blob: 85f17c81a9d549a533ffa471f5e7beb593717eb8 [file] [log] [blame]
/*
* Copyright (C) 2012 Rob Clark <robclark@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
* 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.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#ifndef FREEDRENO_CONTEXT_H_
#define FREEDRENO_CONTEXT_H_
#include "pipe/p_context.h"
#include "indices/u_primconvert.h"
#include "util/u_blitter.h"
#include "util/list.h"
#include "util/slab.h"
#include "util/u_string.h"
#include "freedreno_batch.h"
#include "freedreno_screen.h"
#include "freedreno_gmem.h"
#include "freedreno_util.h"
#define BORDER_COLOR_UPLOAD_SIZE (2 * PIPE_MAX_SAMPLERS * BORDERCOLOR_SIZE)
struct fd_vertex_stateobj;
struct fd_texture_stateobj {
struct pipe_sampler_view *textures[PIPE_MAX_SAMPLERS];
unsigned num_textures;
unsigned valid_textures;
struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
unsigned num_samplers;
unsigned valid_samplers;
/* number of samples per sampler, 2 bits per sampler: */
uint32_t samples;
};
struct fd_program_stateobj {
void *vp, *fp;
};
struct fd_constbuf_stateobj {
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
uint32_t enabled_mask;
};
struct fd_shaderbuf_stateobj {
struct pipe_shader_buffer sb[PIPE_MAX_SHADER_BUFFERS];
uint32_t enabled_mask;
};
struct fd_shaderimg_stateobj {
struct pipe_image_view si[PIPE_MAX_SHADER_IMAGES];
uint32_t enabled_mask;
};
struct fd_vertexbuf_stateobj {
struct pipe_vertex_buffer vb[PIPE_MAX_ATTRIBS];
unsigned count;
uint32_t enabled_mask;
};
struct fd_vertex_stateobj {
struct pipe_vertex_element pipe[PIPE_MAX_ATTRIBS];
unsigned num_elements;
};
struct fd_streamout_stateobj {
struct pipe_stream_output_target *targets[PIPE_MAX_SO_BUFFERS];
unsigned num_targets;
/* Track offset from vtxcnt for streamout data. This counter
* is just incremented by # of vertices on each draw until
* reset or new streamout buffer bound.
*
* When we eventually have GS, the CPU won't actually know the
* number of vertices per draw, so I think we'll have to do
* something more clever.
*/
unsigned offsets[PIPE_MAX_SO_BUFFERS];
};
#define MAX_GLOBAL_BUFFERS 16
struct fd_global_bindings_stateobj {
struct pipe_resource *buf[MAX_GLOBAL_BUFFERS];
uint32_t enabled_mask;
};
/* group together the vertex and vertexbuf state.. for ease of passing
* around, and because various internal operations (gmem<->mem, etc)
* need their own vertex state:
*/
struct fd_vertex_state {
struct fd_vertex_stateobj *vtx;
struct fd_vertexbuf_stateobj vertexbuf;
};
/* global 3d pipeline dirty state: */
enum fd_dirty_3d_state {
FD_DIRTY_BLEND = BIT(0),
FD_DIRTY_RASTERIZER = BIT(1),
FD_DIRTY_ZSA = BIT(2),
FD_DIRTY_BLEND_COLOR = BIT(3),
FD_DIRTY_STENCIL_REF = BIT(4),
FD_DIRTY_SAMPLE_MASK = BIT(5),
FD_DIRTY_FRAMEBUFFER = BIT(6),
FD_DIRTY_STIPPLE = BIT(7),
FD_DIRTY_VIEWPORT = BIT(8),
FD_DIRTY_VTXSTATE = BIT(9),
FD_DIRTY_VTXBUF = BIT(10),
FD_DIRTY_SCISSOR = BIT(12),
FD_DIRTY_STREAMOUT = BIT(13),
FD_DIRTY_UCP = BIT(14),
FD_DIRTY_BLEND_DUAL = BIT(15),
/* These are a bit redundent with fd_dirty_shader_state, and possibly
* should be removed. (But OTOH kinda convenient in some places)
*/
FD_DIRTY_PROG = BIT(16),
