuffer_state state;
unsigned nr_samples;
unsigned log_samples;
unsigned compressed_cb_mask;
unsigned colorbuf_enabled_4bit;
unsigned spi_shader_col_format;
unsigned spi_shader_col_format_alpha;
unsigned spi_shader_col_format_blend;
unsigned spi_shader_col_format_blend_alpha;
unsigned color_is_int8; /* bitmask */
unsigned dirty_cbufs;
bool dirty_zsbuf;
bool any_dst_linear;
};
struct si_clip_state {
struct r600_atom atom;
struct pipe_clip_state state;
};
struct si_sample_locs {
struct r600_atom atom;
unsigned nr_samples;
};
struct si_sample_mask {
struct r600_atom atom;
uint16_t sample_mask;
};
/* A shader state consists of the shader selector, which is a constant state
* object shared by multiple contexts and shouldn't be modified, and
* the current shader variant selected for this context.
*/
struct si_shader_ctx_state {
struct si_shader_selector *cso;
struct si_shader *current;
};
struct si_context {
struct r600_common_context b;
struct blitter_context *blitter;
void *custom_dsa_flush;
void *custom_blend_resolve;
void *custom_blend_decompress;
void *custom_blend_fastclear;
void *custom_blend_dcc_decompress;
struct si_screen *screen;
struct radeon_winsys_cs *ce_ib;
struct radeon_winsys_cs *ce_preamble_ib;
bool ce_need_synchronization;
struct u_suballocator *ce_suballocator;
struct si_shader_ctx_state fixed_func_tcs_shader;
LLVMTargetMachineRef tm; /* only non-threaded compilation */
bool gfx_flush_in_progress;
bool compute_is_busy;
/* Atoms (direct states). */
union si_state_atoms atoms;
unsigned dirty_atoms; /* mask */
/* PM4 states (precomputed immutable states) */
union si_state queued;
union si_state emitted;
/* Atom declarations. */
struct si_framebuffer framebuffer;
struct si_sample_locs msaa_sample_locs;
struct r600_atom db_render_state;
struct r600_atom msaa_config;
struct si_sample_mask sample_mask;
struct r600_atom cb_render_state;
struct si_blend_color blend_color;
struct r600_atom clip_regs;
struct si_clip_state clip_state;
struct si_shader_data shader_userdata;
struct si_stencil_ref stencil_ref;
struct r600_atom spi_map;
/* Precomputed states. */
struct si_pm4_state *init_config;
struct si_pm4_state *init_config_gs_rings;
bool init_config_has_vgt_flush;
struct si_pm4_state *vgt_shader_config[4];
/* shaders */
struct si_shader_ctx_state ps_shader;
struct si_shader_ctx_state gs_shader;
struct si_shader_ctx_state vs_shader;
struct si_shader_ctx_state tcs_shader;
struct si_shader_ctx_state tes_shader;
struct si_cs_shader_state cs_shader_state;
/* shader information */
struct si_vertex_element *vertex_elements;
unsigned sprite_coord_enable;
bool flatshade;
bool do_update_shaders;
/* shader descriptors */
struct si_descriptors vertex_buffers;
struct si_descriptors descriptors[SI_NUM_DESCS];
unsigned descriptors_dirty;
struct si_buffer_resources rw_buffers;
struct si_buffer_resources const_buffers[SI_NUM_SHADERS];
struct si_buffer_resources shader_buffers[SI_NUM_SHADERS];
struct si_textures_info samplers[SI_NUM_SHADERS];
struct si_images_info images[SI_NUM_SHADERS];
/* other shader resources */
struct pipe_constant_buffer null_const_buf; /* used for set_constant_buffer(NULL) on CIK */
struct pipe_resource *esgs_ring;
struct pipe_resource *gsvs_ring;
struct pipe_resource *tf_ring;
struct pipe_resource *tess_offchip_ring;
union pipe_color_union *border_color_table; /* in CPU memory, any endian */
struct r600_resource *border_color_buffer;
union pipe_color_union *border_color_map; /* in VRAM (slow access), little endian */
unsigned border_color_count;
/* Vertex and index buffers. */
bool vertex_buffers_dirty;
struct pipe_index_buffer index_buffer;
struct pipe_vertex_buffer vertex_buffer[SI_NUM_VERTEX_BUFFERS];
/* MSAA config state. */
int ps_iter_samples;
bool smoothing_enabled;
/* DB render state. */
bool dbcb_depth_copy_enabled;
bool dbcb_stencil_copy_enabled;
unsigned dbcb_copy_sample;
bool db_flush_depth_inplace;
bool db_flush_stencil_inplace;
bool db_depth_clear;
bool db_depth_disable_expclear;
bool db_stencil_clear;
bool db_stencil_disable_expclear;
unsigned ps_db_shader_control;
bool occlusion_queries_disabled;
/* Emitted draw state. */
int last_index_size;
int last_base_vertex;
int last_start_instance;
int last_drawid;
int last_sh_base_reg;
int last_primitive_restart_en;
int last_restart_index;
int last_gs_out_prim;
int last_prim;
int last_multi_vgt_param;
int last_rast_prim;
unsigned last_sc_line_stipple;
