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 
31 /* We don't expect that the packets we use in this file change across across
32  * hw versions, so we just include directly the v33 header
33  */
34 #include "broadcom/cle/v3d_packet_v33_pack.h"
35 
36 static uint32_t
get_texrect_scale(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)37 get_texrect_scale(struct v3d_texture_stateobj *texstate,
38                   enum quniform_contents contents,
39                   uint32_t data)
40 {
41         struct pipe_sampler_view *texture = texstate->textures[data];
42         uint32_t dim;
43 
44         if (contents == QUNIFORM_TEXRECT_SCALE_X)
45                 dim = texture->texture->width0;
46         else
47                 dim = texture->texture->height0;
48 
49         return fui(1.0f / dim);
50 }
51 
52 static uint32_t
get_texture_size(struct v3d_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)53 get_texture_size(struct v3d_texture_stateobj *texstate,
54                  enum quniform_contents contents,
55                  uint32_t data)
56 {
57         struct pipe_sampler_view *texture = texstate->textures[data];
58 
59         switch (contents) {
60         case QUNIFORM_TEXTURE_WIDTH:
61                 return u_minify(texture->texture->width0,
62                                 texture->u.tex.first_level);
63         case QUNIFORM_TEXTURE_HEIGHT:
64                 return u_minify(texture->texture->height0,
65                                 texture->u.tex.first_level);
66         case QUNIFORM_TEXTURE_DEPTH:
67                 return u_minify(texture->texture->depth0,
68                                 texture->u.tex.first_level);
69         case QUNIFORM_TEXTURE_ARRAY_SIZE:
70                 return texture->texture->array_size;
71         case QUNIFORM_TEXTURE_LEVELS:
72                 return (texture->u.tex.last_level -
73                         texture->u.tex.first_level) + 1;
74         default:
75                 unreachable("Bad texture size field");
76         }
77 }
78 
79 static uint32_t
get_image_size(struct v3d_shaderimg_stateobj * shaderimg,enum quniform_contents contents,uint32_t data)80 get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
81                enum quniform_contents contents,
82                uint32_t data)
83 {
84         struct v3d_image_view *image = &shaderimg->si[data];
85 
86         switch (contents) {
87         case QUNIFORM_IMAGE_WIDTH:
88                 return u_minify(image->base.resource->width0,
89                                 image->base.u.tex.level);
90         case QUNIFORM_IMAGE_HEIGHT:
91                 return u_minify(image->base.resource->height0,
92                                 image->base.u.tex.level);
93         case QUNIFORM_IMAGE_DEPTH:
94                 return u_minify(image->base.resource->depth0,
95                                 image->base.u.tex.level);
96         case QUNIFORM_IMAGE_ARRAY_SIZE:
97                 return image->base.resource->array_size;
98         default:
99                 unreachable("Bad texture size field");
100         }
101 }
102 
103 /**
104  *  Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
105  *
106  * Some bits of this field are dependent on the type of sample being done by
107  * the shader, while other bits are dependent on the sampler state.  We OR the
108  * two together here.
109  */
110 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)111 write_texture_p0(struct v3d_job *job,
112                  struct v3d_cl_out **uniforms,
113                  struct v3d_texture_stateobj *texstate,
114                  uint32_t unit,
115                  uint32_t shader_data)
116 {
117         struct pipe_sampler_state *psampler = texstate->samplers[unit];
118         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
119 
120         cl_aligned_u32(uniforms, shader_data | sampler->p0);
121 }
122 
123 /** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
124 static void
write_texture_p1(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)125 write_texture_p1(struct v3d_job *job,
126                  struct v3d_cl_out **uniforms,
127                  struct v3d_texture_stateobj *texstate,
128                  uint32_t data)
129 {
130         /* Extract the texture unit from the top bits, and the compiler's
131          * packed p1 from the bottom.
