1*d83cc019SAndroid Build Coastguard Worker /*
2*d83cc019SAndroid Build Coastguard Worker * © Copyright 2017-2018 Alyssa Rosenzweig
3*d83cc019SAndroid Build Coastguard Worker * © Copyright 2017-2018 Connor Abbott
4*d83cc019SAndroid Build Coastguard Worker * © Copyright 2017-2018 Lyude Paul
5*d83cc019SAndroid Build Coastguard Worker *
6*d83cc019SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*d83cc019SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*d83cc019SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*d83cc019SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*d83cc019SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*d83cc019SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*d83cc019SAndroid Build Coastguard Worker *
13*d83cc019SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
14*d83cc019SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
15*d83cc019SAndroid Build Coastguard Worker * Software.
16*d83cc019SAndroid Build Coastguard Worker *
17*d83cc019SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18*d83cc019SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19*d83cc019SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20*d83cc019SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21*d83cc019SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22*d83cc019SAndroid Build Coastguard Worker * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23*d83cc019SAndroid Build Coastguard Worker * SOFTWARE.
24*d83cc019SAndroid Build Coastguard Worker *
25*d83cc019SAndroid Build Coastguard Worker */
26*d83cc019SAndroid Build Coastguard Worker
27*d83cc019SAndroid Build Coastguard Worker #ifndef __PANFROST_JOB_H__
28*d83cc019SAndroid Build Coastguard Worker #define __PANFROST_JOB_H__
29*d83cc019SAndroid Build Coastguard Worker
30*d83cc019SAndroid Build Coastguard Worker #include <stdint.h>
31*d83cc019SAndroid Build Coastguard Worker #include <panfrost-misc.h>
32*d83cc019SAndroid Build Coastguard Worker
33*d83cc019SAndroid Build Coastguard Worker #define MALI_SHORT_PTR_BITS (sizeof(uintptr_t)*8)
34*d83cc019SAndroid Build Coastguard Worker
35*d83cc019SAndroid Build Coastguard Worker #define MALI_FBD_HIERARCHY_WEIGHTS 8
36*d83cc019SAndroid Build Coastguard Worker
37*d83cc019SAndroid Build Coastguard Worker #define MALI_PAYLOAD_SIZE 256
38*d83cc019SAndroid Build Coastguard Worker
39*d83cc019SAndroid Build Coastguard Worker typedef u32 mali_jd_core_req;
40*d83cc019SAndroid Build Coastguard Worker
41*d83cc019SAndroid Build Coastguard Worker enum mali_job_type {
42*d83cc019SAndroid Build Coastguard Worker JOB_NOT_STARTED = 0,
43*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_NULL = 1,
44*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_SET_VALUE = 2,
45*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_CACHE_FLUSH = 3,
46*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_COMPUTE = 4,
47*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_VERTEX = 5,
48*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_GEOMETRY = 6,
49*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_TILER = 7,
50*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_FUSED = 8,
51*d83cc019SAndroid Build Coastguard Worker JOB_TYPE_FRAGMENT = 9,
52*d83cc019SAndroid Build Coastguard Worker };
53*d83cc019SAndroid Build Coastguard Worker
54*d83cc019SAndroid Build Coastguard Worker enum mali_draw_mode {
55*d83cc019SAndroid Build Coastguard Worker MALI_DRAW_NONE = 0x0,
56*d83cc019SAndroid Build Coastguard Worker MALI_POINTS = 0x1,
57*d83cc019SAndroid Build Coastguard Worker MALI_LINES = 0x2,
58*d83cc019SAndroid Build Coastguard Worker MALI_LINE_STRIP = 0x4,
59*d83cc019SAndroid Build Coastguard Worker MALI_LINE_LOOP = 0x6,
60*d83cc019SAndroid Build Coastguard Worker MALI_TRIANGLES = 0x8,
61*d83cc019SAndroid Build Coastguard Worker MALI_TRIANGLE_STRIP = 0xA,
62*d83cc019SAndroid Build Coastguard Worker MALI_TRIANGLE_FAN = 0xC,
63*d83cc019SAndroid Build Coastguard Worker MALI_POLYGON = 0xD,
64*d83cc019SAndroid Build Coastguard Worker MALI_QUADS = 0xE,
65*d83cc019SAndroid Build Coastguard Worker MALI_QUAD_STRIP = 0xF,
66*d83cc019SAndroid Build Coastguard Worker
67*d83cc019SAndroid Build Coastguard Worker /* All other modes invalid */
68*d83cc019SAndroid Build Coastguard Worker };
69*d83cc019SAndroid Build Coastguard Worker
70*d83cc019SAndroid Build Coastguard Worker /* Applies to tiler_gl_enables */
71*d83cc019SAndroid Build Coastguard Worker
72*d83cc019SAndroid Build Coastguard Worker
73*d83cc019SAndroid Build Coastguard Worker #define MALI_OCCLUSION_QUERY (1 << 3)
74*d83cc019SAndroid Build Coastguard Worker #define MALI_OCCLUSION_PRECISE (1 << 4)
75*d83cc019SAndroid Build Coastguard Worker
76*d83cc019SAndroid Build Coastguard Worker #define MALI_FRONT_FACE(v) (v << 5)
77*d83cc019SAndroid Build Coastguard Worker #define MALI_CCW (0)
78*d83cc019SAndroid Build Coastguard Worker #define MALI_CW (1)
79*d83cc019SAndroid Build Coastguard Worker
80*d83cc019SAndroid Build Coastguard Worker #define MALI_CULL_FACE_FRONT (1 << 6)
81*d83cc019SAndroid Build Coastguard Worker #define MALI_CULL_FACE_BACK (1 << 7)
82*d83cc019SAndroid Build Coastguard Worker
83*d83cc019SAndroid Build Coastguard Worker /* TODO: Might this actually be a finer bitfield? */
84*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_STENCIL_ENABLE 0x6400
85*d83cc019SAndroid Build Coastguard Worker
86*d83cc019SAndroid Build Coastguard Worker #define DS_ENABLE(field) \
87*d83cc019SAndroid Build Coastguard Worker (field == MALI_DEPTH_STENCIL_ENABLE) \
88*d83cc019SAndroid Build Coastguard Worker ? "MALI_DEPTH_STENCIL_ENABLE" \
89*d83cc019SAndroid Build Coastguard Worker : (field == 0) ? "0" \
90*d83cc019SAndroid Build Coastguard Worker : "0 /* XXX: Unknown, check hexdump */"
91*d83cc019SAndroid Build Coastguard Worker
92*d83cc019SAndroid Build Coastguard Worker /* Used in stencil and depth tests */
93*d83cc019SAndroid Build Coastguard Worker
94*d83cc019SAndroid Build Coastguard Worker enum mali_func {
95*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_NEVER = 0,
96*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_LESS = 1,
97*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_EQUAL = 2,
98*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_LEQUAL = 3,
99*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_GREATER = 4,
100*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_NOTEQUAL = 5,
101*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_GEQUAL = 6,
102*d83cc019SAndroid Build Coastguard Worker MALI_FUNC_ALWAYS = 7
103*d83cc019SAndroid Build Coastguard Worker };
104*d83cc019SAndroid Build Coastguard Worker
105*d83cc019SAndroid Build Coastguard Worker /* Same OpenGL, but mixed up. Why? Because forget me, that's why! */
106*d83cc019SAndroid Build Coastguard Worker
107*d83cc019SAndroid Build Coastguard Worker enum mali_alt_func {
108*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_NEVER = 0,
109*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_GREATER = 1,
110*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_EQUAL = 2,
111*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_GEQUAL = 3,
112*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_LESS = 4,
113*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_NOTEQUAL = 5,
114*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_LEQUAL = 6,
115*d83cc019SAndroid Build Coastguard Worker MALI_ALT_FUNC_ALWAYS = 7
116*d83cc019SAndroid Build Coastguard Worker };
117*d83cc019SAndroid Build Coastguard Worker
118*d83cc019SAndroid Build Coastguard Worker /* Flags apply to unknown2_3? */
119*d83cc019SAndroid Build Coastguard Worker
120*d83cc019SAndroid Build Coastguard Worker #define MALI_HAS_MSAA (1 << 0)
121*d83cc019SAndroid Build Coastguard Worker #define MALI_CAN_DISCARD (1 << 5)
122*d83cc019SAndroid Build Coastguard Worker
123*d83cc019SAndroid Build Coastguard Worker /* Applies on SFBD systems, specifying that programmable blending is in use */
124*d83cc019SAndroid Build Coastguard Worker #define MALI_HAS_BLEND_SHADER (1 << 6)
125*d83cc019SAndroid Build Coastguard Worker
126*d83cc019SAndroid Build Coastguard Worker /* func is mali_func */
127*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_FUNC(func) (func << 8)
128*d83cc019SAndroid Build Coastguard Worker #define MALI_GET_DEPTH_FUNC(flags) ((flags >> 8) & 0x7)
129*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_FUNC_MASK MALI_DEPTH_FUNC(0x7)
130*d83cc019SAndroid Build Coastguard Worker
131*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_TEST (1 << 11)
132*d83cc019SAndroid Build Coastguard Worker
133*d83cc019SAndroid Build Coastguard Worker /* Next flags to unknown2_4 */
134*d83cc019SAndroid Build Coastguard Worker #define MALI_STENCIL_TEST (1 << 0)
135*d83cc019SAndroid Build Coastguard Worker
136*d83cc019SAndroid Build Coastguard Worker /* What?! */
137*d83cc019SAndroid Build Coastguard Worker #define MALI_SAMPLE_ALPHA_TO_COVERAGE_NO_BLEND_SHADER (1 << 1)
138*d83cc019SAndroid Build Coastguard Worker
139*d83cc019SAndroid Build Coastguard Worker #define MALI_NO_DITHER (1 << 9)
140*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_RANGE_A (1 << 12)
141*d83cc019SAndroid Build Coastguard Worker #define MALI_DEPTH_RANGE_B (1 << 13)
142*d83cc019SAndroid Build Coastguard Worker #define MALI_NO_MSAA (1 << 14)
143*d83cc019SAndroid Build Coastguard Worker
144*d83cc019SAndroid Build Coastguard Worker /* Stencil test state is all encoded in a single u32, just with a lot of
145*d83cc019SAndroid Build Coastguard Worker * enums... */
146*d83cc019SAndroid Build Coastguard Worker
147*d83cc019SAndroid Build Coastguard Worker enum mali_stencil_op {
148*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_KEEP = 0,
149*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_REPLACE = 1,
150*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_ZERO = 2,
151*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_INVERT = 3,
152*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_INCR_WRAP = 4,
153*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_DECR_WRAP = 5,
154*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_INCR = 6,
155*d83cc019SAndroid Build Coastguard Worker MALI_STENCIL_DECR = 7
156*d83cc019SAndroid Build Coastguard Worker };
157*d83cc019SAndroid Build Coastguard Worker
158*d83cc019SAndroid Build Coastguard Worker struct mali_stencil_test {
159*d83cc019SAndroid Build Coastguard Worker unsigned ref : 8;
160*d83cc019SAndroid Build Coastguard Worker unsigned mask : 8;
161*d83cc019SAndroid Build Coastguard Worker enum mali_func func : 3;
162*d83cc019SAndroid Build Coastguard Worker enum mali_stencil_op sfail : 3;
163*d83cc019SAndroid Build Coastguard Worker enum mali_stencil_op dpfail : 3;
164*d83cc019SAndroid Build Coastguard Worker enum mali_stencil_op dppass : 3;
165*d83cc019SAndroid Build Coastguard Worker unsigned zero : 4;
166*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
167*d83cc019SAndroid Build Coastguard Worker
168*d83cc019SAndroid Build Coastguard Worker /* Blending is a mess, since anything fancy triggers a blend shader, and
169*d83cc019SAndroid Build Coastguard Worker * -those- are not understood whatsover yet */
170*d83cc019SAndroid Build Coastguard Worker
171*d83cc019SAndroid Build Coastguard Worker #define MALI_MASK_R (1 << 0)
172*d83cc019SAndroid Build Coastguard Worker #define MALI_MASK_G (1 << 1)
173*d83cc019SAndroid Build Coastguard Worker #define MALI_MASK_B (1 << 2)
174*d83cc019SAndroid Build Coastguard Worker #define MALI_MASK_A (1 << 3)
175*d83cc019SAndroid Build Coastguard Worker
176*d83cc019SAndroid Build Coastguard Worker enum mali_nondominant_mode {
177*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_NON_MIRROR = 0,
178*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_NON_ZERO = 1
179*d83cc019SAndroid Build Coastguard Worker };
180*d83cc019SAndroid Build Coastguard Worker
181*d83cc019SAndroid Build Coastguard Worker enum mali_dominant_blend {
182*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_DOM_SOURCE = 0,
183*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_DOM_DESTINATION = 1
184*d83cc019SAndroid Build Coastguard Worker };
185*d83cc019SAndroid Build Coastguard Worker
186*d83cc019SAndroid Build Coastguard Worker enum mali_dominant_factor {
187*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_UNK0 = 0,
188*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_ZERO = 1,
189*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_SRC_COLOR = 2,
190*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_DST_COLOR = 3,
191*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_UNK4 = 4,
192*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_SRC_ALPHA = 5,
193*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_DST_ALPHA = 6,
194*d83cc019SAndroid Build Coastguard Worker MALI_DOMINANT_CONSTANT = 7,
195*d83cc019SAndroid Build Coastguard Worker };
196*d83cc019SAndroid Build Coastguard Worker
197*d83cc019SAndroid Build Coastguard Worker enum mali_blend_modifier {
198*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_MOD_UNK0 = 0,
199*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_MOD_NORMAL = 1,
200*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_MOD_SOURCE_ONE = 2,
201*d83cc019SAndroid Build Coastguard Worker MALI_BLEND_MOD_DEST_ONE = 3,
202*d83cc019SAndroid Build Coastguard Worker };
203*d83cc019SAndroid Build Coastguard Worker
204*d83cc019SAndroid Build Coastguard Worker struct mali_blend_mode {
205*d83cc019SAndroid Build Coastguard Worker enum mali_blend_modifier clip_modifier : 2;
206*d83cc019SAndroid Build Coastguard Worker unsigned unused_0 : 1;
207*d83cc019SAndroid Build Coastguard Worker unsigned negate_source : 1;
208*d83cc019SAndroid Build Coastguard Worker
209*d83cc019SAndroid Build Coastguard Worker enum mali_dominant_blend dominant : 1;
210*d83cc019SAndroid Build Coastguard Worker
211*d83cc019SAndroid Build Coastguard Worker enum mali_nondominant_mode nondominant_mode : 1;
212*d83cc019SAndroid Build Coastguard Worker
213*d83cc019SAndroid Build Coastguard Worker unsigned unused_1 : 1;
214*d83cc019SAndroid Build Coastguard Worker
215*d83cc019SAndroid Build Coastguard Worker unsigned negate_dest : 1;
216*d83cc019SAndroid Build Coastguard Worker
217*d83cc019SAndroid Build Coastguard Worker enum mali_dominant_factor dominant_factor : 3;
218*d83cc019SAndroid Build Coastguard Worker unsigned complement_dominant : 1;
219*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
220*d83cc019SAndroid Build Coastguard Worker
221*d83cc019SAndroid Build Coastguard Worker struct mali_blend_equation {
222*d83cc019SAndroid Build Coastguard Worker /* Of type mali_blend_mode */
223*d83cc019SAndroid Build Coastguard Worker unsigned rgb_mode : 12;
224*d83cc019SAndroid Build Coastguard Worker unsigned alpha_mode : 12;
225*d83cc019SAndroid Build Coastguard Worker
226*d83cc019SAndroid Build Coastguard Worker unsigned zero1 : 4;
227*d83cc019SAndroid Build Coastguard Worker
228*d83cc019SAndroid Build Coastguard Worker /* Corresponds to MALI_MASK_* above and glColorMask arguments */
229*d83cc019SAndroid Build Coastguard Worker
230*d83cc019SAndroid Build Coastguard Worker unsigned color_mask : 4;
231*d83cc019SAndroid Build Coastguard Worker
232*d83cc019SAndroid Build Coastguard Worker /* Attached constant for CONSTANT_ALPHA, etc */
233*d83cc019SAndroid Build Coastguard Worker
234*d83cc019SAndroid Build Coastguard Worker #ifndef BIFROST
235*d83cc019SAndroid Build Coastguard Worker float constant;
236*d83cc019SAndroid Build Coastguard Worker #endif
237*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
238*d83cc019SAndroid Build Coastguard Worker
239*d83cc019SAndroid Build Coastguard Worker /* Used with channel swizzling */
240*d83cc019SAndroid Build Coastguard Worker enum mali_channel {
241*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_RED = 0,
242*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_GREEN = 1,
243*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_BLUE = 2,
244*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_ALPHA = 3,
245*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_ZERO = 4,
246*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_ONE = 5,
247*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_RESERVED_0 = 6,
248*d83cc019SAndroid Build Coastguard Worker MALI_CHANNEL_RESERVED_1 = 7,
249*d83cc019SAndroid Build Coastguard Worker };
250*d83cc019SAndroid Build Coastguard Worker
251*d83cc019SAndroid Build Coastguard Worker struct mali_channel_swizzle {
252*d83cc019SAndroid Build Coastguard Worker enum mali_channel r : 3;
253*d83cc019SAndroid Build Coastguard Worker enum mali_channel g : 3;
254*d83cc019SAndroid Build Coastguard Worker enum mali_channel b : 3;
255*d83cc019SAndroid Build Coastguard Worker enum mali_channel a : 3;
256*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
257*d83cc019SAndroid Build Coastguard Worker
258*d83cc019SAndroid Build Coastguard Worker /* Compressed per-pixel formats. Each of these formats expands to one to four
259*d83cc019SAndroid Build Coastguard Worker * floating-point or integer numbers, as defined by the OpenGL specification.
