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Regard whitespace Rev 5563 → Rev 5564

/contrib/sdk/sources/Mesa/mesa-10.6.0/src/gallium/drivers/vc4/vc4_draw.c
0,0 → 1,381
/*
* Copyright (c) 2014 Scott Mansell
* Copyright © 2014 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
 
#include "util/u_prim.h"
#include "util/u_format.h"
#include "util/u_pack_color.h"
#include "indices/u_primconvert.h"
 
#include "vc4_context.h"
#include "vc4_resource.h"
 
static void
vc4_get_draw_cl_space(struct vc4_context *vc4)
{
/* Binner gets our packet state -- vc4_emit.c contents,
* and the primitive itself.
*/
cl_ensure_space(&vc4->bcl, 256);
 
/* Nothing for rcl -- that's covered by vc4_context.c */
 
/* shader_rec gets up to 12 dwords of reloc handles plus a maximally
* sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
* vattr stride).
*/
cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32);
 
/* Uniforms are covered by vc4_write_uniforms(). */
 
/* There could be up to 16 textures per stage, plus misc other
* pointers.
*/
cl_ensure_space(&vc4->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
cl_ensure_space(&vc4->bo_pointers,
(2 * 16 + 20) * sizeof(struct vc4_bo *));
}
 
/**
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
vc4_start_draw(struct vc4_context *vc4)
{
if (vc4->needs_flush)
return;
 
vc4_get_draw_cl_space(vc4);
 
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
uint32_t tilew = align(width, 64) / 64;
uint32_t tileh = align(height, 64) / 64;
 
/* Tile alloc memory setup: We use an initial alloc size of 32b. The
* hardware then aligns that to 256b (we use 4096, because all of our
* BO allocations align to that anyway), then for some reason the
* simulator wants an extra page available, even if you have overflow
* memory set up.
*
* XXX: The binner only does 28-bit addressing math, so the tile alloc
* and tile state should be in the same BO and that BO needs to not
* cross a 256MB boundary, somehow.
*/
uint32_t tile_alloc_size = 32 * tilew * tileh;
tile_alloc_size = align(tile_alloc_size, 4096);
tile_alloc_size += 4096;
uint32_t tile_state_size = 48 * tilew * tileh;
if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
vc4_bo_unreference(&vc4->tile_alloc);
vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
"tile_alloc");
}
if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
vc4_bo_unreference(&vc4->tile_state);
vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
"tile_state");
}
 
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
cl_start_reloc(&vc4->bcl, 2);
cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
cl_u32(&vc4->bcl, vc4->tile_alloc->size);
cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
cl_u8(&vc4->bcl, tilew);
cl_u8(&vc4->bcl, tileh);
cl_u8(&vc4->bcl,
VC4_BIN_CONFIG_AUTO_INIT_TSDA |
VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 |
VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32);
 
/* START_TILE_BINNING resets the statechange counters in the hardware,
* which are what is used when a primitive is binned to a tile to
* figure out what new state packets need to be written to that tile's
* command list.
*/
cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
 
/* Reset the current compressed primitives format. This gets modified
* by VC4_PACKET_GL_INDEXED_PRIMITIVE and
* VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
* of every tile.
*/
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
 
vc4->needs_flush = true;
vc4->draw_call_queued = true;
}
 
static void
vc4_update_shadow_textures(struct pipe_context *pctx,
struct vc4_texture_stateobj *stage_tex)
{
for (int i = 0; i < stage_tex->num_textures; i++) {
struct pipe_sampler_view *view = stage_tex->textures[i];
if (!view)
continue;
struct vc4_resource *rsc = vc4_resource(view->texture);
if (rsc->shadow_parent)
vc4_update_shadow_baselevel_texture(pctx, view);
}
}
 
static void
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
 
if (info->mode >= PIPE_PRIM_QUADS) {
util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
util_primconvert_draw_vbo(vc4->primconvert, info);
perf_debug("Fallback conversion for %d %s vertices\n",
info->count, u_prim_name(info->mode));
return;
}
 
/* Before setting up the draw, do any fixup blits necessary. */
vc4_update_shadow_textures(pctx, &vc4->verttex);
vc4_update_shadow_textures(pctx, &vc4->fragtex);
 
vc4_get_draw_cl_space(vc4);
 
struct vc4_vertex_stateobj *vtx = vc4->vtx;
struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
 
if (vc4->prim_mode != info->mode) {
vc4->prim_mode = info->mode;
vc4->dirty |= VC4_DIRTY_PRIM_MODE;
}
 
vc4_start_draw(vc4);
vc4_update_compiled_shaders(vc4, info->mode);
 
vc4_emit_state(pctx);
vc4->dirty = 0;
 
vc4_write_uniforms(vc4, vc4->prog.fs,
&vc4->constbuf[PIPE_SHADER_FRAGMENT],
&vc4->fragtex);
vc4_write_uniforms(vc4, vc4->prog.vs,
&vc4->constbuf[PIPE_SHADER_VERTEX],
&vc4->verttex);
vc4_write_uniforms(vc4, vc4->prog.cs,
&vc4->constbuf[PIPE_SHADER_VERTEX],
&vc4->verttex);
 