FD_DIRTY_CONST = BIT(17),
FD_DIRTY_TEX = BIT(18),
/* only used by a2xx.. possibly can be removed.. */
FD_DIRTY_TEXSTATE = BIT(19),
};
/* per shader-stage dirty state: */
enum fd_dirty_shader_state {
FD_DIRTY_SHADER_PROG = BIT(0),
FD_DIRTY_SHADER_CONST = BIT(1),
FD_DIRTY_SHADER_TEX = BIT(2),
FD_DIRTY_SHADER_SSBO = BIT(3),
FD_DIRTY_SHADER_IMAGE = BIT(4),
};
struct fd_context {
struct pipe_context base;
struct fd_device *dev;
struct fd_screen *screen;
struct fd_pipe *pipe;
struct util_queue flush_queue;
struct blitter_context *blitter;
void *clear_rs_state;
struct primconvert_context *primconvert;
/* slab for pipe_transfer allocations: */
struct slab_child_pool transfer_pool;
/**
* query related state:
*/
/*@{*/
/* slabs for fd_hw_sample and fd_hw_sample_period allocations: */
struct slab_mempool sample_pool;
struct slab_mempool sample_period_pool;
/* sample-providers for hw queries: */
const struct fd_hw_sample_provider *hw_sample_providers[MAX_HW_SAMPLE_PROVIDERS];
/* list of active queries: */
struct list_head hw_active_queries;
/* sample-providers for accumulating hw queries: */
const struct fd_acc_sample_provider *acc_sample_providers[MAX_HW_SAMPLE_PROVIDERS];
/* list of active accumulating queries: */
struct list_head acc_active_queries;
/*@}*/
/* table with PIPE_PRIM_MAX entries mapping PIPE_PRIM_x to
* DI_PT_x value to use for draw initiator. There are some
* slight differences between generation:
*/
const uint8_t *primtypes;
uint32_t primtype_mask;
/* shaders used by clear, and gmem->mem blits: */
struct fd_program_stateobj solid_prog; // TODO move to screen?
/* shaders used by mem->gmem blits: */
struct fd_program_stateobj blit_prog[MAX_RENDER_TARGETS]; // TODO move to screen?
struct fd_program_stateobj blit_z, blit_zs;
/* Stats/counters:
*/
struct {
uint64_t prims_emitted;
uint64_t prims_generated;
uint64_t draw_calls;
uint64_t batch_total, batch_sysmem, batch_gmem, batch_nondraw, batch_restore;
uint64_t staging_uploads, shadow_uploads;
uint64_t vs_regs, fs_regs;
} stats;
/* Current batch.. the rule here is that you can deref ctx->batch
* in codepaths from pipe_context entrypoints. But not in code-
* paths from fd_batch_flush() (basically, the stuff that gets
* called from GMEM code), since in those code-paths the batch
* you care about is not necessarily the same as ctx->batch.
*/
struct fd_batch *batch;
/* NULL if there has been rendering since last flush. Otherwise
* keeps a reference to the last fence so we can re-use it rather
* than having to flush no-op batch.
*/
struct pipe_fence_handle *last_fence;
/* Are we in process of shadowing a resource? Used to detect recursion
* in transfer_map, and skip unneeded synchronization.
*/
bool in_shadow : 1;
/* Ie. in blit situation where we no longer care about previous framebuffer
* contents. Main point is to eliminate blits from fd_try_shadow_resource().
* For example, in case of texture upload + gen-mipmaps.
*/
bool in_blit : 1;
struct pipe_scissor_state scissor;
/* we don't have a disable/enable bit for scissor, so instead we keep
* a disabled-scissor state which matches the entire bound framebuffer
* and use that when scissor is not enabled.
