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      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 /* Mali hardware can texture up to 65536 x 65536 x 65536 and render up to 16384
    236  * x 16384, but 8192 x 8192 should be enough for anyone.  The OpenGL game
    237  * "Cathedral" requires a texture of width 8192 to start.
    238  */
    239 #define MAX_MIP_LEVELS (14)
    240 
    241 /* Used for lod encoding. Thanks @urjaman for pointing out these routines can
    242  * be cleaned up a lot. */
    243 
    244 #define DECODE_FIXED_16(x) ((float) (x / 256.0))
    245 
    246 static inline int16_t
    247 FIXED_16(float x, bool allow_negative)
    248 {
    249         /* Clamp inputs, accounting for float error */
    250         float max_lod = (32.0 - (1.0 / 512.0));
    251         float min_lod = allow_negative ? -max_lod : 0.0;
    252 
    253         x = ((x > max_lod) ? max_lod : ((x < min_lod) ? min_lod : x));
    254 
    255         return (int) (x * 256.0);
    256 }
    257 
    258 #endif /* __PANFROST_JOB_H__ */
    259