260*d83cc019SAndroid Build Coastguard Worker * There are various places in OpenGL where the user can specify a compressed
261*d83cc019SAndroid Build Coastguard Worker * format in memory, which all use the same 8-bit enum in the various
262*d83cc019SAndroid Build Coastguard Worker * descriptors, although different hardware units support different formats.
263*d83cc019SAndroid Build Coastguard Worker */
264*d83cc019SAndroid Build Coastguard Worker
265*d83cc019SAndroid Build Coastguard Worker /* The top 3 bits specify how the bits of each component are interpreted. */
266*d83cc019SAndroid Build Coastguard Worker
267*d83cc019SAndroid Build Coastguard Worker /* e.g. R11F_G11F_B10F */
268*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_SPECIAL (2 << 5)
269*d83cc019SAndroid Build Coastguard Worker
270*d83cc019SAndroid Build Coastguard Worker /* signed normalized, e.g. RGBA8_SNORM */
271*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_SNORM (3 << 5)
272*d83cc019SAndroid Build Coastguard Worker
273*d83cc019SAndroid Build Coastguard Worker /* e.g. RGBA8UI */
274*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_UINT (4 << 5)
275*d83cc019SAndroid Build Coastguard Worker
276*d83cc019SAndroid Build Coastguard Worker /* e.g. RGBA8 and RGBA32F */
277*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_UNORM (5 << 5)
278*d83cc019SAndroid Build Coastguard Worker
279*d83cc019SAndroid Build Coastguard Worker /* e.g. RGBA8I and RGBA16F */
280*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_SINT (6 << 5)
281*d83cc019SAndroid Build Coastguard Worker
282*d83cc019SAndroid Build Coastguard Worker /* These formats seem to largely duplicate the others. They're used at least
283*d83cc019SAndroid Build Coastguard Worker * for Bifrost framebuffer output.
284*d83cc019SAndroid Build Coastguard Worker */
285*d83cc019SAndroid Build Coastguard Worker #define MALI_FORMAT_SPECIAL2 (7 << 5)
286*d83cc019SAndroid Build Coastguard Worker
287*d83cc019SAndroid Build Coastguard Worker /* If the high 3 bits are 3 to 6 these two bits say how many components
288*d83cc019SAndroid Build Coastguard Worker * there are.
289*d83cc019SAndroid Build Coastguard Worker */
290*d83cc019SAndroid Build Coastguard Worker #define MALI_NR_CHANNELS(n) ((n - 1) << 3)
291*d83cc019SAndroid Build Coastguard Worker
292*d83cc019SAndroid Build Coastguard Worker /* If the high 3 bits are 3 to 6, then the low 3 bits say how big each
293*d83cc019SAndroid Build Coastguard Worker * component is, except the special MALI_CHANNEL_FLOAT which overrides what the
294*d83cc019SAndroid Build Coastguard Worker * bits mean.
295*d83cc019SAndroid Build Coastguard Worker */
296*d83cc019SAndroid Build Coastguard Worker
297*d83cc019SAndroid Build Coastguard Worker #define MALI_CHANNEL_4 2
298*d83cc019SAndroid Build Coastguard Worker
299*d83cc019SAndroid Build Coastguard Worker #define MALI_CHANNEL_8 3
300*d83cc019SAndroid Build Coastguard Worker
301*d83cc019SAndroid Build Coastguard Worker #define MALI_CHANNEL_16 4
302*d83cc019SAndroid Build Coastguard Worker
303*d83cc019SAndroid Build Coastguard Worker #define MALI_CHANNEL_32 5
304*d83cc019SAndroid Build Coastguard Worker
305*d83cc019SAndroid Build Coastguard Worker /* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For
306*d83cc019SAndroid Build Coastguard Worker * MALI_FORMAT_UNORM, it means a 32-bit float.
307*d83cc019SAndroid Build Coastguard Worker */
308*d83cc019SAndroid Build Coastguard Worker #define MALI_CHANNEL_FLOAT 7
309*d83cc019SAndroid Build Coastguard Worker
310*d83cc019SAndroid Build Coastguard Worker enum mali_format {
311*d83cc019SAndroid Build Coastguard Worker MALI_RGB565 = MALI_FORMAT_SPECIAL | 0x0,
312*d83cc019SAndroid Build Coastguard Worker MALI_RGB5_A1_UNORM = MALI_FORMAT_SPECIAL | 0x2,
313*d83cc019SAndroid Build Coastguard Worker MALI_RGB10_A2_UNORM = MALI_FORMAT_SPECIAL | 0x3,
314*d83cc019SAndroid Build Coastguard Worker MALI_RGB10_A2_SNORM = MALI_FORMAT_SPECIAL | 0x5,
315*d83cc019SAndroid Build Coastguard Worker MALI_RGB10_A2UI = MALI_FORMAT_SPECIAL | 0x7,
316*d83cc019SAndroid Build Coastguard Worker MALI_RGB10_A2I = MALI_FORMAT_SPECIAL | 0x9,
317*d83cc019SAndroid Build Coastguard Worker
318*d83cc019SAndroid Build Coastguard Worker /* YUV formats */
319*d83cc019SAndroid Build Coastguard Worker MALI_NV12 = MALI_FORMAT_SPECIAL | 0xc,
320*d83cc019SAndroid Build Coastguard Worker
321*d83cc019SAndroid Build Coastguard Worker MALI_Z32_UNORM = MALI_FORMAT_SPECIAL | 0xD,
322*d83cc019SAndroid Build Coastguard Worker MALI_R32_FIXED = MALI_FORMAT_SPECIAL | 0x11,
323*d83cc019SAndroid Build Coastguard Worker MALI_RG32_FIXED = MALI_FORMAT_SPECIAL | 0x12,
324*d83cc019SAndroid Build Coastguard Worker MALI_RGB32_FIXED = MALI_FORMAT_SPECIAL | 0x13,
325*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32_FIXED = MALI_FORMAT_SPECIAL | 0x14,
326*d83cc019SAndroid Build Coastguard Worker MALI_R11F_G11F_B10F = MALI_FORMAT_SPECIAL | 0x19,
327*d83cc019SAndroid Build Coastguard Worker /* Only used for varyings, to indicate the transformed gl_Position */
328*d83cc019SAndroid Build Coastguard Worker MALI_VARYING_POS = MALI_FORMAT_SPECIAL | 0x1e,
329*d83cc019SAndroid Build Coastguard Worker /* Only used for varyings, to indicate that the write should be
330*d83cc019SAndroid Build Coastguard Worker * discarded.
331*d83cc019SAndroid Build Coastguard Worker */
332*d83cc019SAndroid Build Coastguard Worker MALI_VARYING_DISCARD = MALI_FORMAT_SPECIAL | 0x1f,
333*d83cc019SAndroid Build Coastguard Worker
334*d83cc019SAndroid Build Coastguard Worker MALI_R8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
335*d83cc019SAndroid Build Coastguard Worker MALI_R16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
336*d83cc019SAndroid Build Coastguard Worker MALI_R32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
337*d83cc019SAndroid Build Coastguard Worker MALI_RG8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
338*d83cc019SAndroid Build Coastguard Worker MALI_RG16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
339*d83cc019SAndroid Build Coastguard Worker MALI_RG32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
340*d83cc019SAndroid Build Coastguard Worker MALI_RGB8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
341*d83cc019SAndroid Build Coastguard Worker MALI_RGB16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
342*d83cc019SAndroid Build Coastguard Worker MALI_RGB32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
343*d83cc019SAndroid Build Coastguard Worker MALI_RGBA8_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
344*d83cc019SAndroid Build Coastguard Worker MALI_RGBA16_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
345*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32_SNORM = MALI_FORMAT_SNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
346*d83cc019SAndroid Build Coastguard Worker
347*d83cc019SAndroid Build Coastguard Worker MALI_R8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
348*d83cc019SAndroid Build Coastguard Worker MALI_R16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
349*d83cc019SAndroid Build Coastguard Worker MALI_R32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
350*d83cc019SAndroid Build Coastguard Worker MALI_RG8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
351*d83cc019SAndroid Build Coastguard Worker MALI_RG16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
352*d83cc019SAndroid Build Coastguard Worker MALI_RG32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
353*d83cc019SAndroid Build Coastguard Worker MALI_RGB8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
354*d83cc019SAndroid Build Coastguard Worker MALI_RGB16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
355*d83cc019SAndroid Build Coastguard Worker MALI_RGB32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
356*d83cc019SAndroid Build Coastguard Worker MALI_RGBA8UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
357*d83cc019SAndroid Build Coastguard Worker MALI_RGBA16UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
358*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32UI = MALI_FORMAT_UINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
359*d83cc019SAndroid Build Coastguard Worker
360*d83cc019SAndroid Build Coastguard Worker MALI_R8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
361*d83cc019SAndroid Build Coastguard Worker MALI_R16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
362*d83cc019SAndroid Build Coastguard Worker MALI_R32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
363*d83cc019SAndroid Build Coastguard Worker MALI_R32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
364*d83cc019SAndroid Build Coastguard Worker MALI_RG8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
365*d83cc019SAndroid Build Coastguard Worker MALI_RG16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
366*d83cc019SAndroid Build Coastguard Worker MALI_RG32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
367*d83cc019SAndroid Build Coastguard Worker MALI_RG32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
368*d83cc019SAndroid Build Coastguard Worker MALI_RGB8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
369*d83cc019SAndroid Build Coastguard Worker MALI_RGB16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
370*d83cc019SAndroid Build Coastguard Worker MALI_RGB32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
371*d83cc019SAndroid Build Coastguard Worker MALI_RGB32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
372*d83cc019SAndroid Build Coastguard Worker MALI_RGBA4_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_4,
373*d83cc019SAndroid Build Coastguard Worker MALI_RGBA8_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
374*d83cc019SAndroid Build Coastguard Worker MALI_RGBA16_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
375*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32_UNORM = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
376*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32F = MALI_FORMAT_UNORM | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
377*d83cc019SAndroid Build Coastguard Worker
378*d83cc019SAndroid Build Coastguard Worker MALI_R8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_8,
379*d83cc019SAndroid Build Coastguard Worker MALI_R16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_16,
380*d83cc019SAndroid Build Coastguard Worker MALI_R32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_32,
381*d83cc019SAndroid Build Coastguard Worker MALI_R16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(1) | MALI_CHANNEL_FLOAT,
382*d83cc019SAndroid Build Coastguard Worker MALI_RG8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_8,
383*d83cc019SAndroid Build Coastguard Worker MALI_RG16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_16,
384*d83cc019SAndroid Build Coastguard Worker MALI_RG32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_32,
385*d83cc019SAndroid Build Coastguard Worker MALI_RG16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(2) | MALI_CHANNEL_FLOAT,
386*d83cc019SAndroid Build Coastguard Worker MALI_RGB8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_8,
387*d83cc019SAndroid Build Coastguard Worker MALI_RGB16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_16,
388*d83cc019SAndroid Build Coastguard Worker MALI_RGB32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_32,
389*d83cc019SAndroid Build Coastguard Worker MALI_RGB16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(3) | MALI_CHANNEL_FLOAT,
390*d83cc019SAndroid Build Coastguard Worker MALI_RGBA8I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_8,
391*d83cc019SAndroid Build Coastguard Worker MALI_RGBA16I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_16,
392*d83cc019SAndroid Build Coastguard Worker MALI_RGBA32I = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_32,
393*d83cc019SAndroid Build Coastguard Worker MALI_RGBA16F = MALI_FORMAT_SINT | MALI_NR_CHANNELS(4) | MALI_CHANNEL_FLOAT,
394*d83cc019SAndroid Build Coastguard Worker
395*d83cc019SAndroid Build Coastguard Worker MALI_RGBA4 = MALI_FORMAT_SPECIAL2 | 0x8,
396*d83cc019SAndroid Build Coastguard Worker MALI_RGBA8_2 = MALI_FORMAT_SPECIAL2 | 0xd,
397*d83cc019SAndroid Build Coastguard Worker MALI_RGB10_A2_2 = MALI_FORMAT_SPECIAL2 | 0xe,
398*d83cc019SAndroid Build Coastguard Worker };
399*d83cc019SAndroid Build Coastguard Worker
400*d83cc019SAndroid Build Coastguard Worker
401*d83cc019SAndroid Build Coastguard Worker /* Alpha coverage is encoded as 4-bits (from a clampf), with inversion
402*d83cc019SAndroid Build Coastguard Worker * literally performing a bitwise invert. This function produces slightly wrong
403*d83cc019SAndroid Build Coastguard Worker * results and I'm not sure why; some rounding issue I suppose... */
404*d83cc019SAndroid Build Coastguard Worker
405*d83cc019SAndroid Build Coastguard Worker #define MALI_ALPHA_COVERAGE(clampf) ((uint16_t) (int) (clampf * 15.0f))
406*d83cc019SAndroid Build Coastguard Worker #define MALI_GET_ALPHA_COVERAGE(nibble) ((float) nibble / 15.0f)
407*d83cc019SAndroid Build Coastguard Worker
408*d83cc019SAndroid Build Coastguard Worker /* Applies to unknown1 */
409*d83cc019SAndroid Build Coastguard Worker #define MALI_NO_ALPHA_TO_COVERAGE (1 << 10)
410*d83cc019SAndroid Build Coastguard Worker
411*d83cc019SAndroid Build Coastguard Worker struct mali_blend_meta {
412*d83cc019SAndroid Build Coastguard Worker #ifndef BIFROST
413*d83cc019SAndroid Build Coastguard Worker /* Base value of 0x200.
