mesa/src/gallium/drivers/v3d/v3d_cl.h

293 lines
9.4 KiB
C

/*
* Copyright © 2014-2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef V3D_CL_H
#define V3D_CL_H
#include <stdint.h>
#include "util/u_math.h"
#include "util/macros.h"
#include "broadcom/cle/v3d_packet_helpers.h"
struct v3d_bo;
struct v3d_job;
struct v3d_cl;
/**
* Undefined structure, used for typechecking that you're passing the pointers
* to these functions correctly.
*/
struct v3d_cl_out;
/** A reference to a BO used in the CL packing functions */
struct v3d_cl_reloc {
struct v3d_bo *bo;
uint32_t offset;
};
static inline void cl_pack_emit_reloc(struct v3d_cl *cl, const struct v3d_cl_reloc *);
#define __gen_user_data struct v3d_cl
#define __gen_address_type struct v3d_cl_reloc
#define __gen_address_offset(reloc) (((reloc)->bo ? (reloc)->bo->offset : 0) + \
(reloc)->offset)
#define __gen_emit_reloc cl_pack_emit_reloc
#define __gen_unpack_address(cl, s, e) __unpack_address(cl, s, e)
static inline struct v3d_cl_reloc
__unpack_address(const uint8_t *cl, uint32_t s, uint32_t e)
{
struct v3d_cl_reloc reloc =
{ NULL, __gen_unpack_uint(cl, s, e) << (31 - (e - s)) };
return reloc;
}
struct v3d_cl {
void *base;
struct v3d_job *job;
struct v3d_cl_out *next;
struct v3d_bo *bo;
uint32_t size;
};
void v3d_init_cl(struct v3d_job *job, struct v3d_cl *cl);
void v3d_destroy_cl(struct v3d_cl *cl);
void v3d_dump_cl(void *cl, uint32_t size, bool is_render);
uint32_t v3d_gem_hindex(struct v3d_job *job, struct v3d_bo *bo);
struct PACKED unaligned_16 { uint16_t x; };
struct PACKED unaligned_32 { uint32_t x; };
static inline uint32_t cl_offset(struct v3d_cl *cl)
{
return (char *)cl->next - (char *)cl->base;
}
static inline struct v3d_cl_reloc cl_get_address(struct v3d_cl *cl)
{
return (struct v3d_cl_reloc){ .bo = cl->bo, .offset = cl_offset(cl) };
}
static inline void
cl_advance(struct v3d_cl_out **cl, uint32_t n)
{
(*cl) = (struct v3d_cl_out *)((char *)(*cl) + n);
}
static inline struct v3d_cl_out *
cl_start(struct v3d_cl *cl)
{
return cl->next;
}
static inline void
cl_end(struct v3d_cl *cl, struct v3d_cl_out *next)
{
cl->next = next;
assert(cl_offset(cl) <= cl->size);
}
static inline void
put_unaligned_32(struct v3d_cl_out *ptr, uint32_t val)
{
struct unaligned_32 *p = (void *)ptr;
p->x = val;
}
static inline void
put_unaligned_16(struct v3d_cl_out *ptr, uint16_t val)
{
struct unaligned_16 *p = (void *)ptr;
p->x = val;
}
static inline void
cl_u8(struct v3d_cl_out **cl, uint8_t n)
{
*(uint8_t *)(*cl) = n;
cl_advance(cl, 1);
}
static inline void
cl_u16(struct v3d_cl_out **cl, uint16_t n)
{
put_unaligned_16(*cl, n);
cl_advance(cl, 2);
}
static inline void
cl_u32(struct v3d_cl_out **cl, uint32_t n)
{
put_unaligned_32(*cl, n);
cl_advance(cl, 4);
}
static inline void
cl_aligned_u32(struct v3d_cl_out **cl, uint32_t n)
{
*(uint32_t *)(*cl) = n;
cl_advance(cl, 4);
}
static inline void
cl_aligned_reloc(struct v3d_cl *cl,
struct v3d_cl_out **cl_out,
struct v3d_bo *bo, uint32_t offset)
{
cl_aligned_u32(cl_out, bo->offset + offset);
v3d_job_add_bo(cl->job, bo);
}
static inline void
cl_ptr(struct v3d_cl_out **cl, void *ptr)
{
*(struct v3d_cl_out **)(*cl) = ptr;
cl_advance(cl, sizeof(void *));
}
static inline void
cl_f(struct v3d_cl_out **cl, float f)
{
cl_u32(cl, fui(f));
}
static inline void
cl_aligned_f(struct v3d_cl_out **cl, float f)
{
cl_aligned_u32(cl, fui(f));
}
/**
* Reference to a BO with its associated offset, used in the pack process.
