mesa/src/gallium/drivers/asahi/agx_state.h

230 lines
5.8 KiB
C

/*
* Copyright 2021 Alyssa Rosenzweig
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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 AGX_STATE_H
#define AGX_STATE_H
#include "gallium/include/pipe/p_context.h"
#include "gallium/include/pipe/p_state.h"
#include "gallium/include/pipe/p_screen.h"
#include "asahi/lib/agx_pack.h"
#include "asahi/lib/agx_bo.h"
#include "asahi/lib/agx_device.h"
#include "asahi/lib/pool.h"
#include "asahi/compiler/agx_compile.h"
#include "util/hash_table.h"
#include "util/bitset.h"
struct agx_compiled_shader {
/* Mapped executable memory */
struct agx_bo *bo;
/* Varying descriptor (TODO: is this the right place?) */
uint64_t varyings;
/* # of varyings (currently vec4, should probably be changed) */
unsigned varying_count;
/* Metadata returned from the compiler */
struct agx_shader_info info;
};
struct agx_uncompiled_shader {
struct nir_shader *nir;
struct hash_table *variants;
/* Set on VS, passed to FS for linkage */
unsigned base_varying;
};
struct agx_stage {
struct agx_uncompiled_shader *shader;
uint32_t dirty;
struct pipe_constant_buffer cb[PIPE_MAX_CONSTANT_BUFFERS];
uint32_t cb_mask;
/* BOs for bound samplers. This is all the information we need at
* draw time to assemble the pipeline */
struct agx_bo *samplers[PIPE_MAX_SAMPLERS];
/* Sampler views need the full CSO due to Gallium state management */
struct agx_sampler_view *textures[PIPE_MAX_SHADER_SAMPLER_VIEWS];
unsigned texture_count;
};
struct agx_batch {
unsigned width, height, nr_cbufs;
struct pipe_surface *cbufs[8];
struct pipe_surface *zsbuf;
/* PIPE_CLEAR_* bitmask */
uint32_t clear, draw;
float clear_color[4];
/* Resource list requirements, represented as a bit set indexed by BO
* handles (GEM handles on Linux, or IOGPU's equivalent on macOS) */
BITSET_WORD bo_list[256];
struct agx_pool pool, pipeline_pool;
struct agx_bo *encoder;
uint8_t *encoder_current;
};
struct agx_zsa {
enum agx_zs_func z_func;
bool disable_z_write;
};
#define AGX_DIRTY_VERTEX (1 << 0)
struct agx_context {
struct pipe_context base;
struct agx_compiled_shader *vs, *fs;
uint32_t dirty;
struct agx_batch *batch;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
uint32_t vb_mask;
struct agx_stage stage[PIPE_SHADER_TYPES];
struct agx_attribute *attributes;
struct agx_rasterizer *rast;
struct agx_zsa zs;
uint8_t viewport[AGX_VIEWPORT_LENGTH];
uint8_t render_target[8][AGX_RENDER_TARGET_LENGTH];
};
static inline struct agx_context *
agx_context(struct pipe_context *pctx)
{
return (struct agx_context *) pctx;
}
struct agx_rasterizer {
struct pipe_rasterizer_state base;
uint8_t cull[AGX_CULL_LENGTH];
};
struct agx_query {
unsigned query;
};
struct agx_sampler_view {
struct pipe_sampler_view base;
/* Prepared descriptor */
struct agx_bo *desc;
};
struct agx_screen {
struct pipe_screen pscreen;
struct agx_device dev;
struct sw_winsys *winsys;
};
static inline struct agx_screen *
agx_screen(struct pipe_screen *p)
{
return (struct agx_screen *)p;
}
static inline struct agx_device *
agx_device(struct pipe_screen *p)
{
return &(agx_screen(p)->dev);
}
/* TODO: UABI, fake for macOS */
#ifndef DRM_FORMAT_MOD_LINEAR
#define DRM_FORMAT_MOD_LINEAR 1
#endif
#define DRM_FORMAT_MOD_APPLE_64X64_MORTON_ORDER (2)
struct agx_resource {
struct pipe_resource base;
uint64_t modifier;
/* Hardware backing */
struct agx_bo *bo;
/* Software backing (XXX) */
struct sw_displaytarget *dt;
unsigned dt_stride;
struct {
bool data_valid;
unsigned offset;
unsigned line_stride;
} slices[PIPE_MAX_TEXTURE_LEVELS];
};
static inline struct agx_resource *
agx_resource(struct pipe_resource *pctx)
{
return (struct agx_resource *) pctx;
}
struct agx_transfer {
struct pipe_transfer base;
void *map;
struct {
struct pipe_resource *rsrc;
struct pipe_box box;
} staging;
};
static inline struct agx_transfer *
agx_transfer(struct pipe_transfer *p)
{
return (struct agx_transfer *)p;
}
uint64_t
agx_push_location(struct agx_context *ctx, struct agx_push push,
enum pipe_shader_type stage);
uint64_t
agx_build_clear_pipeline(struct agx_context *ctx, uint32_t code, uint64_t clear_buf);
uint64_t
agx_build_store_pipeline(struct agx_context *ctx, uint32_t code,
uint64_t render_target);
/* Add a BO to a batch. This needs to be amortized O(1) since it's called in
* hot paths. To achieve this we model BO lists by bit sets */
static inline void
agx_batch_add_bo(struct agx_batch *batch, struct agx_bo *bo)
{
if (unlikely(bo->handle > (sizeof(batch->bo_list) * 8)))
unreachable("todo: growable");
BITSET_SET(batch->bo_list, bo->handle);
}
#endif