414*d83cc019SAndroid Build Coastguard Worker * OR with 0x1 for blending (anything other than REPLACE).
415*d83cc019SAndroid Build Coastguard Worker * OR with 0x2 for programmable blending
416*d83cc019SAndroid Build Coastguard Worker */
417*d83cc019SAndroid Build Coastguard Worker
418*d83cc019SAndroid Build Coastguard Worker u64 unk1;
419*d83cc019SAndroid Build Coastguard Worker
420*d83cc019SAndroid Build Coastguard Worker /* For programmable blending, these turn into the blend_shader address */
421*d83cc019SAndroid Build Coastguard Worker struct mali_blend_equation blend_equation_1;
422*d83cc019SAndroid Build Coastguard Worker
423*d83cc019SAndroid Build Coastguard Worker u64 zero2;
424*d83cc019SAndroid Build Coastguard Worker struct mali_blend_equation blend_equation_2;
425*d83cc019SAndroid Build Coastguard Worker #else
426*d83cc019SAndroid Build Coastguard Worker u32 unk1; // = 0x200
427*d83cc019SAndroid Build Coastguard Worker struct mali_blend_equation blend_equation;
428*d83cc019SAndroid Build Coastguard Worker /*
429*d83cc019SAndroid Build Coastguard Worker * - 0x19 normally
430*d83cc019SAndroid Build Coastguard Worker * - 0x3 when this slot is unused (everything else is 0 except the index)
431*d83cc019SAndroid Build Coastguard Worker * - 0x11 when this is the fourth slot (and it's used)
432*d83cc019SAndroid Build Coastguard Worker + * - 0 when there is a blend shader
433*d83cc019SAndroid Build Coastguard Worker */
434*d83cc019SAndroid Build Coastguard Worker u16 unk2;
435*d83cc019SAndroid Build Coastguard Worker /* increments from 0 to 3 */
436*d83cc019SAndroid Build Coastguard Worker u16 index;
437*d83cc019SAndroid Build Coastguard Worker
438*d83cc019SAndroid Build Coastguard Worker union {
439*d83cc019SAndroid Build Coastguard Worker struct {
440*d83cc019SAndroid Build Coastguard Worker /* So far, I've only seen:
441*d83cc019SAndroid Build Coastguard Worker * - R001 for 1-component formats
442*d83cc019SAndroid Build Coastguard Worker * - RG01 for 2-component formats
443*d83cc019SAndroid Build Coastguard Worker * - RGB1 for 3-component formats
444*d83cc019SAndroid Build Coastguard Worker * - RGBA for 4-component formats
445*d83cc019SAndroid Build Coastguard Worker */
446*d83cc019SAndroid Build Coastguard Worker u32 swizzle : 12;
447*d83cc019SAndroid Build Coastguard Worker enum mali_format format : 8;
448*d83cc019SAndroid Build Coastguard Worker
449*d83cc019SAndroid Build Coastguard Worker /* Type of the shader output variable. Note, this can
450*d83cc019SAndroid Build Coastguard Worker * be different from the format.
451*d83cc019SAndroid Build Coastguard Worker *
452*d83cc019SAndroid Build Coastguard Worker * 0: f16 (mediump float)
453*d83cc019SAndroid Build Coastguard Worker * 1: f32 (highp float)
454*d83cc019SAndroid Build Coastguard Worker * 2: i32 (highp int)
455*d83cc019SAndroid Build Coastguard Worker * 3: u32 (highp uint)
456*d83cc019SAndroid Build Coastguard Worker * 4: i16 (mediump int)
457*d83cc019SAndroid Build Coastguard Worker * 5: u16 (mediump uint)
458*d83cc019SAndroid Build Coastguard Worker */
459*d83cc019SAndroid Build Coastguard Worker u32 shader_type : 3;
460*d83cc019SAndroid Build Coastguard Worker u32 zero : 9;
461*d83cc019SAndroid Build Coastguard Worker };
462*d83cc019SAndroid Build Coastguard Worker
463*d83cc019SAndroid Build Coastguard Worker /* Only the low 32 bits of the blend shader are stored, the
464*d83cc019SAndroid Build Coastguard Worker * high 32 bits are implicitly the same as the original shader.
465*d83cc019SAndroid Build Coastguard Worker * According to the kernel driver, the program counter for
466*d83cc019SAndroid Build Coastguard Worker * shaders is actually only 24 bits, so shaders cannot cross
467*d83cc019SAndroid Build Coastguard Worker * the 2^24-byte boundary, and neither can the blend shader.
468*d83cc019SAndroid Build Coastguard Worker * The blob handles this by allocating a 2^24 byte pool for
469*d83cc019SAndroid Build Coastguard Worker * shaders, and making sure that any blend shaders are stored
470*d83cc019SAndroid Build Coastguard Worker * in the same pool as the original shader. The kernel will
471*d83cc019SAndroid Build Coastguard Worker * make sure this allocation is aligned to 2^24 bytes.
472*d83cc019SAndroid Build Coastguard Worker */
473*d83cc019SAndroid Build Coastguard Worker u32 blend_shader;
474*d83cc019SAndroid Build Coastguard Worker };
475*d83cc019SAndroid Build Coastguard Worker #endif
476*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
477*d83cc019SAndroid Build Coastguard Worker
478*d83cc019SAndroid Build Coastguard Worker struct mali_shader_meta {
479*d83cc019SAndroid Build Coastguard Worker mali_ptr shader;
480*d83cc019SAndroid Build Coastguard Worker u16 texture_count;
481*d83cc019SAndroid Build Coastguard Worker u16 sampler_count;
482*d83cc019SAndroid Build Coastguard Worker u16 attribute_count;
483*d83cc019SAndroid Build Coastguard Worker u16 varying_count;
484*d83cc019SAndroid Build Coastguard Worker
485*d83cc019SAndroid Build Coastguard Worker union {
486*d83cc019SAndroid Build Coastguard Worker struct {
487*d83cc019SAndroid Build Coastguard Worker u32 uniform_buffer_count : 4;
488*d83cc019SAndroid Build Coastguard Worker u32 unk1 : 28; // = 0x800000 for vertex, 0x958020 for tiler
489*d83cc019SAndroid Build Coastguard Worker } bifrost1;
490*d83cc019SAndroid Build Coastguard Worker struct {
491*d83cc019SAndroid Build Coastguard Worker /* 0x200 except MALI_NO_ALPHA_TO_COVERAGE. Mysterious 1
492*d83cc019SAndroid Build Coastguard Worker * other times. Who knows really? */
493*d83cc019SAndroid Build Coastguard Worker u16 unknown1;
494*d83cc019SAndroid Build Coastguard Worker
495*d83cc019SAndroid Build Coastguard Worker /* Whole number of uniform registers used, times two;
496*d83cc019SAndroid Build Coastguard Worker * whole number of work registers used (no scale).
497*d83cc019SAndroid Build Coastguard Worker */
498*d83cc019SAndroid Build Coastguard Worker unsigned work_count : 5;
499*d83cc019SAndroid Build Coastguard Worker unsigned uniform_count : 5;
500*d83cc019SAndroid Build Coastguard Worker unsigned unknown2 : 6;
501*d83cc019SAndroid Build Coastguard Worker } midgard1;
502*d83cc019SAndroid Build Coastguard Worker };
503*d83cc019SAndroid Build Coastguard Worker
504*d83cc019SAndroid Build Coastguard Worker /* On bifrost: Exactly the same as glPolygonOffset() for both.
505*d83cc019SAndroid Build Coastguard Worker * On midgard: Depth factor is exactly as passed to glPolygonOffset.
506*d83cc019SAndroid Build Coastguard Worker * Depth units is equal to the value passed to glDeptOhffset + 1.0f
507*d83cc019SAndroid Build Coastguard Worker * (use MALI_NEGATIVE)
508*d83cc019SAndroid Build Coastguard Worker */
509*d83cc019SAndroid Build Coastguard Worker float depth_units;
510*d83cc019SAndroid Build Coastguard Worker float depth_factor;
511*d83cc019SAndroid Build Coastguard Worker
512*d83cc019SAndroid Build Coastguard Worker u32 unknown2_2;
513*d83cc019SAndroid Build Coastguard Worker
514*d83cc019SAndroid Build Coastguard Worker u16 alpha_coverage;
515*d83cc019SAndroid Build Coastguard Worker u16 unknown2_3;
516*d83cc019SAndroid Build Coastguard Worker
517*d83cc019SAndroid Build Coastguard Worker u8 stencil_mask_front;
518*d83cc019SAndroid Build Coastguard Worker u8 stencil_mask_back;
519*d83cc019SAndroid Build Coastguard Worker u16 unknown2_4;
520*d83cc019SAndroid Build Coastguard Worker
521*d83cc019SAndroid Build Coastguard Worker struct mali_stencil_test stencil_front;
522*d83cc019SAndroid Build Coastguard Worker struct mali_stencil_test stencil_back;
523*d83cc019SAndroid Build Coastguard Worker
524*d83cc019SAndroid Build Coastguard Worker union {
525*d83cc019SAndroid Build Coastguard Worker struct {
526*d83cc019SAndroid Build Coastguard Worker u32 unk3 : 7;
527*d83cc019SAndroid Build Coastguard Worker /* On Bifrost, some system values are preloaded in
528*d83cc019SAndroid Build Coastguard Worker * registers R55-R62 by the thread dispatcher prior to
529*d83cc019SAndroid Build Coastguard Worker * the start of shader execution. This is a bitfield
530*d83cc019SAndroid Build Coastguard Worker * with one entry for each register saying which
531*d83cc019SAndroid Build Coastguard Worker * registers need to be preloaded. Right now, the known
532*d83cc019SAndroid Build Coastguard Worker * values are:
533*d83cc019SAndroid Build Coastguard Worker *
534*d83cc019SAndroid Build Coastguard Worker * Vertex/compute:
535*d83cc019SAndroid Build Coastguard Worker * - R55 : gl_LocalInvocationID.xy
536*d83cc019SAndroid Build Coastguard Worker * - R56 : gl_LocalInvocationID.z + unknown in high 16 bits
537*d83cc019SAndroid Build Coastguard Worker * - R57 : gl_WorkGroupID.x
538*d83cc019SAndroid Build Coastguard Worker * - R58 : gl_WorkGroupID.y
539*d83cc019SAndroid Build Coastguard Worker * - R59 : gl_WorkGroupID.z
540*d83cc019SAndroid Build Coastguard Worker * - R60 : gl_GlobalInvocationID.x
541*d83cc019SAndroid Build Coastguard Worker * - R61 : gl_GlobalInvocationID.y/gl_VertexID (without base)
542*d83cc019SAndroid Build Coastguard Worker * - R62 : gl_GlobalInvocationID.z/gl_InstanceID (without base)
543*d83cc019SAndroid Build Coastguard Worker *
544*d83cc019SAndroid Build Coastguard Worker * Fragment:
545*d83cc019SAndroid Build Coastguard Worker * - R55 : unknown, never seen (but the bit for this is
546*d83cc019SAndroid Build Coastguard Worker * always set?)
547*d83cc019SAndroid Build Coastguard Worker * - R56 : unknown (bit always unset)
548*d83cc019SAndroid Build Coastguard Worker * - R57 : gl_PrimitiveID
549*d83cc019SAndroid Build Coastguard Worker * - R58 : gl_FrontFacing in low bit, potentially other stuff
550*d83cc019SAndroid Build Coastguard Worker * - R59 : u16 fragment coordinates (used to compute
551*d83cc019SAndroid Build Coastguard Worker * gl_FragCoord.xy, together with sample positions)
552*d83cc019SAndroid Build Coastguard Worker * - R60 : gl_SampleMask (used in epilog, so pretty
553*d83cc019SAndroid Build Coastguard Worker * much always used, but the bit is always 0 -- is
554*d83cc019SAndroid Build Coastguard Worker * this just always pushed?)
555*d83cc019SAndroid Build Coastguard Worker * - R61 : gl_SampleMaskIn and gl_SampleID, used by
556*d83cc019SAndroid Build Coastguard Worker * varying interpolation.
557*d83cc019SAndroid Build Coastguard Worker * - R62 : unknown (bit always unset).
558*d83cc019SAndroid Build Coastguard Worker */
559*d83cc019SAndroid Build Coastguard Worker u32 preload_regs : 8;
560*d83cc019SAndroid Build Coastguard Worker /* In units of 8 bytes or 64 bits, since the
561*d83cc019SAndroid Build Coastguard Worker * uniform/const port loads 64 bits at a time.
562*d83cc019SAndroid Build Coastguard Worker */
563*d83cc019SAndroid Build Coastguard Worker u32 uniform_count : 7;
564*d83cc019SAndroid Build Coastguard Worker u32 unk4 : 10; // = 2
565*d83cc019SAndroid Build Coastguard Worker } bifrost2;
566*d83cc019SAndroid Build Coastguard Worker struct {
567*d83cc019SAndroid Build Coastguard Worker u32 unknown2_7;
568*d83cc019SAndroid Build Coastguard Worker } midgard2;
569*d83cc019SAndroid Build Coastguard Worker };
570*d83cc019SAndroid Build Coastguard Worker
571*d83cc019SAndroid Build Coastguard Worker /* zero on bifrost */
572*d83cc019SAndroid Build Coastguard Worker u32 unknown2_8;
573*d83cc019SAndroid Build Coastguard Worker
574*d83cc019SAndroid Build Coastguard Worker /* Blending information for the older non-MRT Midgard HW. Check for
575*d83cc019SAndroid Build Coastguard Worker * MALI_HAS_BLEND_SHADER to decide how to interpret.
576*d83cc019SAndroid Build Coastguard Worker */
577*d83cc019SAndroid Build Coastguard Worker
578*d83cc019SAndroid Build Coastguard Worker union {
579*d83cc019SAndroid Build Coastguard Worker mali_ptr blend_shader;
580*d83cc019SAndroid Build Coastguard Worker struct mali_blend_equation blend_equation;
581*d83cc019SAndroid Build Coastguard Worker };
582*d83cc019SAndroid Build Coastguard Worker
583*d83cc019SAndroid Build Coastguard Worker /* There can be up to 4 blend_meta's. None of them are required for
584*d83cc019SAndroid Build Coastguard Worker * vertex shaders or the non-MRT case for Midgard (so the blob doesn't
585*d83cc019SAndroid Build Coastguard Worker * allocate any space).
