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 "util/u_pack_color.h"
25 #include "util/u_upload_mgr.h"
26 #include "util/format_srgb.h"
27 
28 #include "v3d_context.h"
29 #include "compiler/v3d_compiler.h"
30 #include "broadcom/cle/v3d_packet_v33_pack.h"
31 
32 static uint32_t
get_texrect_scale(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)33 get_texrect_scale(struct v3d_texture_stateobj *texstate,
34                   enum quniform_contents contents,
35                   uint32_t data)
36 {
37         struct pipe_sampler_view *texture = texstate->textures[data];
38         uint32_t dim;
39 
40         if (contents == QUNIFORM_TEXRECT_SCALE_X)
41                 dim = texture->texture->width0;
42         else
43                 dim = texture->texture->height0;
44 
45         return fui(1.0f / dim);
46 }
47 
48 static uint32_t
get_texture_size(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)49 get_texture_size(struct v3d_texture_stateobj *texstate,
50                  enum quniform_contents contents,
51                  uint32_t data)
52 {
53         struct pipe_sampler_view *texture = texstate->textures[data];
54 
55         switch (contents) {
56         case QUNIFORM_TEXTURE_WIDTH:
57                 return u_minify(texture->texture->width0,
58                                 texture->u.tex.first_level);
59         case QUNIFORM_TEXTURE_HEIGHT:
60                 return u_minify(texture->texture->height0,
61                                 texture->u.tex.first_level);
62         case QUNIFORM_TEXTURE_DEPTH:
63                 return u_minify(texture->texture->depth0,
64                                 texture->u.tex.first_level);
65         case QUNIFORM_TEXTURE_ARRAY_SIZE:
66                 return texture->texture->array_size;
67         case QUNIFORM_TEXTURE_LEVELS:
68                 return (texture->u.tex.last_level -
69                         texture->u.tex.first_level) + 1;
70         default:
71                 unreachable("Bad texture size field");
72         }
73 }
74 
75 static uint32_t
get_image_size(struct v3d_shaderimg_stateobj * shaderimg,enum quniform_contents contents,uint32_t data)76 get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
77                enum quniform_contents contents,
78                uint32_t data)
79 {
80         struct v3d_image_view *image = &shaderimg->si[data];
81 
82         switch (contents) {
83         case QUNIFORM_IMAGE_WIDTH:
84                 return u_minify(image->base.resource->width0,
85                                 image->base.u.tex.level);
86         case QUNIFORM_IMAGE_HEIGHT:
87                 return u_minify(image->base.resource->height0,
88                                 image->base.u.tex.level);
89         case QUNIFORM_IMAGE_DEPTH:
90                 return u_minify(image->base.resource->depth0,
91                                 image->base.u.tex.level);
92         case QUNIFORM_IMAGE_ARRAY_SIZE:
93                 return image->base.resource->array_size;
94         default:
95                 unreachable("Bad texture size field");
96         }
97 }
98 
99 /**
100  *  Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
101  *
102  * Some bits of this field are dependent on the type of sample being done by
103  * the shader, while other bits are dependent on the sampler state.  We OR the
104  * two together here.
105  */
106 static void
write_texture_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t unit,uint32_t shader_data)107 write_texture_p0(struct v3d_job *job,
108                  struct v3d_cl_out **uniforms,
109                  struct v3d_texture_stateobj *texstate,
110                  uint32_t unit,
111                  uint32_t shader_data)
112 {
113         struct pipe_sampler_state *psampler = texstate->samplers[unit];
114         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
115 
116         cl_aligned_u32(uniforms, shader_data | sampler->p0);
117 }
118 
119 /** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
120 static void
write_texture_p1(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)121 write_texture_p1(struct v3d_job *job,
122                  struct v3d_cl_out **uniforms,
123                  struct v3d_texture_stateobj *texstate,
124                  uint32_t data)
125 {
126         /* Extract the texture unit from the top bits, and the compiler's
127          * packed p1 from the bottom.
