mesa/src/panfrost/include/panfrost-job.h

259 lines
11 KiB
C

/*
* © Copyright 2017-2018 Alyssa Rosenzweig
* © Copyright 2017-2018 Connor Abbott
* © Copyright 2017-2018 Lyude Paul
* © Copyright2019 Collabora, Ltd.
*
* 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.
*
*/
#ifndef __PANFROST_JOB_H__
#define __PANFROST_JOB_H__
#include <stdint.h>
#include <stdbool.h>
#include <inttypes.h>
typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;
typedef uint64_t mali_ptr;
/* Compressed per-pixel formats. Each of these formats expands to one to four
* floating-point or integer numbers, as defined by the OpenGL specification.
* There are various places in OpenGL where the user can specify a compressed
* format in memory, which all use the same 8-bit enum in the various
* descriptors, although different hardware units support different formats.
*/
/* The top 3 bits specify how the bits of each component are interpreted. */
/* e.g. ETC2_RGB8 */
#define MALI_FORMAT_COMPRESSED (0 << 5)
/* e.g. R11F_G11F_B10F */
#define MALI_FORMAT_SPECIAL (2 << 5)
/* signed normalized, e.g. RGBA8_SNORM */
#define MALI_FORMAT_SNORM (3 << 5)
/* e.g. RGBA8UI */
#define MALI_FORMAT_UINT (4 << 5)
/* e.g. RGBA8 and RGBA32F */
#define MALI_FORMAT_UNORM (5 << 5)
/* e.g. RGBA8I and RGBA16F */
#define MALI_FORMAT_SINT (6 << 5)
/* These formats seem to largely duplicate the others. They're used at least
* for Bifrost framebuffer output.
*/
#define MALI_FORMAT_SPECIAL2 (7 << 5)
#define MALI_EXTRACT_TYPE(fmt) ((fmt) & 0xe0)
/* If the high 3 bits are 3 to 6 these two bits say how many components
* there are.
*/
#define MALI_NR_CHANNELS(n) ((n - 1) << 3)
#define MALI_EXTRACT_CHANNELS(fmt) ((((fmt) >> 3) & 3) + 1)
/* If the high 3 bits are 3 to 6, then the low 3 bits say how big each
* component is, except the special MALI_CHANNEL_FLOAT which overrides what the
* bits mean.
*/
#define MALI_CHANNEL_4 2
#define MALI_CHANNEL_8 3
#define MALI_CHANNEL_16 4
#define MALI_CHANNEL_32 5
/* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For
* MALI_FORMAT_UNORM, it means a 32-bit float.
*/
#define MALI_CHANNEL_FLOAT 7
#define MALI_EXTRACT_BITS(fmt) (fmt & 0x7)
#define MALI_EXTRACT_INDEX(pixfmt) (((pixfmt) >> 12) & 0xFF)
/* The raw Midgard blend payload can either be an equation or a shader
* address, depending on the context */
/*
* Mali Attributes
*
* This structure lets the attribute unit compute the address of an attribute
* given the vertex and instance ID. Unfortunately, the way this works is
* rather complicated when instancing is enabled.
*
* To explain this, first we need to explain how compute and vertex threads are
* dispatched. This is a guess (although a pretty firm guess!) since the
* details are mostly hidden from the driver, except for attribute instancing.
* When a quad is dispatched, it receives a single, linear index. However, we
* need to translate that index into a (vertex id, instance id) pair, or a
* (local id x, local id y, local id z) triple for compute shaders (although
* vertex shaders and compute shaders are handled almost identically).
* Focusing on vertex shaders, one option would be to do:
*
* vertex_id = linear_id % num_vertices
* instance_id = linear_id / num_vertices
*
* but this involves a costly division and modulus by an arbitrary number.
* Instead, we could pad num_vertices. We dispatch padded_num_vertices *
* num_instances threads instead of num_vertices * num_instances, which results
* in some "extra" threads with vertex_id >= num_vertices, which we have to
* discard. The more we pad num_vertices, the more "wasted" threads we
* dispatch, but the division is potentially easier.
*
* One straightforward choice is to pad num_vertices to the next power of two,
* which means that the division and modulus are just simple bit shifts and
* masking. But the actual algorithm is a bit more complicated. The thread
* dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
* to dividing by a power of two. This is possibly using the technique
* described in patent US20170010862A1. As a result, padded_num_vertices can be
* 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
* since we need less padding.
