2 * Copyright © 2014-2015 Broadcom
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 #include "util/u_pack_color.h"
25 #include "util/format_srgb.h"
27 #include "vc4_context.h"
31 write_texture_p0(struct vc4_context
*vc4
,
32 struct vc4_cl_out
**uniforms
,
33 struct vc4_texture_stateobj
*texstate
,
36 struct vc4_sampler_view
*sview
=
37 vc4_sampler_view(texstate
->textures
[unit
]);
38 struct vc4_resource
*rsc
= vc4_resource(sview
->base
.texture
);
40 cl_reloc(vc4
, &vc4
->uniforms
, uniforms
, rsc
->bo
, sview
->texture_p0
);
44 write_texture_p1(struct vc4_context
*vc4
,
45 struct vc4_cl_out
**uniforms
,
46 struct vc4_texture_stateobj
*texstate
,
49 struct vc4_sampler_view
*sview
=
50 vc4_sampler_view(texstate
->textures
[unit
]);
51 struct vc4_sampler_state
*sampler
=
52 vc4_sampler_state(texstate
->samplers
[unit
]);
54 cl_aligned_u32(uniforms
, sview
->texture_p1
| sampler
->texture_p1
);
58 write_texture_p2(struct vc4_context
*vc4
,
59 struct vc4_cl_out
**uniforms
,
60 struct vc4_texture_stateobj
*texstate
,
63 uint32_t unit
= data
& 0xffff;
64 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
65 struct vc4_resource
*rsc
= vc4_resource(texture
->texture
);
67 cl_aligned_u32(uniforms
,
68 VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE
,
70 VC4_SET_FIELD(rsc
->cube_map_stride
>> 12, VC4_TEX_P2_CMST
) |
71 VC4_SET_FIELD((data
>> 16) & 1, VC4_TEX_P2_BSLOD
));
75 write_texture_msaa_addr(struct vc4_context
*vc4
,
76 struct vc4_cl_out
**uniforms
,
77 struct vc4_texture_stateobj
*texstate
,
80 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
81 struct vc4_resource
*rsc
= vc4_resource(texture
->texture
);
83 cl_aligned_reloc(vc4
, &vc4
->uniforms
, uniforms
, rsc
->bo
, 0);
87 #define SWIZ(x,y,z,w) { \
95 write_texture_border_color(struct vc4_context
*vc4
,
96 struct vc4_cl_out
**uniforms
,
97 struct vc4_texture_stateobj
*texstate
,
100 struct pipe_sampler_state
*sampler
= texstate
->samplers
[unit
];
101 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
102 struct vc4_resource
*rsc
= vc4_resource(texture
->texture
);
105 const struct util_format_description
*tex_format_desc
=
106 util_format_description(texture
->format
);
108 float border_color
[4];
109 for (int i
= 0; i
< 4; i
++)
110 border_color
[i
] = sampler
->border_color
.f
[i
];
111 if (util_format_is_srgb(texture
->format
)) {
112 for (int i
= 0; i
< 3; i
++)
114 util_format_linear_to_srgb_float(border_color
[i
]);
117 /* Turn the border color into the layout of channels that it would
118 * have when stored as texture contents.
120 float storage_color
[4];
121 util_format_unswizzle_4f(storage_color
,
123 tex_format_desc
->swizzle
);
125 /* Now, pack so that when the vc4_format-sampled texture contents are
126 * replaced with our border color, the vc4_get_format_swizzle()
127 * swizzling will get the right channels.