586*d83cc019SAndroid Build Coastguard Worker */
587*d83cc019SAndroid Build Coastguard Worker struct mali_blend_meta blend_meta[];
588*d83cc019SAndroid Build Coastguard Worker
589*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
590*d83cc019SAndroid Build Coastguard Worker
591*d83cc019SAndroid Build Coastguard Worker /* This only concerns hardware jobs */
592*d83cc019SAndroid Build Coastguard Worker
593*d83cc019SAndroid Build Coastguard Worker /* Possible values for job_descriptor_size */
594*d83cc019SAndroid Build Coastguard Worker
595*d83cc019SAndroid Build Coastguard Worker #define MALI_JOB_32 0
596*d83cc019SAndroid Build Coastguard Worker #define MALI_JOB_64 1
597*d83cc019SAndroid Build Coastguard Worker
598*d83cc019SAndroid Build Coastguard Worker struct mali_job_descriptor_header {
599*d83cc019SAndroid Build Coastguard Worker u32 exception_status;
600*d83cc019SAndroid Build Coastguard Worker u32 first_incomplete_task;
601*d83cc019SAndroid Build Coastguard Worker u64 fault_pointer;
602*d83cc019SAndroid Build Coastguard Worker u8 job_descriptor_size : 1;
603*d83cc019SAndroid Build Coastguard Worker enum mali_job_type job_type : 7;
604*d83cc019SAndroid Build Coastguard Worker u8 job_barrier : 1;
605*d83cc019SAndroid Build Coastguard Worker u8 unknown_flags : 7;
606*d83cc019SAndroid Build Coastguard Worker u16 job_index;
607*d83cc019SAndroid Build Coastguard Worker u16 job_dependency_index_1;
608*d83cc019SAndroid Build Coastguard Worker u16 job_dependency_index_2;
609*d83cc019SAndroid Build Coastguard Worker
610*d83cc019SAndroid Build Coastguard Worker union {
611*d83cc019SAndroid Build Coastguard Worker u64 next_job_64;
612*d83cc019SAndroid Build Coastguard Worker u32 next_job_32;
613*d83cc019SAndroid Build Coastguard Worker };
614*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
615*d83cc019SAndroid Build Coastguard Worker
616*d83cc019SAndroid Build Coastguard Worker struct mali_payload_set_value {
617*d83cc019SAndroid Build Coastguard Worker u64 out;
618*d83cc019SAndroid Build Coastguard Worker u64 unknown;
619*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
620*d83cc019SAndroid Build Coastguard Worker
621*d83cc019SAndroid Build Coastguard Worker /* Special attributes have a fixed index */
622*d83cc019SAndroid Build Coastguard Worker #define MALI_SPECIAL_ATTRIBUTE_BASE 16
623*d83cc019SAndroid Build Coastguard Worker #define MALI_VERTEX_ID (MALI_SPECIAL_ATTRIBUTE_BASE + 0)
624*d83cc019SAndroid Build Coastguard Worker #define MALI_INSTANCE_ID (MALI_SPECIAL_ATTRIBUTE_BASE + 1)
625*d83cc019SAndroid Build Coastguard Worker
626*d83cc019SAndroid Build Coastguard Worker /*
627*d83cc019SAndroid Build Coastguard Worker * Mali Attributes
628*d83cc019SAndroid Build Coastguard Worker *
629*d83cc019SAndroid Build Coastguard Worker * This structure lets the attribute unit compute the address of an attribute
630*d83cc019SAndroid Build Coastguard Worker * given the vertex and instance ID. Unfortunately, the way this works is
631*d83cc019SAndroid Build Coastguard Worker * rather complicated when instancing is enabled.
632*d83cc019SAndroid Build Coastguard Worker *
633*d83cc019SAndroid Build Coastguard Worker * To explain this, first we need to explain how compute and vertex threads are
634*d83cc019SAndroid Build Coastguard Worker * dispatched. This is a guess (although a pretty firm guess!) since the
635*d83cc019SAndroid Build Coastguard Worker * details are mostly hidden from the driver, except for attribute instancing.
636*d83cc019SAndroid Build Coastguard Worker * When a quad is dispatched, it receives a single, linear index. However, we
637*d83cc019SAndroid Build Coastguard Worker * need to translate that index into a (vertex id, instance id) pair, or a
638*d83cc019SAndroid Build Coastguard Worker * (local id x, local id y, local id z) triple for compute shaders (although
639*d83cc019SAndroid Build Coastguard Worker * vertex shaders and compute shaders are handled almost identically).
640*d83cc019SAndroid Build Coastguard Worker * Focusing on vertex shaders, one option would be to do:
641*d83cc019SAndroid Build Coastguard Worker *
642*d83cc019SAndroid Build Coastguard Worker * vertex_id = linear_id % num_vertices
643*d83cc019SAndroid Build Coastguard Worker * instance_id = linear_id / num_vertices
644*d83cc019SAndroid Build Coastguard Worker *
645*d83cc019SAndroid Build Coastguard Worker * but this involves a costly division and modulus by an arbitrary number.
646*d83cc019SAndroid Build Coastguard Worker * Instead, we could pad num_vertices. We dispatch padded_num_vertices *
647*d83cc019SAndroid Build Coastguard Worker * num_instances threads instead of num_vertices * num_instances, which results
648*d83cc019SAndroid Build Coastguard Worker * in some "extra" threads with vertex_id >= num_vertices, which we have to
649*d83cc019SAndroid Build Coastguard Worker * discard. The more we pad num_vertices, the more "wasted" threads we
650*d83cc019SAndroid Build Coastguard Worker * dispatch, but the division is potentially easier.
651*d83cc019SAndroid Build Coastguard Worker *
652*d83cc019SAndroid Build Coastguard Worker * One straightforward choice is to pad num_vertices to the next power of two,
653*d83cc019SAndroid Build Coastguard Worker * which means that the division and modulus are just simple bit shifts and
654*d83cc019SAndroid Build Coastguard Worker * masking. But the actual algorithm is a bit more complicated. The thread
655*d83cc019SAndroid Build Coastguard Worker * dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
656*d83cc019SAndroid Build Coastguard Worker * to dividing by a power of two. This is possibly using the technique
657*d83cc019SAndroid Build Coastguard Worker * described in patent US20170010862A1. As a result, padded_num_vertices can be
658*d83cc019SAndroid Build Coastguard Worker * 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
659*d83cc019SAndroid Build Coastguard Worker * since we need less padding.
660*d83cc019SAndroid Build Coastguard Worker *
661*d83cc019SAndroid Build Coastguard Worker * padded_num_vertices is picked by the hardware. The driver just specifies the
662*d83cc019SAndroid Build Coastguard Worker * actual number of vertices. At least for Mali G71, the first few cases are
663*d83cc019SAndroid Build Coastguard Worker * given by:
664*d83cc019SAndroid Build Coastguard Worker *
665*d83cc019SAndroid Build Coastguard Worker * num_vertices | padded_num_vertices
666*d83cc019SAndroid Build Coastguard Worker * 3 | 4
667*d83cc019SAndroid Build Coastguard Worker * 4-7 | 8
668*d83cc019SAndroid Build Coastguard Worker * 8-11 | 12 (3 * 4)
669*d83cc019SAndroid Build Coastguard Worker * 12-15 | 16
670*d83cc019SAndroid Build Coastguard Worker * 16-19 | 20 (5 * 4)
671*d83cc019SAndroid Build Coastguard Worker *
672*d83cc019SAndroid Build Coastguard Worker * Note that padded_num_vertices is a multiple of four (presumably because
673*d83cc019SAndroid Build Coastguard Worker * threads are dispatched in groups of 4). Also, padded_num_vertices is always
674*d83cc019SAndroid Build Coastguard Worker * at least one more than num_vertices, which seems like a quirk of the
675*d83cc019SAndroid Build Coastguard Worker * hardware. For larger num_vertices, the hardware uses the following
676*d83cc019SAndroid Build Coastguard Worker * algorithm: using the binary representation of num_vertices, we look at the
677*d83cc019SAndroid Build Coastguard Worker * most significant set bit as well as the following 3 bits. Let n be the
678*d83cc019SAndroid Build Coastguard Worker * number of bits after those 4 bits. Then we set padded_num_vertices according
679*d83cc019SAndroid Build Coastguard Worker * to the following table:
680*d83cc019SAndroid Build Coastguard Worker *
681*d83cc019SAndroid Build Coastguard Worker * high bits | padded_num_vertices
682*d83cc019SAndroid Build Coastguard Worker * 1000 | 9 * 2^n
683*d83cc019SAndroid Build Coastguard Worker * 1001 | 5 * 2^(n+1)
684*d83cc019SAndroid Build Coastguard Worker * 101x | 3 * 2^(n+2)
685*d83cc019SAndroid Build Coastguard Worker * 110x | 7 * 2^(n+1)
686*d83cc019SAndroid Build Coastguard Worker * 111x | 2^(n+4)
687*d83cc019SAndroid Build Coastguard Worker *
688*d83cc019SAndroid Build Coastguard Worker * For example, if num_vertices = 70 is passed to glDraw(), its binary
689*d83cc019SAndroid Build Coastguard Worker * representation is 1000110, so n = 3 and the high bits are 1000, and
690*d83cc019SAndroid Build Coastguard Worker * therefore padded_num_vertices = 9 * 2^3 = 72.
691*d83cc019SAndroid Build Coastguard Worker *
692*d83cc019SAndroid Build Coastguard Worker * The attribute unit works in terms of the original linear_id. if
693*d83cc019SAndroid Build Coastguard Worker * num_instances = 1, then they are the same, and everything is simple.
694*d83cc019SAndroid Build Coastguard Worker * However, with instancing things get more complicated. There are four
695*d83cc019SAndroid Build Coastguard Worker * possible modes, two of them we can group together:
696*d83cc019SAndroid Build Coastguard Worker *
697*d83cc019SAndroid Build Coastguard Worker * 1. Use the linear_id directly. Only used when there is no instancing.
698*d83cc019SAndroid Build Coastguard Worker *
699*d83cc019SAndroid Build Coastguard Worker * 2. Use the linear_id modulo a constant. This is used for per-vertex
700*d83cc019SAndroid Build Coastguard Worker * attributes with instancing enabled by making the constant equal
701*d83cc019SAndroid Build Coastguard Worker * padded_num_vertices. Because the modulus is always padded_num_vertices, this
702*d83cc019SAndroid Build Coastguard Worker * mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
703*d83cc019SAndroid Build Coastguard Worker * The shift field specifies the power of two, while the extra_flags field
704*d83cc019SAndroid Build Coastguard Worker * specifies the odd number. If shift = n and extra_flags = m, then the modulus
705*d83cc019SAndroid Build Coastguard Worker * is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
706*d83cc019SAndroid Build Coastguard Worker * above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
707*d83cc019SAndroid Build Coastguard Worker * shift = 3. Note that we must exactly follow the hardware algorithm used to
708*d83cc019SAndroid Build Coastguard Worker * get padded_num_vertices in order to correctly implement per-vertex
709*d83cc019SAndroid Build Coastguard Worker * attributes.
710*d83cc019SAndroid Build Coastguard Worker *
711*d83cc019SAndroid Build Coastguard Worker * 3. Divide the linear_id by a constant. In order to correctly implement
712*d83cc019SAndroid Build Coastguard Worker * instance divisors, we have to divide linear_id by padded_num_vertices times
713*d83cc019SAndroid Build Coastguard Worker * to user-specified divisor. So first we compute padded_num_vertices, again
714*d83cc019SAndroid Build Coastguard Worker * following the exact same algorithm that the hardware uses, then multiply it
715*d83cc019SAndroid Build Coastguard Worker * by the GL-level divisor to get the hardware-level divisor. This case is
716*d83cc019SAndroid Build Coastguard Worker * further divided into two more cases. If the hardware-level divisor is a
717*d83cc019SAndroid Build Coastguard Worker * power of two, then we just need to shift. The shift amount is specified by
718*d83cc019SAndroid Build Coastguard Worker * the shift field, so that the hardware-level divisor is just 2^shift.
719*d83cc019SAndroid Build Coastguard Worker *
720*d83cc019SAndroid Build Coastguard Worker * If it isn't a power of two, then we have to divide by an arbitrary integer.
721*d83cc019SAndroid Build Coastguard Worker * For that, we use the well-known technique of multiplying by an approximation
722*d83cc019SAndroid Build Coastguard Worker * of the inverse. The driver must compute the magic multiplier and shift
723*d83cc019SAndroid Build Coastguard Worker * amount, and then the hardware does the multiplication and shift. The
724*d83cc019SAndroid Build Coastguard Worker * hardware and driver also use the "round-down" optimization as described in
725*d83cc019SAndroid Build Coastguard Worker * http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
726*d83cc019SAndroid Build Coastguard Worker * The hardware further assumes the multiplier is between 2^31 and 2^32, so the
727*d83cc019SAndroid Build Coastguard Worker * high bit is implicitly set to 1 even though it is set to 0 by the driver --
728*d83cc019SAndroid Build Coastguard Worker * presumably this simplifies the hardware multiplier a little. The hardware
729*d83cc019SAndroid Build Coastguard Worker * first multiplies linear_id by the multiplier and takes the high 32 bits,
730*d83cc019SAndroid Build Coastguard Worker * then applies the round-down correction if extra_flags = 1, then finally
731*d83cc019SAndroid Build Coastguard Worker * shifts right by the shift field.
732*d83cc019SAndroid Build Coastguard Worker *
733*d83cc019SAndroid Build Coastguard Worker * There are some differences between ridiculousfish's algorithm and the Mali
734*d83cc019SAndroid Build Coastguard Worker * hardware algorithm, which means that the reference code from ridiculousfish
735*d83cc019SAndroid Build Coastguard Worker * doesn't always produce the right constants. Mali does not use the pre-shift
736*d83cc019SAndroid Build Coastguard Worker * optimization, since that would make a hardware implementation slower (it
737*d83cc019SAndroid Build Coastguard Worker * would have to always do the pre-shift, multiply, and post-shift operations).
738*d83cc019SAndroid Build Coastguard Worker * It also forces the multplier to be at least 2^31, which means that the
739*d83cc019SAndroid Build Coastguard Worker * exponent is entirely fixed, so there is no trial-and-error. Altogether,
740*d83cc019SAndroid Build Coastguard Worker * given the divisor d, the algorithm the driver must follow is:
741*d83cc019SAndroid Build Coastguard Worker *
742*d83cc019SAndroid Build Coastguard Worker * 1. Set shift = floor(log2(d)).
743*d83cc019SAndroid Build Coastguard Worker * 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
744*d83cc019SAndroid Build Coastguard Worker * 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
745*d83cc019SAndroid Build Coastguard Worker * magic_divisor = m - 1 and extra_flags = 1.
746*d83cc019SAndroid Build Coastguard Worker * 4. Otherwise, set magic_divisor = m and extra_flags = 0.
747*d83cc019SAndroid Build Coastguard Worker */
748*d83cc019SAndroid Build Coastguard Worker
749*d83cc019SAndroid Build Coastguard Worker enum mali_attr_mode {
750*d83cc019SAndroid Build Coastguard Worker MALI_ATTR_UNUSED = 0,
751*d83cc019SAndroid Build Coastguard Worker MALI_ATTR_LINEAR = 1,
752*d83cc019SAndroid Build Coastguard Worker MALI_ATTR_POT_DIVIDE = 2,
753*d83cc019SAndroid Build Coastguard Worker MALI_ATTR_MODULO = 3,
754*d83cc019SAndroid Build Coastguard Worker MALI_ATTR_NPOT_DIVIDE = 4,
755*d83cc019SAndroid Build Coastguard Worker };
756*d83cc019SAndroid Build Coastguard Worker
757*d83cc019SAndroid Build Coastguard Worker union mali_attr {
758*d83cc019SAndroid Build Coastguard Worker /* This is used for actual attributes. */
759*d83cc019SAndroid Build Coastguard Worker struct {
760*d83cc019SAndroid Build Coastguard Worker /* The bottom 3 bits are the mode */
761*d83cc019SAndroid Build Coastguard Worker mali_ptr elements : 64 - 8;
762*d83cc019SAndroid Build Coastguard Worker u32 shift : 5;
763*d83cc019SAndroid Build Coastguard Worker u32 extra_flags : 3;
764*d83cc019SAndroid Build Coastguard Worker u32 stride;
765*d83cc019SAndroid Build Coastguard Worker u32 size;
766*d83cc019SAndroid Build Coastguard Worker };
767*d83cc019SAndroid Build Coastguard Worker /* The entry after an NPOT_DIVIDE entry has this format. It stores
768*d83cc019SAndroid Build Coastguard Worker * extra information that wouldn't fit in a normal entry.
