1 /*
2  * © Copyright 2017-2018 Alyssa Rosenzweig
3  * © Copyright 2017-2018 Connor Abbott
4  * © Copyright 2017-2018 Lyude Paul
5  * © Copyright2019 Collabora, Ltd.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice (including the next
15  * paragraph) shall be included in all copies or substantial portions of the
16  * Software.
17  *
18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24  * SOFTWARE.
25  *
26  */
27 
28 #ifndef __PANFROST_JOB_H__
29 #define __PANFROST_JOB_H__
30 
31 #include <stdint.h>
32 #include <stdbool.h>
33 #include <inttypes.h>
34 
35 typedef uint8_t  u8;
36 typedef uint16_t u16;
37 typedef uint32_t u32;
38 typedef uint64_t u64;
39 typedef uint64_t mali_ptr;
40 
41 /* Compressed per-pixel formats. Each of these formats expands to one to four
42  * floating-point or integer numbers, as defined by the OpenGL specification.
43  * There are various places in OpenGL where the user can specify a compressed
44  * format in memory, which all use the same 8-bit enum in the various
45  * descriptors, although different hardware units support different formats.
46  */
47 
48 /* The top 3 bits specify how the bits of each component are interpreted. */
49 
50 /* e.g. ETC2_RGB8 */
51 #define MALI_FORMAT_COMPRESSED (0 << 5)
52 
53 /* e.g. R11F_G11F_B10F */
54 #define MALI_FORMAT_SPECIAL (2 << 5)
55 
56 /* signed normalized, e.g. RGBA8_SNORM */
57 #define MALI_FORMAT_SNORM (3 << 5)
58 
59 /* e.g. RGBA8UI */
60 #define MALI_FORMAT_UINT (4 << 5)
61 
62 /* e.g. RGBA8 and RGBA32F */
63 #define MALI_FORMAT_UNORM (5 << 5)
64 
65 /* e.g. RGBA8I and RGBA16F */
66 #define MALI_FORMAT_SINT (6 << 5)
67 
68 /* These formats seem to largely duplicate the others. They're used at least
69  * for Bifrost framebuffer output.
70  */
71 #define MALI_FORMAT_SPECIAL2 (7 << 5)
72 #define MALI_EXTRACT_TYPE(fmt) ((fmt) & 0xe0)
73 
74 /* If the high 3 bits are 3 to 6 these two bits say how many components
75  * there are.
76  */
77 #define MALI_NR_CHANNELS(n) ((n - 1) << 3)
78 #define MALI_EXTRACT_CHANNELS(fmt) ((((fmt) >> 3) & 3) + 1)
79 
80 /* If the high 3 bits are 3 to 6, then the low 3 bits say how big each
81  * component is, except the special MALI_CHANNEL_FLOAT which overrides what the
82  * bits mean.
83  */
84 
85 #define MALI_CHANNEL_4 2
86 
87 #define MALI_CHANNEL_8 3
88 
89 #define MALI_CHANNEL_16 4
90 
91 #define MALI_CHANNEL_32 5
92 
93 /* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For
94  * MALI_FORMAT_UNORM, it means a 32-bit float.
95  */
96 #define MALI_CHANNEL_FLOAT 7
97 #define MALI_EXTRACT_BITS(fmt) (fmt & 0x7)
98 
99 #define MALI_EXTRACT_INDEX(pixfmt) (((pixfmt) >> 12) & 0xFF)
100 
101 /* The raw Midgard blend payload can either be an equation or a shader
102  * address, depending on the context */
103 
104 /*
105  * Mali Attributes
106  *
107  * This structure lets the attribute unit compute the address of an attribute
108  * given the vertex and instance ID. Unfortunately, the way this works is
109  * rather complicated when instancing is enabled.
110  *
111  * To explain this, first we need to explain how compute and vertex threads are
112  * dispatched. This is a guess (although a pretty firm guess!) since the
113  * details are mostly hidden from the driver, except for attribute instancing.
114  * When a quad is dispatched, it receives a single, linear index. However, we
115  * need to translate that index into a (vertex id, instance id) pair, or a
116  * (local id x, local id y, local id z) triple for compute shaders (although
117  * vertex shaders and compute shaders are handled almost identically).
118  * Focusing on vertex shaders, one option would be to do:
119  *
120  * vertex_id = linear_id % num_vertices
121  * instance_id = linear_id / num_vertices
122  *
123  * but this involves a costly division and modulus by an arbitrary number.
124  * Instead, we could pad num_vertices. We dispatch padded_num_vertices *
125  * num_instances threads instead of num_vertices * num_instances, which results
126  * in some "extra" threads with vertex_id >= num_vertices, which we have to
127  * discard.  The more we pad num_vertices, the more "wasted" threads we
128  * dispatch, but the division is potentially easier.
129  *
130  * One straightforward choice is to pad num_vertices to the next power of two,
131  * which means that the division and modulus are just simple bit shifts and
132  * masking. But the actual algorithm is a bit more complicated. The thread
133  * dispatcher has special support for dividing by 3, 5, 7, and 9, in addition
134  * to dividing by a power of two. This is possibly using the technique
135  * described in patent US20170010862A1. As a result, padded_num_vertices can be
136  * 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads,
137  * since we need less padding.
