1 /*
2  * Copyright © 2014-2017 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include <xf86drm.h>
25 #include <err.h>
26 
27 #include "pipe/p_defines.h"
28 #include "util/hash_table.h"
29 #include "util/ralloc.h"
30 #include "util/u_inlines.h"
31 #include "util/u_memory.h"
32 #include "util/u_blitter.h"
33 #include "util/u_upload_mgr.h"
34 #include "util/u_prim.h"
35 #include "indices/u_primconvert.h"
36 #include "pipe/p_screen.h"
37 
38 #include "v3d_screen.h"
39 #include "v3d_context.h"
40 #include "v3d_resource.h"
41 #include "broadcom/compiler/v3d_compiler.h"
42 
43 void
v3d_flush(struct pipe_context * pctx)44 v3d_flush(struct pipe_context *pctx)
45 {
46         struct v3d_context *v3d = v3d_context(pctx);
47 
48         hash_table_foreach(v3d->jobs, entry) {
49                 struct v3d_job *job = entry->data;
50                 v3d_job_submit(v3d, job);
51         }
52 }
53 
54 static void
v3d_pipe_flush(struct pipe_context * pctx,struct pipe_fence_handle ** fence,unsigned flags)55 v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
56                unsigned flags)
57 {
58         struct v3d_context *v3d = v3d_context(pctx);
59 
60         v3d_flush(pctx);
61 
62         if (fence) {
63                 struct pipe_screen *screen = pctx->screen;
64                 struct v3d_fence *f = v3d_fence_create(v3d);
65                 screen->fence_reference(screen, fence, NULL);
66                 *fence = (struct pipe_fence_handle *)f;
67         }
68 }
69 
70 static void
v3d_memory_barrier(struct pipe_context * pctx,unsigned int flags)71 v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
72 {
73         struct v3d_context *v3d = v3d_context(pctx);
74 
75         /* We only need to flush for SSBOs and images, because for everything
76          * else we flush the job automatically when we needed.
77          */
78         const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
79                                          PIPE_BARRIER_IMAGE;
80 
81 	if (!(flags & flush_flags))
82 		return;
83 
84         /* We only need to flush jobs writing to SSBOs/images. */
85         perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
86         v3d_flush(pctx);
87 }
88 
89 static void
v3d_set_debug_callback(struct pipe_context * pctx,const struct pipe_debug_callback * cb)90 v3d_set_debug_callback(struct pipe_context *pctx,
91                        const struct pipe_debug_callback *cb)
92 {
93         struct v3d_context *v3d = v3d_context(pctx);
94 
95         if (cb)
96                 v3d->debug = *cb;
97         else
98                 memset(&v3d->debug, 0, sizeof(v3d->debug));
99 }
100 
101 static void
v3d_invalidate_resource(struct pipe_context * pctx,struct pipe_resource * prsc)102 v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
103 {
104         struct v3d_context *v3d = v3d_context(pctx);
105         struct v3d_resource *rsc = v3d_resource(prsc);
106 
107         rsc->initialized_buffers = 0;
108 
109         struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
110                                                            prsc);
111         if (!entry)
112                 return;
113 
114         struct v3d_job *job = entry->data;
115         if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
116                 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
117 }
118 
119 /**
120  * Flushes the current job to get up-to-date primive counts written to the
121  * primitive counts BO, then accumulates the transform feedback primitive count
122  * in the context and the corresponding vertex counts in the bound stream
123  * output targets.
124  */
125 void
v3d_update_primitive_counters(struct v3d_context * v3d)126 v3d_update_primitive_counters(struct v3d_context *v3d)
127 {
128         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
129         if (job->draw_calls_queued == 0)
130                 return;
131 
132         /* In order to get up-to-date primitive counts we need to submit
133          * the job for execution so we get the counts written to memory.
134          * Notice that this will require a sync wait for the buffer write.
