mesa/src/broadcom/vulkan/v3dv_private.h

2191 lines
67 KiB
C

/*
* Copyright © 2019 Raspberry Pi
*
* based in part on anv driver which is:
* Copyright © 2015 Intel Corporation
*
* based in part on radv driver which is:
* Copyright © 2016 Red Hat.
* Copyright © 2016 Bas Nieuwenhuizen
*
* 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 V3DV_PRIVATE_H
#define V3DV_PRIVATE_H
#include <stdio.h>
#include <string.h>
#include <vulkan/vulkan.h>
#include <vulkan/vk_icd.h>
#include <vk_enum_to_str.h>
#include "vk_device.h"
#include "vk_format.h"
#include "vk_instance.h"
#include "vk_image.h"
#include "vk_log.h"
#include "vk_physical_device.h"
#include "vk_shader_module.h"
#include "vk_util.h"
#include "vk_command_buffer.h"
#include "vk_queue.h"
#include <xf86drm.h>
#ifdef HAVE_VALGRIND
#include <valgrind.h>
#include <memcheck.h>
#define VG(x) x
#else
#define VG(x) ((void)0)
#endif
#include "v3dv_limits.h"
#include "common/v3d_device_info.h"
#include "common/v3d_limits.h"
#include "common/v3d_tiling.h"
#include "common/v3d_util.h"
#include "compiler/shader_enums.h"
#include "compiler/spirv/nir_spirv.h"
#include "compiler/v3d_compiler.h"
#include "vk_debug_report.h"
#include "util/set.h"
#include "util/hash_table.h"
#include "util/xmlconfig.h"
#include "u_atomic.h"
#include "v3dv_entrypoints.h"
#include "v3dv_bo.h"
#include "drm-uapi/v3d_drm.h"
#include "vk_alloc.h"
#include "simulator/v3d_simulator.h"
#include "v3dv_cl.h"
#include "wsi_common.h"
/* A non-fatal assert. Useful for debugging. */
#ifdef DEBUG
#define v3dv_assert(x) ({ \
if (unlikely(!(x))) \
fprintf(stderr, "%s:%d ASSERT: %s", __FILE__, __LINE__, #x); \
})
#else
#define v3dv_assert(x)
#endif
#define perf_debug(...) do { \
if (unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) \
fprintf(stderr, __VA_ARGS__); \
} while (0)
struct v3dv_instance;
#ifdef USE_V3D_SIMULATOR
#define using_v3d_simulator true
#else
#define using_v3d_simulator false
#endif
struct v3d_simulator_file;
/* Minimum required by the Vulkan 1.1 spec */
#define MAX_MEMORY_ALLOCATION_SIZE (1ull << 30)
struct v3dv_physical_device {
struct vk_physical_device vk;
char *name;
int32_t render_fd;
int32_t display_fd;
int32_t master_fd;
/* We need these because it is not clear how to detect
* valid devids in a portable way
*/
bool has_primary;
bool has_render;
dev_t primary_devid;
dev_t render_devid;
uint8_t driver_build_sha1[20];
uint8_t pipeline_cache_uuid[VK_UUID_SIZE];
uint8_t device_uuid[VK_UUID_SIZE];
uint8_t driver_uuid[VK_UUID_SIZE];
struct disk_cache *disk_cache;
mtx_t mutex;
struct wsi_device wsi_device;
VkPhysicalDeviceMemoryProperties memory;
struct v3d_device_info devinfo;
struct v3d_simulator_file *sim_file;
const struct v3d_compiler *compiler;
uint32_t next_program_id;
struct {
bool merge_jobs;
} options;
};
VkResult v3dv_physical_device_acquire_display(struct v3dv_instance *instance,
struct v3dv_physical_device *pdevice,
VkIcdSurfaceBase *surface);
VkResult v3dv_wsi_init(struct v3dv_physical_device *physical_device);
void v3dv_wsi_finish(struct v3dv_physical_device *physical_device);
struct v3dv_image *v3dv_wsi_get_image_from_swapchain(VkSwapchainKHR swapchain,
uint32_t index);
void v3dv_meta_clear_init(struct v3dv_device *device);
void v3dv_meta_clear_finish(struct v3dv_device *device);
void v3dv_meta_blit_init(struct v3dv_device *device);
void v3dv_meta_blit_finish(struct v3dv_device *device);
void v3dv_meta_texel_buffer_copy_init(struct v3dv_device *device);
void v3dv_meta_texel_buffer_copy_finish(struct v3dv_device *device);
bool v3dv_meta_can_use_tlb(struct v3dv_image *image,
const VkOffset3D *offset,
VkFormat *compat_format);
struct v3dv_instance {
struct vk_instance vk;
int physicalDeviceCount;
struct v3dv_physical_device physicalDevice;
bool pipeline_cache_enabled;
bool default_pipeline_cache_enabled;
};
/* Tracks wait threads spawned from a single vkQueueSubmit call */
struct v3dv_queue_submit_wait_info {
/* struct vk_object_base base; ?*/
struct list_head list_link;
struct v3dv_device *device;
/* List of wait threads spawned for any command buffers in a particular
* call to vkQueueSubmit.
*/
uint32_t wait_thread_count;
struct {
pthread_t thread;
bool finished;
} wait_threads[16];
/* The master wait thread for the entire submit. This will wait for all
* other threads in this submit to complete before processing signal
* semaphores and fences.
*/
pthread_t master_wait_thread;
/* List of semaphores (and fence) to signal after all wait threads completed
* and all command buffer jobs in the submission have been sent to the GPU.
*/
uint32_t signal_semaphore_count;
VkSemaphore *signal_semaphores;
VkFence fence;
};
struct v3dv_queue {
struct vk_queue vk;
struct v3dv_device *device;
/* A list of active v3dv_queue_submit_wait_info */
struct list_head submit_wait_list;
/* A mutex to prevent concurrent access to the list of wait threads */
mtx_t mutex;
struct v3dv_job *noop_job;
};
#define V3DV_META_BLIT_CACHE_KEY_SIZE (4 * sizeof(uint32_t))
#define V3DV_META_TEXEL_BUFFER_COPY_CACHE_KEY_SIZE (3 * sizeof(uint32_t) + \
sizeof(VkComponentMapping))
struct v3dv_meta_color_clear_pipeline {
VkPipeline pipeline;
VkRenderPass pass;
bool cached;
uint64_t key;
};
struct v3dv_meta_depth_clear_pipeline {
VkPipeline pipeline;
uint64_t key;
};
struct v3dv_meta_blit_pipeline {
VkPipeline pipeline;
VkRenderPass pass;
VkRenderPass pass_no_load;
uint8_t key[V3DV_META_BLIT_CACHE_KEY_SIZE];
};
struct v3dv_meta_texel_buffer_copy_pipeline {
VkPipeline pipeline;
VkRenderPass pass;
VkRenderPass pass_no_load;
uint8_t key[V3DV_META_TEXEL_BUFFER_COPY_CACHE_KEY_SIZE];
};
struct v3dv_pipeline_key {
bool robust_buffer_access;
uint8_t topology;
uint8_t logicop_func;
bool msaa;
bool sample_coverage;
bool sample_alpha_to_coverage;
bool sample_alpha_to_one;
uint8_t cbufs;
struct {
enum pipe_format format;
uint8_t swizzle[4];
} color_fmt[V3D_MAX_DRAW_BUFFERS];
uint8_t f32_color_rb;
uint32_t va_swap_rb_mask;
bool has_multiview;
};
struct v3dv_pipeline_cache_stats {
uint32_t miss;
uint32_t hit;
uint32_t count;
};
/* Equivalent to gl_shader_stage, but including the coordinate shaders
*
* FIXME: perhaps move to common
*/
enum broadcom_shader_stage {
BROADCOM_SHADER_VERTEX,
BROADCOM_SHADER_VERTEX_BIN,
BROADCOM_SHADER_GEOMETRY,
BROADCOM_SHADER_GEOMETRY_BIN,
BROADCOM_SHADER_FRAGMENT,
BROADCOM_SHADER_COMPUTE,
};
#define BROADCOM_SHADER_STAGES (BROADCOM_SHADER_COMPUTE + 1)
/* Assumes that coordinate shaders will be custom-handled by the caller */
static inline enum broadcom_shader_stage
gl_shader_stage_to_broadcom(gl_shader_stage stage)
{
switch (stage) {
case MESA_SHADER_VERTEX:
return BROADCOM_SHADER_VERTEX;
case MESA_SHADER_GEOMETRY:
return BROADCOM_SHADER_GEOMETRY;
case MESA_SHADER_FRAGMENT:
return BROADCOM_SHADER_FRAGMENT;
case MESA_SHADER_COMPUTE:
return BROADCOM_SHADER_COMPUTE;
default:
unreachable("Unknown gl shader stage");
}
}
static inline gl_shader_stage
broadcom_shader_stage_to_gl(enum broadcom_shader_stage stage)
{
switch (stage) {
case BROADCOM_SHADER_VERTEX:
case BROADCOM_SHADER_VERTEX_BIN:
return MESA_SHADER_VERTEX;
case BROADCOM_SHADER_GEOMETRY:
case BROADCOM_SHADER_GEOMETRY_BIN:
return MESA_SHADER_GEOMETRY;
case BROADCOM_SHADER_FRAGMENT:
return MESA_SHADER_FRAGMENT;
case BROADCOM_SHADER_COMPUTE:
return MESA_SHADER_COMPUTE;
default:
unreachable("Unknown broadcom shader stage");
}
}
static inline bool
broadcom_shader_stage_is_binning(enum broadcom_shader_stage stage)
{
switch (stage) {
case BROADCOM_SHADER_VERTEX_BIN:
case BROADCOM_SHADER_GEOMETRY_BIN:
return true;
default:
return false;
}
}
static inline bool
broadcom_shader_stage_is_render_with_binning(enum broadcom_shader_stage stage)
{
switch (stage) {
case BROADCOM_SHADER_VERTEX:
case BROADCOM_SHADER_GEOMETRY:
return true;
default:
return false;
}
}
static inline enum broadcom_shader_stage
broadcom_binning_shader_stage_for_render_stage(enum broadcom_shader_stage stage)
{
switch (stage) {
case BROADCOM_SHADER_VERTEX:
return BROADCOM_SHADER_VERTEX_BIN;
case BROADCOM_SHADER_GEOMETRY:
return BROADCOM_SHADER_GEOMETRY_BIN;
default:
unreachable("Invalid shader stage");
}
}
static inline const char *
broadcom_shader_stage_name(enum broadcom_shader_stage stage)
{
switch(stage) {
case BROADCOM_SHADER_VERTEX_BIN:
return "MESA_SHADER_VERTEX_BIN";
case BROADCOM_SHADER_GEOMETRY_BIN:
return "MESA_SHADER_GEOMETRY_BIN";
default:
return gl_shader_stage_name(broadcom_shader_stage_to_gl(stage));
}
}
struct v3dv_pipeline_cache {
struct vk_object_base base;
struct v3dv_device *device;
mtx_t mutex;
struct hash_table *nir_cache;
struct v3dv_pipeline_cache_stats nir_stats;
struct hash_table *cache;
struct v3dv_pipeline_cache_stats stats;
/* For VK_EXT_pipeline_creation_cache_control. */
bool externally_synchronized;
};
struct v3dv_device {
struct vk_device vk;
struct v3dv_instance *instance;
struct v3dv_physical_device *pdevice;
struct v3d_device_info devinfo;
struct v3dv_queue queue;
/* A sync object to track the last job submitted to the GPU. */
uint32_t last_job_sync;
/* A mutex to prevent concurrent access to last_job_sync from the queue */
mtx_t mutex;
/* Resources used for meta operations */
struct {
mtx_t mtx;
struct {
VkPipelineLayout p_layout;
struct hash_table *cache; /* v3dv_meta_color_clear_pipeline */
} color_clear;
struct {
VkPipelineLayout p_layout;
struct hash_table *cache; /* v3dv_meta_depth_clear_pipeline */
} depth_clear;
struct {
VkDescriptorSetLayout ds_layout;
VkPipelineLayout p_layout;
struct hash_table *cache[3]; /* v3dv_meta_blit_pipeline for 1d, 2d, 3d */
} blit;
struct {
VkDescriptorSetLayout ds_layout;
VkPipelineLayout p_layout;
struct hash_table *cache[3]; /* v3dv_meta_texel_buffer_copy_pipeline for 1d, 2d, 3d */
} texel_buffer_copy;
} meta;
struct v3dv_bo_cache {
/** List of struct v3d_bo freed, by age. */
struct list_head time_list;
/** List of struct v3d_bo freed, per size, by age. */
struct list_head *size_list;
uint32_t size_list_size;
mtx_t lock;
uint32_t cache_size;
uint32_t cache_count;
uint32_t max_cache_size;
} bo_cache;
uint32_t bo_size;
uint32_t bo_count;
struct v3dv_pipeline_cache default_pipeline_cache;
/* GL_SHADER_STATE_RECORD needs to speficy default attribute values. The
* following covers the most common case, that is all attributes format
* being float being float, allowing us to reuse the same BO for all
* pipelines matching this requirement. Pipelines that need integer
* attributes will create their own BO.
*/
struct v3dv_bo *default_attribute_float;
VkPhysicalDeviceFeatures features;
#ifdef ANDROID
const void *gralloc;
enum {
V3DV_GRALLOC_UNKNOWN,
V3DV_GRALLOC_CROS,
V3DV_GRALLOC_OTHER,
} gralloc_type;
#endif
};
struct v3dv_device_memory {
struct vk_object_base base;
struct v3dv_bo *bo;
const VkMemoryType *type;
bool has_bo_ownership;
bool is_for_wsi;
};
#define V3D_OUTPUT_IMAGE_FORMAT_NO 255
#define TEXTURE_DATA_FORMAT_NO 255
struct v3dv_format {
bool supported;
/* One of V3D33_OUTPUT_IMAGE_FORMAT_*, or OUTPUT_IMAGE_FORMAT_NO */
uint8_t rt_type;
/* One of V3D33_TEXTURE_DATA_FORMAT_*. */
uint8_t tex_type;
/* Swizzle to apply to the RGBA shader output for storing to the tile
* buffer, to the RGBA tile buffer to produce shader input (for
* blending), and for turning the rgba8888 texture sampler return
* value into shader rgba values.
*/
uint8_t swizzle[4];
/* Whether the return value is 16F/I/UI or 32F/I/UI. */
uint8_t return_size;
/* If the format supports (linear) filtering when texturing. */
bool supports_filtering;
};
struct v3d_resource_slice {
uint32_t offset;
uint32_t stride;
uint32_t padded_height;
/* Size of a single pane of the slice. For 3D textures, there will be
* a number of panes equal to the minified, power-of-two-aligned
* depth.
*/
uint32_t size;
uint8_t ub_pad;
enum v3d_tiling_mode tiling;
uint32_t padded_height_of_output_image_in_uif_blocks;
};
struct v3dv_image {
struct vk_image vk;
const struct v3dv_format *format;
uint32_t cpp;
bool tiled;
struct v3d_resource_slice slices[V3D_MAX_MIP_LEVELS];
uint64_t size; /* Total size in bytes */
uint32_t cube_map_stride;
struct v3dv_device_memory *mem;
VkDeviceSize mem_offset;
uint32_t alignment;
#ifdef ANDROID
/* Image is backed by VK_ANDROID_native_buffer, */
bool is_native_buffer_memory;
#endif
};
VkImageViewType v3dv_image_type_to_view_type(VkImageType type);
/* Pre-generating packets needs to consider changes in packet sizes across hw
* versions. Keep things simple and allocate enough space for any supported
* version. We ensure the size is large enough through static asserts.
*/
#define V3DV_TEXTURE_SHADER_STATE_LENGTH 32
#define V3DV_SAMPLER_STATE_LENGTH 24
#define V3DV_BLEND_CFG_LENGTH 5
#define V3DV_CFG_BITS_LENGTH 4
#define V3DV_GL_SHADER_STATE_RECORD_LENGTH 36
#define V3DV_VCM_CACHE_SIZE_LENGTH 2
#define V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH 16
#define V3DV_STENCIL_CFG_LENGTH 6
struct v3dv_image_view {
struct vk_image_view vk;
const struct v3dv_format *format;
bool swap_rb;
uint32_t internal_bpp;
uint32_t internal_type;
uint32_t offset;
/* Precomputed (composed from createinfo->components and formar swizzle)
* swizzles to pass in to the shader key.