129 if (util_format_is_depth_or_stencil(texture
->format
)) {
130 uc
.ui
[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM
,
131 sampler
->border_color
.f
[0]) << 8;
133 switch (rsc
->vc4_format
) {
135 case VC4_TEXTURE_TYPE_RGBA8888
:
136 util_pack_color(storage_color
,
137 PIPE_FORMAT_R8G8B8A8_UNORM
, &uc
);
139 case VC4_TEXTURE_TYPE_RGBA4444
:
140 util_pack_color(storage_color
,
141 PIPE_FORMAT_A8B8G8R8_UNORM
, &uc
);
143 case VC4_TEXTURE_TYPE_RGB565
:
144 util_pack_color(storage_color
,
145 PIPE_FORMAT_B8G8R8A8_UNORM
, &uc
);
147 case VC4_TEXTURE_TYPE_ALPHA
:
148 uc
.ui
[0] = float_to_ubyte(storage_color
[0]) << 24;
150 case VC4_TEXTURE_TYPE_LUMALPHA
:
151 uc
.ui
[0] = ((float_to_ubyte(storage_color
[1]) << 24) |
152 (float_to_ubyte(storage_color
[0]) << 0));
157 cl_aligned_u32(uniforms
, uc
.ui
[0]);
161 get_texrect_scale(struct vc4_texture_stateobj
*texstate
,
162 enum quniform_contents contents
,
165 struct pipe_sampler_view
*texture
= texstate
->textures
[data
];
168 if (contents
== QUNIFORM_TEXRECT_SCALE_X
)
169 dim
= texture
->texture
->width0
;
171 dim
= texture
->texture
->height0
;
173 return fui(1.0f
/ dim
);
176 static struct vc4_bo
*
177 vc4_upload_ubo(struct vc4_context
*vc4
,
178 struct vc4_compiled_shader
*shader
,
179 const uint32_t *gallium_uniforms
)
181 if (!shader
->ubo_size
)
184 struct vc4_bo
*ubo
= vc4_bo_alloc(vc4
->screen
, shader
->ubo_size
, "ubo");
185 uint32_t *data
= vc4_bo_map(ubo
);
186 for (uint32_t i
= 0; i
< shader
->num_ubo_ranges
; i
++) {
187 memcpy(data
+ shader
->ubo_ranges
[i
].dst_offset
,
188 gallium_uniforms
+ shader
->ubo_ranges
[i
].src_offset
,
189 shader
->ubo_ranges
[i
].size
);
196 vc4_write_uniforms(struct vc4_context
*vc4
, struct vc4_compiled_shader
*shader
,
197 struct vc4_constbuf_stateobj
*cb
,
198 struct vc4_texture_stateobj
*texstate
)
200 struct vc4_shader_uniform_info
*uinfo
= &shader
->uniforms
;
201 const uint32_t *gallium_uniforms
= cb
->cb
[0].user_buffer
;
202 struct vc4_bo
*ubo
= vc4_upload_ubo(vc4
, shader
, gallium_uniforms
);
204 cl_ensure_space(&vc4
->uniforms
, (uinfo
->count
+
205 uinfo
->num_texture_samples
) * 4);
207 struct vc4_cl_out
*uniforms
=
208 cl_start_shader_reloc(&vc4
->uniforms
,
209 uinfo
->num_texture_samples
);
211 for (int i
= 0; i
< uinfo
->count
; i
++) {
213 switch (uinfo
->contents
[i
]) {
214 case QUNIFORM_CONSTANT
:
215 cl_aligned_u32(&uniforms
, uinfo
->data
[i
]);
217 case QUNIFORM_UNIFORM
:
218 cl_aligned_u32(&uniforms
,
219 gallium_uniforms
[uinfo
->data
[i
]]);
221 case QUNIFORM_VIEWPORT_X_SCALE
:
222 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[0] * 16.0f
);
224 case QUNIFORM_VIEWPORT_Y_SCALE
:
225 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[1] * 16.0f
);
228 case QUNIFORM_VIEWPORT_Z_OFFSET
:
229 cl_aligned_f(&uniforms
, vc4
->viewport
.translate
[2]);
231 case QUNIFORM_VIEWPORT_Z_SCALE
:
232 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[2]);
235 case QUNIFORM_USER_CLIP_PLANE
:
236 cl_aligned_f(&uniforms
,
237 vc4
->clip
.ucp
[uinfo
->data
[i
] / 4][uinfo
->data
[i
] % 4]);
240 case QUNIFORM_TEXTURE_CONFIG_P0
:
241 write_texture_p0(vc4
, &uniforms
, texstate
,
245 case QUNIFORM_TEXTURE_CONFIG_P1
:
246 write_texture_p1(vc4
, &uniforms
, texstate
,
250 case QUNIFORM_TEXTURE_CONFIG_P2
:
251 write_texture_p2(vc4
, &uniforms
, texstate
,
255 case QUNIFORM_UBO_ADDR
:
256 cl_aligned_reloc(vc4
, &vc4
->uniforms
, &uniforms
, ubo
, 0);
259 case QUNIFORM_TEXTURE_MSAA_ADDR
:
260 write_texture_msaa_addr(vc4
, &uniforms
,
261 texstate
, uinfo
->data
[i
]);
264 case QUNIFORM_TEXTURE_BORDER_COLOR
:
265 write_texture_border_color(vc4
, &uniforms
,
266 texstate
, uinfo
->data
[i
]);
269 case QUNIFORM_TEXRECT_SCALE_X
:
270 case QUNIFORM_TEXRECT_SCALE_Y
:
271 cl_aligned_u32(&uniforms
,
272 get_texrect_scale(texstate
,
277 case QUNIFORM_BLEND_CONST_COLOR_X
:
278 case QUNIFORM_BLEND_CONST_COLOR_Y
:
279 case QUNIFORM_BLEND_CONST_COLOR_Z
:
280 case QUNIFORM_BLEND_CONST_COLOR_W
:
281 cl_aligned_f(&uniforms
,
282 CLAMP(vc4
->blend_color
.f
.color
[uinfo
->contents
[i
] -
283 QUNIFORM_BLEND_CONST_COLOR_X
],
287 case QUNIFORM_BLEND_CONST_COLOR_RGBA
: {
288 const uint8_t *format_swiz
=
289 vc4_get_format_swizzle(vc4
->framebuffer
.cbufs
[0]->format
);
291 for (int i
= 0; i
< 4; i
++) {
292 if (format_swiz
[i
] >= 4)
295 color
|= (vc4
->blend_color
.ub
[format_swiz
[i
]] <<
298 cl_aligned_u32(&uniforms
, color
);
302 case QUNIFORM_BLEND_CONST_COLOR_AAAA
: {
303 uint8_t a
= vc4
->blend_color
.ub
[3];
304 cl_aligned_u32(&uniforms
, ((a
) |
311 case QUNIFORM_STENCIL
:
312 cl_aligned_u32(&uniforms
,
313 vc4
->zsa
->stencil_uniforms
[uinfo
->data
[i
]] |
314 (uinfo
->data
[i
] <= 1 ?