132          */
133         uint32_t unit = data >> 5;
134         uint32_t p1 = data & 0x1f;
135 
136         struct pipe_sampler_view *psview = texstate->textures[unit];
137         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
138 
139         struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
140                 .texture_state_record_base_address = texstate->texture_state[unit],
141         };
142 
143         uint32_t packed;
144         V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
145                                                          (uint8_t *)&packed,
146                                                          &unpacked);
147 
148         cl_aligned_u32(uniforms, p1 | packed | sview->p1);
149 }
150 
151 /** Writes the V3D 4.x TMU configuration parameter 0. */
152 static void
write_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)153 write_tmu_p0(struct v3d_job *job,
154              struct v3d_cl_out **uniforms,
155              struct v3d_texture_stateobj *texstate,
156              uint32_t data)
157 {
158         int unit = v3d_unit_data_get_unit(data);
159         struct pipe_sampler_view *psview = texstate->textures[unit];
160         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
161         struct v3d_resource *rsc = v3d_resource(sview->texture);
162 
163         cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
164                          v3d_unit_data_get_offset(data));
165         v3d_job_add_bo(job, rsc->bo);
166 }
167 
168 static void
write_image_tmu_p0(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_shaderimg_stateobj * img,uint32_t data)169 write_image_tmu_p0(struct v3d_job *job,
170                    struct v3d_cl_out **uniforms,
171                    struct v3d_shaderimg_stateobj *img,
172                    uint32_t data)
173 {
174         /* Extract the image unit from the top bits, and the compiler's
175          * packed p0 from the bottom.
176          */
177         uint32_t unit = data >> 24;
178         uint32_t p0 = data & 0x00ffffff;
179 
180         struct v3d_image_view *iview = &img->si[unit];
181         struct v3d_resource *rsc = v3d_resource(iview->base.resource);
182 
183         cl_aligned_reloc(&job->indirect, uniforms,
184                          v3d_resource(iview->tex_state)->bo,
185                          iview->tex_state_offset | p0);
186         v3d_job_add_bo(job, rsc->bo);
187 }
188 
189 /** Writes the V3D 4.x TMU configuration parameter 1. */
190 static void
write_tmu_p1(struct v3d_job * job,struct v3d_cl_out ** uniforms,struct v3d_texture_stateobj * texstate,uint32_t data)191 write_tmu_p1(struct v3d_job *job,
192              struct v3d_cl_out **uniforms,
193              struct v3d_texture_stateobj *texstate,
194              uint32_t data)
195 {
196         uint32_t unit = v3d_unit_data_get_unit(data);
197         struct pipe_sampler_state *psampler = texstate->samplers[unit];
198         struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
199         struct pipe_sampler_view *psview = texstate->textures[unit];
200         struct v3d_sampler_view *sview = v3d_sampler_view(psview);
201         int variant = 0;
202 
203         if (sampler->border_color_variants)
204                 variant = sview->sampler_variant;
205 
206         cl_aligned_reloc(&job->indirect, uniforms,
207                          v3d_resource(sampler->sampler_state)->bo,
208                          sampler->sampler_state_offset[variant] |
209                          v3d_unit_data_get_offset(data));
210 }
211 
212 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)213 v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
214                    struct v3d_compiled_shader *shader,
215                    enum pipe_shader_type stage)
216 {
217         struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
218         struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
219         struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
220         const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
221 
222         /* The hardware always pre-fetches the next uniform (also when there
223          * aren't any), so we always allocate space for an extra slot. This
224          * fixes MMU exceptions reported since Linux kernel 5.4 when the
225          * uniforms fill up the tail bytes of a page in the indirect
226          * BO. In that scenario, when the hardware pre-fetches after reading
227          * the last uniform it will read beyond the end of the page and trigger
228          * the MMU exception.
