/* * Copyright © 2019 Raspberry Pi Ltd * * 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 #include #include #include #include #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_sync.h" #include "vk_sync_timeline.h" #include "vk_util.h" #include "vk_command_buffer.h" #include "vk_command_pool.h" #include "vk_queue.h" #include "vk_pipeline.h" #include #ifdef HAVE_VALGRIND #include #include #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/sparse_array.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 (V3D_DBG(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; #if using_v3d_simulator uint32_t device_id; #endif 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 vk_sync_type drm_syncobj_type; struct vk_sync_timeline_type sync_timeline_type; const struct vk_sync_type *sync_types[3]; 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; uint64_t heap_used; /* This array holds all our 'struct v3dv_bo' allocations. We use this * so we can add a refcount to our BOs and check if a particular BO * was already allocated in this device using its GEM handle. This is * necessary to properly manage BO imports, because the kernel doesn't * refcount the underlying BO memory. * * Specifically, when self-importing (i.e. importing a BO into the same * device that created it), the kernel will give us the same BO handle * for both BOs and we must only free it once when both references are * freed. Otherwise, if we are not self-importing, we get two differnt BO * handles, and we want to free each one individually. * * The BOs in this map all have a refcnt with the referece counter and * only self-imported BOs will ever have a refcnt > 1. */ struct util_sparse_array bo_map; struct { bool merge_jobs; } options; struct { bool multisync; bool perfmon; } caps; }; VkResult v3dv_physical_device_acquire_display(struct v3dv_instance *instance, struct v3dv_physical_device *pdevice, VkIcdSurfaceBase *surface); static inline struct v3dv_bo * v3dv_device_lookup_bo(struct v3dv_physical_device *device, uint32_t handle) { return (struct v3dv_bo *) util_sparse_array_get(&device->bo_map, handle); } 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; bool pipeline_cache_enabled; bool default_pipeline_cache_enabled; }; /* FIXME: In addition to tracking the last job submitted by GPU queue (cl, csd, * tfu), we still need a syncobj to track the last overall job submitted * (V3DV_QUEUE_ANY) for the case we don't support multisync. Someday we can * start expecting multisync to be present and drop the legacy implementation * together with this V3DV_QUEUE_ANY tracker. */ enum v3dv_queue_type { V3DV_QUEUE_CL = 0, V3DV_QUEUE_CSD, V3DV_QUEUE_TFU, V3DV_QUEUE_ANY, V3DV_QUEUE_COUNT, }; /* For each GPU queue, we use a syncobj to track the last job submitted. We * set the flag `first` to determine when we are starting a new cmd buffer * batch and therefore a job submitted to a given queue will be the first in a * cmd buf batch. */ struct v3dv_last_job_sync { /* If the job is the first submitted to a GPU queue in a cmd buffer batch. * * We use V3DV_QUEUE_{CL,CSD,TFU} both with and without multisync. */ bool first[V3DV_QUEUE_COUNT]; /* Array of syncobj to track the last job submitted to a GPU queue. * * With multisync we use V3DV_QUEUE_{CL,CSD,TFU} to track syncobjs for each * queue, but without multisync we only track the last job submitted to any * queue in V3DV_QUEUE_ANY. */ uint32_t syncs[V3DV_QUEUE_COUNT]; }; struct v3dv_queue { struct vk_queue vk; struct v3dv_device *device; struct v3dv_last_job_sync last_job_syncs; struct v3dv_job *noop_job; /* The last active perfmon ID to prevent mixing of counter results when a * job is submitted with a different perfmon id. */ uint32_t last_perfmon_id; }; VkResult v3dv_queue_driver_submit(struct vk_queue *vk_queue, struct vk_queue_submit *submit); #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 { 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; uint32_t on_disk_hit; }; /* 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; }; /* This is used to implement a list of free events in the BO we use * hold event states. The index here is used to calculate the offset * within that BO. */ struct v3dv_event_desc { struct list_head link; uint32_t index; }; 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; /* Guards query->maybe_available and value for timestamps */ mtx_t query_mutex; /* Signaled whenever a query is ended */ cnd_t query_ended; /* 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; /* Event handling resources. * * Our implementation of events uses a BO to store event state (signaled vs * reset) and dispatches compute shaders to handle GPU event functions * (signal, reset, wait). This struct holds all the resources required * by the implementation. */ struct { mtx_t lock; /* BO for the event states: signaled (1) or reset (0) */ struct v3dv_bo *bo; /* Events can be created and destroyed. Since we have a dedicated BO for * all events we use, we need to keep track of the free slots within that * BO. For that we use a free list where we link together available event * slots in the form of "descriptors" that include an index (which is * basically an offset into the BO that is