| /* |
| * © Copyright 2017-2018 Alyssa Rosenzweig |
| * © Copyright 2017-2018 Connor Abbott |
| * © Copyright 2017-2018 Lyude Paul |
| * © Copyright2019 Collabora, Ltd. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| * SOFTWARE. |
| * |
| */ |
| |
| #ifndef __PANFROST_JOB_H__ |
| #define __PANFROST_JOB_H__ |
| |
| #include <stdint.h> |
| #include <stdbool.h> |
| #include <inttypes.h> |
| |
| typedef uint8_t u8; |
| typedef uint16_t u16; |
| typedef uint32_t u32; |
| typedef uint64_t u64; |
| typedef uint64_t mali_ptr; |
| |
| enum mali_nondominant_mode { |
| MALI_BLEND_NON_MIRROR = 0, |
| MALI_BLEND_NON_ZERO = 1 |
| }; |
| |
| enum mali_dominant_blend { |
| MALI_BLEND_DOM_SOURCE = 0, |
| MALI_BLEND_DOM_DESTINATION = 1 |
| }; |
| |
| enum mali_dominant_factor { |
| MALI_DOMINANT_UNK0 = 0, |
| MALI_DOMINANT_ZERO = 1, |
| MALI_DOMINANT_SRC_COLOR = 2, |
| MALI_DOMINANT_DST_COLOR = 3, |
| MALI_DOMINANT_UNK4 = 4, |
| MALI_DOMINANT_SRC_ALPHA = 5, |
| MALI_DOMINANT_DST_ALPHA = 6, |
| MALI_DOMINANT_CONSTANT = 7, |
| }; |
| |
| enum mali_blend_modifier { |
| MALI_BLEND_MOD_UNK0 = 0, |
| MALI_BLEND_MOD_NORMAL = 1, |
| MALI_BLEND_MOD_SOURCE_ONE = 2, |
| MALI_BLEND_MOD_DEST_ONE = 3, |
| }; |
| |
| struct mali_blend_mode { |
| enum mali_blend_modifier clip_modifier : 2; |
| unsigned unused_0 : 1; |
| unsigned negate_source : 1; |
| |
| enum mali_dominant_blend dominant : 1; |
| |
| enum mali_nondominant_mode nondominant_mode : 1; |
| |
| unsigned unused_1 : 1; |
| |
| unsigned negate_dest : 1; |
| |
| enum mali_dominant_factor dominant_factor : 3; |
| unsigned complement_dominant : 1; |
| } __attribute__((packed)); |
| |
| /* Compressed per-pixel formats. Each of these formats expands to one to four |
| * floating-point or integer numbers, as defined by the OpenGL specification. |
| * There are various places in OpenGL where the user can specify a compressed |
| * format in memory, which all use the same 8-bit enum in the various |
| * descriptors, although different hardware units support different formats. |
| */ |
| |
| /* The top 3 bits specify how the bits of each component are interpreted. */ |
| |
| /* e.g. ETC2_RGB8 */ |
| #define MALI_FORMAT_COMPRESSED (0 << 5) |
| |
| /* e.g. R11F_G11F_B10F */ |
| #define MALI_FORMAT_SPECIAL (2 << 5) |
| |
| /* signed normalized, e.g. RGBA8_SNORM */ |
| #define MALI_FORMAT_SNORM (3 << 5) |
| |
| /* e.g. RGBA8UI */ |
| #define MALI_FORMAT_UINT (4 << 5) |
| |
| /* e.g. RGBA8 and RGBA32F */ |
| #define MALI_FORMAT_UNORM (5 << 5) |
| |
| /* e.g. RGBA8I and RGBA16F */ |
| #define MALI_FORMAT_SINT (6 << 5) |
| |
| /* These formats seem to largely duplicate the others. They're used at least |
| * for Bifrost framebuffer output. |
| */ |
| #define MALI_FORMAT_SPECIAL2 (7 << 5) |
| #define MALI_EXTRACT_TYPE(fmt) ((fmt) & 0xe0) |
| |
| /* If the high 3 bits are 3 to 6 these two bits say how many components |
| * there are. |
| */ |
| #define MALI_NR_CHANNELS(n) ((n - 1) << 3) |
| #define MALI_EXTRACT_CHANNELS(fmt) ((((fmt) >> 3) & 3) + 1) |
| |
| /* If the high 3 bits are 3 to 6, then the low 3 bits say how big each |
| * component is, except the special MALI_CHANNEL_FLOAT which overrides what the |
| * bits mean. |
| */ |
| |
| #define MALI_CHANNEL_4 2 |
| |
| #define MALI_CHANNEL_8 3 |
| |
| #define MALI_CHANNEL_16 4 |
| |
| #define MALI_CHANNEL_32 5 |
| |
| /* For MALI_FORMAT_SINT it means a half-float (e.g. RG16F). For |
| * MALI_FORMAT_UNORM, it means a 32-bit float. |
| */ |
| #define MALI_CHANNEL_FLOAT 7 |
| #define MALI_EXTRACT_BITS(fmt) (fmt & 0x7) |
| |
| /* The raw Midgard blend payload can either be an equation or a shader |
| * address, depending on the context */ |
| |
| union midgard_blend { |
| mali_ptr shader; |
| |
| struct { |
| struct mali_blend_equation_packed equation; |
| float constant; |
