mesa/src/gallium/drivers/v3d/v3d_uniforms.c

532 lines
21 KiB
C

/*
* Copyright © 2014-2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "util/u_pack_color.h"
#include "util/u_upload_mgr.h"
#include "v3d_context.h"
#include "compiler/v3d_compiler.h"
/* We don't expect that the packets we use in this file change across across
* hw versions, so we just include directly the v33 header
*/
#include "broadcom/cle/v3d_packet_v33_pack.h"
static uint32_t
get_texrect_scale(struct v3d_texture_stateobj *texstate,
enum quniform_contents contents,
uint32_t data)
{
struct pipe_sampler_view *texture = texstate->textures[data];
uint32_t dim;
if (contents == QUNIFORM_TEXRECT_SCALE_X)
dim = texture->texture->width0;
else
dim = texture->texture->height0;
return fui(1.0f / dim);
}
static uint32_t
get_texture_size(struct v3d_texture_stateobj *texstate,
enum quniform_contents contents,
uint32_t data)
{
struct pipe_sampler_view *texture = texstate->textures[data];
switch (contents) {
case QUNIFORM_TEXTURE_WIDTH:
if (texture->target == PIPE_BUFFER) {
return texture->u.buf.size /
util_format_get_blocksize(texture->format);
} else {
return u_minify(texture->texture->width0,
texture->u.tex.first_level);
}
case QUNIFORM_TEXTURE_HEIGHT:
return u_minify(texture->texture->height0,
texture->u.tex.first_level);
case QUNIFORM_TEXTURE_DEPTH:
assert(texture->target != PIPE_BUFFER);
return u_minify(texture->texture->depth0,
texture->u.tex.first_level);
case QUNIFORM_TEXTURE_ARRAY_SIZE:
assert(texture->target != PIPE_BUFFER);
return texture->texture->array_size;
case QUNIFORM_TEXTURE_LEVELS:
assert(texture->target != PIPE_BUFFER);
return (texture->u.tex.last_level -
texture->u.tex.first_level) + 1;
default:
unreachable("Bad texture size field");
}
}
static uint32_t
get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
enum quniform_contents contents,
uint32_t data)
{
struct v3d_image_view *image = &shaderimg->si[data];
switch (contents) {
case QUNIFORM_IMAGE_WIDTH:
if (image->base.resource->target == PIPE_BUFFER) {
return image->base.u.buf.size /
util_format_get_blocksize(image->base.format);
} else {
return u_minify(image->base.resource->width0,
image->base.u.tex.level);
}
case QUNIFORM_IMAGE_HEIGHT:
assert(image->base.resource->target != PIPE_BUFFER);
return u_minify(image->base.resource->height0,
image->base.u.tex.level);
case QUNIFORM_IMAGE_DEPTH:
assert(image->base.resource->target != PIPE_BUFFER);
return u_minify(image->base.resource->depth0,
image->base.u.tex.level);
case QUNIFORM_IMAGE_ARRAY_SIZE:
assert(image->base.resource->target != PIPE_BUFFER);
return image->base.resource->array_size;
default:
unreachable("Bad texture size field");
}
}
/**
* Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
*
* Some bits of this field are dependent on the type of sample being done by
* the shader, while other bits are dependent on the sampler state. We OR the
* two together here.
*/
static void
write_texture_p0(struct v3d_job *job,
struct v3d_cl_out **uniforms,
struct v3d_texture_stateobj *texstate,
uint32_t unit,
uint32_t shader_data)
{
struct pipe_sampler_state *psampler = texstate->samplers[unit];
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
cl_aligned_u32(uniforms, shader_data | sampler->p0);
}
/** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
static void
write_texture_p1(struct v3d_job *job,
struct v3d_cl_out **uniforms,
struct v3d_texture_stateobj *texstate,
uint32_t data)
{
/* Extract the texture unit from the top bits, and the compiler's
* packed p1 from the bottom.