*
* This could be also included on the descriptor bo, but the shader state
* packet doesn't need it on a bo, so we can just avoid a memory copy
*/
uint8_t swizzle[4];
/* Prepacked TEXTURE_SHADER_STATE. It will be copied to the descriptor info
* during UpdateDescriptorSets.
*
* Empirical tests show that cube arrays need a different shader state
* depending on whether they are used with a sampler or not, so for these
* we generate two states and select the one to use based on the descriptor
* type.
*/
uint8_t texture_shader_state[2][V3DV_TEXTURE_SHADER_STATE_LENGTH];
};
uint32_t v3dv_layer_offset(const struct v3dv_image *image, uint32_t level, uint32_t layer);
struct v3dv_buffer {
struct vk_object_base base;
VkDeviceSize size;
VkBufferUsageFlags usage;
uint32_t alignment;
struct v3dv_device_memory *mem;
VkDeviceSize mem_offset;
};
struct v3dv_buffer_view {
struct vk_object_base base;
struct v3dv_buffer *buffer;
VkFormat vk_format;
const struct v3dv_format *format;
uint32_t internal_bpp;
uint32_t internal_type;
uint32_t offset;
uint32_t size;
uint32_t num_elements;
/* Prepacked TEXTURE_SHADER_STATE. */
uint8_t texture_shader_state[V3DV_TEXTURE_SHADER_STATE_LENGTH];
};
struct v3dv_subpass_attachment {
uint32_t attachment;
VkImageLayout layout;
};
struct v3dv_subpass {
uint32_t input_count;
struct v3dv_subpass_attachment *input_attachments;
uint32_t color_count;
struct v3dv_subpass_attachment *color_attachments;
struct v3dv_subpass_attachment *resolve_attachments;
struct v3dv_subpass_attachment ds_attachment;
/* If we need to emit the clear of the depth/stencil attachment using a
* a draw call instead of using the TLB (GFXH-1461).
*/
bool do_depth_clear_with_draw;
bool do_stencil_clear_with_draw;
/* Multiview */
uint32_t view_mask;
};
struct v3dv_render_pass_attachment {
VkAttachmentDescription2 desc;
uint32_t first_subpass;
uint32_t last_subpass;
/* When multiview is enabled, we no longer care about when a particular
* attachment is first or last used in a render pass, since not all views
* in the attachment will meet that criteria. Instead, we need to track
* each individual view (layer) in each attachment and emit our stores,
* loads and clears accordingly.
*/
struct {
uint32_t first_subpass;
uint32_t last_subpass;
} views[MAX_MULTIVIEW_VIEW_COUNT];
/* If this is a multismapled attachment that is going to be resolved,
* whether we can use the TLB resolve on store.
*/
bool use_tlb_resolve;
};
struct v3dv_render_pass {
struct vk_object_base base;
bool multiview_enabled;
uint32_t attachment_count;
struct v3dv_render_pass_attachment *attachments;
uint32_t subpass_count;
struct v3dv_subpass *subpasses;
struct v3dv_subpass_attachment *subpass_attachments;
};
struct v3dv_framebuffer {
struct vk_object_base base;
uint32_t width;
uint32_t height;
uint32_t layers;
/* Typically, edge tiles in the framebuffer have padding depending on the
* underlying tiling layout. One consequnce of this is that when the
* framebuffer dimensions are not aligned to tile boundaries, tile stores
* would still write full tiles on the edges and write to the padded area.
* If the framebuffer is aliasing a smaller region of a larger image, then
* we need to be careful with this though, as we won't have padding on the
* edge tiles (which typically means that we need to load the tile buffer
* before we store).
*/
bool has_edge_padding;
uint32_t attachment_count;
uint32_t color_attachment_count;
struct v3dv_image_view *attachments[0];
};
struct v3dv_frame_tiling {
uint32_t width;
uint32_t height;
uint32_t layers;
uint32_t render_target_count;
uint32_t internal_bpp;
bool msaa;
uint32_t tile_width;
uint32_t tile_height;
uint32_t draw_tiles_x;
uint32_t draw_tiles_y;
uint32_t supertile_width;
uint32_t supertile_height;
uint32_t frame_width_in_supertiles;
uint32_t frame_height_in_supertiles;
};
void v3dv_framebuffer_compute_internal_bpp_msaa(const struct v3dv_framebuffer *framebuffer,
const struct v3dv_subpass *subpass,
uint8_t *max_bpp, bool *msaa);
bool v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device,
const VkRect2D *area,
struct v3dv_framebuffer *fb,
struct v3dv_render_pass *pass,
uint32_t subpass_idx);
struct v3dv_cmd_pool {
struct vk_object_base base;
VkAllocationCallbacks alloc;
struct list_head cmd_buffers;
};
enum v3dv_cmd_buffer_status {
V3DV_CMD_BUFFER_STATUS_NEW = 0,
V3DV_CMD_BUFFER_STATUS_INITIALIZED = 1,
V3DV_CMD_BUFFER_STATUS_RECORDING = 2,
V3DV_CMD_BUFFER_STATUS_EXECUTABLE = 3
};
union v3dv_clear_value {
uint32_t color[4];
struct {
float z;
uint8_t s;
};
};
struct v3dv_cmd_buffer_attachment_state {
/* The original clear value as provided by the Vulkan API */
VkClearValue vk_clear_value;
/* The hardware clear value */
union v3dv_clear_value clear_value;
};
struct v3dv_viewport_state {
uint32_t count;
VkViewport viewports[MAX_VIEWPORTS];
float translate[MAX_VIEWPORTS][3];
float scale[MAX_VIEWPORTS][3];
};
struct v3dv_scissor_state {
uint32_t count;
VkRect2D scissors[MAX_SCISSORS];
};
/* Mostly a v3dv mapping of VkDynamicState, used to track which data as
* defined as dynamic
*/
enum v3dv_dynamic_state_bits {
V3DV_DYNAMIC_VIEWPORT = 1 << 0,
V3DV_DYNAMIC_SCISSOR = 1 << 1,
V3DV_DYNAMIC_STENCIL_COMPARE_MASK = 1 << 2,
V3DV_DYNAMIC_STENCIL_WRITE_MASK = 1 << 3,
V3DV_DYNAMIC_STENCIL_REFERENCE = 1 << 4,
V3DV_DYNAMIC_BLEND_CONSTANTS = 1 << 5,
V3DV_DYNAMIC_DEPTH_BIAS = 1 << 6,
V3DV_DYNAMIC_LINE_WIDTH = 1 << 7,
V3DV_DYNAMIC_COLOR_WRITE_ENABLE = 1 << 8,
V3DV_DYNAMIC_ALL = (1 << 9) - 1,
};
/* Flags for dirty pipeline state.
*/
enum v3dv_cmd_dirty_bits {
V3DV_CMD_DIRTY_VIEWPORT = 1 << 0,
V3DV_CMD_DIRTY_SCISSOR = 1 << 1,
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK = 1 << 2,
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK = 1 << 3,
V3DV_CMD_DIRTY_STENCIL_REFERENCE = 1 << 4,
V3DV_CMD_DIRTY_PIPELINE = 1 << 5,
V3DV_CMD_DIRTY_COMPUTE_PIPELINE = 1 << 6,
V3DV_CMD_DIRTY_VERTEX_BUFFER = 1 << 7,
V3DV_CMD_DIRTY_INDEX_BUFFER = 1 << 8,
V3DV_CMD_DIRTY_DESCRIPTOR_SETS = 1 << 9,
V3DV_CMD_DIRTY_COMPUTE_DESCRIPTOR_SETS = 1 << 10,
V3DV_CMD_DIRTY_PUSH_CONSTANTS = 1 << 11,
V3DV_CMD_DIRTY_BLEND_CONSTANTS = 1 << 12,
V3DV_CMD_DIRTY_OCCLUSION_QUERY = 1 << 13,
V3DV_CMD_DIRTY_DEPTH_BIAS = 1 << 14,
V3DV_CMD_DIRTY_LINE_WIDTH = 1 << 15,
V3DV_CMD_DIRTY_VIEW_INDEX = 1 << 16,
V3DV_CMD_DIRTY_COLOR_WRITE_ENABLE = 1 << 17,
};
struct v3dv_dynamic_state {
/**
* Bitmask of (1 << VK_DYNAMIC_STATE_*).