769*d83cc019SAndroid Build Coastguard Worker */
770*d83cc019SAndroid Build Coastguard Worker struct {
771*d83cc019SAndroid Build Coastguard Worker u32 unk; /* = 0x20 */
772*d83cc019SAndroid Build Coastguard Worker u32 magic_divisor;
773*d83cc019SAndroid Build Coastguard Worker u32 zero;
774*d83cc019SAndroid Build Coastguard Worker /* This is the original, GL-level divisor. */
775*d83cc019SAndroid Build Coastguard Worker u32 divisor;
776*d83cc019SAndroid Build Coastguard Worker };
777*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
778*d83cc019SAndroid Build Coastguard Worker
779*d83cc019SAndroid Build Coastguard Worker struct mali_attr_meta {
780*d83cc019SAndroid Build Coastguard Worker /* Vertex buffer index */
781*d83cc019SAndroid Build Coastguard Worker u8 index;
782*d83cc019SAndroid Build Coastguard Worker
783*d83cc019SAndroid Build Coastguard Worker unsigned unknown1 : 2;
784*d83cc019SAndroid Build Coastguard Worker unsigned swizzle : 12;
785*d83cc019SAndroid Build Coastguard Worker enum mali_format format : 8;
786*d83cc019SAndroid Build Coastguard Worker
787*d83cc019SAndroid Build Coastguard Worker /* Always observed to be zero at the moment */
788*d83cc019SAndroid Build Coastguard Worker unsigned unknown3 : 2;
789*d83cc019SAndroid Build Coastguard Worker
790*d83cc019SAndroid Build Coastguard Worker /* When packing multiple attributes in a buffer, offset addresses by this value */
791*d83cc019SAndroid Build Coastguard Worker uint32_t src_offset;
792*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
793*d83cc019SAndroid Build Coastguard Worker
794*d83cc019SAndroid Build Coastguard Worker enum mali_fbd_type {
795*d83cc019SAndroid Build Coastguard Worker MALI_SFBD = 0,
796*d83cc019SAndroid Build Coastguard Worker MALI_MFBD = 1,
797*d83cc019SAndroid Build Coastguard Worker };
798*d83cc019SAndroid Build Coastguard Worker
799*d83cc019SAndroid Build Coastguard Worker #define FBD_TYPE (1)
800*d83cc019SAndroid Build Coastguard Worker #define FBD_MASK (~0x3f)
801*d83cc019SAndroid Build Coastguard Worker
802*d83cc019SAndroid Build Coastguard Worker struct mali_uniform_buffer_meta {
803*d83cc019SAndroid Build Coastguard Worker /* This is actually the size minus 1 (MALI_POSITIVE), in units of 16
804*d83cc019SAndroid Build Coastguard Worker * bytes. This gives a maximum of 2^14 bytes, which just so happens to
805*d83cc019SAndroid Build Coastguard Worker * be the GL minimum-maximum for GL_MAX_UNIFORM_BLOCK_SIZE.
806*d83cc019SAndroid Build Coastguard Worker */
807*d83cc019SAndroid Build Coastguard Worker u64 size : 10;
808*d83cc019SAndroid Build Coastguard Worker
809*d83cc019SAndroid Build Coastguard Worker /* This is missing the bottom 2 bits and top 8 bits. The top 8 bits
810*d83cc019SAndroid Build Coastguard Worker * should be 0 for userspace pointers, according to
811*d83cc019SAndroid Build Coastguard Worker * https://lwn.net/Articles/718895/. By reusing these bits, we can make
812*d83cc019SAndroid Build Coastguard Worker * each entry in the table only 64 bits.
813*d83cc019SAndroid Build Coastguard Worker */
814*d83cc019SAndroid Build Coastguard Worker mali_ptr ptr : 64 - 10;
815*d83cc019SAndroid Build Coastguard Worker };
816*d83cc019SAndroid Build Coastguard Worker
817*d83cc019SAndroid Build Coastguard Worker /* On Bifrost, these fields are the same between the vertex and tiler payloads.
818*d83cc019SAndroid Build Coastguard Worker * They also seem to be the same between Bifrost and Midgard. They're shared in
819*d83cc019SAndroid Build Coastguard Worker * fused payloads.
820*d83cc019SAndroid Build Coastguard Worker */
821*d83cc019SAndroid Build Coastguard Worker
822*d83cc019SAndroid Build Coastguard Worker /* Applies to unknown_draw */
823*d83cc019SAndroid Build Coastguard Worker
824*d83cc019SAndroid Build Coastguard Worker #define MALI_DRAW_INDEXED_UINT8 (0x10)
825*d83cc019SAndroid Build Coastguard Worker #define MALI_DRAW_INDEXED_UINT16 (0x20)
826*d83cc019SAndroid Build Coastguard Worker #define MALI_DRAW_INDEXED_UINT32 (0x30)
827*d83cc019SAndroid Build Coastguard Worker #define MALI_DRAW_VARYING_SIZE (0x100)
828*d83cc019SAndroid Build Coastguard Worker #define MALI_DRAW_PRIMITIVE_RESTART_FIXED_INDEX (0x10000)
829*d83cc019SAndroid Build Coastguard Worker
830*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_prefix {
831*d83cc019SAndroid Build Coastguard Worker /* This is a dynamic bitfield containing the following things in this order:
832*d83cc019SAndroid Build Coastguard Worker *
833*d83cc019SAndroid Build Coastguard Worker * - gl_WorkGroupSize.x
834*d83cc019SAndroid Build Coastguard Worker * - gl_WorkGroupSize.y
835*d83cc019SAndroid Build Coastguard Worker * - gl_WorkGroupSize.z
836*d83cc019SAndroid Build Coastguard Worker * - gl_NumWorkGroups.x
837*d83cc019SAndroid Build Coastguard Worker * - gl_NumWorkGroups.y
838*d83cc019SAndroid Build Coastguard Worker * - gl_NumWorkGroups.z
839*d83cc019SAndroid Build Coastguard Worker *
840*d83cc019SAndroid Build Coastguard Worker * The number of bits allocated for each number is based on the *_shift
841*d83cc019SAndroid Build Coastguard Worker * fields below. For example, workgroups_y_shift gives the bit that
842*d83cc019SAndroid Build Coastguard Worker * gl_NumWorkGroups.y starts at, and workgroups_z_shift gives the bit
843*d83cc019SAndroid Build Coastguard Worker * that gl_NumWorkGroups.z starts at (and therefore one after the bit
844*d83cc019SAndroid Build Coastguard Worker * that gl_NumWorkGroups.y ends at). The actual value for each gl_*
845*d83cc019SAndroid Build Coastguard Worker * value is one more than the stored value, since if any of the values
846*d83cc019SAndroid Build Coastguard Worker * are zero, then there would be no invocations (and hence no job). If
847*d83cc019SAndroid Build Coastguard Worker * there were 0 bits allocated to a given field, then it must be zero,
848*d83cc019SAndroid Build Coastguard Worker * and hence the real value is one.
849*d83cc019SAndroid Build Coastguard Worker *
850*d83cc019SAndroid Build Coastguard Worker * Vertex jobs reuse the same job dispatch mechanism as compute jobs,
851*d83cc019SAndroid Build Coastguard Worker * effectively doing glDispatchCompute(1, vertex_count, instance_count)
852*d83cc019SAndroid Build Coastguard Worker * where vertex count is the number of vertices.
853*d83cc019SAndroid Build Coastguard Worker */
854*d83cc019SAndroid Build Coastguard Worker u32 invocation_count;
855*d83cc019SAndroid Build Coastguard Worker
856*d83cc019SAndroid Build Coastguard Worker u32 size_y_shift : 5;
857*d83cc019SAndroid Build Coastguard Worker u32 size_z_shift : 5;
858*d83cc019SAndroid Build Coastguard Worker u32 workgroups_x_shift : 6;
859*d83cc019SAndroid Build Coastguard Worker u32 workgroups_y_shift : 6;
860*d83cc019SAndroid Build Coastguard Worker u32 workgroups_z_shift : 6;
861*d83cc019SAndroid Build Coastguard Worker /* This is max(workgroups_x_shift, 2) in all the cases I've seen. */
862*d83cc019SAndroid Build Coastguard Worker u32 workgroups_x_shift_2 : 4;
863*d83cc019SAndroid Build Coastguard Worker
864*d83cc019SAndroid Build Coastguard Worker u32 draw_mode : 4;
865*d83cc019SAndroid Build Coastguard Worker u32 unknown_draw : 22;
866*d83cc019SAndroid Build Coastguard Worker
867*d83cc019SAndroid Build Coastguard Worker /* This is the the same as workgroups_x_shift_2 in compute shaders, but
868*d83cc019SAndroid Build Coastguard Worker * always 5 for vertex jobs and 6 for tiler jobs. I suspect this has
869*d83cc019SAndroid Build Coastguard Worker * something to do with how many quads get put in the same execution
870*d83cc019SAndroid Build Coastguard Worker * engine, which is a balance (you don't want to starve the engine, but
871*d83cc019SAndroid Build Coastguard Worker * you also want to distribute work evenly).
872*d83cc019SAndroid Build Coastguard Worker */
873*d83cc019SAndroid Build Coastguard Worker u32 workgroups_x_shift_3 : 6;
874*d83cc019SAndroid Build Coastguard Worker
875*d83cc019SAndroid Build Coastguard Worker
876*d83cc019SAndroid Build Coastguard Worker /* Negative of draw_start for TILER jobs from what I've seen */
877*d83cc019SAndroid Build Coastguard Worker int32_t negative_start;
878*d83cc019SAndroid Build Coastguard Worker u32 zero1;
879*d83cc019SAndroid Build Coastguard Worker
880*d83cc019SAndroid Build Coastguard Worker /* Like many other strictly nonzero quantities, index_count is
881*d83cc019SAndroid Build Coastguard Worker * subtracted by one. For an indexed cube, this is equal to 35 = 6
882*d83cc019SAndroid Build Coastguard Worker * faces * 2 triangles/per face * 3 vertices/per triangle - 1. That is,
883*d83cc019SAndroid Build Coastguard Worker * for an indexed draw, index_count is the number of actual vertices
884*d83cc019SAndroid Build Coastguard Worker * rendered whereas invocation_count is the number of unique vertices
885*d83cc019SAndroid Build Coastguard Worker * rendered (the number of times the vertex shader must be invoked).
886*d83cc019SAndroid Build Coastguard Worker * For non-indexed draws, this is just equal to invocation_count. */
887*d83cc019SAndroid Build Coastguard Worker
888*d83cc019SAndroid Build Coastguard Worker u32 index_count;
889*d83cc019SAndroid Build Coastguard Worker
890*d83cc019SAndroid Build Coastguard Worker /* No hidden structure; literally just a pointer to an array of uint
891*d83cc019SAndroid Build Coastguard Worker * indices (width depends on flags). Thanks, guys, for not making my
892*d83cc019SAndroid Build Coastguard Worker * life insane for once! NULL for non-indexed draws. */
893*d83cc019SAndroid Build Coastguard Worker
894*d83cc019SAndroid Build Coastguard Worker uintptr_t indices;
895*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
896*d83cc019SAndroid Build Coastguard Worker
897*d83cc019SAndroid Build Coastguard Worker /* Point size / line width can either be specified as a 32-bit float (for
898*d83cc019SAndroid Build Coastguard Worker * constant size) or as a [machine word size]-bit GPU pointer (for varying size). If a pointer
899*d83cc019SAndroid Build Coastguard Worker * is selected, by setting the appropriate MALI_DRAW_VARYING_SIZE bit in the tiler
900*d83cc019SAndroid Build Coastguard Worker * payload, the contents of varying_pointer will be intepreted as an array of
901*d83cc019SAndroid Build Coastguard Worker * fp16 sizes, one for each vertex. gl_PointSize is therefore implemented by
902*d83cc019SAndroid Build Coastguard Worker * creating a special MALI_R16F varying writing to varying_pointer. */
903*d83cc019SAndroid Build Coastguard Worker
904*d83cc019SAndroid Build Coastguard Worker union midgard_primitive_size {
905*d83cc019SAndroid Build Coastguard Worker float constant;
906*d83cc019SAndroid Build Coastguard Worker uintptr_t pointer;
907*d83cc019SAndroid Build Coastguard Worker };
908*d83cc019SAndroid Build Coastguard Worker
909*d83cc019SAndroid Build Coastguard Worker struct bifrost_vertex_only {
910*d83cc019SAndroid Build Coastguard Worker u32 unk2; /* =0x2 */
911*d83cc019SAndroid Build Coastguard Worker
912*d83cc019SAndroid Build Coastguard Worker u32 zero0;
913*d83cc019SAndroid Build Coastguard Worker
914*d83cc019SAndroid Build Coastguard Worker u64 zero1;
915*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
916*d83cc019SAndroid Build Coastguard Worker
917*d83cc019SAndroid Build Coastguard Worker struct bifrost_tiler_heap_meta {
918*d83cc019SAndroid Build Coastguard Worker u32 zero;
919*d83cc019SAndroid Build Coastguard Worker u32 heap_size;
920*d83cc019SAndroid Build Coastguard Worker /* note: these are just guesses! */
921*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_start;
922*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_free;
923*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_end;
924*d83cc019SAndroid Build Coastguard Worker
925*d83cc019SAndroid Build Coastguard Worker /* hierarchy weights? but they're still 0 after the job has run... */
926*d83cc019SAndroid Build Coastguard Worker u32 zeros[12];
927*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
928*d83cc019SAndroid Build Coastguard Worker
929*d83cc019SAndroid Build Coastguard Worker struct bifrost_tiler_meta {
930*d83cc019SAndroid Build Coastguard Worker u64 zero0;
931*d83cc019SAndroid Build Coastguard Worker u32 unk; // = 0xf0
932*d83cc019SAndroid Build Coastguard Worker u16 width;
933*d83cc019SAndroid Build Coastguard Worker u16 height;
934*d83cc019SAndroid Build Coastguard Worker u64 zero1;
935*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_meta;
936*d83cc019SAndroid Build Coastguard Worker /* TODO what is this used for? */
937*d83cc019SAndroid Build Coastguard Worker u64 zeros[20];
938*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
939*d83cc019SAndroid Build Coastguard Worker
940*d83cc019SAndroid Build Coastguard Worker struct bifrost_tiler_only {
941*d83cc019SAndroid Build Coastguard Worker /* 0x20 */
942*d83cc019SAndroid Build Coastguard Worker union midgard_primitive_size primitive_size;
943*d83cc019SAndroid Build Coastguard Worker
944*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_meta;
945*d83cc019SAndroid Build Coastguard Worker
946*d83cc019SAndroid Build Coastguard Worker u64 zero1, zero2, zero3, zero4, zero5, zero6;
947*d83cc019SAndroid Build Coastguard Worker
948*d83cc019SAndroid Build Coastguard Worker u32 gl_enables;
949*d83cc019SAndroid Build Coastguard Worker u32 zero7;
950*d83cc019SAndroid Build Coastguard Worker u64 zero8;
951*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
952*d83cc019SAndroid Build Coastguard Worker
953*d83cc019SAndroid Build Coastguard Worker struct bifrost_scratchpad {
954*d83cc019SAndroid Build Coastguard Worker u32 zero;
955*d83cc019SAndroid Build Coastguard Worker u32 flags; // = 0x1f
956*d83cc019SAndroid Build Coastguard Worker /* This is a pointer to a CPU-inaccessible buffer, 16 pages, allocated
957*d83cc019SAndroid Build Coastguard Worker * during startup. It seems to serve the same purpose as the
958*d83cc019SAndroid Build Coastguard Worker * gpu_scratchpad in the SFBD for Midgard, although it's slightly
959*d83cc019SAndroid Build Coastguard Worker * larger.