| }; |
| }; |
| |
| struct midgard_blend_rt { |
| struct mali_blend_flags_packed flags; |
| u32 zero; |
| union midgard_blend blend; |
| } __attribute__((packed)); |
| |
| /* On Bifrost systems (all MRT), each render target gets one of these |
| * descriptors */ |
| |
| enum bifrost_shader_type { |
| BIFROST_BLEND_F16 = 0, |
| BIFROST_BLEND_F32 = 1, |
| BIFROST_BLEND_I32 = 2, |
| BIFROST_BLEND_U32 = 3, |
| BIFROST_BLEND_I16 = 4, |
| BIFROST_BLEND_U16 = 5, |
| }; |
| |
| #define BIFROST_MAX_RENDER_TARGET_COUNT 8 |
| |
| struct bifrost_blend_rt { |
| /* This is likely an analogue of the flags on |
| * midgard_blend_rt */ |
| |
| u16 flags; // = 0x200 |
| |
| /* Single-channel blend constants are encoded in a sort of |
| * fixed-point. Basically, the float is mapped to a byte, becoming |
| * a high byte, and then the lower-byte is added for precision. |
| * For the original float f: |
| * |
| * f = (constant_hi / 255) + (constant_lo / 65535) |
| * |
| * constant_hi = int(f / 255) |
| * constant_lo = 65535*f - (65535/255) * constant_hi |
| */ |
| u16 constant; |
| |
| struct mali_blend_equation_packed equation; |
| |
| /* |
| * - 0x19 normally |
| * - 0x3 when this slot is unused (everything else is 0 except the index) |
| * - 0x11 when this is the fourth slot (and it's used) |
| * - 0 when there is a blend shader |
| */ |
| u16 unk2; |
| |
| /* increments from 0 to 3 */ |
| u16 index; |
| |
| union { |
| struct { |
| /* So far, I've only seen: |
| * - R001 for 1-component formats |
| * - RG01 for 2-component formats |
| * - RGB1 for 3-component formats |
| * - RGBA for 4-component formats |
| */ |
| u32 swizzle : 12; |
| enum mali_format format : 8; |
| |
| /* Type of the shader output variable. Note, this can |
| * be different from the format. |
| * enum bifrost_shader_type |
| */ |
| u32 zero1 : 4; |
| u32 shader_type : 3; |
| u32 zero2 : 5; |
| }; |
| |
| /* Only the low 32 bits of the blend shader are stored, the |
| * high 32 bits are implicitly the same as the original shader. |
| * According to the kernel driver, the program counter for |
| * shaders is actually only 24 bits, so shaders cannot cross |
| * the 2^24-byte boundary, and neither can the blend shader. |
| * The blob handles this by allocating a 2^24 byte pool for |
| * shaders, and making sure that any blend shaders are stored |
| * in the same pool as the original shader. The kernel will |
| * make sure this allocation is aligned to 2^24 bytes. |
| */ |
| u32 shader; |
| }; |
| } __attribute__((packed)); |
| |
| /* Possible values for job_descriptor_size */ |
| |
| #define MALI_JOB_32 0 |
| #define MALI_JOB_64 1 |
| |
| struct mali_job_descriptor_header { |
| u32 exception_status; |
| u32 first_incomplete_task; |
| u64 fault_pointer; |
| u8 job_descriptor_size : 1; |
| enum mali_job_type job_type : 7; |
| u8 job_barrier : 1; |
| u8 unknown_flags : 7; |
| u16 job_index; |
| u16 job_dependency_index_1; |
| u16 job_dependency_index_2; |
| u64 next_job; |
| } __attribute__((packed)); |
| |
| /* Details about write_value from panfrost igt tests which use it as a generic |
| * dword write primitive */ |
| |
| #define MALI_WRITE_VALUE_ZERO 3 |
| |
| struct mali_payload_write_value { |
| u64 address; |
| u32 value_descriptor; |
| u32 reserved; |
| u64 immediate; |
| } __attribute__((packed)); |
| |
| /* |
| * Mali Attributes |
| * |
| * This structure lets the attribute unit compute the address of an attribute |
| * given the vertex and instance ID. Unfortunately, the way this works is |
| * rather complicated when instancing is enabled. |
| * |
| * To explain this, first we need to explain how compute and vertex threads are |
| * dispatched. This is a guess (although a pretty firm guess!) since the |
| * details are mostly hidden from the driver, except for attribute instancing. |
