Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/panfrost/include/panfrost-job.h
4560 views
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
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
263