* Defines the set of saved dynamic state.
*/
uint32_t mask;
struct v3dv_viewport_state viewport;
struct v3dv_scissor_state scissor;
struct {
uint32_t front;
uint32_t back;
} stencil_compare_mask;
struct {
uint32_t front;
uint32_t back;
} stencil_write_mask;
struct {
uint32_t front;
uint32_t back;
} stencil_reference;
float blend_constants[4];
struct {
float constant_factor;
float depth_bias_clamp;
float slope_factor;
} depth_bias;
float line_width;
uint32_t color_write_enable;
};
void v3dv_viewport_compute_xform(const VkViewport *viewport,
float scale[3],
float translate[3]);
enum v3dv_ez_state {
V3D_EZ_UNDECIDED = 0,
V3D_EZ_GT_GE,
V3D_EZ_LT_LE,
V3D_EZ_DISABLED,
};
enum v3dv_job_type {
V3DV_JOB_TYPE_GPU_CL = 0,
V3DV_JOB_TYPE_GPU_CL_SECONDARY,
V3DV_JOB_TYPE_GPU_TFU,
V3DV_JOB_TYPE_GPU_CSD,
V3DV_JOB_TYPE_CPU_RESET_QUERIES,
V3DV_JOB_TYPE_CPU_END_QUERY,
V3DV_JOB_TYPE_CPU_COPY_QUERY_RESULTS,
V3DV_JOB_TYPE_CPU_SET_EVENT,
V3DV_JOB_TYPE_CPU_WAIT_EVENTS,
V3DV_JOB_TYPE_CPU_COPY_BUFFER_TO_IMAGE,
V3DV_JOB_TYPE_CPU_CSD_INDIRECT,
V3DV_JOB_TYPE_CPU_TIMESTAMP_QUERY,
};
struct v3dv_reset_query_cpu_job_info {
struct v3dv_query_pool *pool;
uint32_t first;
uint32_t count;
};
struct v3dv_end_query_cpu_job_info {
struct v3dv_query_pool *pool;
uint32_t query;
/* This is one unless multiview is used */
uint32_t count;
};
struct v3dv_copy_query_results_cpu_job_info {
struct v3dv_query_pool *pool;
uint32_t first;
uint32_t count;
struct v3dv_buffer *dst;
uint32_t offset;
uint32_t stride;
VkQueryResultFlags flags;
};
struct v3dv_event_set_cpu_job_info {
struct v3dv_event *event;
int state;
};
struct v3dv_event_wait_cpu_job_info {
/* List of events to wait on */
uint32_t event_count;
struct v3dv_event **events;
/* Whether any postponed jobs after the wait should wait on semaphores */
bool sem_wait;
};
struct v3dv_copy_buffer_to_image_cpu_job_info {
struct v3dv_image *image;
struct v3dv_buffer *buffer;
uint32_t buffer_offset;
uint32_t buffer_stride;
uint32_t buffer_layer_stride;
VkOffset3D image_offset;
VkExtent3D image_extent;
uint32_t mip_level;
uint32_t base_layer;
uint32_t layer_count;
};
struct v3dv_csd_indirect_cpu_job_info {
struct v3dv_buffer *buffer;
uint32_t offset;
struct v3dv_job *csd_job;
uint32_t wg_size;
uint32_t *wg_uniform_offsets[3];
bool needs_wg_uniform_rewrite;
};
struct v3dv_timestamp_query_cpu_job_info {
struct v3dv_query_pool *pool;
uint32_t query;
/* This is one unless multiview is used */
uint32_t count;
};
struct v3dv_job {
struct list_head list_link;
/* We only create job clones when executing secondary command buffers into
* primaries. These clones don't make deep copies of the original object
* so we want to flag them to avoid freeing resources they don't own.
*/
bool is_clone;
enum v3dv_job_type type;
struct v3dv_device *device;
struct v3dv_cmd_buffer *cmd_buffer;
struct v3dv_cl bcl;
struct v3dv_cl rcl;
struct v3dv_cl indirect;
/* Set of all BOs referenced by the job. This will be used for making
* the list of BOs that the kernel will need to have paged in to
* execute our job.
*/
struct set *bos;
uint32_t bo_count;
uint64_t bo_handle_mask;
struct v3dv_bo *tile_alloc;
struct v3dv_bo *tile_state;
bool tmu_dirty_rcl;
uint32_t first_subpass;
/* When the current subpass is split into multiple jobs, this flag is set
* to true for any jobs after the first in the same subpass.
*/
bool is_subpass_continue;
/* If this job is the last job emitted for a subpass. */
bool is_subpass_finish;
struct v3dv_frame_tiling frame_tiling;
enum v3dv_ez_state ez_state;
enum v3dv_ez_state first_ez_state;
/* If we have already decided if we need to disable Early Z/S completely
* for this job.
*/
bool decided_global_ez_enable;
/* If this job has been configured to use early Z/S clear */
bool early_zs_clear;
/* Number of draw calls recorded into the job */
uint32_t draw_count;
/* A flag indicating whether we want to flush every draw separately. This
* can be used for debugging, or for cases where special circumstances
* require this behavior.
*/
bool always_flush;
/* Whether we need to serialize this job in our command stream */
bool serialize;
/* If this is a CL job, whether we should sync before binning */
bool needs_bcl_sync;
/* Job specs for CPU jobs */
union {
struct v3dv_reset_query_cpu_job_info query_reset;
struct v3dv_end_query_cpu_job_info query_end;
struct v3dv_copy_query_results_cpu_job_info query_copy_results;
struct v3dv_event_set_cpu_job_info event_set;
struct v3dv_event_wait_cpu_job_info event_wait;
struct v3dv_copy_buffer_to_image_cpu_job_info copy_buffer_to_image;
struct v3dv_csd_indirect_cpu_job_info csd_indirect;
struct v3dv_timestamp_query_cpu_job_info query_timestamp;
} cpu;
/* Job specs for TFU jobs */
struct drm_v3d_submit_tfu tfu;
/* Job specs for CSD jobs */
struct {
struct v3dv_bo *shared_memory;
uint32_t wg_count[3];
uint32_t wg_base[3];
struct drm_v3d_submit_csd submit;
} csd;
};
void v3dv_job_init(struct v3dv_job *job,
enum v3dv_job_type type,
struct v3dv_device *device,
struct v3dv_cmd_buffer *cmd_buffer,
int32_t subpass_idx);
void v3dv_job_destroy(struct v3dv_job *job);
void v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo);
void v3dv_job_add_bo_unchecked(struct v3dv_job *job, struct v3dv_bo *bo);
void v3dv_job_start_frame(struct v3dv_job *job,
uint32_t width,
uint32_t height,
uint32_t layers,
bool allocate_tile_state_for_all_layers,
uint32_t render_target_count,
uint8_t max_internal_bpp,
bool msaa);
struct v3dv_job *
v3dv_job_clone_in_cmd_buffer(struct v3dv_job *job,
struct v3dv_cmd_buffer *cmd_buffer);
struct v3dv_job *v3dv_cmd_buffer_create_cpu_job(struct v3dv_device *device,
enum v3dv_job_type type,
struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx);
void
v3dv_cmd_buffer_ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t slot_size,
uint32_t used_count,
uint32_t *alloc_count,
void **ptr);
void v3dv_cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer);
/* FIXME: only used on v3dv_cmd_buffer and v3dvx_cmd_buffer, perhaps move to a
* cmd_buffer specific header?
*/
struct v3dv_draw_info {
uint32_t vertex_count;
uint32_t instance_count;
uint32_t first_vertex;
uint32_t first_instance;
};
struct v3dv_vertex_binding {
struct v3dv_buffer *buffer;
VkDeviceSize offset;
};
struct v3dv_descriptor_state {
struct v3dv_descriptor_set *descriptor_sets[MAX_SETS];
uint32_t valid;
uint32_t dynamic_offsets[MAX_DYNAMIC_BUFFERS];
};
struct v3dv_cmd_pipeline_state {
struct v3dv_pipeline *pipeline;
struct v3dv_descriptor_state descriptor_state;
};
struct v3dv_cmd_buffer_state {
struct v3dv_render_pass *pass;
struct v3dv_framebuffer *framebuffer;
VkRect2D render_area;
/* Current job being recorded */
struct v3dv_job *job;
uint32_t subpass_idx;
struct v3dv_cmd_pipeline_state gfx;
struct v3dv_cmd_pipeline_state compute;
struct v3dv_dynamic_state dynamic;
uint32_t dirty;
VkShaderStageFlagBits dirty_descriptor_stages;
VkShaderStageFlagBits dirty_push_constants_stages;
/* Current clip window. We use this to check whether we have an active
* scissor, since in that case we can't use TLB clears and need to fallback
* to drawing rects.