| * When a quad is dispatched, it receives a single, linear index. However, we |
| * need to translate that index into a (vertex id, instance id) pair, or a |
| * (local id x, local id y, local id z) triple for compute shaders (although |
| * vertex shaders and compute shaders are handled almost identically). |
| * Focusing on vertex shaders, one option would be to do: |
| * |
| * vertex_id = linear_id % num_vertices |
| * instance_id = linear_id / num_vertices |
| * |
| * but this involves a costly division and modulus by an arbitrary number. |
| * Instead, we could pad num_vertices. We dispatch padded_num_vertices * |
| * num_instances threads instead of num_vertices * num_instances, which results |
| * in some "extra" threads with vertex_id >= num_vertices, which we have to |
| * discard. The more we pad num_vertices, the more "wasted" threads we |
| * dispatch, but the division is potentially easier. |
| * |
| * One straightforward choice is to pad num_vertices to the next power of two, |
| * which means that the division and modulus are just simple bit shifts and |
| * masking. But the actual algorithm is a bit more complicated. The thread |
| * dispatcher has special support for dividing by 3, 5, 7, and 9, in addition |
| * to dividing by a power of two. This is possibly using the technique |
| * described in patent US20170010862A1. As a result, padded_num_vertices can be |
| * 1, 3, 5, 7, or 9 times a power of two. This results in less wasted threads, |
| * since we need less padding. |
| * |
| * padded_num_vertices is picked by the hardware. The driver just specifies the |
| * actual number of vertices. At least for Mali G71, the first few cases are |
| * given by: |
| * |
| * num_vertices | padded_num_vertices |
| * 3 | 4 |
| * 4-7 | 8 |
| * 8-11 | 12 (3 * 4) |
| * 12-15 | 16 |
| * 16-19 | 20 (5 * 4) |
| * |
| * Note that padded_num_vertices is a multiple of four (presumably because |
| * threads are dispatched in groups of 4). Also, padded_num_vertices is always |
| * at least one more than num_vertices, which seems like a quirk of the |
| * hardware. For larger num_vertices, the hardware uses the following |
| * algorithm: using the binary representation of num_vertices, we look at the |
| * most significant set bit as well as the following 3 bits. Let n be the |
| * number of bits after those 4 bits. Then we set padded_num_vertices according |
| * to the following table: |
| * |
| * high bits | padded_num_vertices |
| * 1000 | 9 * 2^n |
| * 1001 | 5 * 2^(n+1) |
| * 101x | 3 * 2^(n+2) |
| * 110x | 7 * 2^(n+1) |
| * 111x | 2^(n+4) |
| * |
| * For example, if num_vertices = 70 is passed to glDraw(), its binary |
| * representation is 1000110, so n = 3 and the high bits are 1000, and |
| * therefore padded_num_vertices = 9 * 2^3 = 72. |
| * |
| * The attribute unit works in terms of the original linear_id. if |
| * num_instances = 1, then they are the same, and everything is simple. |
| * However, with instancing things get more complicated. There are four |
| * possible modes, two of them we can group together: |
| * |
| * 1. Use the linear_id directly. Only used when there is no instancing. |
| * |
| * 2. Use the linear_id modulo a constant. This is used for per-vertex |
| * attributes with instancing enabled by making the constant equal |
| * padded_num_vertices. Because the modulus is always padded_num_vertices, this |
| * mode only supports a modulus that is a power of 2 times 1, 3, 5, 7, or 9. |
| * The shift field specifies the power of two, while the extra_flags field |
| * specifies the odd number. If shift = n and extra_flags = m, then the modulus |
| * is (2m + 1) * 2^n. As an example, if num_vertices = 70, then as computed |
| * above, padded_num_vertices = 9 * 2^3, so we should set extra_flags = 4 and |