315 (vc4
->stencil_ref
.ref_value
[uinfo
->data
[i
]] << 8) :
319 case QUNIFORM_ALPHA_REF
:
320 cl_aligned_f(&uniforms
,
321 vc4
->zsa
->base
.alpha
.ref_value
);
324 case QUNIFORM_SAMPLE_MASK
:
325 cl_aligned_u32(&uniforms
, vc4
->sample_mask
);
328 case QUNIFORM_UNIFORMS_ADDRESS
:
329 /* This will be filled in by the kernel. */
330 cl_aligned_u32(&uniforms
, 0xd0d0d0d0);
334 uint32_t written_val
= *((uint32_t *)uniforms
- 1);
335 fprintf(stderr
, "%p: %d / 0x%08x (%f)\n",
336 shader
, i
, written_val
, uif(written_val
));
340 cl_end(&vc4
->uniforms
, uniforms
);
342 vc4_bo_unreference(&ubo
);
346 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader
*shader
)
350 for (int i
= 0; i
< shader
->uniforms
.count
; i
++) {
351 switch (shader
->uniforms
.contents
[i
]) {
352 case QUNIFORM_CONSTANT
:
353 case QUNIFORM_UNIFORMS_ADDRESS
:
355 case QUNIFORM_UNIFORM
:
356 case QUNIFORM_UBO_ADDR
:
357 dirty
|= VC4_DIRTY_CONSTBUF
;
360 case QUNIFORM_VIEWPORT_X_SCALE
:
361 case QUNIFORM_VIEWPORT_Y_SCALE
:
362 case QUNIFORM_VIEWPORT_Z_OFFSET
:
363 case QUNIFORM_VIEWPORT_Z_SCALE
:
364 dirty
|= VC4_DIRTY_VIEWPORT
;
367 case QUNIFORM_USER_CLIP_PLANE
:
368 dirty
|= VC4_DIRTY_CLIP
;
371 case QUNIFORM_TEXTURE_CONFIG_P0
:
372 case QUNIFORM_TEXTURE_CONFIG_P1
:
373 case QUNIFORM_TEXTURE_CONFIG_P2
:
374 case QUNIFORM_TEXTURE_BORDER_COLOR
:
375 case QUNIFORM_TEXTURE_MSAA_ADDR
:
376 case QUNIFORM_TEXRECT_SCALE_X
:
377 case QUNIFORM_TEXRECT_SCALE_Y
:
378 /* We could flag this on just the stage we're
379 * compiling for, but it's not passed in.
381 dirty
|= VC4_DIRTY_FRAGTEX
| VC4_DIRTY_VERTTEX
;
384 case QUNIFORM_BLEND_CONST_COLOR_X
:
385 case QUNIFORM_BLEND_CONST_COLOR_Y
:
386 case QUNIFORM_BLEND_CONST_COLOR_Z
:
387 case QUNIFORM_BLEND_CONST_COLOR_W
:
388 case QUNIFORM_BLEND_CONST_COLOR_RGBA
:
389 case QUNIFORM_BLEND_CONST_COLOR_AAAA
:
390 dirty
|= VC4_DIRTY_BLEND_COLOR
;
393 case QUNIFORM_STENCIL
:
394 case QUNIFORM_ALPHA_REF
:
395 dirty
|= VC4_DIRTY_ZSA
;
398 case QUNIFORM_SAMPLE_MASK
:
399 dirty
|= VC4_DIRTY_SAMPLE_MASK
;
404 shader
->uniform_dirty_bits
= dirty
;