[Mesa-dev] [PATCH 1/2] panfrost: Initial stub for Panfrost driver
Eric Anholt
eric at anholt.net
Thu Jan 31 15:57:06 UTC 2019
Alyssa Rosenzweig <alyssa at rosenzweig.io> writes:
> This patch adds an initial stub for the Gallium driver, containing
> simple screen functions and the majority of the driver headers but no
> actual functionality. It further adds the winsys glue for linking in
> this stub driver via kmsro on Rockchip/Amlogic boards.
> +static int
> +panfrost_get_param(struct pipe_screen *screen, enum pipe_cap param)
> +{
> + switch (param) {
> + case PIPE_CAP_NPOT_TEXTURES:
> + case PIPE_CAP_MIXED_FRAMEBUFFER_SIZES:
> + case PIPE_CAP_MIXED_COLOR_DEPTH_BITS:
> + return 1;
> +
> + case PIPE_CAP_SM3:
> + return 1;
> +
> + case PIPE_CAP_POINT_SPRITE:
> + return 1;
> +
> + case PIPE_CAP_MAX_RENDER_TARGETS:
> + return PIPE_MAX_COLOR_BUFS;
> +
> + case PIPE_CAP_MAX_DUAL_SOURCE_RENDER_TARGETS:
> + return 1;
> +
> + case PIPE_CAP_OCCLUSION_QUERY:
> + case PIPE_CAP_QUERY_TIME_ELAPSED:
> + case PIPE_CAP_QUERY_PIPELINE_STATISTICS:
> + return 1; /* TODO: Queries */
> +
> + case PIPE_CAP_TEXTURE_MIRROR_CLAMP:
> + return 1;
> +
> + case PIPE_CAP_TEXTURE_SWIZZLE:
> + return 1;
> +
> + case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
> + return 0;
> +
> + case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
> + case PIPE_CAP_MAX_TEXTURE_3D_LEVELS:
> + case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS:
> + return 13;
> +
> + case PIPE_CAP_BLEND_EQUATION_SEPARATE:
> + return 1;
> +
> + case PIPE_CAP_INDEP_BLEND_ENABLE:
> + return 1;
> +
> + case PIPE_CAP_INDEP_BLEND_FUNC:
> + return 1;
> +
> + case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT:
> + case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT:
> + case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER:
> + case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER:
> + return 1;
> +
> + case PIPE_CAP_DEPTH_CLIP_DISABLE:
> + return 1;
> +
> + case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
> + return 0; /* no streamout */
> +
> + case PIPE_CAP_MAX_STREAM_OUTPUT_SEPARATE_COMPONENTS:
> + case PIPE_CAP_MAX_STREAM_OUTPUT_INTERLEAVED_COMPONENTS:
> + return 16 * 4;
> +
> + case PIPE_CAP_MAX_GEOMETRY_OUTPUT_VERTICES:
> + case PIPE_CAP_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS:
> + return 1024;
> +
> + case PIPE_CAP_MAX_VERTEX_STREAMS:
> + return 1;
> +
> + case PIPE_CAP_PRIMITIVE_RESTART:
> + return 0; /* We don't understand this yet */
> +
> + case PIPE_CAP_SHADER_STENCIL_EXPORT:
> + return 1;
> +
> + case PIPE_CAP_TGSI_INSTANCEID:
> + case PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR:
> + case PIPE_CAP_START_INSTANCE:
> + return 0; /* TODO: Instances */
> +
> + case PIPE_CAP_SEAMLESS_CUBE_MAP:
> + case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
> + return 1;
> +
> + case PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS:
> + return 256; /* for GL3 */
> +
> + case PIPE_CAP_MIN_TEXEL_OFFSET:
> + return -8;
> +
> + case PIPE_CAP_MAX_TEXEL_OFFSET:
> + return 7;
> +
> + case PIPE_CAP_CONDITIONAL_RENDER:
> + return 1;
> +
> + case PIPE_CAP_TEXTURE_BARRIER:
> + return 0;
> +
> + case PIPE_CAP_FRAGMENT_COLOR_CLAMPED:
> + case PIPE_CAP_VERTEX_COLOR_UNCLAMPED: /* draw module */
> + case PIPE_CAP_VERTEX_COLOR_CLAMPED: /* draw module */
> + return 1;
> +
> + case PIPE_CAP_MIXED_COLORBUFFER_FORMATS:
> + return 0;
> +
> + case PIPE_CAP_GLSL_FEATURE_LEVEL:
> + return 330;
> +
> + case PIPE_CAP_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION:
> + case PIPE_CAP_TGSI_TEX_TXF_LZ:
> + return 0;
> +
> + case PIPE_CAP_COMPUTE:
> + return 0;
> +
> + case PIPE_CAP_USER_VERTEX_BUFFERS: /* XXX XXX */
> + case PIPE_CAP_RESOURCE_FROM_USER_MEMORY:
> + return 0;
> +
> + case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
> + case PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
> + case PIPE_CAP_TGSI_VS_LAYER_VIEWPORT:
> + case PIPE_CAP_DOUBLES:
> + case PIPE_CAP_INT64:
> + case PIPE_CAP_INT64_DIVMOD:
> + return 1;
> +
> + case PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT:
> + return 16;
> +
> + case PIPE_CAP_TGSI_CAN_COMPACT_CONSTANTS:
> + case PIPE_CAP_VERTEX_BUFFER_OFFSET_4BYTE_ALIGNED_ONLY:
> + case PIPE_CAP_VERTEX_BUFFER_STRIDE_4BYTE_ALIGNED_ONLY:
> + case PIPE_CAP_VERTEX_ELEMENT_SRC_OFFSET_4BYTE_ALIGNED_ONLY:
> + case PIPE_CAP_TEXTURE_MULTISAMPLE:
> + return 0;
> +
> + case PIPE_CAP_MAX_VERTEX_ELEMENT_SRC_OFFSET:
> + return 0xffff;
> +
> + case PIPE_CAP_MIN_MAP_BUFFER_ALIGNMENT:
> + return 64;
> +
> + case PIPE_CAP_QUERY_TIMESTAMP:
> + case PIPE_CAP_CUBE_MAP_ARRAY:
> + return 1;
> +
> + case PIPE_CAP_TEXTURE_BUFFER_OBJECTS:
> + return 1;
> +
> + case PIPE_CAP_BUFFER_SAMPLER_VIEW_RGBA_ONLY:
> + return 0;
> +
> + case PIPE_CAP_MAX_TEXTURE_BUFFER_SIZE:
> + return 65536;
> +
> + case PIPE_CAP_TEXTURE_BUFFER_OFFSET_ALIGNMENT:
> + return 0;
> +
> + case PIPE_CAP_TGSI_TEXCOORD:
> + return 1; /* XXX: What should this me exactly? */
> +
> + case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
> + return 0;
> +
> + case PIPE_CAP_MAX_VIEWPORTS:
> + return PIPE_MAX_VIEWPORTS;
> +
> + case PIPE_CAP_ENDIANNESS:
> + return PIPE_ENDIAN_NATIVE;
> +
> + case PIPE_CAP_MAX_TEXTURE_GATHER_COMPONENTS:
> + return 4;
> +
> + case PIPE_CAP_TEXTURE_GATHER_SM5:
> + case PIPE_CAP_TEXTURE_QUERY_LOD:
> + return 1;
> +
> + case PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT:
> + case PIPE_CAP_SAMPLE_SHADING:
> + case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
> + return 0;
> +
> + case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
> + return 1;
> +
> + case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
> + return 0;
> +
> + case PIPE_CAP_SAMPLER_VIEW_TARGET:
> + return 1;
> +
> + case PIPE_CAP_FAKE_SW_MSAA:
> + return 1;
> +
> + case PIPE_CAP_MIN_TEXTURE_GATHER_OFFSET:
> + return -32;
> +
> + case PIPE_CAP_MAX_TEXTURE_GATHER_OFFSET:
> + return 31;
> +
> + case PIPE_CAP_DRAW_INDIRECT:
> + return 1;
> +
> + case PIPE_CAP_QUERY_SO_OVERFLOW:
> + return 1;
> +
> + case PIPE_CAP_VENDOR_ID:
> + return 0xFFFFFFFF;
> +
> + case PIPE_CAP_DEVICE_ID:
> + return 0xFFFFFFFF;
> +
> + case PIPE_CAP_ACCELERATED:
> + return 1;
> +
> + case PIPE_CAP_VIDEO_MEMORY: {
> + /* XXX: Do we want to return the full amount fo system memory ? */
> + uint64_t system_memory;
> +
> + if (!os_get_total_physical_memory(&system_memory))
> + return 0;
> +
> + if (sizeof(void *) == 4)
> + /* Cap to 2 GB on 32 bits system. We do this because panfrost does
> + * eat application memory, which is quite limited on 32 bits. App
> + * shouldn't expect too much available memory. */
> + system_memory = MIN2(system_memory, 2048 << 20);
> +
> + return (int)(system_memory >> 20);
> + }
> +
> + case PIPE_CAP_UMA:
> + return 0;
> +
> + case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
> + return 1;
> +
> + case PIPE_CAP_CLIP_HALFZ:
> + case PIPE_CAP_TEXTURE_FLOAT_LINEAR:
> + case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
> + return 1;
> +
> + case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
> + case PIPE_CAP_CULL_DISTANCE:
> + return 1;
> +
> + case PIPE_CAP_VERTEXID_NOBASE:
> + return 0;
> +
> + case PIPE_CAP_POLYGON_OFFSET_CLAMP:
> + return 0;
> +
> + case PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS:
> + case PIPE_CAP_TGSI_ARRAY_COMPONENTS:
> + return 1;
> +
> + case PIPE_CAP_CLEAR_TEXTURE:
> + return 1;
> +
> + case PIPE_CAP_ANISOTROPIC_FILTER:
> + case PIPE_CAP_MULTISAMPLE_Z_RESOLVE:
> + case PIPE_CAP_DEVICE_RESET_STATUS_QUERY:
> + case PIPE_CAP_MAX_SHADER_PATCH_VARYINGS:
> + case PIPE_CAP_DEPTH_BOUNDS_TEST:
> + case PIPE_CAP_TGSI_TXQS:
> + case PIPE_CAP_FORCE_PERSAMPLE_INTERP:
> + case PIPE_CAP_SHAREABLE_SHADERS:
> + case PIPE_CAP_DRAW_PARAMETERS:
> + case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
> + case PIPE_CAP_MULTI_DRAW_INDIRECT:
> + case PIPE_CAP_MULTI_DRAW_INDIRECT_PARAMS:
> + case PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL:
> + case PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL:
> + case PIPE_CAP_INVALIDATE_BUFFER:
> + case PIPE_CAP_GENERATE_MIPMAP:
> + case PIPE_CAP_STRING_MARKER:
> + case PIPE_CAP_SURFACE_REINTERPRET_BLOCKS:
> + case PIPE_CAP_QUERY_BUFFER_OBJECT:
> + case PIPE_CAP_QUERY_MEMORY_INFO:
> + case PIPE_CAP_PCI_GROUP:
> + case PIPE_CAP_PCI_BUS:
> + case PIPE_CAP_PCI_DEVICE:
> + case PIPE_CAP_PCI_FUNCTION:
> + case PIPE_CAP_ROBUST_BUFFER_ACCESS_BEHAVIOR:
> + case PIPE_CAP_PRIMITIVE_RESTART_FOR_PATCHES:
> + case PIPE_CAP_TGSI_VOTE:
> + case PIPE_CAP_MAX_WINDOW_RECTANGLES:
> + case PIPE_CAP_POLYGON_OFFSET_UNITS_UNSCALED:
> + case PIPE_CAP_VIEWPORT_SUBPIXEL_BITS:
> + case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
> + case PIPE_CAP_NATIVE_FENCE_FD:
> + case PIPE_CAP_GLSL_OPTIMIZE_CONSERVATIVELY:
> + case PIPE_CAP_TGSI_FS_FBFETCH:
> + case PIPE_CAP_TGSI_MUL_ZERO_WINS:
> + case PIPE_CAP_TGSI_CLOCK:
> + case PIPE_CAP_POLYGON_MODE_FILL_RECTANGLE:
> + case PIPE_CAP_SPARSE_BUFFER_PAGE_SIZE:
> + case PIPE_CAP_TGSI_BALLOT:
> + case PIPE_CAP_TGSI_TES_LAYER_VIEWPORT:
> + case PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX:
> + case PIPE_CAP_ALLOW_MAPPED_BUFFERS_DURING_EXECUTION:
> + case PIPE_CAP_POST_DEPTH_COVERAGE:
> + case PIPE_CAP_BINDLESS_TEXTURE:
> + case PIPE_CAP_NIR_SAMPLERS_AS_DEREF:
> + case PIPE_CAP_MEMOBJ:
> + case PIPE_CAP_LOAD_CONSTBUF:
> + case PIPE_CAP_TGSI_ANY_REG_AS_ADDRESS:
> + case PIPE_CAP_TILE_RASTER_ORDER:
> + case PIPE_CAP_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
> + case PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET:
> + case PIPE_CAP_CONTEXT_PRIORITY_MASK:
> + case PIPE_CAP_FENCE_SIGNAL:
> + case PIPE_CAP_CONSTBUF0_FLAGS:
> + return 0;
> +
> + case PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT:
> + return 4;
> +
> + default:
> + debug_printf("Unexpected PIPE_CAP %d query\n", param);
> + return 0;
> + }
There's u_pipe_screen_get_param_defaults() that you really want to be
using to avoid regressions when people add new pipe caps. You can get
rid of a lot of your switch statement that way, too.
> diff --git a/src/gallium/targets/dri/target.c b/src/gallium/targets/dri/target.c
> index 6b0ea785c4..17484ced97 100644
> --- a/src/gallium/targets/dri/target.c
> +++ b/src/gallium/targets/dri/target.c
> @@ -83,6 +83,16 @@ DEFINE_LOADER_DRM_ENTRYPOINT(pl111)
> #endif
> #endif
>
> +#if defined(GALLIUM_PANFROST)
> +DEFINE_LOADER_DRM_ENTRYPOINT(panfrost)
> +#if defined(GALLIUM_KMSRO)
> +DEFINE_LOADER_DRM_ENTRYPOINT(rockchip)
> +DEFINE_LOADER_DRM_ENTRYPOINT(meson)
> +#endif
> +#endif
We should probably be sticking the kmsro entrypoints in a shared group,
since there's nothing specific for the KMS . Looks like we haven't been
doing that, though.
These are both things we can change later. I'm mostly excited to see
you finally in-tree!
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