*/
VkRect2D clip_window;
/* Whether our render area is aligned to tile boundaries. If this is false
* then we have tiles that are only partially covered by the render area,
* and therefore, we need to be careful with our loads and stores so we don't
* modify pixels for the tile area that is not covered by the render area.
* This means, for example, that we can't use the TLB to clear, since that
* always clears full tiles.
*/
bool tile_aligned_render_area;
uint32_t attachment_alloc_count;
struct v3dv_cmd_buffer_attachment_state *attachments;
struct v3dv_vertex_binding vertex_bindings[MAX_VBS];
struct {
VkBuffer buffer;
VkDeviceSize offset;
uint8_t index_size;
} index_buffer;
/* Current uniforms */
struct {
struct v3dv_cl_reloc vs_bin;
struct v3dv_cl_reloc vs;
struct v3dv_cl_reloc gs_bin;
struct v3dv_cl_reloc gs;
struct v3dv_cl_reloc fs;
} uniforms;
/* Current view index for multiview rendering */
uint32_t view_index;
/* Used to flag OOM conditions during command buffer recording */
bool oom;
/* Whether we have recorded a pipeline barrier that we still need to
* process.
*/
bool has_barrier;
bool has_bcl_barrier;
/* Secondary command buffer state */
struct {
bool occlusion_query_enable;
} inheritance;
/* Command buffer state saved during a meta operation */
struct {
uint32_t subpass_idx;
VkRenderPass pass;
VkFramebuffer framebuffer;
uint32_t attachment_alloc_count;
uint32_t attachment_count;
struct v3dv_cmd_buffer_attachment_state *attachments;
bool tile_aligned_render_area;
VkRect2D render_area;
struct v3dv_dynamic_state dynamic;
struct v3dv_cmd_pipeline_state gfx;
bool has_descriptor_state;
uint32_t push_constants[MAX_PUSH_CONSTANTS_SIZE / 4];
} meta;
/* Command buffer state for queries */
struct {
/* A list of vkCmdQueryEnd commands recorded in the command buffer during
* a render pass. We queue these here and then schedule the corresponding
* CPU jobs for them at the time we finish the GPU job in which they have
* been recorded.
*/
struct {
uint32_t used_count;
uint32_t alloc_count;
struct v3dv_end_query_cpu_job_info *states;
} end;
/* This BO is not NULL if we have an active query, that is, we have
* called vkCmdBeginQuery but not vkCmdEndQuery.
*/
struct {
struct v3dv_bo *bo;
uint32_t offset;
} active_query;
} query;
};
/* The following struct represents the info from a descriptor that we store on
* the host memory. They are mostly links to other existing vulkan objects,
* like the image_view in order to access to swizzle info, or the buffer used
* for a UBO/SSBO, for example.
*
* FIXME: revisit if makes sense to just move everything that would be needed
* from a descriptor to the bo.
*/
struct v3dv_descriptor {
VkDescriptorType type;
union {
struct {
struct v3dv_image_view *image_view;
struct v3dv_sampler *sampler;
};
struct {
struct v3dv_buffer *buffer;
uint32_t offset;
uint32_t range;
};
struct v3dv_buffer_view *buffer_view;
};
};
struct v3dv_query {
bool maybe_available;
union {
/* Used by GPU queries (occlusion) */
struct {
struct v3dv_bo *bo;
uint32_t offset;
};
/* Used by CPU queries (timestamp) */
uint64_t value;
};
};
struct v3dv_query_pool {
struct vk_object_base base;
struct v3dv_bo *bo; /* Only used with GPU queries (occlusion) */
VkQueryType query_type;
uint32_t query_count;
struct v3dv_query *queries;
};
VkResult v3dv_get_query_pool_results_cpu(struct v3dv_device *device,
struct v3dv_query_pool *pool,
uint32_t first,
uint32_t count,
void *data,
VkDeviceSize stride,
VkQueryResultFlags flags);
void v3dv_reset_query_pools(struct v3dv_device *device,
struct v3dv_query_pool *query_pool,
uint32_t first,
uint32_t last);
typedef void (*v3dv_cmd_buffer_private_obj_destroy_cb)(VkDevice device,
uint64_t pobj,
VkAllocationCallbacks *alloc);
struct v3dv_cmd_buffer_private_obj {
struct list_head list_link;
uint64_t obj;
v3dv_cmd_buffer_private_obj_destroy_cb destroy_cb;
};
struct v3dv_cmd_buffer {
struct vk_command_buffer vk;
struct v3dv_device *device;
struct v3dv_cmd_pool *pool;
struct list_head pool_link;
/* Used at submit time to link command buffers in the submission that have
* spawned wait threads, so we can then wait on all of them to complete
* before we process any signal sempahores or fences.
*/
struct list_head list_link;
VkCommandBufferUsageFlags usage_flags;
VkCommandBufferLevel level;
enum v3dv_cmd_buffer_status status;
struct v3dv_cmd_buffer_state state;
/* FIXME: we have just one client-side and bo for the push constants,
* independently of the stageFlags in vkCmdPushConstants, and the
* pipelineBindPoint in vkCmdBindPipeline. We could probably do more stage
* tunning in the future if it makes sense.
*/
uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4];
struct v3dv_cl_reloc push_constants_resource;
/* Collection of Vulkan objects created internally by the driver (typically
* during recording of meta operations) that are part of the command buffer
* and should be destroyed with it.
*/
struct list_head private_objs; /* v3dv_cmd_buffer_private_obj */
/* Per-command buffer resources for meta operations. */
struct {
struct {
/* The current descriptor pool for blit sources */
VkDescriptorPool dspool;
} blit;
struct {
/* The current descriptor pool for texel buffer copy sources */
VkDescriptorPool dspool;
} texel_buffer_copy;
} meta;
/* List of jobs in the command buffer. For primary command buffers it
* represents the jobs we want to submit to the GPU. For secondary command
* buffers it represents jobs that will be merged into a primary command
* buffer via vkCmdExecuteCommands.
*/
struct list_head jobs;
};
struct v3dv_job *v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer,
int32_t subpass_idx,
enum v3dv_job_type type);
void v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer);
struct v3dv_job *v3dv_cmd_buffer_subpass_start(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx);
struct v3dv_job *v3dv_cmd_buffer_subpass_resume(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t subpass_idx);
void v3dv_cmd_buffer_subpass_finish(struct v3dv_cmd_buffer *cmd_buffer);
void v3dv_cmd_buffer_meta_state_push(struct v3dv_cmd_buffer *cmd_buffer,
bool push_descriptor_state);
void v3dv_cmd_buffer_meta_state_pop(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t dirty_dynamic_state,
bool needs_subpass_resume);
void v3dv_cmd_buffer_reset_queries(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t first,
uint32_t count);
void v3dv_cmd_buffer_begin_query(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t query,
VkQueryControlFlags flags);
void v3dv_cmd_buffer_end_query(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t query);
void v3dv_cmd_buffer_copy_query_results(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_query_pool *pool,
uint32_t first,
uint32_t count,
struct v3dv_buffer *dst,
uint32_t offset,
uint32_t stride,
VkQueryResultFlags flags);
void v3dv_cmd_buffer_add_tfu_job(struct v3dv_cmd_buffer *cmd_buffer,
struct drm_v3d_submit_tfu *tfu);
void v3dv_cmd_buffer_rewrite_indirect_csd_job(struct v3dv_csd_indirect_cpu_job_info *info,
const uint32_t *wg_counts);
void v3dv_cmd_buffer_add_private_obj(struct v3dv_cmd_buffer *cmd_buffer,
uint64_t obj,
v3dv_cmd_buffer_private_obj_destroy_cb destroy_cb);
struct v3dv_semaphore {
struct vk_object_base base;
/* A syncobject handle associated with this semaphore */
uint32_t sync;
/* A temporary syncobject handle produced from a vkImportSemaphoreFd. */
uint32_t temp_sync;
};
struct v3dv_fence {
struct vk_object_base base;
/* A syncobject handle associated with this fence */
uint32_t sync;
/* A temporary syncobject handle produced from a vkImportFenceFd. */
uint32_t temp_sync;
};
struct v3dv_event {
struct vk_object_base base;
int state;
};
struct v3dv_shader_variant {
enum broadcom_shader_stage stage;
union {
struct v3d_prog_data *base;
struct v3d_vs_prog_data *vs;
struct v3d_gs_prog_data *gs;
struct v3d_fs_prog_data *fs;
struct v3d_compute_prog_data *cs;
} prog_data;
/* We explicitly save the prog_data_size as it would make easier to
* serialize
*/
uint32_t prog_data_size;
/* The assembly for this variant will be uploaded to a BO shared with all
* other shader stages in that pipeline. This is the offset in that BO.
