From 9cd078bbe52f8d96a224e7c9631d614407f3b338 Mon Sep 17 00:00:00 2001 From: Dmitry Baryshkov Date: Mon, 1 Apr 2024 05:42:39 +0300 Subject: [PATCH] drm/msm: import A6xx XML display registers database Import Adreno registers database for A6xx from the Mesa, commit 639488f924d9 ("freedreno/registers: limit the rules schema"). Signed-off-by: Dmitry Baryshkov Patchwork: https://patchwork.freedesktop.org/patch/585856/ Link: https://lore.kernel.org/r/20240401-fd-xml-shipped-v5-9-4bdb277a85a1@linaro.org --- drivers/gpu/drm/msm/registers/adreno/a6xx.xml | 4970 +++++++++++++++++ .../gpu/drm/msm/registers/adreno/a6xx_gmu.xml | 228 + 2 files changed, 5198 insertions(+) create mode 100644 drivers/gpu/drm/msm/registers/adreno/a6xx.xml create mode 100644 drivers/gpu/drm/msm/registers/adreno/a6xx_gmu.xml diff --git a/drivers/gpu/drm/msm/registers/adreno/a6xx.xml b/drivers/gpu/drm/msm/registers/adreno/a6xx.xml new file mode 100644 index 000000000000..78524aaab9d4 --- /dev/null +++ b/drivers/gpu/drm/msm/registers/adreno/a6xx.xml @@ -0,0 +1,4970 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Allow early z-test and early-lrz (if applicable) + + Disable early z-test and early-lrz test (if applicable) + + + A special mode that allows early-lrz test but disables + early-z test. Which might sound a bit funny, since + lrz-test happens before z-test. But as long as a couple + conditions are maintained this allows using lrz-test in + cases where fragment shader has kill/discard: + + 1) Disable lrz-write in cases where it is uncertain during + binning pass that a fragment will pass. Ie. if frag + shader has-kill, writes-z, or alpha/stencil test is + enabled. (For correctness, lrz-write must be disabled + when blend is enabled.) This is analogous to how a + z-prepass works. + + 2) Disable lrz-write and test if a depth-test direction + reversal is detected. Due to condition (1), the contents + of the lrz buffer are a conservative estimation of the + depth buffer during the draw pass. Meaning that geometry + that we know for certain will not be visible will not pass + lrz-test. But geometry which may be (or contributes to + blend) will pass the lrz-test. + + This allows us to keep early-lrz-test in cases where the frag + shader does not write-z (ie. we know the z-value before FS) + and does not have side-effects (image/ssbo writes, etc), but + does have kill/discard. Which turns out to be a common + enough case that it is useful to keep early-lrz test against + the conservative lrz buffer to discard fragments that we + know will definitely not be visible. + + + Not a real hw value, used internally by mesa + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + b0..7 identifies where MRB data starts (and RB data ends) + b8.15 identifies where VSD data starts (and MRB data ends) + b16..23 identifies where IB1 data starts (and RB data ends) + b24..31 identifies where IB2 data starts (and IB1 data ends) + + + + + + + + + low bits identify where CP_SET_DRAW_STATE stateobj + processing starts (and IB2 data ends). I'm guessing + b8 is part of this since (from downstream kgsl): + + /* ROQ sizes are twice as big on a640/a680 than on a630 */ + if (adreno_is_a640(adreno_dev) || adreno_is_a680(adreno_dev)) { + kgsl_regwrite(device, A6XX_CP_ROQ_THRESHOLDS_2, 0x02000140); + kgsl_regwrite(device, A6XX_CP_ROQ_THRESHOLDS_1, 0x8040362C); + } ... + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + number of remaining dwords incl current dword being consumed? + + + + number of remaining dwords incl current dword being consumed? + + + + number of remaining dwords incl current dword being consumed? + + + + number of remaining dwords incl current dword being consumed? + + + + number of dwords that have already been read but haven't been consumed by $addr + + + + number of remaining dwords incl current dword being consumed? + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Set to true when binning, isn't changed afterwards + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Configures the mapping between VSC_PIPE buffer and + bin, X/Y specify the bin index in the horiz/vert + direction (0,0 is upper left, 0,1 is leftmost bin + on second row, and so on). W/H specify the number + of bins assigned to this VSC_PIPE in the horiz/vert + dimension. + + + + + + + + + + + + + + + + + + Seems to be a bitmap of which tiles mapped to the VSC + pipe contain geometry. + + I suppose we can connect a maximum of 32 tiles to a + single VSC pipe. + + + + + + + Has the size of data written to corresponding VSC_PRIM_STRM + buffer. + + + + + + + Has the size of data written to corresponding VSC pipe, ie. + same thing that is written out to VSC_DRAW_STRM_SIZE_ADDRESS_LO/HI + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + In addition to FLUSH_PER_OVERLAP, guarantee that UCHE + and CCU don't get out of sync when fetching the previous + value for the current pixel. With NO_FLUSH, there's the + possibility that the flags for the current pixel are + flushed before the data or vice-versa, leading to + texture fetches via UCHE getting out of sync values. + This mode should eliminate that. It's used in bypass + mode for coherent blending + (GL_KHR_blend_equation_advanced_coherent) as well as + non-coherent blending. + + + + Invalidate UCHE and wait for any pending work to finish + if there was possibly an overlapping primitive prior to + the current one. This is similar to a combination of + GRAS_SC_CONTROL::INJECT_L2_INVALIDATE_EVENT and + WAIT_RB_IDLE_ALL_TRI on a3xx. It's used in GMEM mode for + coherent blending + (GL_KHR_blend_equation_advanced_coherent). + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + LRZ write also disabled for blend/etc. + + update MAX instead of MIN value, ie. GL_GREATER/GL_GEQUAL + + + Clears the LRZ block being touched to: + - 0.0 if GREATER + - 1.0 if LESS + + + + + + + + If DISABLE_ON_WRONG_DIR enabled - write new LRZ direction into + buffer, in case of mismatched direction writes 0 (disables LRZ). + + + + Disable LRZ based on previous direction and the current one. + If DIR_WRITE is not enabled - there is no write to direction buffer. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Z_READ_ENABLE bit is set for zfunc other than GL_ALWAYS or GL_NEVER + also set when Z_BOUNDS_ENABLE is set + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + For clearing depth/stencil + 1 - depth + 2 - stencil + 3 - depth+stencil + For clearing color buffer: + then probably a component mask, I always see 0xf + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Swaps TESS_CW_TRIS/TESS_CCW_TRIS, and also makes + triangle fans and triangle strips use the D3D + order instead of the OpenGL order. + + + + + + + + geometry shader + + + + + + + + + + + + + + Multi-position output lets the last geometry + stage shader write multiple copies of + gl_Position. If disabled then the VS is run once + for each view, and ViewID is passed as a + register to the VS. + + + + + + + + + + + + + + + + + + + + + + + + + + + Packed array of a6xx_varying_interp_mode + + + + Packed array of a6xx_varying_ps_repl_mode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + num of varyings plus four for gl_Position (plus one if gl_PointSize) + plus # of transform-feedback (streamout) varyings if using the + hw streamout (rather than stg instructions in shader) + + + + + + + The number of extra copies of POSITION, i.e. + number of views minus one when multi-position + output is enabled, otherwise 0. + + + + + + + + + + + + + + + This VPC location will be overwritten with + ViewID when multiview is enabled. It's used when + fragment shaders read ViewID. It's only + strictly required for multi-position output, + where the same VS invocation is used for all the + views at once, but it can be used when multi-pos + output is disabled too, to avoid having to pass + ViewID through the VS. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + num of varyings plus four for gl_Position (plus one if gl_PointSize) + plus # of transform-feedback (streamout) varyings if using the + hw streamout (rather than stg instructions in shader) + + + + + + + + + + + + + + + + + + + + + + size in vec4s of per-primitive storage for gs. TODO: not actually in VPC + + + + + + + + + + + + + + + + + + + + + + + + + + Possibly not really "initiating" the draw but the layout is similar + to VGT_DRAW_INITIATOR on older gens + + + + + + + + + + + + + + + + Written by CP_SET_VISIBILITY_OVERRIDE handler + + + + + + + + + + + + + + + + + + + + + + + + + + This is the ID of the current patch within the + subdraw, used to calculate the offset of the + patch within the HS->DS buffers. When a draw is + split into multiple subdraws then this differs + from gl_PrimitiveID on the second, third, etc. + subdraws. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The size of memory that ldp/stp can address. + + + + Seems to be the same as a3xx. The maximum stack + size in units of 4 calls, so a call depth of 7 + would result in a value of 2. + TODO: What's the actual size per call, i.e. the + size of the PC? a3xx docs say it's 16 bits + there, but the length register now takes 28 bits + so it's probably been bumped to 32 bits. + + + + + + + + + There are four indices used to compute the + private memory location for an access: + + - stp/ldp offset + - fiber id + - wavefront id (a swizzled version of what "getwid" returns) + - SP ID (the same as what "getspid" returns) + + The stride for the SP ID is always set by + TOTALPVTMEMSIZE. In the per-wave layout, the + indices are used in this order: + + - offset % 4 (offset within dword) + - fiber id + - offset / 4 + - wavefront id + - SP ID + + and the stride for the wavefront ID is + MEMSIZEPERITEM, multiplied by 128 (fibers per + wavefront). In the per-fiber layout, the indices + are used in this order: + + - offset + - fiber id % 4 + - wavefront id + - fiber id / 4 + - SP ID + + and the stride for the fiber id/wavefront id + combo is MEMSIZEPERITEM. + + Note: Accesses of more than 1 dword do not work + with per-fiber layout. The blob will fall back + to per-wave instead. + + + + + + + This seems to be be the equivalent of HWSTACKOFFSET in + a3xx. The ldp/stp offset formula above isn't affected by + HWSTACKSIZEPERTHREAD at all, so the HW return address + stack seems to be after all the normal per-SP private + memory. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Normally the size of the output of the last stage in + dwords. It should be programmed as follows: + + size less than 63 - size + size of 63 (?) or 64 - 63 + size greater than 64 - 64 + + What to program when the size is 61-63 is a guess, but + both the blob and ir3 align the size to 4 dword's so it + doesn't matter in practice. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Enable ALL helper invocations in a quad. Necessary for + fine derivatives and quad subgroup ops. + + + + + + + + Enable helper invocations. Enables 3 out of 4 fragments, + because the coarse derivatives only use half of the quad + and so one pixel's value is always unused. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + per MRT + + + + + + + + + + + + + + + + + + + + Similar to "(eq)" flag but disables helper invocations + after the texture prefetch. + + + + Bypass writing to regs and overwrite output with color from + CONSTSLOTID const regs. + + + + + + + + + + + + + + + Results in color being zero + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + If 0 - all 32k of shared storage is enabled, otherwise + (SHARED_SIZE + 1) * 1k is enabled. + The ldl/stl offset seems to be rewritten to 0 when it is beyond + this limit. This is different from ldlw/stlw, which wraps at + 64k (and has 36k of storage on A640 - reads between 36k-64k + always return 0) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + This can alternatively be interpreted as a pitch shift, ie, the + descriptor size is 2 << N dwords + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Specify for which components the output color should be read + from alias, e.g. for: + + alias.1.b32.0 r3.x, c8.x + alias.1.b32.0 r2.x, c4.x + alias.1.b32.0 r1.x, c4.x + alias.1.b32.0 r0.x, c0.x + + the SP_PS_ALIASED_COMPONENTS would be 0x00001111 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + This register clears pending loads queued up by + CP_LOAD_STATE6. Each bit resets a particular kind(s) of + CP_LOAD_STATE6. + + + + + + + + + + + + + + + + + + + + + + + + + This register clears pending loads queued up by + CP_LOAD_STATE6. Each bit resets a particular kind(s) of + CP_LOAD_STATE6. + + + + + + + + + + + + + + + + + + + + + + + + + + Shared constants are intended to be used for Vulkan push + constants. When enabled, 8 vec4's are reserved in the FS + const pool and 16 in the geometry const pool although + only 8 are actually used (why?) and they are mapped to + c504-c511 in each stage. Both VS and FS shared consts + are written using ST6_CONSTANTS/SB6_IBO, so that both + the geometry and FS shared consts can be written at once + by using CP_LOAD_STATE6 rather than + CP_LOAD_STATE6_FRAG/CP_LOAD_STATE6_GEOM. In addition + DST_OFF and NUM_UNIT are in units of dwords instead of + vec4's. + + There is also a separate shared constant pool for CS, + which is loaded through CP_LOAD_STATE6_FRAG with + ST6_UBO/ST6_IBO. However the only real difference for CS + is the dword units. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Texture sampler dwords + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + clamp result to [0, 1] if the format is unorm or + [-1, 1] if the format is snorm, *after* + filtering. Has no effect for other formats. + + + + + + + + + + + + + + + + + + + Texture constant dwords + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + probably for D3D structured UAVs, normally set to 1 + + + + + + Pitch in bytes (so actually stride) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/drivers/gpu/drm/msm/registers/adreno/a6xx_gmu.xml b/drivers/gpu/drm/msm/registers/adreno/a6xx_gmu.xml new file mode 100644 index 000000000000..6531749d30f4 --- /dev/null +++ b/drivers/gpu/drm/msm/registers/adreno/a6xx_gmu.xml @@ -0,0 +1,228 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +