| /* |
| * © 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; |
| |
| /* 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) |
| |
| #define MALI_EXTRACT_INDEX(pixfmt) (((pixfmt) >> 12) & 0xFF) |
| |
| /* The raw Midgard blend payload can either be an equation or a shader |
| * address, depending on the context */ |
| |
| /* |
| * 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. |
| */ |
| |
| /* 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); |
| } |
| |
| #endif /* __PANFROST_JOB_H__ */ |