135          */
136         uint32_t prims_before = v3d->tf_prims_generated;
137         v3d_job_submit(v3d, job);
138         uint32_t prims_after = v3d->tf_prims_generated;
139         if (prims_before == prims_after)
140                 return;
141 
142         enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode);
143         uint32_t num_verts = u_vertices_for_prims(prim_type,
144                                                   prims_after - prims_before);
145         for (int i = 0; i < v3d->streamout.num_targets; i++) {
146                 struct v3d_stream_output_target *so =
147                         v3d_stream_output_target(v3d->streamout.targets[i]);
148                 so->recorded_vertex_count += num_verts;
149         }
150 }
151 
152 bool
v3d_line_smoothing_enabled(struct v3d_context * v3d)153 v3d_line_smoothing_enabled(struct v3d_context *v3d)
154 {
155         if (!v3d->rasterizer->base.line_smooth)
156                 return false;
157 
158         /* According to the OpenGL docs, line smoothing shouldn’t be applied
159          * when multisampling
160          */
161         if (v3d->job->msaa || v3d->rasterizer->base.multisample)
162                 return false;
163 
164         if (v3d->framebuffer.nr_cbufs <= 0)
165                 return false;
166 
167         struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
168         if (!cbuf)
169                 return false;
170 
171         /* Modifying the alpha for pure integer formats probably
172          * doesn’t make sense because we don’t know how the application
173          * uses the alpha value.
174          */
175         if (util_format_is_pure_integer(cbuf->format))
176                 return false;
177 
178         return true;
179 }
180 
181 float
v3d_get_real_line_width(struct v3d_context * v3d)182 v3d_get_real_line_width(struct v3d_context *v3d)
183 {
184         float width = v3d->rasterizer->base.line_width;
185 
186         if (v3d_line_smoothing_enabled(v3d)) {
187                 /* If line smoothing is enabled then we want to add some extra
188                  * pixels to the width in order to have some semi-transparent
189                  * edges.
190                  */
191                 width = floorf(M_SQRT2 * width) + 3;
192         }
193 
194         return width;
195 }
196 
197 void
v3d_flag_dirty_sampler_state(struct v3d_context * v3d,enum pipe_shader_type shader)198 v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
199                              enum pipe_shader_type shader)
200 {
201         switch (shader) {
202         case PIPE_SHADER_VERTEX:
203                 v3d->dirty |= VC5_DIRTY_VERTTEX;
204                 break;
205         case PIPE_SHADER_GEOMETRY:
206                 v3d->dirty |= VC5_DIRTY_GEOMTEX;
207                 break;
208         case PIPE_SHADER_FRAGMENT:
209                 v3d->dirty |= VC5_DIRTY_FRAGTEX;
210                 break;
211         case PIPE_SHADER_COMPUTE:
212                 v3d->dirty |= VC5_DIRTY_COMPTEX;
213                 break;
214         default:
215                 unreachable("Unsupported shader stage");
216         }
217 }
218 
219 void
v3d_create_texture_shader_state_bo(struct v3d_context * v3d,struct v3d_sampler_view * so)220 v3d_create_texture_shader_state_bo(struct v3d_context *v3d,
221                                    struct v3d_sampler_view *so)
222 {
223         if (v3d->screen->devinfo.ver >= 41)
224                 v3d41_create_texture_shader_state_bo(v3d, so);
225         else
226                 v3d33_create_texture_shader_state_bo(v3d, so);
227 }
228 
229 static void
v3d_context_destroy(struct pipe_context * pctx)230 v3d_context_destroy(struct pipe_context *pctx)
231 {
232         struct v3d_context *v3d = v3d_context(pctx);
233 
234         v3d_flush(pctx);
235 
236         if (v3d->blitter)
237                 util_blitter_destroy(v3d->blitter);
238 
239         if (v3d->primconvert)
240                 util_primconvert_destroy(v3d->primconvert);
241 
242         if (v3d->uploader)
243                 u_upload_destroy(v3d->uploader);
244         if (v3d->state_uploader)
245                 u_upload_destroy(v3d->state_uploader);
246 
247         if (v3d->prim_counts)
248                 pipe_resource_reference(&v3d->prim_counts, NULL);
249 
250         slab_destroy_child(&v3d->transfer_pool);
251 
252         pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
253         pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
254 
255         v3d_program_fini(pctx);
256 
257         ralloc_free(v3d);
258 }
259 
260 static void
v3d_get_sample_position(struct pipe_context * pctx,unsigned sample_count,unsigned sample_index,float * xy)261 v3d_get_sample_position(struct pipe_context *pctx,
262                         unsigned sample_count, unsigned sample_index,
263                         float *xy)
264 {
265         struct v3d_context *v3d = v3d_context(pctx);
266 
267         if (sample_count <= 1) {
268                 xy[0] = 0.5;
269                 xy[1] = 0.5;
270         } else {
271                 static const int xoffsets_v33[] = { 1, -3, 3, -1 };
272                 static const int xoffsets_v42[] = { -1, 3, -3, 1 };
273                 const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ?