*/
static inline struct v3d_cl_reloc
cl_address(struct v3d_bo *bo, uint32_t offset)
{
struct v3d_cl_reloc reloc = {
.bo = bo,
.offset = offset,
};
return reloc;
}
uint32_t v3d_cl_ensure_space(struct v3d_cl *cl, uint32_t size, uint32_t align);
void v3d_cl_ensure_space_with_branch(struct v3d_cl *cl, uint32_t size);
#define cl_packet_header(packet) V3DX(packet ## _header)
#define cl_packet_length(packet) V3DX(packet ## _length)
#define cl_packet_pack(packet) V3DX(packet ## _pack)
#define cl_packet_struct(packet) V3DX(packet)
static inline void *
cl_get_emit_space(struct v3d_cl_out **cl, size_t size)
{
void *addr = *cl;
cl_advance(cl, size);
return addr;
}
/* Macro for setting up an emit of a CL struct. A temporary unpacked struct
* is created, which you get to set fields in of the form:
*
* cl_emit(bcl, FLAT_SHADE_FLAGS, flags) {
* .flags.flat_shade_flags = 1 << 2,
* }
*
* or default values only can be emitted with just:
*
* cl_emit(bcl, FLAT_SHADE_FLAGS, flags);
*
* The trick here is that we make a for loop that will execute the body
* (either the block or the ';' after the macro invocation) exactly once.
*/
#define cl_emit(cl, packet, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
}, \
*_loop_terminate = &name; \
__builtin_expect(_loop_terminate != NULL, 1); \
({ \
struct v3d_cl_out *cl_out = cl_start(cl); \
cl_packet_pack(packet)(cl, (uint8_t *)cl_out, &name); \
cl_advance(&cl_out, cl_packet_length(packet)); \
cl_end(cl, cl_out); \
_loop_terminate = NULL; \
})) \
#define cl_emit_with_prepacked(cl, packet, prepacked, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
}, \
*_loop_terminate = &name; \
__builtin_expect(_loop_terminate != NULL, 1); \
({ \
struct v3d_cl_out *cl_out = cl_start(cl); \
uint8_t packed[cl_packet_length(packet)]; \
cl_packet_pack(packet)(cl, packed, &name); \
for (int _i = 0; _i < cl_packet_length(packet); _i++) \
((uint8_t *)cl_out)[_i] = packed[_i] | (prepacked)[_i]; \
cl_advance(&cl_out, cl_packet_length(packet)); \
cl_end(cl, cl_out); \
_loop_terminate = NULL; \
})) \
#define cl_emit_prepacked_sized(cl, packet, size) do { \
memcpy((cl)->next, packet, size); \
cl_advance(&(cl)->next, size); \
} while (0)
#define cl_emit_prepacked(cl, packet) \
cl_emit_prepacked_sized(cl, packet, sizeof(*(packet)))
#define v3dx_pack(packed, packet, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
}, \
*_loop_terminate = &name; \
__builtin_expect(_loop_terminate != NULL, 1); \
({ \
cl_packet_pack(packet)(NULL, (uint8_t *)packed, &name); \
VG(VALGRIND_CHECK_MEM_IS_DEFINED((uint8_t *)packed, \
cl_packet_length(packet))); \
_loop_terminate = NULL; \
})) \
/**
* Helper function called by the XML-generated pack functions for filling in
* an address field in shader records.
*
* Since we have a private address space as of V3D, our BOs can have lifelong
* offsets, and all the kernel needs to know is which BOs need to be paged in
* for this exec.
*/
static inline void
cl_pack_emit_reloc(struct v3d_cl *cl, const struct v3d_cl_reloc *reloc)
{
if (reloc->bo)
v3d_job_add_bo(cl->job, reloc->bo);
}
#endif /* V3D_CL_H */