138  *
139  * padded_num_vertices is picked by the hardware. The driver just specifies the
140  * actual number of vertices. At least for Mali G71, the first few cases are
141  * given by:
142  *
143  * num_vertices	| padded_num_vertices
144  * 3		| 4
145  * 4-7		| 8
146  * 8-11		| 12 (3 * 4)
147  * 12-15	| 16
148  * 16-19	| 20 (5 * 4)
149  *
150  * Note that padded_num_vertices is a multiple of four (presumably because
151  * threads are dispatched in groups of 4). Also, padded_num_vertices is always
152  * at least one more than num_vertices, which seems like a quirk of the
153  * hardware. For larger num_vertices, the hardware uses the following
154  * algorithm: using the binary representation of num_vertices, we look at the
155  * most significant set bit as well as the following 3 bits. Let n be the
156  * number of bits after those 4 bits. Then we set padded_num_vertices according
157  * to the following table:
158  *
159  * high bits	| padded_num_vertices
160  * 1000		| 9 * 2^n
161  * 1001		| 5 * 2^(n+1)
162  * 101x		| 3 * 2^(n+2)
163  * 110x		| 7 * 2^(n+1)
164  * 111x		| 2^(n+4)
165  *
166  * For example, if num_vertices = 70 is passed to glDraw(), its binary
167  * representation is 1000110, so n = 3 and the high bits are 1000, and
168  * therefore padded_num_vertices = 9 * 2^3 = 72.
169  *
170  * The attribute unit works in terms of the original linear_id. if
171  * num_instances = 1, then they are the same, and everything is simple.
172  * However, with instancing things get more complicated. There are four
173  * possible modes, two of them we can group together:
174  *
175  * 1. Use the linear_id directly. Only used when there is no instancing.
176  *
177  * 2. Use the linear_id modulo a constant. This is used for per-vertex
178  * attributes with instancing enabled by making the constant equal
179  * padded_num_vertices. Because the modulus is always padded_num_vertices, this
180  * mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9.
181  * The shift field specifies the power of two, while the extra_flags field
182  * specifies the odd number. If shift = n and extra_flags = m, then the modulus
183  * is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed
184  * above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and
185  * shift = 3. Note that we must exactly follow the hardware algorithm used to
186  * get padded_num_vertices in order to correctly implement per-vertex
187  * attributes.
188  *
189  * 3. Divide the linear_id by a constant. In order to correctly implement
190  * instance divisors, we have to divide linear_id by padded_num_vertices times
191  * to user-specified divisor. So first we compute padded_num_vertices, again
192  * following the exact same algorithm that the hardware uses, then multiply it
193  * by the GL-level divisor to get the hardware-level divisor. This case is
194  * further divided into two more cases. If the hardware-level divisor is a
195  * power of two, then we just need to shift. The shift amount is specified by
196  * the shift field, so that the hardware-level divisor is just 2^shift.
197  *
198  * If it isn't a power of two, then we have to divide by an arbitrary integer.
199  * For that, we use the well-known technique of multiplying by an approximation
200  * of the inverse. The driver must compute the magic multiplier and shift
201  * amount, and then the hardware does the multiplication and shift. The
202  * hardware and driver also use the "round-down" optimization as described in
203  * http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf.
204  * The hardware further assumes the multiplier is between 2^31 and 2^32, so the
205  * high bit is implicitly set to 1 even though it is set to 0 by the driver --
206  * presumably this simplifies the hardware multiplier a little. The hardware
207  * first multiplies linear_id by the multiplier and takes the high 32 bits,
208  * then applies the round-down correction if extra_flags = 1, then finally
209  * shifts right by the shift field.
210  *
211  * There are some differences between ridiculousfish's algorithm and the Mali
212  * hardware algorithm, which means that the reference code from ridiculousfish
213  * doesn't always produce the right constants. Mali does not use the pre-shift
214  * optimization, since that would make a hardware implementation slower (it
215  * would have to always do the pre-shift, multiply, and post-shift operations).
216  * It also forces the multplier to be at least 2^31, which means that the
217  * exponent is entirely fixed, so there is no trial-and-error. Altogether,
218  * given the divisor d, the algorithm the driver must follow is:
219  *
220  * 1. Set shift = floor(log2(d)).
221  * 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d.
222  * 3. If e <= 2^shift, then we need to use the round-down algorithm. Set
223  * magic_divisor = m - 1 and extra_flags = 1.
224  * 4. Otherwise, set magic_divisor = m and extra_flags = 0.
225  */
226 
227 /* Purposeful off-by-one in width, height fields. For example, a (64, 64)
228  * texture is stored as (63, 63) in these fields. This adjusts for that.
229  * There's an identical pattern in the framebuffer descriptor. Even vertex
230  * count fields work this way, hence the generic name -- integral fields that
231  * are strictly positive generally need this adjustment. */
232 
233 #define MALI_POSITIVE(dim) (dim - 1)
234 
235 /* 8192x8192 */
236 #define MAX_MIP_LEVELS (13)
237 
238 /* Cubemap bloats everything up */
239 #define MAX_CUBE_FACES (6)
240 
241 /* For each pointer, there is an address and optionally also a stride */
242 #define MAX_ELEMENTS (2)
243 
244 /* Used for lod encoding. Thanks @urjaman for pointing out these routines can
245  * be cleaned up a lot. */
246 
247 #define DECODE_FIXED_16(x) ((float) (x / 256.0))
248 
249 static inline int16_t
FIXED_16(float x,bool allow_negative)250 FIXED_16(float x, bool allow_negative)
251 {
252         /* Clamp inputs, accounting for float error */
253         float max_lod = (32.0 - (1.0 / 512.0));
254         float min_lod = allow_negative ? -max_lod : 0.0;
255 
256         x = ((x > max_lod) ? max_lod : ((x < min_lod) ? min_lod : x));
257 
258         return (int) (x * 256.0);
259 }
260 
261 #endif /* __PANFROST_JOB_H__ */
262