229          */
230         v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
231 
232         struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
233         v3d_bo_reference(uniform_stream.bo);
234 
235         struct v3d_cl_out *uniforms =
236                 cl_start(&job->indirect);
237 
238         for (int i = 0; i < uinfo->count; i++) {
239                 uint32_t data = uinfo->data[i];
240 
241                 switch (uinfo->contents[i]) {
242                 case QUNIFORM_CONSTANT:
243                         cl_aligned_u32(&uniforms, data);
244                         break;
245                 case QUNIFORM_UNIFORM:
246                         cl_aligned_u32(&uniforms, gallium_uniforms[data]);
247                         break;
248                 case QUNIFORM_VIEWPORT_X_SCALE:
249                         cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
250                         break;
251                 case QUNIFORM_VIEWPORT_Y_SCALE:
252                         cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
253                         break;
254 
255                 case QUNIFORM_VIEWPORT_Z_OFFSET:
256                         cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
257                         break;
258                 case QUNIFORM_VIEWPORT_Z_SCALE:
259                         cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
260                         break;
261 
262                 case QUNIFORM_USER_CLIP_PLANE:
263                         cl_aligned_f(&uniforms,
264                                      v3d->clip.ucp[data / 4][data % 4]);
265                         break;
266 
267                 case QUNIFORM_TMU_CONFIG_P0:
268                         write_tmu_p0(job, &uniforms, texstate, data);
269                         break;
270 
271                 case QUNIFORM_TMU_CONFIG_P1:
272                         write_tmu_p1(job, &uniforms, texstate, data);
273                         break;
274 
275                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
276                         write_image_tmu_p0(job, &uniforms,
277                                            &v3d->shaderimg[stage], data);
278                         break;
279 
280                 case QUNIFORM_TEXTURE_CONFIG_P1:
281                         write_texture_p1(job, &uniforms, texstate,
282                                          data);
283                         break;
284 
285                 case QUNIFORM_TEXRECT_SCALE_X:
286                 case QUNIFORM_TEXRECT_SCALE_Y:
287                         cl_aligned_u32(&uniforms,
288                                        get_texrect_scale(texstate,
289                                                          uinfo->contents[i],
290                                                          data));
291                         break;
292 
293                 case QUNIFORM_TEXTURE_WIDTH:
294                 case QUNIFORM_TEXTURE_HEIGHT:
295                 case QUNIFORM_TEXTURE_DEPTH:
296                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
297                 case QUNIFORM_TEXTURE_LEVELS:
298                         cl_aligned_u32(&uniforms,
299                                        get_texture_size(texstate,
300                                                         uinfo->contents[i],
301                                                         data));
302                         break;
303 
304                 case QUNIFORM_IMAGE_WIDTH:
305                 case QUNIFORM_IMAGE_HEIGHT:
306                 case QUNIFORM_IMAGE_DEPTH:
307                 case QUNIFORM_IMAGE_ARRAY_SIZE:
308                         cl_aligned_u32(&uniforms,
309                                        get_image_size(&v3d->shaderimg[stage],
310                                                       uinfo->contents[i],
311                                                       data));
312                         break;
313 
314                 case QUNIFORM_LINE_WIDTH:
315                         cl_aligned_f(&uniforms,
316                                      v3d->rasterizer->base.line_width);
317                         break;
318 
319                 case QUNIFORM_AA_LINE_WIDTH:
320                         cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
321                         break;
322 
323                 case QUNIFORM_UBO_ADDR: {
324                         uint32_t unit = v3d_unit_data_get_unit(data);
325                         /* Constant buffer 0 may be a system memory pointer,
326                          * in which case we want to upload a shadow copy to
327                          * the GPU.
328                         */
329                         if (!cb->cb[unit].buffer) {
330                                 u_upload_data(v3d->uploader, 0,
331                                               cb->cb[unit].buffer_size, 16,
332                                               cb->cb[unit].user_buffer,
333                                               &cb->cb[unit].buffer_offset,
334                                               &cb->cb[unit].buffer);
335                         }
336 
337                         cl_aligned_reloc(&job->indirect, &uniforms,
338                                          v3d_resource(cb->cb[unit].buffer)->bo,
339                                          cb->cb[unit].buffer_offset +
340                                          v3d_unit_data_get_offset(data));
341                         break;
342                 }
343 
344                 case QUNIFORM_SSBO_OFFSET: {
345                         struct pipe_shader_buffer *sb =
346                                 &v3d->ssbo[stage].sb[data];
347 
348                         cl_aligned_reloc(&job->indirect, &uniforms,
349                                          v3d_resource(sb->buffer)->bo,
350                                          sb->buffer_offset);
351                         break;
352                 }
353 
354                 case QUNIFORM_GET_SSBO_SIZE:
355                         cl_aligned_u32(&uniforms,
356                                        v3d->ssbo[stage].sb[data].buffer_size);
357                         break;
358 
359                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
360                         cl_aligned_f(&uniforms,
361                                      texstate->textures[data]->u.tex.first_level);
362                         break;
363 
364                 case QUNIFORM_SPILL_OFFSET:
365                         cl_aligned_reloc(&job->indirect, &uniforms,
366                                          v3d->prog.spill_bo, 0);
367                         break;
368 
369                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
370                         cl_aligned_u32(&uniforms,
371                                        v3d->prog.spill_size_per_thread);
372                         break;
373 
374                 case QUNIFORM_NUM_WORK_GROUPS:
375                         cl_aligned_u32(&uniforms,
376                                        v3d->compute_num_workgroups[data]);
377                         break;
378 
379                 case QUNIFORM_SHARED_OFFSET:
380                         cl_aligned_reloc(&job->indirect, &uniforms,
381                                          v3d->compute_shared_memory, 0);
382                         break;
383 
384                 case QUNIFORM_FB_LAYERS:
385                         cl_aligned_u32(&uniforms, job->num_layers);
386                         break;
387 
388                 default:
389                         assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
390 
391                         write_texture_p0(job, &uniforms, texstate,
392                                          uinfo->contents[i] -
393                                          QUNIFORM_TEXTURE_CONFIG_P0_0,
394                                          data);
395                         break;
396 
397                 }
398 #if 0
399                 uint32_t written_val = *((uint32_t *)uniforms - 1);
400                 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
401                         shader, i, __gen_address_offset(&uniform_stream) + i * 4,
402                         written_val, uif(written_val));
403                 vir_dump_uniform(uinfo->contents[i], data);
404                 fprintf(stderr, "\n");
405 #endif
406         }
407 
408         cl_end(&job->indirect, uniforms);
409 
410         return uniform_stream;
411 }
412 
413 void
v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader * shader)414 v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
415 {
416         uint32_t dirty = 0;
417 
418         for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
419                 switch (shader->prog_data.base->uniforms.contents[i]) {
420                 case QUNIFORM_CONSTANT:
421                         break;
422                 case QUNIFORM_UNIFORM:
423                 case QUNIFORM_UBO_ADDR:
424                         dirty |= V3D_DIRTY_CONSTBUF;
425                         break;
426 
427                 case QUNIFORM_VIEWPORT_X_SCALE:
428                 case QUNIFORM_VIEWPORT_Y_SCALE:
429                 case QUNIFORM_VIEWPORT_Z_OFFSET:
430                 case QUNIFORM_VIEWPORT_Z_SCALE:
431                         dirty |= V3D_DIRTY_VIEWPORT;
432                         break;
433 
434                 case QUNIFORM_USER_CLIP_PLANE:
435                         dirty |= V3D_DIRTY_CLIP;
436                         break;
437 
438                 case QUNIFORM_TMU_CONFIG_P0:
439                 case QUNIFORM_TMU_CONFIG_P1:
440                 case QUNIFORM_TEXTURE_CONFIG_P1:
441                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
442                 case QUNIFORM_TEXRECT_SCALE_X:
443                 case QUNIFORM_TEXRECT_SCALE_Y:
444                 case QUNIFORM_TEXTURE_WIDTH:
445                 case QUNIFORM_TEXTURE_HEIGHT:
446                 case QUNIFORM_TEXTURE_DEPTH:
447                 case QUNIFORM_TEXTURE_ARRAY_SIZE:
448                 case QUNIFORM_TEXTURE_LEVELS:
449                 case QUNIFORM_SPILL_OFFSET:
450                 case QUNIFORM_SPILL_SIZE_PER_THREAD:
451                         /* We could flag this on just the stage we're
452                          * compiling for, but it's not passed in.
453                          */
454                         dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
455                                  V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
456                         break;
457 
458                 case QUNIFORM_SSBO_OFFSET:
459                 case QUNIFORM_GET_SSBO_SIZE:
460                         dirty |= V3D_DIRTY_SSBO;
461                         break;
462 
463                 case QUNIFORM_IMAGE_TMU_CONFIG_P0:
464                 case QUNIFORM_IMAGE_WIDTH:
465                 case QUNIFORM_IMAGE_HEIGHT:
466                 case QUNIFORM_IMAGE_DEPTH:
467                 case QUNIFORM_IMAGE_ARRAY_SIZE:
468                         dirty |= V3D_DIRTY_SHADER_IMAGE;
469                         break;
470 
471                 case QUNIFORM_LINE_WIDTH:
472                 case QUNIFORM_AA_LINE_WIDTH:
473                         dirty |= V3D_DIRTY_RASTERIZER;
474                         break;
475 
476                 case QUNIFORM_NUM_WORK_GROUPS:
477                 case QUNIFORM_SHARED_OFFSET:
478                         /* Compute always recalculates uniforms. */
479                         break;
480 
481                 case QUNIFORM_FB_LAYERS:
482                         dirty |= V3D_DIRTY_FRAMEBUFFER;
483                         break;
484 
485                 default:
486                         assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
487                         dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
488                                  V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
489                         break;
490                 }
491         }
492 
493         shader->uniform_dirty_bits = dirty;
494 }
495