*/
uint32_t assembly_offset;
/* Note: it is really likely that qpu_insts would be NULL, as it will be
* used only temporarily, to upload it to the shared bo, as we compile the
* different stages individually.
*/
uint64_t *qpu_insts;
uint32_t qpu_insts_size;
};
/*
* Per-stage info for each stage, useful so shader_module_compile_to_nir and
* other methods doesn't have so many parameters.
*
* FIXME: for the case of the coordinate shader and the vertex shader, module,
* entrypoint, spec_info and nir are the same. There are also info only
* relevant to some stages. But seemed too much a hassle to create a new
* struct only to handle that. Revisit if such kind of info starts to grow.
*/
struct v3dv_pipeline_stage {
struct v3dv_pipeline *pipeline;
enum broadcom_shader_stage stage;
const struct vk_shader_module *module;
const char *entrypoint;
const VkSpecializationInfo *spec_info;
nir_shader *nir;
/* The following is the combined hash of module+entrypoint+spec_info+nir */
unsigned char shader_sha1[20];
/** A name for this program, so you can track it in shader-db output. */
uint32_t program_id;
VkPipelineCreationFeedbackEXT feedback;
};
/* We are using the descriptor pool entry for two things:
* * Track the allocated sets, so we can properly free it if needed
* * Track the suballocated pool bo regions, so if some descriptor set is
* freed, the gap could be reallocated later.
*
* Those only make sense if the pool was not created with the flag
* VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT
*/
struct v3dv_descriptor_pool_entry
{
struct v3dv_descriptor_set *set;
/* Offset and size of the subregion allocated for this entry from the
* pool->bo
*/
uint32_t offset;
uint32_t size;
};
struct v3dv_descriptor_pool {
struct vk_object_base base;
/* If this descriptor pool has been allocated for the driver for internal
* use, typically to implement meta operations.
*/
bool is_driver_internal;
struct v3dv_bo *bo;
/* Current offset at the descriptor bo. 0 means that we didn't use it for
* any descriptor. If the descriptor bo is NULL, current offset is
* meaningless
*/
uint32_t current_offset;
/* If VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT is not set the
* descriptor sets are handled as a whole as pool memory and handled by the
* following pointers. If set, they are not used, and individually
* descriptor sets are allocated/freed.
*/
uint8_t *host_memory_base;
uint8_t *host_memory_ptr;
uint8_t *host_memory_end;
uint32_t entry_count;
uint32_t max_entry_count;
struct v3dv_descriptor_pool_entry entries[0];
};
struct v3dv_descriptor_set {
struct vk_object_base base;
struct v3dv_descriptor_pool *pool;
const struct v3dv_descriptor_set_layout *layout;
/* Offset relative to the descriptor pool bo for this set */
uint32_t base_offset;
/* The descriptors below can be indexed (set/binding) using the set_layout
*/
struct v3dv_descriptor descriptors[0];
};
struct v3dv_descriptor_set_binding_layout {
VkDescriptorType type;
/* Number of array elements in this binding */
uint32_t array_size;
/* Index into the flattend descriptor set */
uint32_t descriptor_index;
uint32_t dynamic_offset_count;
uint32_t dynamic_offset_index;
/* Offset into the descriptor set where this descriptor lives (final offset
* on the descriptor bo need to take into account set->base_offset)
*/
uint32_t descriptor_offset;
/* Offset in the v3dv_descriptor_set_layout of the immutable samplers, or 0
* if there are no immutable samplers.
*/
uint32_t immutable_samplers_offset;
};
struct v3dv_descriptor_set_layout {
struct vk_object_base base;
VkDescriptorSetLayoutCreateFlags flags;
/* Number of bindings in this descriptor set */
uint32_t binding_count;
/* Total bo size needed for this descriptor set
*/
uint32_t bo_size;
/* Shader stages affected by this descriptor set */
uint16_t shader_stages;
/* Number of descriptors in this descriptor set */
uint32_t descriptor_count;
/* Number of dynamic offsets used by this descriptor set */
uint16_t dynamic_offset_count;
/* Bindings in this descriptor set */
struct v3dv_descriptor_set_binding_layout binding[0];
};
struct v3dv_pipeline_layout {
struct vk_object_base base;
struct {
struct v3dv_descriptor_set_layout *layout;
uint32_t dynamic_offset_start;
} set[MAX_SETS];
uint32_t num_sets;
/* Shader stages that are declared to use descriptors from this layout */
uint32_t shader_stages;
uint32_t dynamic_offset_count;
uint32_t push_constant_size;
};
/*
* We are using descriptor maps for ubo/ssbo and texture/samplers, so we need
* it to be big enough to include the max value for all of them.
*
* FIXME: one alternative would be to allocate the map as big as you need for
* each descriptor type. That would means more individual allocations.
*/
#define DESCRIPTOR_MAP_SIZE MAX3(V3D_MAX_TEXTURE_SAMPLERS, \
MAX_UNIFORM_BUFFERS, \
MAX_STORAGE_BUFFERS)
struct v3dv_descriptor_map {
/* TODO: avoid fixed size array/justify the size */
unsigned num_desc; /* Number of descriptors */
int set[DESCRIPTOR_MAP_SIZE];
int binding[DESCRIPTOR_MAP_SIZE];
int array_index[DESCRIPTOR_MAP_SIZE];
int array_size[DESCRIPTOR_MAP_SIZE];
/* NOTE: the following is only for sampler, but this is the easier place to
* put it.
*/
uint8_t return_size[DESCRIPTOR_MAP_SIZE];
};
struct v3dv_sampler {
struct vk_object_base base;
bool compare_enable;
bool unnormalized_coordinates;
bool clamp_to_transparent_black_border;
/* Prepacked SAMPLER_STATE, that is referenced as part of the tmu
* configuration. If needed it will be copied to the descriptor info during
* UpdateDescriptorSets
*/
uint8_t sampler_state[V3DV_SAMPLER_STATE_LENGTH];
};
struct v3dv_descriptor_template_entry {
/* The type of descriptor in this entry */
VkDescriptorType type;
/* Binding in the descriptor set */
uint32_t binding;
/* Offset at which to write into the descriptor set binding */
uint32_t array_element;
/* Number of elements to write into the descriptor set binding */
uint32_t array_count;
/* Offset into the user provided data */
size_t offset;
/* Stride between elements into the user provided data */
size_t stride;
};
struct v3dv_descriptor_update_template {
struct vk_object_base base;
VkPipelineBindPoint bind_point;
/* The descriptor set this template corresponds to. This value is only
* valid if the template was created with the templateType
* VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET.
*/
uint8_t set;
/* Number of entries in this template */
uint32_t entry_count;
/* Entries of the template */
struct v3dv_descriptor_template_entry entries[0];
};
/* We keep two special values for the sampler idx that represents exactly when a
* sampler is not needed/provided. The main use is that even if we don't have
* sampler, we still need to do the output unpacking (through
* nir_lower_tex). The easier way to do this is to add those special "no
* sampler" in the sampler_map, and then use the proper unpacking for that
* case.
*
* We have one when we want a 16bit output size, and other when we want a
* 32bit output size. We use the info coming from the RelaxedPrecision
* decoration to decide between one and the other.