*/
uint32_t unit = data >> 5;
uint32_t p1 = data & 0x1f;
struct pipe_sampler_view *psview = texstate->textures[unit];
struct v3d_sampler_view *sview = v3d_sampler_view(psview);
struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
.texture_state_record_base_address = texstate->texture_state[unit],
};
uint32_t packed;
V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
(uint8_t *)&packed,
&unpacked);
cl_aligned_u32(uniforms, p1 | packed | sview->p1);
}
/** Writes the V3D 4.x TMU configuration parameter 0. */
static void
write_tmu_p0(struct v3d_job *job,
struct v3d_cl_out **uniforms,
struct v3d_texture_stateobj *texstate,
uint32_t data)
{
int unit = v3d_unit_data_get_unit(data);
struct pipe_sampler_view *psview = texstate->textures[unit];
struct v3d_sampler_view *sview = v3d_sampler_view(psview);
/* GL_OES_texture_buffer spec:
* "If no buffer object is bound to the buffer texture, the
* results of the texel access are undefined."
*
* This can be interpreted as allowing any result to come back, but
* not terminate the program (and some tests interpret that).
*
* FIXME: just return is not a full valid solution, as it could still
* try to get a wrong address for the shader state address. Perhaps we
* would need to set up a BO with a "default texture state"
*/
if (sview == NULL)
return;
struct v3d_resource *rsc = v3d_resource(sview->texture);
cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
v3d_unit_data_get_offset(data));
v3d_job_add_bo(job, rsc->bo);
}
static void
write_image_tmu_p0(struct v3d_job *job,
struct v3d_cl_out **uniforms,
struct v3d_shaderimg_stateobj *img,
uint32_t data)
{
/* Extract the image unit from the top bits, and the compiler's
* packed p0 from the bottom.
*/
uint32_t unit = data >> 24;
uint32_t p0 = data & 0x00ffffff;
struct v3d_image_view *iview = &img->si[unit];
struct v3d_resource *rsc = v3d_resource(iview->base.resource);
cl_aligned_reloc(&job->indirect, uniforms,
v3d_resource(iview->tex_state)->bo,
iview->tex_state_offset | p0);
v3d_job_add_bo(job, rsc->bo);
}
/** Writes the V3D 4.x TMU configuration parameter 1. */
static void
write_tmu_p1(struct v3d_job *job,
struct v3d_cl_out **uniforms,
struct v3d_texture_stateobj *texstate,
uint32_t data)
{
uint32_t unit = v3d_unit_data_get_unit(data);
struct pipe_sampler_state *psampler = texstate->samplers[unit];
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
struct pipe_sampler_view *psview = texstate->textures[unit];
struct v3d_sampler_view *sview = v3d_sampler_view(psview);
int variant = 0;
/* If we are being asked by the compiler to write parameter 1, then we
* need that. So if we are at this point, we should expect to have a
* sampler and psampler. As an additional assert, we can check that we
* are not on a texel buffer case, as these don't have a sampler.
*/
assert(psview->target != PIPE_BUFFER);
assert(sampler);
assert(psampler);
if (sampler->border_color_variants)
variant = sview->sampler_variant;
cl_aligned_reloc(&job->indirect, uniforms,
v3d_resource(sampler->sampler_state)->bo,
sampler->sampler_state_offset[variant] |
v3d_unit_data_get_offset(data));
}
struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
struct v3d_compiled_shader *shader,
enum pipe_shader_type stage)
{
struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
/* The hardware always pre-fetches the next uniform (also when there
* aren't any), so we always allocate space for an extra slot. This
* fixes MMU exceptions reported since Linux kernel 5.4 when the
* uniforms fill up the tail bytes of a page in the indirect
* BO. In that scenario, when the hardware pre-fetches after reading
* the last uniform it will read beyond the end of the page and trigger
* the MMU exception.