available). */ uint32_t desc_count; struct v3dv_event_desc *desc; struct list_head free_list; /* Vulkan resources to access the event BO from shaders. We have a * pipeline that sets the state of an event and another that waits on * a single event. Both pipelines require access to the event state BO, * for which we need to allocate a single descripot set. */ VkBuffer buffer; VkDeviceMemory mem; VkDescriptorSetLayout descriptor_set_layout; VkPipelineLayout pipeline_layout; VkDescriptorPool descriptor_pool; VkDescriptorSet descriptor_set; VkPipeline set_event_pipeline; VkPipeline wait_event_pipeline; } events; 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; void *device_address_mem_ctx; struct util_dynarray device_address_bo_list; /* Array of struct v3dv_bo * */ #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 is_for_wsi; bool is_for_device_address; }; #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; }; bool v3dv_format_swizzle_needs_rb_swap(const uint8_t *swizzle); bool v3dv_format_swizzle_needs_reverse(const uint8_t *swizzle); 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 }; VkResult v3dv_image_init(struct v3dv_device *device, const VkImageCreateInfo *pCreateInfo, const VkAllocationCallbacks *pAllocator, struct v3dv_image *image); 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; bool channel_reverse; 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]; }; VkResult v3dv_create_image_view(struct v3dv_device *device, const VkImageViewCreateInfo *pCreateInfo, VkImageView *pView); 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; struct v3dv_subpass_attachment ds_resolve_attachment; bool resolve_depth, resolve_stencil; /* 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 multisampled attachment that is going to be resolved, * whether we may be able to use the TLB hardware resolve based on the * attachment format. */ bool try_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; /* Notice that elements in 'attachments' will be NULL if the framebuffer * was created imageless. The driver is expected to access attachment info * from the command buffer state instead. */ 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; bool double_buffer; 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; }; 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); /* Checks if we need to emit 2 initial tile clears for double buffer mode. * This happens when we render at least 2 tiles, because in this mode each * tile uses a different half of the tile buffer memory so we can have 2 tiles * in flight (one being stored to memory and the next being rendered). In this * scenario, if we emit a single initial tile clear we would only clear the * first half of the tile buffer. */ static inline bool v3dv_do_double_initial_tile_clear(const struct v3dv_frame_tiling *tiling) { return tiling->double_buffer && (tiling->draw_tiles_x > 1 || tiling->draw_tiles_y > 1 || tiling->layers > 1); } 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; /* The underlying image view (from the framebuffer or, if imageless * framebuffer is used, from VkRenderPassAttachmentBeginInfo. */ struct v3dv_image_view *image_view; /* If this is a multisampled attachment with a resolve operation. */ bool has_resolve; /* If this is a multisampled attachment with a resolve operation, * whether we can use the TLB for the resolve. */ bool use_tlb_resolve; }; 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_PUSH_CONSTANTS_UBO = 1 << 12, V3DV_CMD_DIRTY_BLEND_CONSTANTS = 1 << 13, V3DV_CMD_DIRTY_OCCLUSION_QUERY = 1 << 14, V3DV_CMD_DIRTY_DEPTH_BIAS = 1 << 15, V3DV_CMD_DIRTY_LINE_WIDTH = 1 << 16, V3DV_CMD_DIRTY_VIEW_INDEX = 1 << 17, V3DV_CMD_DIRTY_COLOR_WRITE_ENABLE = 1 << 18, }; 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_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_submit_sync_info { /* List of syncs to wait before running a job */ uint32_t wait_count; struct vk_sync_wait *waits; /* List of syncs to signal when all jobs complete */ uint32_t signal_count; struct vk_sync_signal *signals; }; 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; }; /* Number of perfmons required to handle all supported performance counters */ #define V3DV_MAX_PERFMONS DIV_ROUND_UP(V3D_PERFCNT_NUM, \ DRM_V3D_MAX_PERF_COUNTERS) struct v3dv_perf_query { uint32_t kperfmon_ids[V3DV_MAX_PERFMONS]; /* A DRM syncobj to wait on the GPU jobs for which we are collecting * performance data. */ struct vk_sync *last_job_sync; }; 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; /* If the job executes on the transfer stage of the pipeline */ bool is_transfer; /* VK_KHR_buffer_device_address allows shaders to use pointers that can * dereference memory in any buffer that has been flagged with * VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR. These buffers may not * be bound via descriptor sets, so we need to make sure that a job that * uses this functionality includes all these buffers in its kernel * submission. */ bool uses_buffer_device_address; /* True if we have not identified anything that would be incompatible * with double-buffer (like MSAA) or that would make double-buffer mode * not efficient (like tile loads or not having