*
* padded_num_vertices is picked by the hardware. The driver just specifies the
* actual number of vertices. At least for Mali G71, the first few cases are
* given by:
*
* num_vertices | padded_num_vertices
* 3 | 4
* 4-7 | 8
* 8-11 | 12 (3 * 4)
* 12-15 | 16
* 16-19 | 20 (5 * 4)
*
* Note that padded_num_vertices is a multiple of four (presumably because
* threads are dispatched in groups of 4). Also, padded_num_vertices is always
* at least one more than num_vertices, which seems like a quirk of the
* hardware. For larger num_vertices, the hardware uses the following
* algorithm: using the binary representation of num_vertices, we look at the
* most significant set bit as well as the following 3 bits. Let n be the
* number of bits after those 4 bits. Then we set padded_num_vertices according
* to the following table:
*
* high bits | padded_num_vertices
* 1000 | 9 * 2^n
* 1001 | 5 * 2^(n+1)
* 101x | 3 * 2^(n+2)
* 110x | 7 * 2^(n+1)
* 111x | 2^(n+4)
*
* For example, if num_vertices = 70 is passed to glDraw(), its binary
* representation is 1000110, so n = 3 and the high bits are 1000, and
* therefore padded_num_vertices = 9 * 2^3 = 72.
*
* The attribute unit works in terms of the original linear_id. if
* num_instances = 1, then they are the same, and everything is simple.
* However, with instancing things get more complicated. There are four
* possible modes, two of them we can group together:
*
* 1. Use the linear_id directly. Only used when there is no instancing.
*
* 2. Use the linear_id modulo a constant. This is used for per-vertex
* attributes with instancing enabled by making the constant equal
* padded_num_vertices. Because the modulus is always padded_num_vertices, this
* mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
* The shift field specifies the power of two, while the extra_flags field
* specifies the odd number. If shift = n and extra_flags = m, then the modulus
* is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
* above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
* shift = 3. Note that we must exactly follow the hardware algorithm used to
* get padded_num_vertices in order to correctly implement per-vertex
* attributes.
*
* 3. Divide the linear_id by a constant. In order to correctly implement
* instance divisors, we have to divide linear_id by padded_num_vertices times
* to user-specified divisor. So first we compute padded_num_vertices, again
* following the exact same algorithm that the hardware uses, then multiply it
* by the GL-level divisor to get the hardware-level divisor. This case is
* further divided into two more cases. If the hardware-level divisor is a
* power of two, then we just need to shift. The shift amount is specified by
* the shift field, so that the hardware-level divisor is just 2^shift.
*
* If it isn't a power of two, then we have to divide by an arbitrary integer.
* For that, we use the well-known technique of multiplying by an approximation
* of the inverse. The driver must compute the magic multiplier and shift
* amount, and then the hardware does the multiplication and shift. The
* hardware and driver also use the "round-down" optimization as described in
* http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
* The hardware further assumes the multiplier is between 2^31 and 2^32, so the
* high bit is implicitly set to 1 even though it is set to 0 by the driver --
* presumably this simplifies the hardware multiplier a little. The hardware
* first multiplies linear_id by the multiplier and takes the high 32 bits,
* then applies the round-down correction if extra_flags = 1, then finally
* shifts right by the shift field.
*
* There are some differences between ridiculousfish's algorithm and the Mali
* hardware algorithm, which means that the reference code from ridiculousfish
* doesn't always produce the right constants. Mali does not use the pre-shift
* optimization, since that would make a hardware implementation slower (it
* would have to always do the pre-shift, multiply, and post-shift operations).
* It also forces the multplier to be at least 2^31, which means that the
* exponent is entirely fixed, so there is no trial-and-error. Altogether,
* given the divisor d, the algorithm the driver must follow is:
*
* 1. Set shift = floor(log2(d)).
* 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
* 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
* magic_divisor = m - 1 and extra_flags = 1.
* 4. Otherwise, set magic_divisor = m and extra_flags = 0.
*/
/* Purposeful off-by-one in width, height fields. For example, a (64, 64)
* texture is stored as (63, 63) in these fields. This adjusts for that.
* There's an identical pattern in the framebuffer descriptor. Even vertex
* count fields work this way, hence the generic name -- integral fields that
* are strictly positive generally need this adjustment. */
#define MALI_POSITIVE(dim) (dim - 1)
/* Mali hardware can texture up to 65536 x 65536 x 65536 and render up to 16384
* x 16384, but 8192 x 8192 should be enough for anyone. The OpenGL game
* "Cathedral" requires a texture of width 8192 to start.
*/
#define MAX_MIP_LEVELS (14)
/* Used for lod encoding. Thanks @urjaman for pointing out these routines can
* be cleaned up a lot. */
#define DECODE_FIXED_16(x) ((float) (x / 256.0))
static inline int16_t
FIXED_16(float x, bool allow_negative)
{
/* Clamp inputs, accounting for float error */
float max_lod = (32.0 - (1.0 / 512.0));
float min_lod = allow_negative ? -max_lod : 0.0;
x = ((x > max_lod) ? max_lod : ((x < min_lod) ? min_lod : x));
return (int) (x * 256.0);
}
#endif /* __PANFROST_JOB_H__ */