*/
v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
v3d_bo_reference(uniform_stream.bo);
struct v3d_cl_out *uniforms =
cl_start(&job->indirect);
for (int i = 0; i < uinfo->count; i++) {
uint32_t data = uinfo->data[i];
switch (uinfo->contents[i]) {
case QUNIFORM_CONSTANT:
cl_aligned_u32(&uniforms, data);
break;
case QUNIFORM_UNIFORM:
cl_aligned_u32(&uniforms, gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
break;
case QUNIFORM_VIEWPORT_Y_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
break;
case QUNIFORM_VIEWPORT_Z_OFFSET:
cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
break;
case QUNIFORM_VIEWPORT_Z_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
break;
case QUNIFORM_USER_CLIP_PLANE:
cl_aligned_f(&uniforms,
v3d->clip.ucp[data / 4][data % 4]);
break;
case QUNIFORM_TMU_CONFIG_P0:
write_tmu_p0(job, &uniforms, texstate, data);
break;
case QUNIFORM_TMU_CONFIG_P1:
write_tmu_p1(job, &uniforms, texstate, data);
break;
case QUNIFORM_IMAGE_TMU_CONFIG_P0:
write_image_tmu_p0(job, &uniforms,
&v3d->shaderimg[stage], data);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
write_texture_p1(job, &uniforms, texstate,
data);
break;
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y:
cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
data));
break;
case QUNIFORM_TEXTURE_WIDTH:
case QUNIFORM_TEXTURE_HEIGHT:
case QUNIFORM_TEXTURE_DEPTH:
case QUNIFORM_TEXTURE_ARRAY_SIZE:
case QUNIFORM_TEXTURE_LEVELS:
cl_aligned_u32(&uniforms,
get_texture_size(texstate,
uinfo->contents[i],
data));
break;
case QUNIFORM_IMAGE_WIDTH:
case QUNIFORM_IMAGE_HEIGHT:
case QUNIFORM_IMAGE_DEPTH:
case QUNIFORM_IMAGE_ARRAY_SIZE:
cl_aligned_u32(&uniforms,
get_image_size(&v3d->shaderimg[stage],
uinfo->contents[i],
data));
break;
case QUNIFORM_LINE_WIDTH:
cl_aligned_f(&uniforms,
v3d->rasterizer->base.line_width);
break;
case QUNIFORM_AA_LINE_WIDTH:
cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
break;
case QUNIFORM_UBO_ADDR: {
uint32_t unit = v3d_unit_data_get_unit(data);
/* Constant buffer 0 may be a system memory pointer,
* in which case we want to upload a shadow copy to
* the GPU.
*/
if (!cb->cb[unit].buffer) {
u_upload_data(v3d->uploader, 0,
cb->cb[unit].buffer_size, 16,
cb->cb[unit].user_buffer,
&cb->cb[unit].buffer_offset,
&cb->cb[unit].buffer);
}
cl_aligned_reloc(&job->indirect, &uniforms,
v3d_resource(cb->cb[unit].buffer)->bo,
cb->cb[unit].buffer_offset +
v3d_unit_data_get_offset(data));
break;
}
case QUNIFORM_SSBO_OFFSET: {
struct pipe_shader_buffer *sb =
&v3d->ssbo[stage].sb[data];
cl_aligned_reloc(&job->indirect, &uniforms,
v3d_resource(sb->buffer)->bo,
sb->buffer_offset);
break;
}
case QUNIFORM_GET_SSBO_SIZE:
cl_aligned_u32(&uniforms,
v3d->ssbo[stage].sb[data].buffer_size);
break;
case QUNIFORM_TEXTURE_FIRST_LEVEL:
cl_aligned_f(&uniforms,