128          */
129         uint32_t unit = data >> 5;
130         uint32_t p1 = data & 0x1f;
131 
132         struct pipe_sampler_view *psview = texstate->textures[unit];
133         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
134 
135         struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
136                 .texture_state_record_base_address = texstate->texture_state[unit],
137         };
138 
139         uint32_t packed;
140         V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
141                                                          (uint8_t *)&packed,
142                                                          &unpacked);
143 
144         cl_aligned_u32(uniforms, p1 | packed | sview->p1);
145 }
146 
147 /** Writes the V3D 4.x TMU configuration parameter 0. */
148 static void
write_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)149 write_tmu_p0(struct v3d_job *job,
150              struct v3d_cl_out **uniforms,
151              struct v3d_texture_stateobj *texstate,
152              uint32_t data)
153 {
154         int unit = v3d_unit_data_get_unit(data);
155         struct pipe_sampler_view *psview = texstate->textures[unit];
156         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
157         struct v3d_resource *rsc = v3d_resource(sview->texture);
158 
159         cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
160                          v3d_unit_data_get_offset(data));
161         v3d_job_add_bo(job, rsc->bo);
162 }
163 
164 static void
write_image_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_shaderimg_stateobj * img,uint32_t data)165 write_image_tmu_p0(struct v3d_job *job,
166                    struct v3d_cl_out **uniforms,
167                    struct v3d_shaderimg_stateobj *img,
168                    uint32_t data)
169 {
170         /* Extract the image unit from the top bits, and the compiler's
171          * packed p0 from the bottom.
172          */
173         uint32_t unit = data >> 24;
174         uint32_t p0 = data & 0x00ffffff;
175 
176         struct v3d_image_view *iview = &img->si[unit];
177         struct v3d_resource *rsc = v3d_resource(iview->base.resource);
178 
179         cl_aligned_reloc(&job->indirect, uniforms,
180                          v3d_resource(iview->tex_state)->bo,
181                          iview->tex_state_offset | p0);
182         v3d_job_add_bo(job, rsc->bo);
183 }
184 
185 /** Writes the V3D 4.x TMU configuration parameter 1. */
186 static void
write_tmu_p1(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)187 write_tmu_p1(struct v3d_job *job,
188              struct v3d_cl_out **uniforms,
189              struct v3d_texture_stateobj *texstate,
190              uint32_t data)
191 {
192         uint32_t unit = v3d_unit_data_get_unit(data);
193         struct pipe_sampler_state *psampler = texstate->samplers[unit];
194         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
195         struct pipe_sampler_view *psview = texstate->textures[unit];
196         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
197         int variant = 0;
198 
199         if (sampler->border_color_variants)
200                 variant = sview->sampler_variant;
201 
202         cl_aligned_reloc(&job->indirect, uniforms,
203                          v3d_resource(sampler->sampler_state)->bo,
204                          sampler->sampler_state_offset[variant] |
205                          v3d_unit_data_get_offset(data));
206 }
207 
208 struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context * v3d,struct v3d_job * job,struct v3d_compiled_shader * shader,enum pipe_shader_type stage)209 v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
210                    struct v3d_compiled_shader *shader,
211                    enum pipe_shader_type stage)
212 {
213         struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
214         struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
215         struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
216         const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
217 
218         /* The hardware always pre-fetches the next uniform (also when there
219          * aren't any), so we always allocate space for an extra slot. This
220          * fixes MMU exceptions reported since Linux kernel 5.4 when the
221          * uniforms fill up the tail bytes of a page in the indirect
222          * BO. In that scenario, when the hardware pre-fetches after reading
223          * the last uniform it will read beyond the end of the page and trigger
224          * the MMU exception.
225          */
226         v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
227 
228         struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
229         v3d_bo_reference(uniform_stream.bo);
230 
231         struct v3d_cl_out *uniforms =
232                 cl_start(&job->indirect);
233 
234         for (int i = 0; i < uinfo->count; i++) {
235                 uint32_t data = uinfo->data[i];
236 
237                 switch (uinfo->contents[i]) {
238                 case QUNIFORM_CONSTANT:
239                         cl_aligned_u32(&uniforms, data);
240                         break;
241                 case QUNIFORM_UNIFORM:
242                         cl_aligned_u32(&uniforms, gallium_uniforms[data]);
243                         break;
244                 case QUNIFORM_VIEWPORT_X_SCALE:
245                         cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
246                         break;
247                 case QUNIFORM_VIEWPORT_Y_SCALE:
248                         cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
249                         break;
250 
251                 case QUNIFORM_VIEWPORT_Z_OFFSET:
252                         cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
253                         break;
254                 case QUNIFORM_VIEWPORT_Z_SCALE:
255                         cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
256                         break;
257 
258                 case QUNIFORM_USER_CLIP_PLANE:
259                         cl_aligned_f(&uniforms,
260                                      v3d->clip.ucp[data / 4][data % 4]);
261                         break;
262 
263                 case QUNIFORM_TMU_CONFIG_P0:
264                         write_tmu_p0(job, &uniforms, texstate, data);
265                         break;
266 
267                 case QUNIFORM_TMU_CONFIG_P1:
268                         write_tmu_p1(job, &uniforms, texstate, data);
269                         break;
270 
271                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
272                         write_image_tmu_p0(job, &uniforms,
273                                            &v3d->shaderimg[stage], data);
274                         break;
275 
276                 case QUNIFORM_TEXTURE_CONFIG_P1:
277                         write_texture_p1(job, &uniforms, texstate,
278                                          data);
279                         break;
280 
281                 case QUNIFORM_TEXRECT_SCALE_X:
282                 case QUNIFORM_TEXRECT_SCALE_Y:
283                         cl_aligned_u32(&uniforms,
284                                        get_texrect_scale(texstate,
285                                                          uinfo->contents[i],
286                                                          data));
287                         break;
288 
289                 case QUNIFORM_TEXTURE_WIDTH:
290                 case QUNIFORM_TEXTURE_HEIGHT:
291                 case QUNIFORM_TEXTURE_DEPTH:
292                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
293                 case QUNIFORM_TEXTURE_LEVELS:
294                         cl_aligned_u32(&uniforms,
295                                        get_texture_size(texstate,
296                                                         uinfo->contents[i],
297                                                         data));
298                         break;
299 
300                 case QUNIFORM_IMAGE_WIDTH:
301                 case QUNIFORM_IMAGE_HEIGHT:
302                 case QUNIFORM_IMAGE_DEPTH:
303                 case QUNIFORM_IMAGE_ARRAY_SIZE:
304                         cl_aligned_u32(&uniforms,
305                                        get_image_size(&v3d->shaderimg[stage],
306                                                       uinfo->contents[i],
307                                                       data));
308                         break;
309 
310                 case QUNIFORM_ALPHA_REF:
311                         cl_aligned_f(&uniforms,
312                                      v3d->zsa->base.alpha.ref_value);
313                         break;
314 
315                 case QUNIFORM_LINE_WIDTH:
316                         cl_aligned_f(&uniforms,
317                                      v3d->rasterizer->base.line_width);
318                         break;
319 
320                 case QUNIFORM_AA_LINE_WIDTH:
321                         cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
322                         break;
323 
324                 case QUNIFORM_UBO_ADDR: {
325                         uint32_t unit = v3d_unit_data_get_unit(data);
326                         /* Constant buffer 0 may be a system memory pointer,
327                          * in which case we want to upload a shadow copy to
328                          * the GPU.
329                         */
330                         if (!cb->cb[unit].buffer) {
331                                 u_upload_data(v3d->uploader, 0,
332                                               cb->cb[unit].buffer_size, 16,
333                                               cb->cb[unit].user_buffer,
334                                               &cb->cb[unit].buffer_offset,
335                                               &cb->cb[unit].buffer);
336                         }
337 
338                         cl_aligned_reloc(&job->indirect, &uniforms,
339                                          v3d_resource(cb->cb[unit].buffer)->bo,
340                                          cb->cb[unit].buffer_offset +
341                                          v3d_unit_data_get_offset(data));
342                         break;
343                 }
344 
345                 case QUNIFORM_SSBO_OFFSET: {
346                         struct pipe_shader_buffer *sb =
347                                 &v3d->ssbo[stage].sb[data];
348 
349                         cl_aligned_reloc(&job->indirect, &uniforms,
350                                          v3d_resource(sb->buffer)->bo,
351                                          sb->buffer_offset);
352                         break;
353                 }
354 
355                 case QUNIFORM_GET_SSBO_SIZE:
356                         cl_aligned_u32(&uniforms,
357                                        v3d->ssbo[stage].sb[data].buffer_size);
358                         break;
359 
360                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
361                         cl_aligned_f(&uniforms,
362                                      texstate->textures[data]->u.tex.first_level);
363                         break;
364 
365                 case QUNIFORM_SPILL_OFFSET:
366                         cl_aligned_reloc(&job->indirect, &uniforms,
367                                          v3d->prog.spill_bo, 0);
368                         break;
369 
370                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
371                         cl_aligned_u32(&uniforms,
372                                        v3d->prog.spill_size_per_thread);
373                         break;
374 
375                 case QUNIFORM_NUM_WORK_GROUPS:
376                         cl_aligned_u32(&uniforms,
377                                        v3d->compute_num_workgroups[data]);
378                         break;
379 
380                 case QUNIFORM_SHARED_OFFSET:
381                         cl_aligned_reloc(&job->indirect, &uniforms,
382                                          v3d->compute_shared_memory, 0);
383                         break;
384 
385                 case QUNIFORM_FB_LAYERS:
386                         cl_aligned_u32(&uniforms, job->num_layers);
387                         break;
388 
389                 default:
390                         assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
391 
392                         write_texture_p0(job, &uniforms, texstate,
393                                          uinfo->contents[i] -
394                                          QUNIFORM_TEXTURE_CONFIG_P0_0,
395                                          data);
396                         break;
397 
398                 }
399 #if 0
400                 uint32_t written_val = *((uint32_t *)uniforms - 1);
401                 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
402                         shader, i, __gen_address_offset(&uniform_stream) + i * 4,
403                         written_val, uif(written_val));
404                 vir_dump_uniform(uinfo->contents[i], data);
405                 fprintf(stderr, "\n");
406 #endif
407         }
408 
409         cl_end(&job->indirect, uniforms);
410 
411         return uniform_stream;
412 }
413 
414 void
v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader * shader)415 v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
416 {
417         uint32_t dirty = 0;
418 
419         for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
420                 switch (shader->prog_data.base->uniforms.contents[i]) {
421                 case QUNIFORM_CONSTANT:
422                         break;
423                 case QUNIFORM_UNIFORM:
424                 case QUNIFORM_UBO_ADDR:
425                         dirty |= VC5_DIRTY_CONSTBUF;
426                         break;
427 
428                 case QUNIFORM_VIEWPORT_X_SCALE:
429                 case QUNIFORM_VIEWPORT_Y_SCALE:
430                 case QUNIFORM_VIEWPORT_Z_OFFSET:
431                 case QUNIFORM_VIEWPORT_Z_SCALE:
432                         dirty |= VC5_DIRTY_VIEWPORT;
433                         break;
434 
435                 case QUNIFORM_USER_CLIP_PLANE:
436                         dirty |= VC5_DIRTY_CLIP;
437                         break;
438 
439                 case QUNIFORM_TMU_CONFIG_P0:
440                 case QUNIFORM_TMU_CONFIG_P1:
441                 case QUNIFORM_TEXTURE_CONFIG_P1:
442                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
443                 case QUNIFORM_TEXRECT_SCALE_X:
444                 case QUNIFORM_TEXRECT_SCALE_Y:
445                 case QUNIFORM_TEXTURE_WIDTH:
446                 case QUNIFORM_TEXTURE_HEIGHT:
447                 case QUNIFORM_TEXTURE_DEPTH:
448                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
449                 case QUNIFORM_TEXTURE_LEVELS:
450                 case QUNIFORM_SPILL_OFFSET:
451                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
452                         /* We could flag this on just the stage we're
453                          * compiling for, but it's not passed in.
454                          */
455                         dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
456                                  VC5_DIRTY_GEOMTEX | VC5_DIRTY_COMPTEX;
457                         break;
458 
459                 case QUNIFORM_SSBO_OFFSET:
460                 case QUNIFORM_GET_SSBO_SIZE:
461                         dirty |= VC5_DIRTY_SSBO;
462                         break;
463 
464                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
465                 case QUNIFORM_IMAGE_WIDTH:
466                 case QUNIFORM_IMAGE_HEIGHT:
467                 case QUNIFORM_IMAGE_DEPTH:
468                 case QUNIFORM_IMAGE_ARRAY_SIZE:
469                         dirty |= VC5_DIRTY_SHADER_IMAGE;
470                         break;
471 
472                 case QUNIFORM_ALPHA_REF:
473                         dirty |= VC5_DIRTY_ZSA;
474                         break;
475 
476                 case QUNIFORM_LINE_WIDTH:
477                 case QUNIFORM_AA_LINE_WIDTH:
478                         dirty |= VC5_DIRTY_RASTERIZER;
479                         break;
480 
481                 case QUNIFORM_NUM_WORK_GROUPS:
482                 case QUNIFORM_SHARED_OFFSET:
483                         /* Compute always recalculates uniforms. */
484                         break;
485 
486                 case QUNIFORM_FB_LAYERS:
487                         dirty |= VC5_DIRTY_FRAMEBUFFER;
488                         break;
489 
490                 default:
491                         assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
492                         dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX |
493                                  VC5_DIRTY_GEOMTEX | VC5_DIRTY_COMPTEX;
494                         break;
495                 }
496         }
497 
498         shader->uniform_dirty_bits = dirty;
499 }
500