*/
#define V3DV_NO_SAMPLER_16BIT_IDX 0
#define V3DV_NO_SAMPLER_32BIT_IDX 1
/*
* Following two methods are using on the combined to/from texture/sampler
* indices maps at v3dv_pipeline.
*/
static inline uint32_t
v3dv_pipeline_combined_index_key_create(uint32_t texture_index,
uint32_t sampler_index)
{
return texture_index << 24 | sampler_index;
}
static inline void
v3dv_pipeline_combined_index_key_unpack(uint32_t combined_index_key,
uint32_t *texture_index,
uint32_t *sampler_index)
{
uint32_t texture = combined_index_key >> 24;
uint32_t sampler = combined_index_key & 0xffffff;
if (texture_index)
*texture_index = texture;
if (sampler_index)
*sampler_index = sampler;
}
struct v3dv_descriptor_maps {
struct v3dv_descriptor_map ubo_map;
struct v3dv_descriptor_map ssbo_map;
struct v3dv_descriptor_map sampler_map;
struct v3dv_descriptor_map texture_map;
};
/* The structure represents data shared between different objects, like the
* pipeline and the pipeline cache, so we ref count it to know when it should
* be freed.
*/
struct v3dv_pipeline_shared_data {
uint32_t ref_cnt;
unsigned char sha1_key[20];
struct v3dv_descriptor_maps *maps[BROADCOM_SHADER_STAGES];
struct v3dv_shader_variant *variants[BROADCOM_SHADER_STAGES];
struct v3dv_bo *assembly_bo;
};
struct v3dv_pipeline {
struct vk_object_base base;
struct v3dv_device *device;
VkShaderStageFlags active_stages;
struct v3dv_render_pass *pass;
struct v3dv_subpass *subpass;
/* Note: We can't use just a MESA_SHADER_STAGES array because we also need
* to track binning shaders. Note these will be freed once the pipeline
* has been compiled.
*/
struct v3dv_pipeline_stage *vs;
struct v3dv_pipeline_stage *vs_bin;
struct v3dv_pipeline_stage *gs;
struct v3dv_pipeline_stage *gs_bin;
struct v3dv_pipeline_stage *fs;
struct v3dv_pipeline_stage *cs;
/* Flags for whether optional pipeline stages are present, for convenience */
bool has_gs;
/* Spilling memory requirements */
struct {
struct v3dv_bo *bo;
uint32_t size_per_thread;
} spill;
struct v3dv_dynamic_state dynamic_state;
struct v3dv_pipeline_layout *layout;
/* Whether this pipeline enables depth writes */
bool z_updates_enable;
enum v3dv_ez_state ez_state;
bool msaa;
bool sample_rate_shading;
uint32_t sample_mask;
bool primitive_restart;
/* Accessed by binding. So vb[binding]->stride is the stride of the vertex
* array with such binding
*/
struct v3dv_pipeline_vertex_binding {
uint32_t stride;
uint32_t instance_divisor;
} vb[MAX_VBS];
uint32_t vb_count;
/* Note that a lot of info from VkVertexInputAttributeDescription is
* already prepacked, so here we are only storing those that need recheck
* later. The array must be indexed by driver location, since that is the
* order in which we need to emit the attributes.
*/
struct v3dv_pipeline_vertex_attrib {
uint32_t binding;
uint32_t offset;
VkFormat vk_format;
} va[MAX_VERTEX_ATTRIBS];
uint32_t va_count;
enum pipe_prim_type topology;
struct v3dv_pipeline_shared_data *shared_data;
/* It is the combined stages sha1, plus the pipeline key sha1. */
unsigned char sha1[20];
/* In general we can reuse v3dv_device->default_attribute_float, so note
* that the following can be NULL.
*
* FIXME: the content of this BO will be small, so it could be improved to
* be uploaded to a common BO. But as in most cases it will be NULL, it is
* not a priority.
*/
struct v3dv_bo *default_attribute_values;
struct vpm_config vpm_cfg;
struct vpm_config vpm_cfg_bin;
/* If the pipeline should emit any of the stencil configuration packets */
bool emit_stencil_cfg[2];
/* Blend state */
struct {
/* Per-RT bit mask with blend enables */
uint8_t enables;
/* Per-RT prepacked blend config packets */
uint8_t cfg[V3D_MAX_DRAW_BUFFERS][V3DV_BLEND_CFG_LENGTH];
/* Flag indicating whether the blend factors in use require
* color constants.
*/
bool needs_color_constants;
/* Mask with enabled color channels for each RT (4 bits per RT) */
uint32_t color_write_masks;
} blend;
/* Depth bias */
struct {
bool enabled;
bool is_z16;
} depth_bias;
/* Packets prepacked during pipeline creation
*/
uint8_t cfg_bits[V3DV_CFG_BITS_LENGTH];
uint8_t shader_state_record[V3DV_GL_SHADER_STATE_RECORD_LENGTH];
uint8_t vcm_cache_size[V3DV_VCM_CACHE_SIZE_LENGTH];
uint8_t vertex_attrs[V3DV_GL_SHADER_STATE_ATTRIBUTE_RECORD_LENGTH *
MAX_VERTEX_ATTRIBS];
uint8_t stencil_cfg[2][V3DV_STENCIL_CFG_LENGTH];
};
static inline VkPipelineBindPoint
v3dv_pipeline_get_binding_point(struct v3dv_pipeline *pipeline)
{
assert(pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT ||
!(pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
return pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT ?
VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
}
static inline struct v3dv_descriptor_state*
v3dv_cmd_buffer_get_descriptor_state(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline)
{
if (v3dv_pipeline_get_binding_point(pipeline) == VK_PIPELINE_BIND_POINT_COMPUTE)
return &cmd_buffer->state.compute.descriptor_state;
else
return &cmd_buffer->state.gfx.descriptor_state;
}
const nir_shader_compiler_options *v3dv_pipeline_get_nir_options(void);
uint32_t v3dv_physical_device_vendor_id(struct v3dv_physical_device *dev);
uint32_t v3dv_physical_device_device_id(struct v3dv_physical_device *dev);
#ifdef DEBUG
#define v3dv_debug_ignored_stype(sType) \
fprintf(stderr, "%s: ignored VkStructureType %u:%s\n\n", __func__, (sType), vk_StructureType_to_str(sType))
#else
#define v3dv_debug_ignored_stype(sType)
#endif
const uint8_t *v3dv_get_format_swizzle(struct v3dv_device *device, VkFormat f);
uint8_t v3dv_get_tex_return_size(const struct v3dv_format *vf, bool compare_enable);
const struct v3dv_format *
v3dv_get_compatible_tfu_format(struct v3dv_device *device,
uint32_t bpp, VkFormat *out_vk_format);
bool v3dv_buffer_format_supports_features(struct v3dv_device *device,
VkFormat vk_format,
VkFormatFeatureFlags features);
struct v3dv_cl_reloc v3dv_write_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline,
struct v3dv_shader_variant *variant);
struct v3dv_cl_reloc v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline,
struct v3dv_shader_variant *variant,
uint32_t **wg_count_offsets);
struct v3dv_shader_variant *
v3dv_get_shader_variant(struct v3dv_pipeline_stage *p_stage,
struct v3dv_pipeline_cache *cache,
struct v3d_key *key,
size_t key_size,
const VkAllocationCallbacks *pAllocator,
VkResult *out_vk_result);
struct v3dv_shader_variant *
v3dv_shader_variant_create(struct v3dv_device *device,
enum broadcom_shader_stage stage,
struct v3d_prog_data *prog_data,
uint32_t prog_data_size,
uint32_t assembly_offset,
uint64_t *qpu_insts,
uint32_t qpu_insts_size,
VkResult *out_vk_result);
void
v3dv_shader_variant_destroy(struct v3dv_device *device,
struct v3dv_shader_variant *variant);
static inline void
v3dv_pipeline_shared_data_ref(struct v3dv_pipeline_shared_data *shared_data)
{
assert(shared_data && shared_data->ref_cnt >= 1);
p_atomic_inc(&shared_data->ref_cnt);
}
void
v3dv_pipeline_shared_data_destroy(struct v3dv_device *device,
struct v3dv_pipeline_shared_data *shared_data);
static inline void
v3dv_pipeline_shared_data_unref(struct v3dv_device *device,
struct v3dv_pipeline_shared_data *shared_data)
{
assert(shared_data && shared_data->ref_cnt >= 1);