960*d83cc019SAndroid Build Coastguard Worker */
961*d83cc019SAndroid Build Coastguard Worker mali_ptr gpu_scratchpad;
962*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
963*d83cc019SAndroid Build Coastguard Worker
964*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix {
965*d83cc019SAndroid Build Coastguard Worker /* Zero for vertex jobs. Pointer to the position (gl_Position) varying
966*d83cc019SAndroid Build Coastguard Worker * output from the vertex shader for tiler jobs.
967*d83cc019SAndroid Build Coastguard Worker */
968*d83cc019SAndroid Build Coastguard Worker
969*d83cc019SAndroid Build Coastguard Worker uintptr_t position_varying;
970*d83cc019SAndroid Build Coastguard Worker
971*d83cc019SAndroid Build Coastguard Worker /* An array of mali_uniform_buffer_meta's. The size is given by the
972*d83cc019SAndroid Build Coastguard Worker * shader_meta.
973*d83cc019SAndroid Build Coastguard Worker */
974*d83cc019SAndroid Build Coastguard Worker uintptr_t uniform_buffers;
975*d83cc019SAndroid Build Coastguard Worker
976*d83cc019SAndroid Build Coastguard Worker /* This is a pointer to an array of pointers to the texture
977*d83cc019SAndroid Build Coastguard Worker * descriptors, number of pointers bounded by number of textures. The
978*d83cc019SAndroid Build Coastguard Worker * indirection is needed to accomodate varying numbers and sizes of
979*d83cc019SAndroid Build Coastguard Worker * texture descriptors */
980*d83cc019SAndroid Build Coastguard Worker uintptr_t texture_trampoline;
981*d83cc019SAndroid Build Coastguard Worker
982*d83cc019SAndroid Build Coastguard Worker /* For OpenGL, from what I've seen, this is intimately connected to
983*d83cc019SAndroid Build Coastguard Worker * texture_meta. cwabbott says this is not the case under Vulkan, hence
984*d83cc019SAndroid Build Coastguard Worker * why this field is seperate (Midgard is Vulkan capable). Pointer to
985*d83cc019SAndroid Build Coastguard Worker * array of sampler descriptors (which are uniform in size) */
986*d83cc019SAndroid Build Coastguard Worker uintptr_t sampler_descriptor;
987*d83cc019SAndroid Build Coastguard Worker
988*d83cc019SAndroid Build Coastguard Worker uintptr_t uniforms;
989*d83cc019SAndroid Build Coastguard Worker u8 flags : 4;
990*d83cc019SAndroid Build Coastguard Worker uintptr_t _shader_upper : MALI_SHORT_PTR_BITS - 4; /* struct shader_meta */
991*d83cc019SAndroid Build Coastguard Worker uintptr_t attributes; /* struct attribute_buffer[] */
992*d83cc019SAndroid Build Coastguard Worker uintptr_t attribute_meta; /* attribute_meta[] */
993*d83cc019SAndroid Build Coastguard Worker uintptr_t varyings; /* struct attr */
994*d83cc019SAndroid Build Coastguard Worker uintptr_t varying_meta; /* pointer */
995*d83cc019SAndroid Build Coastguard Worker uintptr_t viewport;
996*d83cc019SAndroid Build Coastguard Worker uintptr_t occlusion_counter; /* A single bit as far as I can tell */
997*d83cc019SAndroid Build Coastguard Worker
998*d83cc019SAndroid Build Coastguard Worker /* Note: on Bifrost, this isn't actually the FBD. It points to
999*d83cc019SAndroid Build Coastguard Worker * bifrost_scratchpad instead. However, it does point to the same thing
1000*d83cc019SAndroid Build Coastguard Worker * in vertex and tiler jobs.
1001*d83cc019SAndroid Build Coastguard Worker */
1002*d83cc019SAndroid Build Coastguard Worker mali_ptr framebuffer;
1003*d83cc019SAndroid Build Coastguard Worker
1004*d83cc019SAndroid Build Coastguard Worker #ifdef __LP64__
1005*d83cc019SAndroid Build Coastguard Worker #ifdef BIFROST
1006*d83cc019SAndroid Build Coastguard Worker /* most likely padding to make this a multiple of 64 bytes */
1007*d83cc019SAndroid Build Coastguard Worker u64 zero7;
1008*d83cc019SAndroid Build Coastguard Worker #endif
1009*d83cc019SAndroid Build Coastguard Worker #endif
1010*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1011*d83cc019SAndroid Build Coastguard Worker
1012*d83cc019SAndroid Build Coastguard Worker struct midgard_payload_vertex_tiler {
1013*d83cc019SAndroid Build Coastguard Worker #ifndef __LP64__
1014*d83cc019SAndroid Build Coastguard Worker union midgard_primitive_size primitive_size;
1015*d83cc019SAndroid Build Coastguard Worker #endif
1016*d83cc019SAndroid Build Coastguard Worker
1017*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_prefix prefix;
1018*d83cc019SAndroid Build Coastguard Worker
1019*d83cc019SAndroid Build Coastguard Worker #ifndef __LP64__
1020*d83cc019SAndroid Build Coastguard Worker u32 zero3;
1021*d83cc019SAndroid Build Coastguard Worker #endif
1022*d83cc019SAndroid Build Coastguard Worker
1023*d83cc019SAndroid Build Coastguard Worker u32 gl_enables; // 0x5
1024*d83cc019SAndroid Build Coastguard Worker
1025*d83cc019SAndroid Build Coastguard Worker /* Offset for first vertex in buffer */
1026*d83cc019SAndroid Build Coastguard Worker u32 draw_start;
1027*d83cc019SAndroid Build Coastguard Worker
1028*d83cc019SAndroid Build Coastguard Worker uintptr_t zero5;
1029*d83cc019SAndroid Build Coastguard Worker
1030*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix postfix;
1031*d83cc019SAndroid Build Coastguard Worker
1032*d83cc019SAndroid Build Coastguard Worker #ifdef __LP64__
1033*d83cc019SAndroid Build Coastguard Worker union midgard_primitive_size primitive_size;
1034*d83cc019SAndroid Build Coastguard Worker #endif
1035*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1036*d83cc019SAndroid Build Coastguard Worker
1037*d83cc019SAndroid Build Coastguard Worker struct bifrost_payload_vertex {
1038*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_prefix prefix;
1039*d83cc019SAndroid Build Coastguard Worker struct bifrost_vertex_only vertex;
1040*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix postfix;
1041*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1042*d83cc019SAndroid Build Coastguard Worker
1043*d83cc019SAndroid Build Coastguard Worker struct bifrost_payload_tiler {
1044*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_prefix prefix;
1045*d83cc019SAndroid Build Coastguard Worker struct bifrost_tiler_only tiler;
1046*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix postfix;
1047*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1048*d83cc019SAndroid Build Coastguard Worker
1049*d83cc019SAndroid Build Coastguard Worker struct bifrost_payload_fused {
1050*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_prefix prefix;
1051*d83cc019SAndroid Build Coastguard Worker struct bifrost_tiler_only tiler;
1052*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix tiler_postfix;
1053*d83cc019SAndroid Build Coastguard Worker struct bifrost_vertex_only vertex;
1054*d83cc019SAndroid Build Coastguard Worker struct mali_vertex_tiler_postfix vertex_postfix;
1055*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1056*d83cc019SAndroid Build Coastguard Worker
1057*d83cc019SAndroid Build Coastguard Worker /* Pointed to from texture_trampoline, mostly unknown still, haven't
1058*d83cc019SAndroid Build Coastguard Worker * managed to replay successfully */
1059*d83cc019SAndroid Build Coastguard Worker
1060*d83cc019SAndroid Build Coastguard Worker /* Purposeful off-by-one in width, height fields. For example, a (64, 64)
1061*d83cc019SAndroid Build Coastguard Worker * texture is stored as (63, 63) in these fields. This adjusts for that.
1062*d83cc019SAndroid Build Coastguard Worker * There's an identical pattern in the framebuffer descriptor. Even vertex
1063*d83cc019SAndroid Build Coastguard Worker * count fields work this way, hence the generic name -- integral fields that
1064*d83cc019SAndroid Build Coastguard Worker * are strictly positive generally need this adjustment. */
1065*d83cc019SAndroid Build Coastguard Worker
1066*d83cc019SAndroid Build Coastguard Worker #define MALI_POSITIVE(dim) (dim - 1)
1067*d83cc019SAndroid Build Coastguard Worker
1068*d83cc019SAndroid Build Coastguard Worker /* Opposite of MALI_POSITIVE, found in the depth_units field */
1069*d83cc019SAndroid Build Coastguard Worker
1070*d83cc019SAndroid Build Coastguard Worker #define MALI_NEGATIVE(dim) (dim + 1)
1071*d83cc019SAndroid Build Coastguard Worker
1072*d83cc019SAndroid Build Coastguard Worker /* Used with wrapping. Incomplete (this is a 4-bit field...) */
1073*d83cc019SAndroid Build Coastguard Worker
1074*d83cc019SAndroid Build Coastguard Worker enum mali_wrap_mode {
1075*d83cc019SAndroid Build Coastguard Worker MALI_WRAP_REPEAT = 0x8,
1076*d83cc019SAndroid Build Coastguard Worker MALI_WRAP_CLAMP_TO_EDGE = 0x9,
1077*d83cc019SAndroid Build Coastguard Worker MALI_WRAP_CLAMP_TO_BORDER = 0xB,
1078*d83cc019SAndroid Build Coastguard Worker MALI_WRAP_MIRRORED_REPEAT = 0xC
1079*d83cc019SAndroid Build Coastguard Worker };
1080*d83cc019SAndroid Build Coastguard Worker
1081*d83cc019SAndroid Build Coastguard Worker /* 8192x8192 */
1082*d83cc019SAndroid Build Coastguard Worker #define MAX_MIP_LEVELS (13)
1083*d83cc019SAndroid Build Coastguard Worker
1084*d83cc019SAndroid Build Coastguard Worker /* Cubemap bloats everything up */
1085*d83cc019SAndroid Build Coastguard Worker #define MAX_FACES (6)
1086*d83cc019SAndroid Build Coastguard Worker
1087*d83cc019SAndroid Build Coastguard Worker /* Corresponds to the type passed to glTexImage2D and so forth */
1088*d83cc019SAndroid Build Coastguard Worker
1089*d83cc019SAndroid Build Coastguard Worker struct mali_texture_format {
1090*d83cc019SAndroid Build Coastguard Worker unsigned swizzle : 12;
1091*d83cc019SAndroid Build Coastguard Worker enum mali_format format : 8;
1092*d83cc019SAndroid Build Coastguard Worker
1093*d83cc019SAndroid Build Coastguard Worker unsigned usage1 : 3;
1094*d83cc019SAndroid Build Coastguard Worker unsigned is_not_cubemap : 1;
1095*d83cc019SAndroid Build Coastguard Worker unsigned usage2 : 8;
1096*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1097*d83cc019SAndroid Build Coastguard Worker
1098*d83cc019SAndroid Build Coastguard Worker struct mali_texture_descriptor {
1099*d83cc019SAndroid Build Coastguard Worker uint16_t width;
1100*d83cc019SAndroid Build Coastguard Worker uint16_t height;
1101*d83cc019SAndroid Build Coastguard Worker uint16_t depth;
1102*d83cc019SAndroid Build Coastguard Worker
1103*d83cc019SAndroid Build Coastguard Worker uint16_t unknown1;
1104*d83cc019SAndroid Build Coastguard Worker
1105*d83cc019SAndroid Build Coastguard Worker struct mali_texture_format format;
1106*d83cc019SAndroid Build Coastguard Worker
1107*d83cc019SAndroid Build Coastguard Worker uint16_t unknown3;
1108*d83cc019SAndroid Build Coastguard Worker
1109*d83cc019SAndroid Build Coastguard Worker /* One for non-mipmapped, zero for mipmapped */
1110*d83cc019SAndroid Build Coastguard Worker uint8_t unknown3A;
1111*d83cc019SAndroid Build Coastguard Worker
1112*d83cc019SAndroid Build Coastguard Worker /* Zero for non-mipmapped, (number of levels - 1) for mipmapped */
1113*d83cc019SAndroid Build Coastguard Worker uint8_t nr_mipmap_levels;
1114*d83cc019SAndroid Build Coastguard Worker
1115*d83cc019SAndroid Build Coastguard Worker /* Swizzling is a single 32-bit word, broken up here for convenience.