| * shift = 3. Note that we must exactly follow the hardware algorithm used to |
| * get padded_num_vertices in order to correctly implement per-vertex |
| * attributes. |
| * |
| * 3. Divide the linear_id by a constant. In order to correctly implement |
| * instance divisors, we have to divide linear_id by padded_num_vertices times |
| * to user-specified divisor. So first we compute padded_num_vertices, again |
| * following the exact same algorithm that the hardware uses, then multiply it |
| * by the GL-level divisor to get the hardware-level divisor. This case is |
| * further divided into two more cases. If the hardware-level divisor is a |
| * power of two, then we just need to shift. The shift amount is specified by |
| * the shift field, so that the hardware-level divisor is just 2^shift. |
| * |
| * If it isn't a power of two, then we have to divide by an arbitrary integer. |
| * For that, we use the well-known technique of multiplying by an approximation |
| * of the inverse. The driver must compute the magic multiplier and shift |
| * amount, and then the hardware does the multiplication and shift. The |
| * hardware and driver also use the "round-down" optimization as described in |
| * http://ridiculousfish.com/files/faster_unsigned_division_by_constants.pdf. |
| * The hardware further assumes the multiplier is between 2^31 and 2^32, so the |
| * high bit is implicitly set to 1 even though it is set to 0 by the driver -- |
| * presumably this simplifies the hardware multiplier a little. The hardware |
| * first multiplies linear_id by the multiplier and takes the high 32 bits, |
| * then applies the round-down correction if extra_flags = 1, then finally |
| * shifts right by the shift field. |
| * |
| * There are some differences between ridiculousfish's algorithm and the Mali |
| * hardware algorithm, which means that the reference code from ridiculousfish |
| * doesn't always produce the right constants. Mali does not use the pre-shift |
| * optimization, since that would make a hardware implementation slower (it |
| * would have to always do the pre-shift, multiply, and post-shift operations). |
| * It also forces the multplier to be at least 2^31, which means that the |
| * exponent is entirely fixed, so there is no trial-and-error. Altogether, |
| * given the divisor d, the algorithm the driver must follow is: |
| * |
| * 1. Set shift = floor(log2(d)). |
| * 2. Compute m = ceil(2^(shift + 32) / d) and e = 2^(shift + 32) % d. |
| * 3. If e <= 2^shift, then we need to use the round-down algorithm. Set |
| * magic_divisor = m - 1 and extra_flags = 1. |
| * 4. Otherwise, set magic_divisor = m and extra_flags = 0. |
| */ |
| |
| #define FBD_MASK (~0x3f) |
| |
| /* MFBD, rather than SFBD */ |
| #define MALI_MFBD (0x1) |
| |
| /* ORed into an MFBD address to specify the fbx section is included */ |
| #define MALI_MFBD_TAG_EXTRA (0x2) |
| |
| /* On Bifrost, these fields are the same between the vertex and tiler payloads. |
| * They also seem to be the same between Bifrost and Midgard. They're shared in |
| * fused payloads. |
| */ |
| |
| struct mali_vertex_tiler_prefix { |
| struct mali_invocation_packed invocation; |
| struct mali_primitive_packed primitive; |
| } __attribute__((packed)); |
| |
| /* Point size / line width can either be specified as a 32-bit float (for |
| * constant size) or as a [machine word size]-bit GPU pointer (for varying size). If a pointer |
| * is selected, by setting the appropriate MALI_DRAW_VARYING_SIZE bit in the tiler |
| * payload, the contents of varying_pointer will be intepreted as an array of |
| * fp16 sizes, one for each vertex. gl_PointSize is therefore implemented by |
| * creating a special MALI_R16F varying writing to varying_pointer. */ |
| |
| union midgard_primitive_size { |
| float constant; |
