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_job
*job
,
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
->texture
);
40 cl_reloc(job
, &job
->uniforms
, uniforms
, rsc
->bo
, sview
->texture_p0
);
44 write_texture_p1(struct vc4_job
*job
,
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_job
*job
,
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_first_level(struct vc4_job
*job
,
76 struct vc4_cl_out
**uniforms
,
77 struct vc4_texture_stateobj
*texstate
,
80 uint32_t unit
= data
& 0xffff;
81 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
83 cl_aligned_f(uniforms
, texture
->u
.tex
.first_level
);
87 write_texture_msaa_addr(struct vc4_job
*job
,
88 struct vc4_cl_out
**uniforms
,
89 struct vc4_texture_stateobj
*texstate
,
92 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
93 struct vc4_resource
*rsc
= vc4_resource(texture
->texture
);
95 cl_aligned_reloc(job
, &job
->uniforms
, uniforms
, rsc
->bo
, 0);
99 #define SWIZ(x,y,z,w) { \
107 write_texture_border_color(struct vc4_job
*job
,
108 struct vc4_cl_out
**uniforms
,
109 struct vc4_texture_stateobj
*texstate
,
112 struct pipe_sampler_state
*sampler
= texstate
->samplers
[unit
];
113 struct pipe_sampler_view
*texture
= texstate
->textures
[unit
];
114 struct vc4_resource
*rsc
= vc4_resource(texture
->texture
);
117 const struct util_format_description
*tex_format_desc
=
118 util_format_description(texture
->format
);
120 float border_color
[4];
121 for (int i
= 0; i
< 4; i
++)
122 border_color
[i
] = sampler
->border_color
.f
[i
];
123 if (util_format_is_srgb(texture
->format
)) {
124 for (int i
= 0; i
< 3; i
++)
126 util_format_linear_to_srgb_float(border_color
[i
]);
129 /* Turn the border color into the layout of channels that it would
130 * have when stored as texture contents.
132 float storage_color
[4];
133 util_format_unswizzle_4f(storage_color
,
135 tex_format_desc
->swizzle
);
137 /* Now, pack so that when the vc4_format-sampled texture contents are
138 * replaced with our border color, the vc4_get_format_swizzle()
139 * swizzling will get the right channels.
141 if (util_format_is_depth_or_stencil(texture
->format
)) {
142 uc
.ui
[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM
,
143 sampler
->border_color
.f
[0]) << 8;
145 switch (rsc
->vc4_format
) {
147 case VC4_TEXTURE_TYPE_RGBA8888
:
148 util_pack_color(storage_color
,
149 PIPE_FORMAT_R8G8B8A8_UNORM
, &uc
);
151 case VC4_TEXTURE_TYPE_RGBA4444
:
152 util_pack_color(storage_color
,
153 PIPE_FORMAT_A8B8G8R8_UNORM
, &uc
);
155 case VC4_TEXTURE_TYPE_RGB565
:
156 util_pack_color(storage_color
,
157 PIPE_FORMAT_B8G8R8A8_UNORM
, &uc
);
159 case VC4_TEXTURE_TYPE_ALPHA
:
160 uc
.ui
[0] = float_to_ubyte(storage_color
[0]) << 24;
162 case VC4_TEXTURE_TYPE_LUMALPHA
:
163 uc
.ui
[0] = ((float_to_ubyte(storage_color
[1]) << 24) |
164 (float_to_ubyte(storage_color
[0]) << 0));
169 cl_aligned_u32(uniforms
, uc
.ui
[0]);
173 get_texrect_scale(struct vc4_texture_stateobj
*texstate
,
174 enum quniform_contents contents
,
177 struct pipe_sampler_view
*texture
= texstate
->textures
[data
];
180 if (contents
== QUNIFORM_TEXRECT_SCALE_X
)
181 dim
= texture
->texture
->width0
;
183 dim
= texture
->texture
->height0
;
185 return fui(1.0f
/ dim
);
188 static struct vc4_bo
*
189 vc4_upload_ubo(struct vc4_context
*vc4
,
190 struct vc4_compiled_shader
*shader
,
191 const uint32_t *gallium_uniforms
)
193 if (!shader
->ubo_size
)
196 struct vc4_bo
*ubo
= vc4_bo_alloc(vc4
->screen
, shader
->ubo_size
, "ubo");
197 void *data
= vc4_bo_map(ubo
);
198 for (uint32_t i
= 0; i
< shader
->num_ubo_ranges
; i
++) {
199 memcpy(data
+ shader
->ubo_ranges
[i
].dst_offset
,
200 ((const void *)gallium_uniforms
+
201 shader
->ubo_ranges
[i
].src_offset
),
202 shader
->ubo_ranges
[i
].size
);
209 vc4_write_uniforms(struct vc4_context
*vc4
, struct vc4_compiled_shader
*shader
,
210 struct vc4_constbuf_stateobj
*cb
,
211 struct vc4_texture_stateobj
*texstate
)
213 struct vc4_shader_uniform_info
*uinfo
= &shader
->uniforms
;
214 struct vc4_job
*job
= vc4
->job
;
215 const uint32_t *gallium_uniforms
= cb
->cb
[0].user_buffer
;
216 struct vc4_bo
*ubo
= vc4_upload_ubo(vc4
, shader
, gallium_uniforms
);
218 cl_ensure_space(&job
->uniforms
, (uinfo
->count
+
219 uinfo
->num_texture_samples
) * 4);
221 struct vc4_cl_out
*uniforms
=
222 cl_start_shader_reloc(&job
->uniforms
,
223 uinfo
->num_texture_samples
);
225 for (int i
= 0; i
< uinfo
->count
; i
++) {
227 switch (uinfo
->contents
[i
]) {
228 case QUNIFORM_CONSTANT
:
229 cl_aligned_u32(&uniforms
, uinfo
->data
[i
]);
231 case QUNIFORM_UNIFORM
:
232 cl_aligned_u32(&uniforms
,
233 gallium_uniforms
[uinfo
->data
[i
]]);
235 case QUNIFORM_VIEWPORT_X_SCALE
:
236 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[0] * 16.0f
);
238 case QUNIFORM_VIEWPORT_Y_SCALE
:
239 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[1] * 16.0f
);
242 case QUNIFORM_VIEWPORT_Z_OFFSET
:
243 cl_aligned_f(&uniforms
, vc4
->viewport
.translate
[2]);
245 case QUNIFORM_VIEWPORT_Z_SCALE
:
246 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[2]);
249 case QUNIFORM_USER_CLIP_PLANE
:
250 cl_aligned_f(&uniforms
,
251 vc4
->clip
.ucp
[uinfo
->data
[i
] / 4][uinfo
->data
[i
] % 4]);
254 case QUNIFORM_TEXTURE_CONFIG_P0
:
255 write_texture_p0(job
, &uniforms
, texstate
,
259 case QUNIFORM_TEXTURE_CONFIG_P1
:
260 write_texture_p1(job
, &uniforms
, texstate
,
264 case QUNIFORM_TEXTURE_CONFIG_P2
:
265 write_texture_p2(job
, &uniforms
, texstate
,
269 case QUNIFORM_TEXTURE_FIRST_LEVEL
:
270 write_texture_first_level(job
, &uniforms
, texstate
,
274 case QUNIFORM_UBO_ADDR
:
275 cl_aligned_reloc(job
, &job
->uniforms
, &uniforms
, ubo
, 0);
278 case QUNIFORM_TEXTURE_MSAA_ADDR
:
279 write_texture_msaa_addr(job
, &uniforms
,
280 texstate
, uinfo
->data
[i
]);
283 case QUNIFORM_TEXTURE_BORDER_COLOR
:
284 write_texture_border_color(job
, &uniforms
,
285 texstate
, uinfo
->data
[i
]);
288 case QUNIFORM_TEXRECT_SCALE_X
:
289 case QUNIFORM_TEXRECT_SCALE_Y
:
290 cl_aligned_u32(&uniforms
,
291 get_texrect_scale(texstate
,
296 case QUNIFORM_BLEND_CONST_COLOR_X
:
297 case QUNIFORM_BLEND_CONST_COLOR_Y
:
298 case QUNIFORM_BLEND_CONST_COLOR_Z
:
299 case QUNIFORM_BLEND_CONST_COLOR_W
:
300 cl_aligned_f(&uniforms
,
301 CLAMP(vc4
->blend_color
.f
.color
[uinfo
->contents
[i
] -
302 QUNIFORM_BLEND_CONST_COLOR_X
],
306 case QUNIFORM_BLEND_CONST_COLOR_RGBA
: {
307 const uint8_t *format_swiz
=
308 vc4_get_format_swizzle(vc4
->framebuffer
.cbufs
[0]->format
);
310 for (int i
= 0; i
< 4; i
++) {
311 if (format_swiz
[i
] >= 4)
314 color
|= (vc4
->blend_color
.ub
[format_swiz
[i
]] <<
317 cl_aligned_u32(&uniforms
, color
);
321 case QUNIFORM_BLEND_CONST_COLOR_AAAA
: {
322 uint8_t a
= vc4
->blend_color
.ub
[3];
323 cl_aligned_u32(&uniforms
, ((a
) |
330 case QUNIFORM_STENCIL
:
331 cl_aligned_u32(&uniforms
,
332 vc4
->zsa
->stencil_uniforms
[uinfo
->data
[i
]] |
333 (uinfo
->data
[i
] <= 1 ?