1116*d83cc019SAndroid Build Coastguard Worker * Here, swizzling refers to the ES 3.0 texture parameters for channel
1117*d83cc019SAndroid Build Coastguard Worker * level swizzling, not the internal pixel-level swizzling which is
1118*d83cc019SAndroid Build Coastguard Worker * below OpenGL's reach */
1119*d83cc019SAndroid Build Coastguard Worker
1120*d83cc019SAndroid Build Coastguard Worker unsigned swizzle : 12;
1121*d83cc019SAndroid Build Coastguard Worker unsigned swizzle_zero : 20;
1122*d83cc019SAndroid Build Coastguard Worker
1123*d83cc019SAndroid Build Coastguard Worker uint32_t unknown5;
1124*d83cc019SAndroid Build Coastguard Worker uint32_t unknown6;
1125*d83cc019SAndroid Build Coastguard Worker uint32_t unknown7;
1126*d83cc019SAndroid Build Coastguard Worker
1127*d83cc019SAndroid Build Coastguard Worker mali_ptr swizzled_bitmaps[MAX_MIP_LEVELS * MAX_FACES];
1128*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1129*d83cc019SAndroid Build Coastguard Worker
1130*d83cc019SAndroid Build Coastguard Worker /* Used as part of filter_mode */
1131*d83cc019SAndroid Build Coastguard Worker
1132*d83cc019SAndroid Build Coastguard Worker #define MALI_LINEAR 0
1133*d83cc019SAndroid Build Coastguard Worker #define MALI_NEAREST 1
1134*d83cc019SAndroid Build Coastguard Worker #define MALI_MIP_LINEAR (0x18)
1135*d83cc019SAndroid Build Coastguard Worker
1136*d83cc019SAndroid Build Coastguard Worker /* Used to construct low bits of filter_mode */
1137*d83cc019SAndroid Build Coastguard Worker
1138*d83cc019SAndroid Build Coastguard Worker #define MALI_TEX_MAG(mode) (((mode) & 1) << 0)
1139*d83cc019SAndroid Build Coastguard Worker #define MALI_TEX_MIN(mode) (((mode) & 1) << 1)
1140*d83cc019SAndroid Build Coastguard Worker
1141*d83cc019SAndroid Build Coastguard Worker #define MALI_TEX_MAG_MASK (1)
1142*d83cc019SAndroid Build Coastguard Worker #define MALI_TEX_MIN_MASK (2)
1143*d83cc019SAndroid Build Coastguard Worker
1144*d83cc019SAndroid Build Coastguard Worker #define MALI_FILTER_NAME(filter) (filter ? "MALI_NEAREST" : "MALI_LINEAR")
1145*d83cc019SAndroid Build Coastguard Worker
1146*d83cc019SAndroid Build Coastguard Worker /* Used for lod encoding. Thanks @urjaman for pointing out these routines can
1147*d83cc019SAndroid Build Coastguard Worker * be cleaned up a lot. */
1148*d83cc019SAndroid Build Coastguard Worker
1149*d83cc019SAndroid Build Coastguard Worker #define DECODE_FIXED_16(x) ((float) (x / 256.0))
1150*d83cc019SAndroid Build Coastguard Worker
1151*d83cc019SAndroid Build Coastguard Worker static inline uint16_t
FIXED_16(float x)1152*d83cc019SAndroid Build Coastguard Worker FIXED_16(float x)
1153*d83cc019SAndroid Build Coastguard Worker {
1154*d83cc019SAndroid Build Coastguard Worker /* Clamp inputs, accounting for float error */
1155*d83cc019SAndroid Build Coastguard Worker float max_lod = (32.0 - (1.0 / 512.0));
1156*d83cc019SAndroid Build Coastguard Worker
1157*d83cc019SAndroid Build Coastguard Worker x = ((x > max_lod) ? max_lod : ((x < 0.0) ? 0.0 : x));
1158*d83cc019SAndroid Build Coastguard Worker
1159*d83cc019SAndroid Build Coastguard Worker return (int) (x * 256.0);
1160*d83cc019SAndroid Build Coastguard Worker }
1161*d83cc019SAndroid Build Coastguard Worker
1162*d83cc019SAndroid Build Coastguard Worker struct mali_sampler_descriptor {
1163*d83cc019SAndroid Build Coastguard Worker uint32_t filter_mode;
1164*d83cc019SAndroid Build Coastguard Worker
1165*d83cc019SAndroid Build Coastguard Worker /* Fixed point. Upper 8-bits is before the decimal point, although it
1166*d83cc019SAndroid Build Coastguard Worker * caps [0-31]. Lower 8-bits is after the decimal point: int(round(x *
1167*d83cc019SAndroid Build Coastguard Worker * 256)) */
1168*d83cc019SAndroid Build Coastguard Worker
1169*d83cc019SAndroid Build Coastguard Worker uint16_t min_lod;
1170*d83cc019SAndroid Build Coastguard Worker uint16_t max_lod;
1171*d83cc019SAndroid Build Coastguard Worker
1172*d83cc019SAndroid Build Coastguard Worker /* All one word in reality, but packed a bit */
1173*d83cc019SAndroid Build Coastguard Worker
1174*d83cc019SAndroid Build Coastguard Worker enum mali_wrap_mode wrap_s : 4;
1175*d83cc019SAndroid Build Coastguard Worker enum mali_wrap_mode wrap_t : 4;
1176*d83cc019SAndroid Build Coastguard Worker enum mali_wrap_mode wrap_r : 4;
1177*d83cc019SAndroid Build Coastguard Worker enum mali_alt_func compare_func : 3;
1178*d83cc019SAndroid Build Coastguard Worker
1179*d83cc019SAndroid Build Coastguard Worker /* A single set bit of unknown, ha! */
1180*d83cc019SAndroid Build Coastguard Worker unsigned unknown2 : 1;
1181*d83cc019SAndroid Build Coastguard Worker
1182*d83cc019SAndroid Build Coastguard Worker unsigned zero : 16;
1183*d83cc019SAndroid Build Coastguard Worker
1184*d83cc019SAndroid Build Coastguard Worker uint32_t zero2;
1185*d83cc019SAndroid Build Coastguard Worker float border_color[4];
1186*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1187*d83cc019SAndroid Build Coastguard Worker
1188*d83cc019SAndroid Build Coastguard Worker /* TODO: What are the floats? Apparently always { -inf, -inf, inf, inf },
1189*d83cc019SAndroid Build Coastguard Worker * unless the scissor test is enabled.
1190*d83cc019SAndroid Build Coastguard Worker *
1191*d83cc019SAndroid Build Coastguard Worker * viewport0/viewport1 form the arguments to glViewport. viewport1 is modified
1192*d83cc019SAndroid Build Coastguard Worker * by MALI_POSITIVE; viewport0 is as-is.
1193*d83cc019SAndroid Build Coastguard Worker */
1194*d83cc019SAndroid Build Coastguard Worker
1195*d83cc019SAndroid Build Coastguard Worker struct mali_viewport {
1196*d83cc019SAndroid Build Coastguard Worker /* XY clipping planes */
1197*d83cc019SAndroid Build Coastguard Worker float clip_minx;
1198*d83cc019SAndroid Build Coastguard Worker float clip_miny;
1199*d83cc019SAndroid Build Coastguard Worker float clip_maxx;
1200*d83cc019SAndroid Build Coastguard Worker float clip_maxy;
1201*d83cc019SAndroid Build Coastguard Worker
1202*d83cc019SAndroid Build Coastguard Worker /* Depth clipping planes */
1203*d83cc019SAndroid Build Coastguard Worker float clip_minz;
1204*d83cc019SAndroid Build Coastguard Worker float clip_maxz;
1205*d83cc019SAndroid Build Coastguard Worker
1206*d83cc019SAndroid Build Coastguard Worker u16 viewport0[2];
1207*d83cc019SAndroid Build Coastguard Worker u16 viewport1[2];
1208*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1209*d83cc019SAndroid Build Coastguard Worker
1210*d83cc019SAndroid Build Coastguard Worker /* TODO: Varying meta is symmetrical with attr_meta, but there is some
1211*d83cc019SAndroid Build Coastguard Worker * weirdness associated. Figure it out. */
1212*d83cc019SAndroid Build Coastguard Worker
1213*d83cc019SAndroid Build Coastguard Worker struct mali_unknown6 {
1214*d83cc019SAndroid Build Coastguard Worker u64 unknown0;
1215*d83cc019SAndroid Build Coastguard Worker u64 unknown1;
1216*d83cc019SAndroid Build Coastguard Worker };
1217*d83cc019SAndroid Build Coastguard Worker
1218*d83cc019SAndroid Build Coastguard Worker /* From presentations, 16x16 tiles externally. Use shift for fast computation
1219*d83cc019SAndroid Build Coastguard Worker * of tile numbers. */
1220*d83cc019SAndroid Build Coastguard Worker
1221*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_SHIFT 4
1222*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_LENGTH (1 << MALI_TILE_SHIFT)
1223*d83cc019SAndroid Build Coastguard Worker
1224*d83cc019SAndroid Build Coastguard Worker /* Tile coordinates are stored as a compact u32, as only 12 bits are needed to
1225*d83cc019SAndroid Build Coastguard Worker * each component. Notice that this provides a theoretical upper bound of (1 <<
1226*d83cc019SAndroid Build Coastguard Worker * 12) = 4096 tiles in each direction, addressing a maximum framebuffer of size
1227*d83cc019SAndroid Build Coastguard Worker * 65536x65536. Multiplying that together, times another four given that Mali
1228*d83cc019SAndroid Build Coastguard Worker * framebuffers are 32-bit ARGB8888, means that this upper bound would take 16
1229*d83cc019SAndroid Build Coastguard Worker * gigabytes of RAM just to store the uncompressed framebuffer itself, let
1230*d83cc019SAndroid Build Coastguard Worker * alone rendering in real-time to such a buffer.
1231*d83cc019SAndroid Build Coastguard Worker *
1232*d83cc019SAndroid Build Coastguard Worker * Nice job, guys.*/
1233*d83cc019SAndroid Build Coastguard Worker
1234*d83cc019SAndroid Build Coastguard Worker /* From mali_kbase_10969_workaround.c */
1235*d83cc019SAndroid Build Coastguard Worker #define MALI_X_COORD_MASK 0x00000FFF
1236*d83cc019SAndroid Build Coastguard Worker #define MALI_Y_COORD_MASK 0x0FFF0000
1237*d83cc019SAndroid Build Coastguard Worker
1238*d83cc019SAndroid Build Coastguard Worker /* Extract parts of a tile coordinate */
1239*d83cc019SAndroid Build Coastguard Worker
1240*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_COORD_X(coord) ((coord) & MALI_X_COORD_MASK)
1241*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_COORD_Y(coord) (((coord) & MALI_Y_COORD_MASK) >> 16)
1242*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_COORD_FLAGS(coord) ((coord) & ~(MALI_X_COORD_MASK | MALI_Y_COORD_MASK))
1243*d83cc019SAndroid Build Coastguard Worker
1244*d83cc019SAndroid Build Coastguard Worker /* No known flags yet, but just in case...? */
1245*d83cc019SAndroid Build Coastguard Worker
1246*d83cc019SAndroid Build Coastguard Worker #define MALI_TILE_NO_FLAG (0)
1247*d83cc019SAndroid Build Coastguard Worker
1248*d83cc019SAndroid Build Coastguard Worker /* Helpers to generate tile coordinates based on the boundary coordinates in
1249*d83cc019SAndroid Build Coastguard Worker * screen space. So, with the bounds (0, 0) to (128, 128) for the screen, these
1250*d83cc019SAndroid Build Coastguard Worker * functions would convert it to the bounding tiles (0, 0) to (7, 7).
1251*d83cc019SAndroid Build Coastguard Worker * Intentional "off-by-one"; finding the tile number is a form of fencepost
1252*d83cc019SAndroid Build Coastguard Worker * problem. */
1253*d83cc019SAndroid Build Coastguard Worker
1254*d83cc019SAndroid Build Coastguard Worker #define MALI_MAKE_TILE_COORDS(X, Y) ((X) | ((Y) << 16))
1255*d83cc019SAndroid Build Coastguard Worker #define MALI_BOUND_TO_TILE(B, bias) ((B - bias) >> MALI_TILE_SHIFT)
1256*d83cc019SAndroid Build Coastguard Worker #define MALI_COORDINATE_TO_TILE(W, H, bias) MALI_MAKE_TILE_COORDS(MALI_BOUND_TO_TILE(W, bias), MALI_BOUND_TO_TILE(H, bias))
1257*d83cc019SAndroid Build Coastguard Worker #define MALI_COORDINATE_TO_TILE_MIN(W, H) MALI_COORDINATE_TO_TILE(W, H, 0)
1258*d83cc019SAndroid Build Coastguard Worker #define MALI_COORDINATE_TO_TILE_MAX(W, H) MALI_COORDINATE_TO_TILE(W, H, 1)
1259*d83cc019SAndroid Build Coastguard Worker
1260*d83cc019SAndroid Build Coastguard Worker struct mali_payload_fragment {
1261*d83cc019SAndroid Build Coastguard Worker u32 min_tile_coord;
1262*d83cc019SAndroid Build Coastguard Worker u32 max_tile_coord;
1263*d83cc019SAndroid Build Coastguard Worker mali_ptr framebuffer;
1264*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1265*d83cc019SAndroid Build Coastguard Worker
1266*d83cc019SAndroid Build Coastguard Worker /* (Single?) Framebuffer Descriptor */
1267*d83cc019SAndroid Build Coastguard Worker
1268*d83cc019SAndroid Build Coastguard Worker /* Flags apply to format. With just MSAA_A and MSAA_B, the framebuffer is
1269*d83cc019SAndroid Build Coastguard Worker * configured for 4x. With MSAA_8, it is configured for 8x. */
1270*d83cc019SAndroid Build Coastguard Worker
1271*d83cc019SAndroid Build Coastguard Worker #define MALI_FRAMEBUFFER_MSAA_8 (1 << 3)
1272*d83cc019SAndroid Build Coastguard Worker #define MALI_FRAMEBUFFER_MSAA_A (1 << 4)
1273*d83cc019SAndroid Build Coastguard Worker #define MALI_FRAMEBUFFER_MSAA_B (1 << 23)
1274*d83cc019SAndroid Build Coastguard Worker
1275*d83cc019SAndroid Build Coastguard Worker /* Fast/slow based on whether all three buffers are cleared at once */
1276*d83cc019SAndroid Build Coastguard Worker
1277*d83cc019SAndroid Build Coastguard Worker #define MALI_CLEAR_FAST (1 << 18)
1278*d83cc019SAndroid Build Coastguard Worker #define MALI_CLEAR_SLOW (1 << 28)
1279*d83cc019SAndroid Build Coastguard Worker #define MALI_CLEAR_SLOW_STENCIL (1 << 31)
1280*d83cc019SAndroid Build Coastguard Worker
1281*d83cc019SAndroid Build Coastguard Worker struct mali_single_framebuffer {
1282*d83cc019SAndroid Build Coastguard Worker u32 unknown1;
1283*d83cc019SAndroid Build Coastguard Worker u32 unknown2;
1284*d83cc019SAndroid Build Coastguard Worker u64 unknown_address_0;
1285*d83cc019SAndroid Build Coastguard Worker u64 zero1;
1286*d83cc019SAndroid Build Coastguard Worker u64 zero0;
1287*d83cc019SAndroid Build Coastguard Worker
1288*d83cc019SAndroid Build Coastguard Worker /* Exact format is ironically not known, since EGL is finnicky with the
1289*d83cc019SAndroid Build Coastguard Worker * blob. MSAA, colourspace, etc are configured here. */
1290*d83cc019SAndroid Build Coastguard Worker
1291*d83cc019SAndroid Build Coastguard Worker u32 format;
1292*d83cc019SAndroid Build Coastguard Worker
1293*d83cc019SAndroid Build Coastguard Worker u32 clear_flags;
1294*d83cc019SAndroid Build Coastguard Worker u32 zero2;
1295*d83cc019SAndroid Build Coastguard Worker
1296*d83cc019SAndroid Build Coastguard Worker /* Purposeful off-by-one in these fields should be accounted for by the
1297*d83cc019SAndroid Build Coastguard Worker * MALI_DIMENSION macro */
1298*d83cc019SAndroid Build Coastguard Worker
1299*d83cc019SAndroid Build Coastguard Worker u16 width;
1300*d83cc019SAndroid Build Coastguard Worker u16 height;
1301*d83cc019SAndroid Build Coastguard Worker
1302*d83cc019SAndroid Build Coastguard Worker u32 zero3[8];
1303*d83cc019SAndroid Build Coastguard Worker
1304*d83cc019SAndroid Build Coastguard Worker /* By default, the framebuffer is upside down from OpenGL's
1305*d83cc019SAndroid Build Coastguard Worker * perspective. Set framebuffer to the end and negate the stride to
1306*d83cc019SAndroid Build Coastguard Worker * flip in the Y direction */
1307*d83cc019SAndroid Build Coastguard Worker
1308*d83cc019SAndroid Build Coastguard Worker mali_ptr framebuffer;
1309*d83cc019SAndroid Build Coastguard Worker int32_t stride;
1310*d83cc019SAndroid Build Coastguard Worker
1311*d83cc019SAndroid Build Coastguard Worker u32 zero4;
1312*d83cc019SAndroid Build Coastguard Worker
1313*d83cc019SAndroid Build Coastguard Worker /* Depth and stencil buffers are interleaved, it appears, as they are
1314*d83cc019SAndroid Build Coastguard Worker * set to the same address in captures. Both fields set to zero if the
1315*d83cc019SAndroid Build Coastguard Worker * buffer is not being cleared. Depending on GL_ENABLE magic, you might
1316*d83cc019SAndroid Build Coastguard Worker * get a zero enable despite the buffer being present; that still is
1317*d83cc019SAndroid Build Coastguard Worker * disabled. */
1318*d83cc019SAndroid Build Coastguard Worker
1319*d83cc019SAndroid Build Coastguard Worker mali_ptr depth_buffer; // not SAME_VA
1320*d83cc019SAndroid Build Coastguard Worker u64 depth_buffer_enable;
1321*d83cc019SAndroid Build Coastguard Worker
1322*d83cc019SAndroid Build Coastguard Worker mali_ptr stencil_buffer; // not SAME_VA
1323*d83cc019SAndroid Build Coastguard Worker u64 stencil_buffer_enable;
1324*d83cc019SAndroid Build Coastguard Worker
1325*d83cc019SAndroid Build Coastguard Worker u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1326*d83cc019SAndroid Build Coastguard Worker u32 clear_color_2; // always equal, but unclear function?