if (p_atomic_dec_zero(&shared_data->ref_cnt))
v3dv_pipeline_shared_data_destroy(device, shared_data);
}
struct v3dv_descriptor *
v3dv_descriptor_map_get_descriptor(struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index,
uint32_t *dynamic_offset);
const struct v3dv_sampler *
v3dv_descriptor_map_get_sampler(struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index);
struct v3dv_cl_reloc
v3dv_descriptor_map_get_sampler_state(struct v3dv_device *device,
struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index);
struct v3dv_cl_reloc
v3dv_descriptor_map_get_texture_shader_state(struct v3dv_device *device,
struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index);
const struct v3dv_format*
v3dv_descriptor_map_get_texture_format(struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index,
VkFormat *out_vk_format);
struct v3dv_bo*
v3dv_descriptor_map_get_texture_bo(struct v3dv_descriptor_state *descriptor_state,
struct v3dv_descriptor_map *map,
struct v3dv_pipeline_layout *pipeline_layout,
uint32_t index);
static inline const struct v3dv_sampler *
v3dv_immutable_samplers(const struct v3dv_descriptor_set_layout *set,
const struct v3dv_descriptor_set_binding_layout *binding)
{
assert(binding->immutable_samplers_offset);
return (const struct v3dv_sampler *) ((const char *) set + binding->immutable_samplers_offset);
}
void v3dv_pipeline_cache_init(struct v3dv_pipeline_cache *cache,
struct v3dv_device *device,
VkPipelineCacheCreateFlags,
bool cache_enabled);
void v3dv_pipeline_cache_finish(struct v3dv_pipeline_cache *cache);
void v3dv_pipeline_cache_upload_nir(struct v3dv_pipeline *pipeline,
struct v3dv_pipeline_cache *cache,
nir_shader *nir,
unsigned char sha1_key[20]);
nir_shader* v3dv_pipeline_cache_search_for_nir(struct v3dv_pipeline *pipeline,
struct v3dv_pipeline_cache *cache,
const nir_shader_compiler_options *nir_options,
unsigned char sha1_key[20]);
struct v3dv_pipeline_shared_data *
v3dv_pipeline_cache_search_for_pipeline(struct v3dv_pipeline_cache *cache,
unsigned char sha1_key[20],
bool *cache_hit);
void
v3dv_pipeline_cache_upload_pipeline(struct v3dv_pipeline *pipeline,
struct v3dv_pipeline_cache *cache);
struct v3dv_bo *
v3dv_pipeline_create_default_attribute_values(struct v3dv_device *device,
struct v3dv_pipeline *pipeline);
void v3dv_shader_module_internal_init(struct v3dv_device *device,
struct vk_shader_module *module,
nir_shader *nir);
#define V3DV_FROM_HANDLE(__v3dv_type, __name, __handle) \
VK_FROM_HANDLE(__v3dv_type, __name, __handle)
VK_DEFINE_HANDLE_CASTS(v3dv_cmd_buffer, vk.base, VkCommandBuffer,
VK_OBJECT_TYPE_COMMAND_BUFFER)
VK_DEFINE_HANDLE_CASTS(v3dv_device, vk.base, VkDevice, VK_OBJECT_TYPE_DEVICE)
VK_DEFINE_HANDLE_CASTS(v3dv_instance, vk.base, VkInstance,
VK_OBJECT_TYPE_INSTANCE)
VK_DEFINE_HANDLE_CASTS(v3dv_physical_device, vk.base, VkPhysicalDevice,
VK_OBJECT_TYPE_PHYSICAL_DEVICE)
VK_DEFINE_HANDLE_CASTS(v3dv_queue, vk.base, VkQueue, VK_OBJECT_TYPE_QUEUE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_cmd_pool, base, VkCommandPool,
VK_OBJECT_TYPE_COMMAND_POOL)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_buffer, base, VkBuffer,
VK_OBJECT_TYPE_BUFFER)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_buffer_view, base, VkBufferView,
VK_OBJECT_TYPE_BUFFER_VIEW)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_device_memory, base, VkDeviceMemory,
VK_OBJECT_TYPE_DEVICE_MEMORY)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_pool, base, VkDescriptorPool,
VK_OBJECT_TYPE_DESCRIPTOR_POOL)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_set, base, VkDescriptorSet,
VK_OBJECT_TYPE_DESCRIPTOR_SET)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_set_layout, base,
VkDescriptorSetLayout,
VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_descriptor_update_template, base,
VkDescriptorUpdateTemplate,
VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_event, base, VkEvent, VK_OBJECT_TYPE_EVENT)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_fence, base, VkFence, VK_OBJECT_TYPE_FENCE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_framebuffer, base, VkFramebuffer,
VK_OBJECT_TYPE_FRAMEBUFFER)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_image, vk.base, VkImage,
VK_OBJECT_TYPE_IMAGE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_image_view, vk.base, VkImageView,
VK_OBJECT_TYPE_IMAGE_VIEW)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_pipeline, base, VkPipeline,
VK_OBJECT_TYPE_PIPELINE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_pipeline_cache, base, VkPipelineCache,
VK_OBJECT_TYPE_PIPELINE_CACHE)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_pipeline_layout, base, VkPipelineLayout,
VK_OBJECT_TYPE_PIPELINE_LAYOUT)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_query_pool, base, VkQueryPool,
VK_OBJECT_TYPE_QUERY_POOL)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_render_pass, base, VkRenderPass,
VK_OBJECT_TYPE_RENDER_PASS)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_sampler, base, VkSampler,
VK_OBJECT_TYPE_SAMPLER)
VK_DEFINE_NONDISP_HANDLE_CASTS(v3dv_semaphore, base, VkSemaphore,
VK_OBJECT_TYPE_SEMAPHORE)
static inline int
v3dv_ioctl(int fd, unsigned long request, void *arg)
{
if (using_v3d_simulator)
return v3d_simulator_ioctl(fd, request, arg);
else
return drmIoctl(fd, request, arg);
}
/* Flags OOM conditions in command buffer state.
*
* Note: notice that no-op jobs don't have a command buffer reference.
*/
static inline void
v3dv_flag_oom(struct v3dv_cmd_buffer *cmd_buffer, struct v3dv_job *job)
{
if (cmd_buffer) {
cmd_buffer->state.oom = true;
} else {
assert(job);
if (job->cmd_buffer)
job->cmd_buffer->state.oom = true;
}
}
#define v3dv_return_if_oom(_cmd_buffer, _job) do { \
const struct v3dv_cmd_buffer *__cmd_buffer = _cmd_buffer; \
if (__cmd_buffer && __cmd_buffer->state.oom) \
return; \
const struct v3dv_job *__job = _job; \
if (__job && __job->cmd_buffer && __job->cmd_buffer->state.oom) \
return; \
} while(0) \
static inline uint32_t
u64_hash(const void *key)
{
return _mesa_hash_data(key, sizeof(uint64_t));
}
static inline bool
u64_compare(const void *key1, const void *key2)
{
return memcmp(key1, key2, sizeof(uint64_t)) == 0;
}
/* Helper to call hw ver speficic functions */
#define v3dv_X(device, thing) ({ \
__typeof(&v3d42_##thing) v3d_X_thing; \
switch (device->devinfo.ver) { \
case 42: \
v3d_X_thing = &v3d42_##thing; \
break; \
default: \
unreachable("Unsupported hardware generation"); \
} \
v3d_X_thing; \
})
/* v3d_macros from common requires v3dX and V3DX definitions. Below we need to
* define v3dX for each version supported, because when we compile code that
* is not version-specific, all version-specific macros need to be already
* defined.
*/
#ifdef v3dX
# include "v3dvx_private.h"
#else
# define v3dX(x) v3d42_##x
# include "v3dvx_private.h"
# undef v3dX
#endif
#ifdef ANDROID
VkResult
v3dv_gralloc_info(struct v3dv_device *device,
const VkNativeBufferANDROID *gralloc_info,
int *out_dmabuf,
int *out_stride,
int *out_size,
uint64_t *out_modifier);
VkResult
v3dv_import_native_buffer_fd(VkDevice device_h,
int dma_buf,
const VkAllocationCallbacks *alloc,
VkImage image_h);
#endif /* ANDROID */
#endif /* V3DV_PRIVATE_H */