any stores). */ bool can_use_double_buffer; /* This structure keeps track of various scores to inform a heuristic * for double-buffer mode. */ struct { /* Cost of geometry shading */ uint32_t geom; /* Cost of shader rendering */ uint32_t render; } double_buffer_score; /* We only need to allocate tile state for all layers if the binner * writes primitives to layers other than the first. This can only be * done using layered rendering (writing gl_Layer from a geometry shader), * so for other cases of multilayered framebuffers (typically with * meta copy/clear operations) that won't use layered rendering, we only * need one layer worth of of tile state for the binner. */ bool allocate_tile_state_for_all_layers; /* A pointer to the location of the TILE_BINNING_MODE_CFG packet so we can * rewrite it to enable double-buffer mode by the time we have enough info * about the job to make that decision. */ struct v3dv_cl_out *bcl_tile_binning_mode_ptr; 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 the job emitted any draw calls with Early Z/S enabled */ bool has_ez_draws; /* 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; /* A mask of V3DV_BARRIER_* indicating the source(s) of the barrier. We * can use this to select the hw queues where we need to serialize the job. */ uint8_t 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_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; /* Perfmons with last job sync for CSD and CL jobs */ struct v3dv_perf_query *perf; }; 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, bool allocate_tile_state_now, uint32_t render_target_count, uint8_t max_internal_bpp, bool msaa); bool v3dv_job_type_is_gpu(struct v3dv_job *job); 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, bool indexed, bool indirect, uint32_t vertex_count); bool v3dv_job_allocate_tile_state(struct v3dv_job *job); /* 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; }; enum { V3DV_BARRIER_GRAPHICS_BIT = (1 << 0), V3DV_BARRIER_COMPUTE_BIT = (1 << 1), V3DV_BARRIER_TRANSFER_BIT = (1 << 2), }; #define V3DV_BARRIER_ALL (V3DV_BARRIER_GRAPHICS_BIT | \ V3DV_BARRIER_TRANSFER_BIT | \ V3DV_BARRIER_COMPUTE_BIT); struct v3dv_barrier_state { /* Mask of V3DV_BARRIER_* indicating where we consume a barrier. */ uint8_t dst_mask; /* For each possible consumer of a barrier, a mask of V3DV_BARRIER_* * indicating the sources of the dependency. */ uint8_t src_mask_graphics; uint8_t src_mask_transfer; uint8_t src_mask_compute; /* For graphics barriers, access masks involved. Used to decide if we need * to execute a binning or render barrier. */ VkAccessFlags2 bcl_buffer_access; VkAccessFlags2 bcl_image_access; }; 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; /* FIXME: we have just one client-side 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_size; uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4]; 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; /* If we are currently recording job(s) for a transfer operation */ bool is_transfer; /* Barrier state tracking */ struct v3dv_barrier_state 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]; uint32_t push_constants_size; } 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; struct { /* This BO is not NULL if we have an active occlusion query, that is, * we have called vkCmdBeginQuery but not vkCmdEndQuery. */ struct v3dv_bo *bo; uint32_t offset; /* This pointer is not NULL if we have an active performance query */ struct v3dv_perf_query *perf; } active_query; } query; }; void v3dv_cmd_buffer_state_get_viewport_z_xform(struct v3dv_cmd_buffer_state *state, uint32_t vp_idx, float *translate_z, float *scale_z); /* 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; size_t offset; size_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; /* Used by performance queries */ struct v3dv_perf_query perf; }; }; struct v3dv_query_pool { struct vk_object_base base; struct v3dv_bo *bo; /* Only used with GPU queries (occlusion) */ /* Only used with performance queries */ struct { uint32_t ncounters; uint8_t counters[V3D_PERFCNT_NUM]; /* V3D has a limit on the number of counters we can track in a * single performance monitor, so if too many counters are requested * we need to create multiple monitors to record all of them. This * field represents the number of monitors required for the number * of counters requested. */ uint8_t nperfmons; } perfmon; VkQueryType query_type; uint32_t query_count; struct v3dv_query *queries; }; VkResult v3dv_get_query_pool_results(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; }; extern const struct vk_command_buffer_ops v3dv_cmd_buffer_ops; struct v3dv_cmd_buffer { struct vk_command_buffer vk; struct v3dv_device *device; /* 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; enum v3dv_cmd_buffer_status status; struct v3dv_cmd_buffer_state state; /* Buffer where we upload push constant data to resolve indirect indexing */ 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); void v3dv_cmd_buffer_merge_barrier_state(struct v3dv_barrier_state *dst, struct v3dv_barrier_state *src); bool v3dv_cmd_buffer_check_needs_load(const struct v3dv_cmd_buffer_state *state, VkImageAspectFlags aspect, uint32_t