334 (vc4
->stencil_ref
.ref_value
[uinfo
->data
[i
]] << 8) :
338 case QUNIFORM_ALPHA_REF
:
339 cl_aligned_f(&uniforms
,
340 vc4
->zsa
->base
.alpha
.ref_value
);
343 case QUNIFORM_SAMPLE_MASK
:
344 cl_aligned_u32(&uniforms
, vc4
->sample_mask
);
347 case QUNIFORM_UNIFORMS_ADDRESS
:
348 /* This will be filled in by the kernel. */
349 cl_aligned_u32(&uniforms
, 0xd0d0d0d0);
353 uint32_t written_val
= *((uint32_t *)uniforms
- 1);
354 fprintf(stderr
, "%p: %d / 0x%08x (%f)\n",
355 shader
, i
, written_val
, uif(written_val
));
359 cl_end(&job
->uniforms
, uniforms
);
361 vc4_bo_unreference(&ubo
);
365 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader
*shader
)
369 for (int i
= 0; i
< shader
->uniforms
.count
; i
++) {
370 switch (shader
->uniforms
.contents
[i
]) {
371 case QUNIFORM_CONSTANT
:
372 case QUNIFORM_UNIFORMS_ADDRESS
:
374 case QUNIFORM_UNIFORM
:
375 case QUNIFORM_UBO_ADDR
:
376 dirty
|= VC4_DIRTY_CONSTBUF
;
379 case QUNIFORM_VIEWPORT_X_SCALE
:
380 case QUNIFORM_VIEWPORT_Y_SCALE
:
381 case QUNIFORM_VIEWPORT_Z_OFFSET
:
382 case QUNIFORM_VIEWPORT_Z_SCALE
:
383 dirty
|= VC4_DIRTY_VIEWPORT
;
386 case QUNIFORM_USER_CLIP_PLANE
:
387 dirty
|= VC4_DIRTY_CLIP
;
390 case QUNIFORM_TEXTURE_CONFIG_P0
:
391 case QUNIFORM_TEXTURE_CONFIG_P1
:
392 case QUNIFORM_TEXTURE_CONFIG_P2
:
393 case QUNIFORM_TEXTURE_BORDER_COLOR
:
394 case QUNIFORM_TEXTURE_FIRST_LEVEL
:
395 case QUNIFORM_TEXTURE_MSAA_ADDR
:
396 case QUNIFORM_TEXRECT_SCALE_X
:
397 case QUNIFORM_TEXRECT_SCALE_Y
:
398 /* We could flag this on just the stage we're
399 * compiling for, but it's not passed in.
401 dirty
|= VC4_DIRTY_FRAGTEX
| VC4_DIRTY_VERTTEX
;
404 case QUNIFORM_BLEND_CONST_COLOR_X
:
405 case QUNIFORM_BLEND_CONST_COLOR_Y
:
406 case QUNIFORM_BLEND_CONST_COLOR_Z
:
407 case QUNIFORM_BLEND_CONST_COLOR_W
:
408 case QUNIFORM_BLEND_CONST_COLOR_RGBA
:
409 case QUNIFORM_BLEND_CONST_COLOR_AAAA
:
410 dirty
|= VC4_DIRTY_BLEND_COLOR
;
413 case QUNIFORM_STENCIL
:
414 case QUNIFORM_ALPHA_REF
:
415 dirty
|= VC4_DIRTY_ZSA
;
418 case QUNIFORM_SAMPLE_MASK
:
419 dirty
|= VC4_DIRTY_SAMPLE_MASK
;
424 shader
->uniform_dirty_bits
= dirty
;