*/
struct pipe_scissor_state disabled_scissor;
/* Current gmem/tiling configuration.. gets updated on render_tiles()
* if out of date with current maximal-scissor/cpp:
*
* (NOTE: this is kind of related to the batch, but moving it there
* means we'd always have to recalc tiles ever batch)
*/
struct fd_gmem_stateobj gmem;
struct fd_vsc_pipe vsc_pipe[32];
struct fd_tile tile[512];
/* which state objects need to be re-emit'd: */
enum fd_dirty_3d_state dirty;
/* per shader-stage dirty status: */
enum fd_dirty_shader_state dirty_shader[PIPE_SHADER_TYPES];
void *compute;
struct pipe_blend_state *blend;
struct pipe_rasterizer_state *rasterizer;
struct pipe_depth_stencil_alpha_state *zsa;
struct fd_texture_stateobj tex[PIPE_SHADER_TYPES];
struct fd_program_stateobj prog;
struct fd_vertex_state vtx;
struct pipe_blend_color blend_color;
struct pipe_stencil_ref stencil_ref;
unsigned sample_mask;
/* local context fb state, for when ctx->batch is null: */
struct pipe_framebuffer_state framebuffer;
struct pipe_poly_stipple stipple;
struct pipe_viewport_state viewport;
struct pipe_scissor_state viewport_scissor;
struct fd_constbuf_stateobj constbuf[PIPE_SHADER_TYPES];
struct fd_shaderbuf_stateobj shaderbuf[PIPE_SHADER_TYPES];
struct fd_shaderimg_stateobj shaderimg[PIPE_SHADER_TYPES];
struct fd_streamout_stateobj streamout;
struct fd_global_bindings_stateobj global_bindings;
struct pipe_clip_state ucp;
struct pipe_query *cond_query;
bool cond_cond; /* inverted rendering condition */
uint cond_mode;
struct pipe_debug_callback debug;
/* GMEM/tile handling fxns: */
void (*emit_tile_init)(struct fd_batch *batch);
void (*emit_tile_prep)(struct fd_batch *batch, struct fd_tile *tile);
void (*emit_tile_mem2gmem)(struct fd_batch *batch, struct fd_tile *tile);
void (*emit_tile_renderprep)(struct fd_batch *batch, struct fd_tile *tile);
void (*emit_tile_gmem2mem)(struct fd_batch *batch, struct fd_tile *tile);
void (*emit_tile_fini)(struct fd_batch *batch); /* optional */
/* optional, for GMEM bypass: */
void (*emit_sysmem_prep)(struct fd_batch *batch);
void (*emit_sysmem_fini)(struct fd_batch *batch);
/* draw: */
bool (*draw_vbo)(struct fd_context *ctx, const struct pipe_draw_info *info,
unsigned index_offset);
bool (*clear)(struct fd_context *ctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil);
/* compute: */
void (*launch_grid)(struct fd_context *ctx, const struct pipe_grid_info *info);
/* constant emit: (note currently not used/needed for a2xx) */
void (*emit_const)(struct fd_ringbuffer *ring, gl_shader_stage type,
uint32_t regid, uint32_t offset, uint32_t sizedwords,
const uint32_t *dwords, struct pipe_resource *prsc);
/* emit bo addresses as constant: */
void (*emit_const_bo)(struct fd_ringbuffer *ring, gl_shader_stage type, boolean write,
uint32_t regid, uint32_t num, struct pipe_resource **prscs, uint32_t *offsets);
/* indirect-branch emit: */
void (*emit_ib)(struct fd_ringbuffer *ring, struct fd_ringbuffer *target);
/* query: */
struct fd_query * (*create_query)(struct fd_context *ctx, unsigned query_type);
void (*query_prepare)(struct fd_batch *batch, uint32_t num_tiles);
void (*query_prepare_tile)(struct fd_batch *batch, uint32_t n,
struct fd_ringbuffer *ring);
void (*query_set_stage)(struct fd_batch *batch, enum fd_render_stage stage);
/* blitter: */