int last_vtx_reuse_depth;
int current_rast_prim; /* primitive type after TES, GS */
bool gs_tri_strip_adj_fix;
/* Scratch buffer */
struct r600_resource *scratch_buffer;
bool emit_scratch_reloc;
unsigned scratch_waves;
unsigned spi_tmpring_size;
struct r600_resource *compute_scratch_buffer;
/* Emitted derived tessellation state. */
struct si_shader *last_ls; /* local shader (VS) */
struct si_shader_selector *last_tcs;
int last_num_tcs_input_cp;
int last_tes_sh_base;
unsigned last_num_patches;
/* Debug state. */
bool is_debug;
struct radeon_saved_cs last_gfx;
struct r600_resource *last_trace_buf;
struct r600_resource *trace_buf;
unsigned trace_id;
uint64_t dmesg_timestamp;
unsigned apitrace_call_number;
/* Other state */
bool need_check_render_feedback;
};
/* cik_sdma.c */
void cik_init_sdma_functions(struct si_context *sctx);
/* si_blit.c */
void si_init_blit_functions(struct si_context *sctx);
void si_decompress_graphics_textures(struct si_context *sctx);
void si_decompress_compute_textures(struct si_context *sctx);
void si_resource_copy_region(struct pipe_context *ctx,
struct pipe_resource *dst,
unsigned dst_level,
unsigned dstx, unsigned dsty, unsigned dstz,
struct pipe_resource *src,
unsigned src_level,
const struct pipe_box *src_box);
/* si_cp_dma.c */
#define SI_CPDMA_SKIP_CHECK_CS_SPACE (1 << 0) /* don't call need_cs_space */
#define SI_CPDMA_SKIP_SYNC_AFTER (1 << 1) /* don't wait for DMA after the copy */
#define SI_CPDMA_SKIP_SYNC_BEFORE (1 << 2) /* don't wait for DMA before the copy (RAW hazards) */
#define SI_CPDMA_SKIP_GFX_SYNC (1 << 3) /* don't flush caches and don't wait for PS/CS */
void si_copy_buffer(struct si_context *sctx,
struct pipe_resource *dst, struct pipe_resource *src,
uint64_t dst_offset, uint64_t src_offset, unsigned size,
unsigned user_flags);
void cik_prefetch_TC_L2_async(struct si_context *sctx, struct pipe_resource *buf,
uint64_t offset, unsigned size);
void si_init_cp_dma_functions(struct si_context *sctx);
/* si_debug.c */
void si_init_debug_functions(struct si_context *sctx);
void si_check_vm_faults(struct r600_common_context *ctx,
struct radeon_saved_cs *saved, enum ring_type ring);
bool si_replace_shader(unsigned num, struct radeon_shader_binary *binary);
/* si_dma.c */
void si_init_dma_functions(struct si_context *sctx);
/* si_hw_context.c */
void si_context_gfx_flush(void *context, unsigned flags,
struct pipe_fence_handle **fence);
void si_begin_new_cs(struct si_context *ctx);
void si_need_cs_space(struct si_context *ctx);
/* si_compute.c */
void si_init_compute_functions(struct si_context *sctx);
/* si_perfcounters.c */
void si_init_perfcounters(struct si_screen *screen);
/* si_uvd.c */
struct pipe_video_codec *si_uvd_create_decoder(struct pipe_context *context,
const struct pipe_video_codec *templ);
struct pipe_video_buffer *si_video_buffer_create(struct pipe_context *pipe,
const struct pipe_video_buffer *tmpl);
/*
* common helpers
*/
static inline void
si_invalidate_draw_sh_constants(struct si_context *sctx)
{
sctx->last_base_vertex = SI_BASE_VERTEX_UNKNOWN;
}
static inline void
si_set_atom_dirty(struct si_context *sctx,
struct r600_atom *atom, bool dirty)
{
unsigned bit = 1 << (atom->id - 1);
if (dirty)
sctx->dirty_atoms |= bit;
else
sctx->dirty_atoms &= ~bit;
}
static inline bool
si_is_atom_dirty(struct si_context *sctx,
struct r600_atom *atom)
{
unsigned bit = 1 << (atom->id - 1);
return sctx->dirty_atoms & bit;
}
static inline void
si_mark_atom_dirty(struct si_context *sctx,
struct r600_atom *atom)
{
si_set_atom_dirty(sctx, atom, true);
}
static inline struct tgsi_shader_info *si_get_vs_info(struct si_context *sctx)
{
if (sctx->gs_shader.cso)
return &sctx->gs_shader.cso->info;
else if (sctx->tes_shader.cso)
return &sctx->tes_shader.cso->info;
else if (sctx->vs_shader.cso)
return &sctx->vs_shader.cso->info;
else
return NULL;
}
static inline struct si_shader* si_get_vs_state(struct si_context *sctx)
{
if (sctx->gs_shader.current)
return sctx->gs_shader.cso->gs_copy_shader;
else if (sctx->tes_shader.current)
return sctx->tes_shader.current;
else
return sctx->vs_shader.current;
}
static inline bool si_vs_exports_prim_id(struct si_shader *shader)
{
if (shader->selector->type == PIPE_SHADER_VERTEX)
return shader->key.part.vs.epilog.export_prim_id;
else if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
return shader->key.part.tes.epilog.export_prim_id;
else
return false;
}
#endif