1327*d83cc019SAndroid Build Coastguard Worker u32 clear_color_3; // always equal, but unclear function?
1328*d83cc019SAndroid Build Coastguard Worker u32 clear_color_4; // always equal, but unclear function?
1329*d83cc019SAndroid Build Coastguard Worker
1330*d83cc019SAndroid Build Coastguard Worker /* Set to zero if not cleared */
1331*d83cc019SAndroid Build Coastguard Worker
1332*d83cc019SAndroid Build Coastguard Worker float clear_depth_1; // float32, ditto
1333*d83cc019SAndroid Build Coastguard Worker float clear_depth_2; // float32, ditto
1334*d83cc019SAndroid Build Coastguard Worker float clear_depth_3; // float32, ditto
1335*d83cc019SAndroid Build Coastguard Worker float clear_depth_4; // float32, ditto
1336*d83cc019SAndroid Build Coastguard Worker
1337*d83cc019SAndroid Build Coastguard Worker u32 clear_stencil; // Exactly as it appears in OpenGL
1338*d83cc019SAndroid Build Coastguard Worker
1339*d83cc019SAndroid Build Coastguard Worker u32 zero6[7];
1340*d83cc019SAndroid Build Coastguard Worker
1341*d83cc019SAndroid Build Coastguard Worker /* Very weird format, see generation code in trans_builder.c */
1342*d83cc019SAndroid Build Coastguard Worker u32 resolution_check;
1343*d83cc019SAndroid Build Coastguard Worker
1344*d83cc019SAndroid Build Coastguard Worker u32 tiler_flags;
1345*d83cc019SAndroid Build Coastguard Worker
1346*d83cc019SAndroid Build Coastguard Worker u64 unknown_address_1; /* Pointing towards... a zero buffer? */
1347*d83cc019SAndroid Build Coastguard Worker u64 unknown_address_2;
1348*d83cc019SAndroid Build Coastguard Worker
1349*d83cc019SAndroid Build Coastguard Worker /* See mali_kbase_replay.c */
1350*d83cc019SAndroid Build Coastguard Worker u64 tiler_heap_free;
1351*d83cc019SAndroid Build Coastguard Worker u64 tiler_heap_end;
1352*d83cc019SAndroid Build Coastguard Worker
1353*d83cc019SAndroid Build Coastguard Worker /* More below this, maybe */
1354*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1355*d83cc019SAndroid Build Coastguard Worker
1356*d83cc019SAndroid Build Coastguard Worker /* Format bits for the render target flags */
1357*d83cc019SAndroid Build Coastguard Worker
1358*d83cc019SAndroid Build Coastguard Worker #define MALI_MFBD_FORMAT_AFBC (1 << 5)
1359*d83cc019SAndroid Build Coastguard Worker #define MALI_MFBD_FORMAT_MSAA (1 << 7)
1360*d83cc019SAndroid Build Coastguard Worker
1361*d83cc019SAndroid Build Coastguard Worker struct mali_rt_format {
1362*d83cc019SAndroid Build Coastguard Worker unsigned unk1 : 32;
1363*d83cc019SAndroid Build Coastguard Worker unsigned unk2 : 3;
1364*d83cc019SAndroid Build Coastguard Worker
1365*d83cc019SAndroid Build Coastguard Worker unsigned nr_channels : 2; /* MALI_POSITIVE */
1366*d83cc019SAndroid Build Coastguard Worker
1367*d83cc019SAndroid Build Coastguard Worker unsigned flags : 11;
1368*d83cc019SAndroid Build Coastguard Worker
1369*d83cc019SAndroid Build Coastguard Worker unsigned swizzle : 12;
1370*d83cc019SAndroid Build Coastguard Worker
1371*d83cc019SAndroid Build Coastguard Worker unsigned unk4 : 4;
1372*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1373*d83cc019SAndroid Build Coastguard Worker
1374*d83cc019SAndroid Build Coastguard Worker struct bifrost_render_target {
1375*d83cc019SAndroid Build Coastguard Worker struct mali_rt_format format;
1376*d83cc019SAndroid Build Coastguard Worker
1377*d83cc019SAndroid Build Coastguard Worker u64 zero1;
1378*d83cc019SAndroid Build Coastguard Worker
1379*d83cc019SAndroid Build Coastguard Worker union {
1380*d83cc019SAndroid Build Coastguard Worker struct {
1381*d83cc019SAndroid Build Coastguard Worker /* Stuff related to ARM Framebuffer Compression. When AFBC is enabled,
1382*d83cc019SAndroid Build Coastguard Worker * there is an extra metadata buffer that contains 16 bytes per tile.
1383*d83cc019SAndroid Build Coastguard Worker * The framebuffer needs to be the same size as before, since we don't
1384*d83cc019SAndroid Build Coastguard Worker * know ahead of time how much space it will take up. The
1385*d83cc019SAndroid Build Coastguard Worker * framebuffer_stride is set to 0, since the data isn't stored linearly
1386*d83cc019SAndroid Build Coastguard Worker * anymore.
1387*d83cc019SAndroid Build Coastguard Worker */
1388*d83cc019SAndroid Build Coastguard Worker
1389*d83cc019SAndroid Build Coastguard Worker mali_ptr metadata;
1390*d83cc019SAndroid Build Coastguard Worker u32 stride; // stride in units of tiles
1391*d83cc019SAndroid Build Coastguard Worker u32 unk; // = 0x20000
1392*d83cc019SAndroid Build Coastguard Worker } afbc;
1393*d83cc019SAndroid Build Coastguard Worker
1394*d83cc019SAndroid Build Coastguard Worker struct {
1395*d83cc019SAndroid Build Coastguard Worker /* Heck if I know */
1396*d83cc019SAndroid Build Coastguard Worker u64 unk;
1397*d83cc019SAndroid Build Coastguard Worker mali_ptr pointer;
1398*d83cc019SAndroid Build Coastguard Worker } chunknown;
1399*d83cc019SAndroid Build Coastguard Worker };
1400*d83cc019SAndroid Build Coastguard Worker
1401*d83cc019SAndroid Build Coastguard Worker mali_ptr framebuffer;
1402*d83cc019SAndroid Build Coastguard Worker
1403*d83cc019SAndroid Build Coastguard Worker u32 zero2 : 4;
1404*d83cc019SAndroid Build Coastguard Worker u32 framebuffer_stride : 28; // in units of bytes
1405*d83cc019SAndroid Build Coastguard Worker u32 zero3;
1406*d83cc019SAndroid Build Coastguard Worker
1407*d83cc019SAndroid Build Coastguard Worker u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware
1408*d83cc019SAndroid Build Coastguard Worker u32 clear_color_2; // always equal, but unclear function?
1409*d83cc019SAndroid Build Coastguard Worker u32 clear_color_3; // always equal, but unclear function?
1410*d83cc019SAndroid Build Coastguard Worker u32 clear_color_4; // always equal, but unclear function?
1411*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1412*d83cc019SAndroid Build Coastguard Worker
1413*d83cc019SAndroid Build Coastguard Worker /* An optional part of bifrost_framebuffer. It comes between the main structure
1414*d83cc019SAndroid Build Coastguard Worker * and the array of render targets. It must be included if any of these are
1415*d83cc019SAndroid Build Coastguard Worker * enabled:
1416*d83cc019SAndroid Build Coastguard Worker *
1417*d83cc019SAndroid Build Coastguard Worker * - Transaction Elimination
1418*d83cc019SAndroid Build Coastguard Worker * - Depth/stencil
1419*d83cc019SAndroid Build Coastguard Worker * - TODO: Anything else?
1420*d83cc019SAndroid Build Coastguard Worker */
1421*d83cc019SAndroid Build Coastguard Worker
1422*d83cc019SAndroid Build Coastguard Worker /* Flags field: note, these are guesses */
1423*d83cc019SAndroid Build Coastguard Worker
1424*d83cc019SAndroid Build Coastguard Worker #define MALI_EXTRA_PRESENT (0x400)
1425*d83cc019SAndroid Build Coastguard Worker #define MALI_EXTRA_AFBC (0x20)
1426*d83cc019SAndroid Build Coastguard Worker #define MALI_EXTRA_AFBC_ZS (0x10)
1427*d83cc019SAndroid Build Coastguard Worker #define MALI_EXTRA_ZS (0x4)
1428*d83cc019SAndroid Build Coastguard Worker
1429*d83cc019SAndroid Build Coastguard Worker struct bifrost_fb_extra {
1430*d83cc019SAndroid Build Coastguard Worker mali_ptr checksum;
1431*d83cc019SAndroid Build Coastguard Worker /* Each tile has an 8 byte checksum, so the stride is "width in tiles * 8" */
1432*d83cc019SAndroid Build Coastguard Worker u32 checksum_stride;
1433*d83cc019SAndroid Build Coastguard Worker
1434*d83cc019SAndroid Build Coastguard Worker u32 flags;
1435*d83cc019SAndroid Build Coastguard Worker
1436*d83cc019SAndroid Build Coastguard Worker union {
1437*d83cc019SAndroid Build Coastguard Worker /* Note: AFBC is only allowed for 24/8 combined depth/stencil. */
1438*d83cc019SAndroid Build Coastguard Worker struct {
1439*d83cc019SAndroid Build Coastguard Worker mali_ptr depth_stencil_afbc_metadata;
1440*d83cc019SAndroid Build Coastguard Worker u32 depth_stencil_afbc_stride; // in units of tiles
1441*d83cc019SAndroid Build Coastguard Worker u32 zero1;
1442*d83cc019SAndroid Build Coastguard Worker
1443*d83cc019SAndroid Build Coastguard Worker mali_ptr depth_stencil;
1444*d83cc019SAndroid Build Coastguard Worker
1445*d83cc019SAndroid Build Coastguard Worker u64 padding;
1446*d83cc019SAndroid Build Coastguard Worker } ds_afbc;
1447*d83cc019SAndroid Build Coastguard Worker
1448*d83cc019SAndroid Build Coastguard Worker struct {
1449*d83cc019SAndroid Build Coastguard Worker /* Depth becomes depth/stencil in case of combined D/S */
1450*d83cc019SAndroid Build Coastguard Worker mali_ptr depth;
1451*d83cc019SAndroid Build Coastguard Worker u32 depth_stride_zero : 4;
1452*d83cc019SAndroid Build Coastguard Worker u32 depth_stride : 28;
1453*d83cc019SAndroid Build Coastguard Worker u32 zero1;
1454*d83cc019SAndroid Build Coastguard Worker
1455*d83cc019SAndroid Build Coastguard Worker mali_ptr stencil;
1456*d83cc019SAndroid Build Coastguard Worker u32 stencil_stride_zero : 4;
1457*d83cc019SAndroid Build Coastguard Worker u32 stencil_stride : 28;
1458*d83cc019SAndroid Build Coastguard Worker u32 zero2;
1459*d83cc019SAndroid Build Coastguard Worker } ds_linear;
1460*d83cc019SAndroid Build Coastguard Worker };
1461*d83cc019SAndroid Build Coastguard Worker
1462*d83cc019SAndroid Build Coastguard Worker
1463*d83cc019SAndroid Build Coastguard Worker u64 zero3, zero4;
1464*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1465*d83cc019SAndroid Build Coastguard Worker
1466*d83cc019SAndroid Build Coastguard Worker /* flags for unk3 */
1467*d83cc019SAndroid Build Coastguard Worker
1468*d83cc019SAndroid Build Coastguard Worker /* Enables writing depth results back to main memory (rather than keeping them
1469*d83cc019SAndroid Build Coastguard Worker * on-chip in the tile buffer and then discarding) */
1470*d83cc019SAndroid Build Coastguard Worker
1471*d83cc019SAndroid Build Coastguard Worker #define MALI_MFBD_DEPTH_WRITE (1 << 10)
1472*d83cc019SAndroid Build Coastguard Worker
1473*d83cc019SAndroid Build Coastguard Worker /* The MFBD contains the extra bifrost_fb_extra section */
1474*d83cc019SAndroid Build Coastguard Worker
1475*d83cc019SAndroid Build Coastguard Worker #define MALI_MFBD_EXTRA (1 << 13)
1476*d83cc019SAndroid Build Coastguard Worker
1477*d83cc019SAndroid Build Coastguard Worker struct bifrost_framebuffer {
1478*d83cc019SAndroid Build Coastguard Worker u32 unk0; // = 0x10
1479*d83cc019SAndroid Build Coastguard Worker
1480*d83cc019SAndroid Build Coastguard Worker u32 unknown2; // = 0x1f, same as SFBD
1481*d83cc019SAndroid Build Coastguard Worker mali_ptr scratchpad;
1482*d83cc019SAndroid Build Coastguard Worker
1483*d83cc019SAndroid Build Coastguard Worker /* 0x10 */
1484*d83cc019SAndroid Build Coastguard Worker mali_ptr sample_locations;
1485*d83cc019SAndroid Build Coastguard Worker mali_ptr unknown1;
1486*d83cc019SAndroid Build Coastguard Worker /* 0x20 */
1487*d83cc019SAndroid Build Coastguard Worker u16 width1, height1;
1488*d83cc019SAndroid Build Coastguard Worker u32 zero3;
1489*d83cc019SAndroid Build Coastguard Worker u16 width2, height2;
1490*d83cc019SAndroid Build Coastguard Worker u32 unk1 : 19; // = 0x01000
1491*d83cc019SAndroid Build Coastguard Worker u32 rt_count_1 : 2; // off-by-one (use MALI_POSITIVE)
1492*d83cc019SAndroid Build Coastguard Worker u32 unk2 : 3; // = 0
1493*d83cc019SAndroid Build Coastguard Worker u32 rt_count_2 : 3; // no off-by-one
1494*d83cc019SAndroid Build Coastguard Worker u32 zero4 : 5;
1495*d83cc019SAndroid Build Coastguard Worker /* 0x30 */
1496*d83cc019SAndroid Build Coastguard Worker u32 clear_stencil : 8;
1497*d83cc019SAndroid Build Coastguard Worker u32 unk3 : 24; // = 0x100
1498*d83cc019SAndroid Build Coastguard Worker float clear_depth;
1499*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_meta;
1500*d83cc019SAndroid Build Coastguard Worker /* 0x40 */
1501*d83cc019SAndroid Build Coastguard Worker
1502*d83cc019SAndroid Build Coastguard Worker /* Note: these are guesses! */
1503*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_scratch_start;
1504*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_scratch_middle;
1505*d83cc019SAndroid Build Coastguard Worker
1506*d83cc019SAndroid Build Coastguard Worker /* These are not, since we see symmetry with replay jobs which name these explicitly */
1507*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_start;
1508*d83cc019SAndroid Build Coastguard Worker mali_ptr tiler_heap_end;
1509*d83cc019SAndroid Build Coastguard Worker
1510*d83cc019SAndroid Build Coastguard Worker u64 zero9, zero10, zero11, zero12;
1511*d83cc019SAndroid Build Coastguard Worker
1512*d83cc019SAndroid Build Coastguard Worker /* optional: struct bifrost_fb_extra extra */
1513*d83cc019SAndroid Build Coastguard Worker /* struct bifrost_render_target rts[] */
1514*d83cc019SAndroid Build Coastguard Worker } __attribute__((packed));
1515*d83cc019SAndroid Build Coastguard Worker
1516*d83cc019SAndroid Build Coastguard Worker #endif /* __PANFROST_JOB_H__ */
1517