/* * 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 #include #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"); 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->key.zsbuf && job->key.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] && 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; struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0]; if (!cbuf) 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]) { struct v3d_surface *surf = v3d_surface(cbufs[i]); *max_bpp = MAX2(*max_bpp, surf->internal_bpp); total_bpp += 4 * v3d_internal_bpp_words(surf->internal_bpp); max_cbuf_idx = MAX2(i, max_cbuf_idx); } } if (bbuf) { struct v3d_surface *bsurf = v3d_surface(bbuf); assert(bbuf->texture->nr_samples <= 1 || is_msaa); *max_bpp = MAX2(*max_bpp, bsurf->internal_bpp); total_bpp += 4 * v3d_internal_bpp_words(bsurf->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); 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; }