274                                        xoffsets_v42 : xoffsets_v33);
275 
276                 xy[0] = 0.5 + xoffsets[sample_index] * .125;
277                 xy[1] = .125 + sample_index * .25;
278         }
279 }
280 
281 struct pipe_context *
v3d_context_create(struct pipe_screen * pscreen,void * priv,unsigned flags)282 v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
283 {
284         struct v3d_screen *screen = v3d_screen(pscreen);
285         struct v3d_context *v3d;
286 
287         /* Prevent dumping of the shaders built during context setup. */
288         uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
289         V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
290 
291         v3d = rzalloc(NULL, struct v3d_context);
292         if (!v3d)
293                 return NULL;
294         struct pipe_context *pctx = &v3d->base;
295 
296         v3d->screen = screen;
297 
298         int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
299                                    &v3d->out_sync);
300         if (ret) {
301                 ralloc_free(v3d);
302                 return NULL;
303         }
304 
305         pctx->screen = pscreen;
306         pctx->priv = priv;
307         pctx->destroy = v3d_context_destroy;
308         pctx->flush = v3d_pipe_flush;
309         pctx->memory_barrier = v3d_memory_barrier;
310         pctx->set_debug_callback = v3d_set_debug_callback;
311         pctx->invalidate_resource = v3d_invalidate_resource;
312         pctx->get_sample_position = v3d_get_sample_position;
313 
314         if (screen->devinfo.ver >= 41) {
315                 v3d41_draw_init(pctx);
316                 v3d41_state_init(pctx);
317         } else {
318                 v3d33_draw_init(pctx);
319                 v3d33_state_init(pctx);
320         }
321         v3d_program_init(pctx);
322         v3d_query_init(pctx);
323         v3d_resource_context_init(pctx);
324 
325         v3d_job_init(v3d);
326 
327         v3d->fd = screen->fd;
328 
329         slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
330 
331         v3d->uploader = u_upload_create_default(&v3d->base);
332         v3d->base.stream_uploader = v3d->uploader;
333         v3d->base.const_uploader = v3d->uploader;
334         v3d->state_uploader = u_upload_create(&v3d->base,
335                                               4096,
336                                               PIPE_BIND_CONSTANT_BUFFER,
337                                               PIPE_USAGE_STREAM, 0);
338 
339         v3d->blitter = util_blitter_create(pctx);
340         if (!v3d->blitter)
341                 goto fail;
342         v3d->blitter->use_index_buffer = true;
343 
344         v3d->primconvert = util_primconvert_create(pctx,
345                                                    (1 << PIPE_PRIM_QUADS) - 1);
346         if (!v3d->primconvert)
347                 goto fail;
348 
349         V3D_DEBUG |= saved_shaderdb_flag;
350 
351         v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1;
352         v3d->active_queries = true;
353 
354         return &v3d->base;
355 
356 fail:
357         pctx->destroy(pctx);
358         return NULL;
359 }
360