| u64 pointer; |
| }; |
| |
| struct bifrost_tiler_heap_meta { |
| u32 zero; |
| u32 heap_size; |
| /* note: these are just guesses! */ |
| mali_ptr tiler_heap_start; |
| mali_ptr tiler_heap_free; |
| mali_ptr tiler_heap_end; |
| |
| /* hierarchy weights? but they're still 0 after the job has run... */ |
| u32 zeros[10]; |
| u32 unk1; |
| u32 unk7e007e; |
| } __attribute__((packed)); |
| |
| struct bifrost_tiler_meta { |
| u32 tiler_heap_next_start; /* To be written by the GPU */ |
| u32 used_hierarchy_mask; /* To be written by the GPU */ |
| u16 hierarchy_mask; /* Five values observed: 0xa, 0x14, 0x28, 0x50, 0xa0 */ |
| u16 flags; |
| u16 width; |
| u16 height; |
| u64 zero0; |
| mali_ptr tiler_heap_meta; |
| /* TODO what is this used for? */ |
| u64 zeros[20]; |
| } __attribute__((packed)); |
| |
| struct midgard_payload_vertex_tiler { |
| struct mali_vertex_tiler_prefix prefix; |
| struct mali_draw_packed postfix; |
| union midgard_primitive_size primitive_size; |
| } __attribute__((packed)); |
| |
| struct bifrost_payload_vertex { |
| struct mali_vertex_tiler_prefix prefix; |
| struct mali_draw_packed postfix; |
| } __attribute__((packed)); |
| |
| struct bifrost_payload_tiler { |
| struct mali_vertex_tiler_prefix prefix; |
| union midgard_primitive_size primitive_size; |
| mali_ptr tiler_meta; |
| u64 zero1, zero2, zero3, zero4, zero5, zero6; |
| struct mali_draw_packed postfix; |
| } __attribute__((packed)); |
| |
| /* Purposeful off-by-one in width, height fields. For example, a (64, 64) |
| * texture is stored as (63, 63) in these fields. This adjusts for that. |
| * There's an identical pattern in the framebuffer descriptor. Even vertex |
| * count fields work this way, hence the generic name -- integral fields that |
| * are strictly positive generally need this adjustment. */ |
| |
| #define MALI_POSITIVE(dim) (dim - 1) |
| |
| /* 8192x8192 */ |
| #define MAX_MIP_LEVELS (13) |
| |
| /* Cubemap bloats everything up */ |
| #define MAX_CUBE_FACES (6) |
| |
| /* For each pointer, there is an address and optionally also a stride */ |
| #define MAX_ELEMENTS (2) |
| |
| /* Used for lod encoding. Thanks @urjaman for pointing out these routines can |
| * be cleaned up a lot. */ |
| |
| #define DECODE_FIXED_16(x) ((float) (x / 256.0)) |
| |
| static inline int16_t |
| FIXED_16(float x, bool allow_negative) |
| { |
| /* Clamp inputs, accounting for float error */ |
| float max_lod = (32.0 - (1.0 / 512.0)); |
| float min_lod = allow_negative ? -max_lod : 0.0; |
| |
| x = ((x > max_lod) ? max_lod : ((x < min_lod) ? min_lod : x)); |
| |
| return (int) (x * 256.0); |
| } |
| |
| /* From presentations, 16x16 tiles externally. Use shift for fast computation |
| * of tile numbers. */ |
| |
| #define MALI_TILE_SHIFT 4 |
| #define MALI_TILE_LENGTH (1 << MALI_TILE_SHIFT) |
| |
| /* Tile coordinates are stored as a compact u32, as only 12 bits are needed to |
| * each component. Notice that this provides a theoretical upper bound of (1 << |
| * 12) = 4096 tiles in each direction, addressing a maximum framebuffer of size |
| * 65536x65536. Multiplying that together, times another four given that Mali |
| * framebuffers are 32-bit ARGB8888, means that this upper bound would take 16 |
| * gigabytes of RAM just to store the uncompressed framebuffer itself, let |
| * alone rendering in real-time to such a buffer. |
| * |
| * Nice job, guys.*/ |
| |
| /* From mali_kbase_10969_workaround.c */ |
| #define MALI_X_COORD_MASK 0x00000FFF |
| #define MALI_Y_COORD_MASK 0x0FFF0000 |
| |
| /* Extract parts of a tile coordinate */ |
| |
| #define MALI_TILE_COORD_X(coord) ((coord) & MALI_X_COORD_MASK) |
| #define MALI_TILE_COORD_Y(coord) (((coord) & MALI_Y_COORD_MASK) >> 16) |
| |
| /* Helpers to generate tile coordinates based on the boundary coordinates in |