first_subpass_idx, VkAttachmentLoadOp load_op, uint32_t last_subpass_idx, VkAttachmentStoreOp store_op); bool v3dv_cmd_buffer_check_needs_store(const struct v3dv_cmd_buffer_state *state, VkImageAspectFlags aspect, uint32_t last_subpass_idx, VkAttachmentStoreOp store_op); struct v3dv_event { struct vk_object_base base; /* Each event gets a different index, which we use to compute the offset * in the BO we use to track their state (signaled vs reset). */ uint32_t index; }; 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: don't assume qpu_insts to be always NULL or not-NULL. In general * we will try to free it as soon as we upload it to the shared bo while we * compile the different stages. But we can decide to keep it around based * on some pipeline creation flags, like * VK_PIPELINE_CREATE_CAPTURE_INTERNAL_REPRESENTATIONS_BIT. */ 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; VkPipelineCreationFeedback feedback; struct vk_pipeline_robustness_state robustness; }; /* 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; /* A list with all descriptor sets allocated from the pool. */ struct list_head set_list; /* 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; /* List link into the list of all sets allocated from the pool */ struct list_head pool_link; struct v3dv_descriptor_pool *pool; 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; /* Descriptor set layouts can be destroyed even if they are still being * used. */ uint32_t ref_cnt; /* Bindings in this descriptor set */ struct v3dv_descriptor_set_binding_layout binding[0]; }; void v3dv_descriptor_set_layout_destroy(struct v3dv_device *device, struct v3dv_descriptor_set_layout *set_layout); static inline void v3dv_descriptor_set_layout_ref(struct v3dv_descriptor_set_layout *set_layout) { assert(set_layout && set_layout->ref_cnt >= 1); p_atomic_inc(&set_layout->ref_cnt); } static inline void v3dv_descriptor_set_layout_unref(struct v3dv_device *device, struct v3dv_descriptor_set_layout *set_layout) { assert(set_layout && set_layout->ref_cnt >= 1); if (p_atomic_dec_zero(&set_layout->ref_cnt)) v3dv_descriptor_set_layout_destroy(device, set_layout); } 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; /* Pipeline layouts can be destroyed after creating pipelines since * maintenance4. */ uint32_t ref_cnt; unsigned char sha1[20]; }; void v3dv_pipeline_layout_destroy(struct v3dv_device *device, struct v3dv_pipeline_layout *layout, const VkAllocationCallbacks *alloc); static inline void v3dv_pipeline_layout_ref(struct v3dv_pipeline_layout *layout) { assert(layout && layout->ref_cnt >= 1); p_atomic_inc(&layout->ref_cnt); } static inline void v3dv_pipeline_layout_unref(struct v3dv_device *device, struct v3dv_pipeline_layout *layout, const VkAllocationCallbacks *alloc) { assert(layout && layout->ref_cnt >= 1); if (p_atomic_dec_zero(&layout->ref_cnt)) v3dv_pipeline_layout_destroy(device, layout, alloc); } /* * 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_INLINE_UNIFORM_BUFFERS, \ MAX_STORAGE_BUFFERS) struct v3dv_descriptor_map { /* FIXME: 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]; bool used[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_executable_data { enum broadcom_shader_stage stage; char *nir_str; char *qpu_str; }; struct v3dv_pipeline { struct vk_object_base base; struct v3dv_device *device; VkShaderStageFlags active_stages; VkPipelineCreateFlags flags; struct v3dv_render_pass *pass; struct v3dv_subpass *subpass; struct v3dv_pipeline_stage *stages[BROADCOM_SHADER_STAGES]; /* Flags for whether optional pipeline stages are present, for convenience */ bool has_gs; /* Whether any stage in this pipeline uses VK_KHR_buffer_device_address */ bool uses_buffer_device_address; /* 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; /* If ez_state is V3D_EZ_DISABLED, if the reason for disabling is that the * pipeline selects an incompatible depth test function. */ bool incompatible_ez_test; bool msaa; bool sample_rate_shading; uint32_t sample_mask; bool primitive_restart; bool negative_one_to_one; /* 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, layout 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; struct { void *mem_ctx; struct util_dynarray data; /* Array of v3dv_pipeline_executable_data */ } executables; /* 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); #define v3dv_debug_ignored_stype(sType) \ mesa_logd("%s: ignored VkStructureType %u:%s\n\n", __func__, (sType), vk_StructureType_to_str(sType)) 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, VkFormatFeatureFlags2 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); struct v3dv_cl_reloc v3dv_descriptor_map_get_descriptor_bo(struct v3dv_device *device, struct v3dv_descriptor_state *descriptor_state, struct v3dv_descriptor_map *map, struct v3dv_pipeline_layout *pipeline_layout, uint32_t index, VkDescriptorType *out_type); 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); 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); #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_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_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) 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 */