texstate->textures[data]->u.tex.first_level);
break;
case QUNIFORM_SPILL_OFFSET:
cl_aligned_reloc(&job->indirect, &uniforms,
v3d->prog.spill_bo, 0);
break;
case QUNIFORM_SPILL_SIZE_PER_THREAD:
cl_aligned_u32(&uniforms,
v3d->prog.spill_size_per_thread);
break;
case QUNIFORM_NUM_WORK_GROUPS:
cl_aligned_u32(&uniforms,
v3d->compute_num_workgroups[data]);
break;
case QUNIFORM_SHARED_OFFSET:
cl_aligned_reloc(&job->indirect, &uniforms,
v3d->compute_shared_memory, 0);
break;
case QUNIFORM_FB_LAYERS:
cl_aligned_u32(&uniforms, job->num_layers);
break;
default:
assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
write_texture_p0(job, &uniforms, texstate,
uinfo->contents[i] -
QUNIFORM_TEXTURE_CONFIG_P0_0,
data);
break;
}
#if 0
uint32_t written_val = *((uint32_t *)uniforms - 1);
fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
shader, i, __gen_address_offset(&uniform_stream) + i * 4,
written_val, uif(written_val));
vir_dump_uniform(uinfo->contents[i], data);
fprintf(stderr, "\n");
#endif
}
cl_end(&job->indirect, uniforms);
return uniform_stream;
}
void
v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
{
uint32_t dirty = 0;
for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
switch (shader->prog_data.base->uniforms.contents[i]) {
case QUNIFORM_CONSTANT:
break;
case QUNIFORM_UNIFORM:
case QUNIFORM_UBO_ADDR:
dirty |= V3D_DIRTY_CONSTBUF;
break;
case QUNIFORM_VIEWPORT_X_SCALE:
case QUNIFORM_VIEWPORT_Y_SCALE:
case QUNIFORM_VIEWPORT_Z_OFFSET:
case QUNIFORM_VIEWPORT_Z_SCALE:
dirty |= V3D_DIRTY_VIEWPORT;
break;
case QUNIFORM_USER_CLIP_PLANE:
dirty |= V3D_DIRTY_CLIP;
break;
case QUNIFORM_TMU_CONFIG_P0:
case QUNIFORM_TMU_CONFIG_P1:
case QUNIFORM_TEXTURE_CONFIG_P1:
case QUNIFORM_TEXTURE_FIRST_LEVEL:
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y:
case QUNIFORM_TEXTURE_WIDTH:
case QUNIFORM_TEXTURE_HEIGHT:
case QUNIFORM_TEXTURE_DEPTH:
case QUNIFORM_TEXTURE_ARRAY_SIZE:
case QUNIFORM_TEXTURE_LEVELS:
case QUNIFORM_SPILL_OFFSET:
case QUNIFORM_SPILL_SIZE_PER_THREAD:
/* We could flag this on just the stage we're
* compiling for, but it's not passed in.
*/
dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
break;
case QUNIFORM_SSBO_OFFSET:
case QUNIFORM_GET_SSBO_SIZE:
dirty |= V3D_DIRTY_SSBO;
break;
case QUNIFORM_IMAGE_TMU_CONFIG_P0:
case QUNIFORM_IMAGE_WIDTH:
case QUNIFORM_IMAGE_HEIGHT:
case QUNIFORM_IMAGE_DEPTH:
case QUNIFORM_IMAGE_ARRAY_SIZE:
dirty |= V3D_DIRTY_SHADER_IMAGE;
break;
case QUNIFORM_LINE_WIDTH:
case QUNIFORM_AA_LINE_WIDTH:
dirty |= V3D_DIRTY_RASTERIZER;
break;
case QUNIFORM_NUM_WORK_GROUPS:
case QUNIFORM_SHARED_OFFSET:
/* Compute always recalculates uniforms. */
break;
case QUNIFORM_FB_LAYERS:
dirty |= V3D_DIRTY_FRAMEBUFFER;
break;
default:
assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
break;
}
}
shader->uniform_dirty_bits = dirty;
}