| * screen space. So, with the bounds (0, 0) to (128, 128) for the screen, these |
| * functions would convert it to the bounding tiles (0, 0) to (7, 7). |
| * Intentional "off-by-one"; finding the tile number is a form of fencepost |
| * problem. */ |
| |
| #define MALI_MAKE_TILE_COORDS(X, Y) ((X) | ((Y) << 16)) |
| #define MALI_BOUND_TO_TILE(B, bias) ((B - bias) >> MALI_TILE_SHIFT) |
| #define MALI_COORDINATE_TO_TILE(W, H, bias) MALI_MAKE_TILE_COORDS(MALI_BOUND_TO_TILE(W, bias), MALI_BOUND_TO_TILE(H, bias)) |
| #define MALI_COORDINATE_TO_TILE_MIN(W, H) MALI_COORDINATE_TO_TILE(W, H, 0) |
| #define MALI_COORDINATE_TO_TILE_MAX(W, H) MALI_COORDINATE_TO_TILE(W, H, 1) |
| |
| struct mali_payload_fragment { |
| u32 min_tile_coord; |
| u32 max_tile_coord; |
| mali_ptr framebuffer; |
| } __attribute__((packed)); |
| |
| /* Single Framebuffer Descriptor */ |
| |
| /* Flags apply to format. With just MSAA_A and MSAA_B, the framebuffer is |
| * configured for 4x. With MSAA_8, it is configured for 8x. */ |
| |
| #define MALI_SFBD_FORMAT_MSAA_8 (1 << 3) |
| #define MALI_SFBD_FORMAT_MSAA_A (1 << 4) |
| #define MALI_SFBD_FORMAT_MSAA_B (1 << 4) |
| #define MALI_SFBD_FORMAT_SRGB (1 << 5) |
| |
| /* Fast/slow based on whether all three buffers are cleared at once */ |
| |
| #define MALI_CLEAR_FAST (1 << 18) |
| #define MALI_CLEAR_SLOW (1 << 28) |
| #define MALI_CLEAR_SLOW_STENCIL (1 << 31) |
| |
| /* Configures hierarchical tiling on Midgard for both SFBD/MFBD (embedded |
| * within the larget framebuffer descriptor). Analogous to |
| * bifrost_tiler_heap_meta and bifrost_tiler_meta*/ |
| |
| /* See pan_tiler.c for derivation */ |
| #define MALI_HIERARCHY_MASK ((1 << 9) - 1) |
| |
| /* Flag disabling the tiler for clear-only jobs, with |
| hierarchical tiling */ |
| #define MALI_TILER_DISABLED (1 << 12) |
| |
| /* Flag selecting userspace-generated polygon list, for clear-only jobs without |
| * hierarhical tiling. */ |
| #define MALI_TILER_USER 0xFFF |
| |
| /* Absent any geometry, the minimum size of the polygon list header */ |
| #define MALI_TILER_MINIMUM_HEADER_SIZE 0x200 |
| |
| struct midgard_tiler_descriptor { |
| /* Size of the entire polygon list; see pan_tiler.c for the |
| * computation. It's based on hierarchical tiling */ |
| |
| u32 polygon_list_size; |
| |
| /* Name known from the replay workaround in the kernel. What exactly is |
| * flagged here is less known. We do that (tiler_hierarchy_mask & 0x1ff) |
| * specifies a mask of hierarchy weights, which explains some of the |
| * performance mysteries around setting it. We also see the bottom bit |
| * of tiler_flags set in the kernel, but no comment why. |
| * |
| * hierarchy_mask can have the TILER_DISABLED flag */ |
| |
| u16 hierarchy_mask; |
| u16 flags; |
| |
| /* See mali_tiler.c for an explanation */ |
| mali_ptr polygon_list; |
| mali_ptr polygon_list_body; |
| |
| /* Names based on we see symmetry with replay jobs which name these |
| * explicitly */ |
| |
| mali_ptr heap_start; /* tiler heap_free_address */ |
| mali_ptr heap_end; |
| |
| /* Hierarchy weights. We know these are weights based on the kernel, |
| * but I've never seen them be anything other than zero */ |
| u32 weights[8]; |
| }; |
| |
| struct mali_sfbd_format { |
| /* 0x1 */ |
| unsigned unk1 : 6; |
| |
| /* mali_channel_swizzle */ |
| unsigned swizzle : 12; |
| |
| /* MALI_POSITIVE */ |
| unsigned nr_channels : 2; |
| |
| /* 0x4 */ |
| unsigned unk2 : 6; |
| |
| enum mali_block_format block : 2; |
| |
| /* 0xb */ |
| unsigned unk3 : 4; |
| }; |
| |
| /* Shared structure at the start of framebuffer descriptors, or used bare for |
| * compute jobs, configuring stack and shared memory */ |
| |
| struct mali_shared_memory { |
| u32 stack_shift : 4; |
| u32 unk0 : 28; |
| |
| /* Configuration for shared memory for compute shaders. |