bool (*blit)(struct fd_context *ctx, const struct pipe_blit_info *info);
/* simple gpu "memcpy": */
void (*mem_to_mem)(struct fd_ringbuffer *ring, struct pipe_resource *dst,
unsigned dst_off, struct pipe_resource *src, unsigned src_off,
unsigned sizedwords);
/*
* Common pre-cooked VBO state (used for a3xx and later):
*/
/* for clear/gmem->mem vertices, and mem->gmem */
struct pipe_resource *solid_vbuf;
/* for mem->gmem tex coords: */
struct pipe_resource *blit_texcoord_vbuf;
/* vertex state for solid_vbuf:
* - solid_vbuf / 12 / R32G32B32_FLOAT
*/
struct fd_vertex_state solid_vbuf_state;
/* vertex state for blit_prog:
* - blit_texcoord_vbuf / 8 / R32G32_FLOAT
* - solid_vbuf / 12 / R32G32B32_FLOAT
*/
struct fd_vertex_state blit_vbuf_state;
};
static inline struct fd_context *
fd_context(struct pipe_context *pctx)
{
return (struct fd_context *)pctx;
}
static inline void
fd_context_assert_locked(struct fd_context *ctx)
{
pipe_mutex_assert_locked(ctx->screen->lock);
}
static inline void
fd_context_lock(struct fd_context *ctx)
{
mtx_lock(&ctx->screen->lock);
}
static inline void
fd_context_unlock(struct fd_context *ctx)
{
mtx_unlock(&ctx->screen->lock);
}
/* mark all state dirty: */
static inline void
fd_context_all_dirty(struct fd_context *ctx)
{
ctx->dirty = ~0;
for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++)
ctx->dirty_shader[i] = ~0;
}
static inline void
fd_context_all_clean(struct fd_context *ctx)
{
ctx->dirty = 0;
for (unsigned i = 0; i < PIPE_SHADER_TYPES; i++) {
/* don't mark compute state as clean, since it is not emitted
* during normal draw call. The places that call _all_dirty(),
* it is safe to mark compute state dirty as well, but the
* inverse is not true.
*/
if (i == PIPE_SHADER_COMPUTE)
continue;
ctx->dirty_shader[i] = 0;
}
}
static inline struct pipe_scissor_state *
fd_context_get_scissor(struct fd_context *ctx)
{
if (ctx->rasterizer && ctx->rasterizer->scissor)
return &ctx->scissor;
return &ctx->disabled_scissor;
}
static inline bool
fd_supported_prim(struct fd_context *ctx, unsigned prim)
{
return (1 << prim) & ctx->primtype_mask;
}
static inline struct fd_batch *
fd_context_batch(struct fd_context *ctx)
{
if (unlikely(!ctx->batch)) {
struct fd_batch *batch =
fd_batch_from_fb(&ctx->screen->batch_cache, ctx, &ctx->framebuffer);
util_copy_framebuffer_state(&batch->framebuffer, &ctx->framebuffer);
ctx->batch = batch;
fd_context_all_dirty(ctx);
}
return ctx->batch;
}
static inline void
fd_batch_set_stage(struct fd_batch *batch, enum fd_render_stage stage)
{
struct fd_context *ctx = batch->ctx;
/* special case: internal blits (like mipmap level generation)
* go through normal draw path (via util_blitter_blit()).. but
* we need to ignore the FD_STAGE_DRAW which will be set, so we
* don't enable queries which should be paused during internal
* blits:
*/
if ((batch->stage == FD_STAGE_BLIT) &&
(stage != FD_STAGE_NULL))
return;
if (ctx->query_set_stage)
ctx->query_set_stage(batch, stage);
batch->stage = stage;
}
void fd_context_setup_common_vbos(struct fd_context *ctx);
void fd_context_cleanup_common_vbos(struct fd_context *ctx);
struct pipe_context * fd_context_init(struct fd_context *ctx,
struct pipe_screen *pscreen, const uint8_t *primtypes,
void *priv, unsigned flags);
void fd_context_destroy(struct pipe_context *pctx);
#endif /* FREEDRENO_CONTEXT_H_ */