blob: 69062555f3b18d9cb5be50400248883d543fcc5e [file] [log] [blame]
/*
* 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 <xf86drm.h>
#include <err.h>
#include "pipe/p_defines.h"
#include "util/hash_table.h"
#include "util/ralloc.h"
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_blitter.h"
#include "util/u_upload_mgr.h"
#include "util/u_prim.h"
#include "util/u_debug_cb.h"
#include "pipe/p_screen.h"
#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
#include "broadcom/compiler/v3d_compiler.h"
#include "broadcom/common/v3d_util.h"
void
v3d_flush(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
hash_table_foreach(v3d->jobs, entry) {
struct v3d_job *job = entry->data;
v3d_job_submit(v3d, job);
}
}
static void
v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
unsigned flags)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
if (fence) {
int fd = -1;
/* Snapshot the last V3D rendering's out fence. We'd rather
* have another syncobj instead of a sync file, but this is all
* we get. (HandleToFD/FDToHandle just gives you another syncobj
* ID for the same syncobj).
*/
drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &fd);
if (fd == -1) {
fprintf(stderr, "export failed\n");
*fence = NULL;
return;
}
struct pipe_screen *screen = pctx->screen;
struct v3d_fence *f = v3d_fence_create(v3d, fd);
screen->fence_reference(screen, fence, NULL);
*fence = (struct pipe_fence_handle *)f;
}
}
/* We can't flush the texture cache within rendering a tile, so we have to
* flush all rendering to the kernel so that the next job reading from the
* tile gets a flushed cache.
*/
static void
v3d_texture_barrier(struct pipe_context *pctx, unsigned int flags)
{
v3d_flush(pctx);
}
static void
v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
{
struct v3d_context *v3d = v3d_context(pctx);
/* We only need to flush for SSBOs and images, because for everything
* else we flush the job automatically when we needed.
*/
const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
PIPE_BARRIER_GLOBAL_BUFFER |
PIPE_BARRIER_IMAGE;
if (!(flags & flush_flags))
return;
/* We only need to flush jobs writing to SSBOs/images. */
perf_debug("Flushing all jobs for glMemoryBarrier(), could do better\n");
v3d_flush(pctx);
}
static void
v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_resource *rsc = v3d_resource(prsc);
rsc->initialized_buffers = 0;
rsc->invalidated = true;
struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
prsc);
if (!entry)
return;
struct v3d_job *job = entry->data;
if (job->zsbuf.texture && job->zsbuf.texture == prsc) {
job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
return;
}
for (int i = 0; i < job->nr_cbufs; i++) {
if (job->cbufs[i].texture && job->cbufs[i].texture == prsc) {
job->store &= ~(PIPE_CLEAR_COLOR0 << i);
return;
}
}
}
/**
* Flushes the current job to get up-to-date primitive counts written to the
* primitive counts BO, then accumulates the transform feedback primitive count
* in the context and the corresponding vertex counts in the bound stream
* output targets.
*/
void
v3d_update_primitive_counters(struct v3d_context *v3d)
{
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
if (job->draw_calls_queued == 0)
return;
/* In order to get up-to-date primitive counts we need to submit
* the job for execution so we get the counts written to memory.
* Notice that this will require a sync wait for the buffer write.
*/
uint32_t prims_before = v3d->tf_prims_generated;
v3d_job_submit(v3d, job);
uint32_t prims_after = v3d->tf_prims_generated;
if (prims_before == prims_after)
return;
enum mesa_prim prim_type = u_base_prim_type(v3d->prim_mode);
uint32_t num_verts = u_vertices_for_prims(prim_type,
prims_after - prims_before);
for (int i = 0; i < v3d->streamout.num_targets; i++) {
struct v3d_stream_output_target *so =
v3d_stream_output_target(v3d->streamout.targets[i]);
so->recorded_vertex_count += num_verts;
}
}
bool
v3d_line_smoothing_enabled(struct v3d_context *v3d)
{
if (!v3d->rasterizer->base.line_smooth)
return false;
/* According to the OpenGL docs, line smoothing shouldn’t be applied
* when multisampling
*/
if (v3d->job->msaa || v3d->rasterizer->base.multisample)
return false;
if (v3d->framebuffer.nr_cbufs <= 0)
return false;
const struct pipe_surface *cbuf = &v3d->framebuffer.cbufs[0];
if (!cbuf->texture)
return false;
/* Modifying the alpha for pure integer formats probably
* doesn’t make sense because we don’t know how the application
* uses the alpha value.