| * shared_workgroup_count is logarithmic and may be computed for a |
| * compute shader using shared memory as: |
| * |
| * shared_workgroup_count = MAX2(ceil(log2(count_x)) + ... + ceil(log2(count_z), 10) |
| * |
| * For compute shaders that don't use shared memory, or non-compute |
| * shaders, this is set to ~0 |
| */ |
| |
| u32 shared_workgroup_count : 5; |
| u32 shared_unk1 : 3; |
| u32 shared_shift : 4; |
| u32 shared_zero : 20; |
| |
| mali_ptr scratchpad; |
| |
| /* For compute shaders, the RAM backing of workgroup-shared memory. For |
| * fragment shaders on Bifrost, apparently multisampling locations */ |
| |
| mali_ptr shared_memory; |
| mali_ptr unknown1; |
| } __attribute__((packed)); |
| |
| /* Configures multisampling on Bifrost fragment jobs */ |
| |
| struct bifrost_multisampling { |
| u64 zero1; |
| u64 zero2; |
| mali_ptr sample_locations; |
| u64 zero4; |
| } __attribute__((packed)); |
| |
| struct mali_single_framebuffer { |
| struct mali_shared_memory shared_memory; |
| struct mali_sfbd_format format; |
| |
| u32 clear_flags; |
| u32 zero2; |
| |
| /* Purposeful off-by-one in these fields should be accounted for by the |
| * MALI_DIMENSION macro */ |
| |
| u16 width; |
| u16 height; |
| |
| u32 zero3[4]; |
| mali_ptr checksum; |
| u32 checksum_stride; |
| u32 zero5; |
| |
| /* By default, the framebuffer is upside down from OpenGL's |
| * perspective. Set framebuffer to the end and negate the stride to |
| * flip in the Y direction */ |
| |
| mali_ptr framebuffer; |
| int32_t stride; |
| |
| u32 zero4; |
| |
| /* Depth and stencil buffers are interleaved, it appears, as they are |
| * set to the same address in captures. Both fields set to zero if the |
| * buffer is not being cleared. Depending on GL_ENABLE magic, you might |
| * get a zero enable despite the buffer being present; that still is |
| * disabled. */ |
| |
| mali_ptr depth_buffer; // not SAME_VA |
| u32 depth_stride_zero : 4; |
| u32 depth_stride : 28; |
| u32 zero7; |
| |
| mali_ptr stencil_buffer; // not SAME_VA |
| u32 stencil_stride_zero : 4; |
| u32 stencil_stride : 28; |
| u32 zero8; |
| |
| u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware |
| u32 clear_color_2; // always equal, but unclear function? |
| u32 clear_color_3; // always equal, but unclear function? |
| u32 clear_color_4; // always equal, but unclear function? |
| |
| /* Set to zero if not cleared */ |
| |
| float clear_depth_1; // float32, ditto |
| float clear_depth_2; // float32, ditto |
| float clear_depth_3; // float32, ditto |
| float clear_depth_4; // float32, ditto |
| |
| u32 clear_stencil; // Exactly as it appears in OpenGL |
| |
| u32 zero6[7]; |
| |
| struct midgard_tiler_descriptor tiler; |
| |
| /* More below this, maybe */ |
| } __attribute__((packed)); |
| |
| |
| #define MALI_MFBD_FORMAT_SRGB (1 << 0) |
| |
| struct mali_rt_format { |
| unsigned unk1 : 32; |
| unsigned unk2 : 3; |
| |
| unsigned nr_channels : 2; /* MALI_POSITIVE */ |
| |
| unsigned unk3 : 4; |
| unsigned unk4 : 1; |
| enum mali_block_format block : 2; |
| enum mali_msaa msaa : 2; |
| unsigned flags : 2; |
| |
| unsigned swizzle : 12; |
| |
| unsigned zero : 3; |
| |
| /* Disables MFBD preload. When this bit is set, the render target will |
| * be cleared every frame. When this bit is clear, the hardware will |
| * automatically wallpaper the render target back from main memory. |
| * Unfortunately, MFBD preload is very broken on Midgard, so in |
| * practice, this is a chicken bit that should always be set. |
| * Discovered by accident, as all good chicken bits are. */ |
| |
| unsigned no_preload : 1; |
| } __attribute__((packed)); |
| |
| /* Flags for afbc.flags and ds_afbc.flags */ |
| |
| #define MALI_AFBC_FLAGS 0x10009 |
| |
| /* Lossless RGB and RGBA colorspace transform */ |