/* The simulator throws a fit if VS or CS don't read an attribute, so
* we emit a dummy read.
*/
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
/* Emit the shader record. */
cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
cl_u16(&vc4->shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
 
cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
cl_u8(&vc4->shader_rec, vc4->prog.vs->vattrs_live);
cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[8]);
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
 
cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
cl_u8(&vc4->shader_rec, vc4->prog.cs->vattrs_live);
cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[8]);
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0);
cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
 
uint32_t max_index = 0xffff;
uint32_t vpm_offset = 0;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
struct vc4_resource *rsc = vc4_resource(vb->buffer);
uint32_t offset = vb->buffer_offset + elem->src_offset;
uint32_t vb_size = rsc->bo->size - offset;
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
 
cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
cl_u8(&vc4->shader_rec, elem_size - 1);
cl_u8(&vc4->shader_rec, vb->stride);
cl_u8(&vc4->shader_rec, vc4->prog.vs->vattr_offsets[i]);
cl_u8(&vc4->shader_rec, vc4->prog.cs->vattr_offsets[i]);
 
vpm_offset += align(elem_size, 4);
 
if (vb->stride > 0) {
max_index = MIN2(max_index,
(vb_size - elem_size) / vb->stride);
}
}
 
if (vtx->num_elements == 0) {
assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
cl_reloc(vc4, &vc4->shader_rec, bo, 0);
cl_u8(&vc4->shader_rec, 16 - 1); /* element size */
cl_u8(&vc4->shader_rec, 0); /* stride */
cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
vc4_bo_unreference(&bo);
}
 
/* the actual draw call. */
cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
assert(vtx->num_elements <= 8);
/* Note that number of attributes == 0 in the packet means 8
* attributes. This field also contains the offset into shader_rec.
*/
cl_u32(&vc4->bcl, num_elements_emit & 0x7);
 
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
*/
if (info->indexed) {
struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
uint32_t offset = vc4->indexbuf.offset;
uint32_t index_size = vc4->indexbuf.index_size;
if (rsc->shadow_parent) {
vc4_update_shadow_index_buffer(pctx, &vc4->indexbuf);
offset = 0;
}
 
cl_start_reloc(&vc4->bcl, 1);
cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&vc4->bcl,
info->mode |
(index_size == 2 ?
VC4_INDEX_BUFFER_U16:
VC4_INDEX_BUFFER_U8));
cl_u32(&vc4->bcl, info->count);
cl_reloc(vc4, &vc4->bcl, rsc->bo, offset);
cl_u32(&vc4->bcl, max_index);
} else {
cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&vc4->bcl, info->mode);
cl_u32(&vc4->bcl, info->count);
cl_u32(&vc4->bcl, info->start);
}
 
if (vc4->zsa && vc4->zsa->base.depth.enabled) {
vc4->resolve |= PIPE_CLEAR_DEPTH;
}
if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
vc4->resolve |= PIPE_CLEAR_STENCIL;
vc4->resolve |= PIPE_CLEAR_COLOR0;
 
vc4->shader_rec_count++;
 
if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
vc4_flush(pctx);
}
 
static uint32_t
pack_rgba(enum pipe_format format, const float *rgba)
{
union util_color uc;
util_pack_color(rgba, format, &uc);
if (util_format_get_blocksize(format) == 2)
return uc.us;
else
return uc.ui[0];
}
 
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
 
/* We can't flag new buffers for clearing once we've queued draws. We
* could avoid this by using the 3d engine to clear.
*/
if (vc4->draw_call_queued) {
perf_debug("Flushing rendering to process new clear.");
vc4_flush(pctx);
}
 
if (buffers & PIPE_CLEAR_COLOR0) {
vc4->clear_color[0] = vc4->clear_color[1] =
pack_rgba(vc4->framebuffer.cbufs[0]->format,
color->f);
}
 
if (buffers & PIPE_CLEAR_DEPTH) {
/* Though the depth buffer is stored with Z in the high 24,
* for this field we just need to store it in the low 24.
*/
vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
}
 
if (buffers & PIPE_CLEAR_STENCIL)
vc4->clear_stencil = stencil;
 
vc4->draw_min_x = 0;
vc4->draw_min_y = 0;
vc4->draw_max_x = vc4->framebuffer.width;
vc4->draw_max_y = vc4->framebuffer.height;
vc4->cleared |= buffers;
vc4->resolve |= buffers;
 
vc4_start_draw(vc4);
}
 
static void
vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
const union pipe_color_union *color,
unsigned x, unsigned y, unsigned w, unsigned h)
{
fprintf(stderr, "unimpl: clear RT\n");
}
 
static void
vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
unsigned buffers, double depth, unsigned stencil,
unsigned x, unsigned y, unsigned w, unsigned h)
{
fprintf(stderr, "unimpl: clear DS\n");
}
 
void
vc4_draw_init(struct pipe_context *pctx)
{
pctx->draw_vbo = vc4_draw_vbo;
pctx->clear = vc4_clear;
pctx->clear_render_target = vc4_clear_render_target;
pctx->clear_depth_stencil = vc4_clear_depth_stencil;
}