*/
if (util_format_is_pure_integer(cbuf->format))
return false;
return true;
}
float
v3d_get_real_line_width(struct v3d_context *v3d)
{
float width = v3d->rasterizer->base.line_width;
if (v3d_line_smoothing_enabled(v3d)) {
/* If line smoothing is enabled then we want to add some extra
* pixels to the width in order to have some semi-transparent
* edges.
*/
width = floorf(M_SQRT2 * width) + 3;
}
return width;
}
void
v3d_ensure_prim_counts_allocated(struct v3d_context *ctx)
{
if (ctx->prim_counts)
return;
/* Init all 7 counters and 1 padding to 0 */
uint32_t zeroes[8] = { 0 };
u_upload_data(ctx->uploader,
0, sizeof(zeroes), 32, zeroes,
&ctx->prim_counts_offset,
&ctx->prim_counts);
}
void
v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader)
{
switch (shader) {
case PIPE_SHADER_VERTEX:
v3d->dirty |= V3D_DIRTY_VERTTEX;
break;
case PIPE_SHADER_GEOMETRY:
v3d->dirty |= V3D_DIRTY_GEOMTEX;
break;
case PIPE_SHADER_FRAGMENT:
v3d->dirty |= V3D_DIRTY_FRAGTEX;
break;
case PIPE_SHADER_COMPUTE:
v3d->dirty |= V3D_DIRTY_COMPTEX;
break;
default:
unreachable("Unsupported shader stage");
}
}
void
v3d_get_tile_buffer_size(const struct v3d_device_info *devinfo,
bool is_msaa,
bool double_buffer,
uint32_t nr_cbufs,
struct pipe_surface *cbufs,
struct pipe_surface *bbuf,
uint32_t *tile_width,
uint32_t *tile_height,
uint32_t *max_bpp)
{
assert(!is_msaa || !double_buffer);
uint32_t max_cbuf_idx = 0;
uint32_t total_bpp = 0;
*max_bpp = 0;
for (int i = 0; i < nr_cbufs; i++) {
if (cbufs[i].texture) {
uint8_t internal_bpp;
v3d_format_get_internal_type_and_bpp(devinfo,
cbufs[i].format,
NULL,
&internal_bpp);
*max_bpp = MAX2(*max_bpp, internal_bpp);
total_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
max_cbuf_idx = MAX2(i, max_cbuf_idx);
}
}
assert(bbuf);
if (bbuf->texture) {
uint8_t internal_bpp;
v3d_format_get_internal_type_and_bpp(devinfo,
bbuf->format,
NULL,
&internal_bpp);
assert(bbuf->texture->nr_samples <= 1 || is_msaa);
*max_bpp = MAX2(*max_bpp, internal_bpp);
total_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
}
v3d_choose_tile_size(devinfo, max_cbuf_idx + 1,
*max_bpp, total_bpp,
is_msaa, double_buffer,
tile_width, tile_height);
}
static void
v3d_context_destroy(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
v3d_flush(pctx);
/* Make sure all jobs are done before destroying the context */
drmSyncobjWait(v3d->fd, &v3d->out_sync, 1, INT64_MAX,
DRM_SYNCOBJ_WAIT_FLAGS_WAIT_ALL, NULL);
util_dynarray_foreach(&v3d->global_buffers, struct pipe_resource *, res) {
pipe_resource_reference(res, NULL);
}
if (v3d->blitter)
util_blitter_destroy(v3d->blitter);
if (v3d->uploader)
u_upload_destroy(v3d->uploader);
if (v3d->state_uploader)
u_upload_destroy(v3d->state_uploader);
if (v3d->prim_counts)
pipe_resource_reference(&v3d->prim_counts, NULL);
slab_destroy_child(&v3d->transfer_pool);
util_unreference_framebuffer_state(&v3d->framebuffer);
if (v3d->sand8_blit_vs)
pctx->delete_vs_state(pctx, v3d->sand8_blit_vs);
if (v3d->sand8_blit_fs_luma)
pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_luma);
if (v3d->sand8_blit_fs_chroma)
pctx->delete_fs_state(pctx, v3d->sand8_blit_fs_chroma);
if (v3d->sand30_blit_vs)
pctx->delete_vs_state(pctx, v3d->sand30_blit_vs);
if (v3d->sand30_blit_fs)
pctx->delete_fs_state(pctx, v3d->sand30_blit_fs);
v3d_program_fini(pctx);
v3d_fence_context_finish(v3d);
ralloc_free(v3d);
}
static void
v3d_get_sample_position(struct pipe_context *pctx,
unsigned sample_count, unsigned sample_index,
float *xy)
{
if (sample_count <= 1) {
xy[0] = 0.5;
xy[1] = 0.5;
} else {
static const int xoffsets[] = { -1, 3, -3, 1 };
xy[0] = 0.5 + xoffsets[sample_index] * .125;
xy[1] = .125 + sample_index * .25;
}
}
bool
v3d_render_condition_check(struct v3d_context *v3d)
{
if (!v3d->cond_query)
return true;
perf_debug("Implementing conditional rendering on the CPU\n");
union pipe_query_result res = { 0 };
bool wait =
v3d->cond_mode != PIPE_RENDER_COND_NO_WAIT &&
v3d->cond_mode != PIPE_RENDER_COND_BY_REGION_NO_WAIT;
struct pipe_context *pctx = (struct pipe_context *)v3d;
if (pctx->get_query_result(pctx, v3d->cond_query, wait, &res))
return ((bool)res.u64) != v3d->cond_cond;
return true;
}
struct pipe_context *
v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_context *v3d;
struct v3d_device_info *devinfo = &screen->devinfo;
/* Prevent dumping of the shaders built during context setup. */
uint32_t saved_shaderdb_flag = v3d_mesa_debug & V3D_DEBUG_SHADERDB;
v3d_mesa_debug &= ~V3D_DEBUG_SHADERDB;
v3d = rzalloc(NULL, struct v3d_context);
if (!v3d)
return NULL;
struct pipe_context *pctx = &v3d->base;
v3d->screen = screen;
int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
&v3d->out_sync);
if (ret) {
ralloc_free(v3d);
return NULL;
}
pctx->screen = pscreen;
pctx->priv = priv;
pctx->destroy = v3d_context_destroy;
pctx->flush = v3d_pipe_flush;
pctx->memory_barrier = v3d_memory_barrier;
pctx->set_debug_callback = u_default_set_debug_callback;
pctx->invalidate_resource = v3d_invalidate_resource;
pctx->get_sample_position = v3d_get_sample_position;
pctx->texture_barrier = v3d_texture_barrier;
v3d_X(devinfo, draw_init)(pctx);
v3d_X(devinfo, state_init)(pctx);
v3d_program_init(pctx);
v3d_query_init(pctx);
v3d_resource_context_init(pctx);
v3d_job_init(v3d);
v3d->fd = screen->fd;
slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
v3d->uploader = u_upload_create_default(&v3d->base);
v3d->base.stream_uploader = v3d->uploader;
v3d->base.const_uploader = v3d->uploader;
v3d->state_uploader = u_upload_create(&v3d->base,
4096,
PIPE_BIND_CONSTANT_BUFFER,
PIPE_USAGE_STREAM, 0);
ret = v3d_fence_context_init(v3d);
if (ret)
goto fail;
v3d->blitter = util_blitter_create(pctx);
if (!v3d->blitter)
goto fail;
v3d->blitter->use_index_buffer = true;
v3d_mesa_debug |= saved_shaderdb_flag;
v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
v3d->active_queries = true;
util_dynarray_init(&v3d->global_buffers, v3d);
return &v3d->base;
fail:
pctx->destroy(pctx);
return NULL;
}