| #define MALI_AFBC_YTR (1 << 17) |
| |
| struct mali_render_target { |
| struct mali_rt_format format; |
| |
| u64 zero1; |
| |
| struct { |
| /* Stuff related to ARM Framebuffer Compression. When AFBC is enabled, |
| * there is an extra metadata buffer that contains 16 bytes per tile. |
| * The framebuffer needs to be the same size as before, since we don't |
| * know ahead of time how much space it will take up. The |
| * framebuffer_stride is set to 0, since the data isn't stored linearly |
| * anymore. |
| * |
| * When AFBC is disabled, these fields are zero. |
| */ |
| |
| mali_ptr metadata; |
| u32 stride; // stride in units of tiles |
| u32 flags; // = 0x20000 |
| } afbc; |
| |
| mali_ptr framebuffer; |
| |
| u32 zero2 : 4; |
| u32 framebuffer_stride : 28; // in units of bytes, row to next |
| u32 layer_stride; /* For multisample rendering */ |
| |
| u32 clear_color_1; // RGBA8888 from glClear, actually used by hardware |
| u32 clear_color_2; // always equal, but unclear function? |
| u32 clear_color_3; // always equal, but unclear function? |
| u32 clear_color_4; // always equal, but unclear function? |
| } __attribute__((packed)); |
| |
| /* An optional part of mali_framebuffer. It comes between the main structure |
| * and the array of render targets. It must be included if any of these are |
| * enabled: |
| * |
| * - Transaction Elimination |
| * - Depth/stencil |
| * - TODO: Anything else? |
| */ |
| |
| /* flags_hi */ |
| #define MALI_EXTRA_PRESENT (0x1) |
| |
| /* flags_lo */ |
| #define MALI_EXTRA_ZS (0x4) |
| |
| struct mali_framebuffer_extra { |
| mali_ptr checksum; |
| /* Each tile has an 8 byte checksum, so the stride is "width in tiles * 8" */ |
| u32 checksum_stride; |
| |
| unsigned flags_lo : 4; |
| enum mali_block_format zs_block : 2; |
| |
| /* Number of samples in Z/S attachment, MALI_POSITIVE. So zero for |
| * 1-sample (non-MSAA), 0x3 for MSAA 4x, etc */ |
| unsigned zs_samples : 4; |
| unsigned flags_hi : 22; |
| |
| union { |
| /* Note: AFBC is only allowed for 24/8 combined depth/stencil. */ |
| struct { |
| mali_ptr depth_stencil_afbc_metadata; |
| u32 depth_stencil_afbc_stride; // in units of tiles |
| u32 flags; |
| |
| mali_ptr depth_stencil; |
| |
| u64 padding; |
| } ds_afbc; |
| |
| struct { |
| /* Depth becomes depth/stencil in case of combined D/S */ |
| mali_ptr depth; |
| u32 depth_stride_zero : 4; |
| u32 depth_stride : 28; |
| u32 depth_layer_stride; |
| |
| mali_ptr stencil; |
| u32 stencil_stride_zero : 4; |
| u32 stencil_stride : 28; |
| u32 stencil_layer_stride; |
| } ds_linear; |
| }; |
| |
| |
| u32 clear_color_1; |
| u32 clear_color_2; |
| u64 zero3; |
| } __attribute__((packed)); |
| |
| /* Flags for mfbd_flags */ |
| |
| /* Enables writing depth results back to main memory (rather than keeping them |
| * on-chip in the tile buffer and then discarding) */ |
| |
| #define MALI_MFBD_DEPTH_WRITE (1 << 10) |
| |
| /* The MFBD contains the extra mali_framebuffer_extra section */ |
| |
| #define MALI_MFBD_EXTRA (1 << 13) |
| |
| struct mali_framebuffer { |
| union { |
| struct mali_shared_memory shared_memory; |
| struct bifrost_multisampling msaa; |
| }; |
| |
| /* 0x20 */ |
| u16 width1, height1; |
| u32 zero3; |
| u16 width2, height2; |
| u32 unk1 : 19; // = 0x01000 |
| u32 rt_count_1 : 3; // off-by-one (use MALI_POSITIVE) |
| u32 unk2 : 2; // = 0 |
| u32 rt_count_2 : 3; // no off-by-one |
| u32 zero4 : 5; |
| /* 0x30 */ |
| u32 clear_stencil : 8; |
| u32 mfbd_flags : 24; // = 0x100 |
| float clear_depth; |
| |
| union { |
| struct midgard_tiler_descriptor tiler; |
| struct { |
| mali_ptr tiler_meta; |
| u32 zeros[16]; |
| }; |
| }; |
| |
| /* optional: struct mali_framebuffer_extra extra */ |
| /* struct mali_render_target rts[] */ |
| } __attribute__((packed)); |
| |
| #endif /* __PANFROST_JOB_H__ */ |