vc4: Move the render job state into a separate structure.
[mesa.git] / src / gallium / drivers / vc4 / vc4_uniforms.c
1 /*
2 * Copyright © 2014-2015 Broadcom
3 *
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:
10 *
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
13 * Software.
14 *
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
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/u_pack_color.h"
25 #include "util/format_srgb.h"
26
27 #include "vc4_context.h"
28 #include "vc4_qir.h"
29
30 static void
31 write_texture_p0(struct vc4_job *job,
32 struct vc4_cl_out **uniforms,
33 struct vc4_texture_stateobj *texstate,
34 uint32_t unit)
35 {
36 struct vc4_sampler_view *sview =
37 vc4_sampler_view(texstate->textures[unit]);
38 struct vc4_resource *rsc = vc4_resource(sview->base.texture);
39
40 cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
41 }
42
43 static void
44 write_texture_p1(struct vc4_job *job,
45 struct vc4_cl_out **uniforms,
46 struct vc4_texture_stateobj *texstate,
47 uint32_t unit)
48 {
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]);
53
54 cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
55 }
56
57 static void
58 write_texture_p2(struct vc4_job *job,
59 struct vc4_cl_out **uniforms,
60 struct vc4_texture_stateobj *texstate,
61 uint32_t data)
62 {
63 uint32_t unit = data & 0xffff;
64 struct pipe_sampler_view *texture = texstate->textures[unit];
65 struct vc4_resource *rsc = vc4_resource(texture->texture);
66
67 cl_aligned_u32(uniforms,
68 VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
69 VC4_TEX_P2_PTYPE) |
70 VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
71 VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
72 }
73
74 static void
75 write_texture_first_level(struct vc4_job *job,
76 struct vc4_cl_out **uniforms,
77 struct vc4_texture_stateobj *texstate,
78 uint32_t data)
79 {
80 uint32_t unit = data & 0xffff;
81 struct pipe_sampler_view *texture = texstate->textures[unit];
82
83 cl_aligned_f(uniforms, texture->u.tex.first_level);
84 }
85
86 static void
87 write_texture_msaa_addr(struct vc4_job *job,
88 struct vc4_cl_out **uniforms,
89 struct vc4_texture_stateobj *texstate,
90 uint32_t unit)
91 {
92 struct pipe_sampler_view *texture = texstate->textures[unit];
93 struct vc4_resource *rsc = vc4_resource(texture->texture);
94
95 cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
96 }
97
98
99 #define SWIZ(x,y,z,w) { \
100 PIPE_SWIZZLE_##x, \
101 PIPE_SWIZZLE_##y, \
102 PIPE_SWIZZLE_##z, \
103 PIPE_SWIZZLE_##w \
104 }
105
106 static void
107 write_texture_border_color(struct vc4_job *job,
108 struct vc4_cl_out **uniforms,
109 struct vc4_texture_stateobj *texstate,
110 uint32_t unit)
111 {
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);
115 union util_color uc;
116
117 const struct util_format_description *tex_format_desc =
118 util_format_description(texture->format);
119
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++)
125 border_color[i] =
126 util_format_linear_to_srgb_float(border_color[i]);
127 }
128
129 /* Turn the border color into the layout of channels that it would
130 * have when stored as texture contents.
131 */
132 float storage_color[4];
133 util_format_unswizzle_4f(storage_color,
134 border_color,
135 tex_format_desc->swizzle);
136
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.
140 */
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;
144 } else {
145 switch (rsc->vc4_format) {
146 default:
147 case VC4_TEXTURE_TYPE_RGBA8888:
148 util_pack_color(storage_color,
149 PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
150 break;
151 case VC4_TEXTURE_TYPE_RGBA4444:
152 util_pack_color(storage_color,
153 PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
154 break;
155 case VC4_TEXTURE_TYPE_RGB565:
156 util_pack_color(storage_color,
157 PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
158 break;
159 case VC4_TEXTURE_TYPE_ALPHA:
160 uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
161 break;
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));
165 break;
166 }
167 }
168
169 cl_aligned_u32(uniforms, uc.ui[0]);
170 }
171
172 static uint32_t
173 get_texrect_scale(struct vc4_texture_stateobj *texstate,
174 enum quniform_contents contents,
175 uint32_t data)
176 {
177 struct pipe_sampler_view *texture = texstate->textures[data];
178 uint32_t dim;
179
180 if (contents == QUNIFORM_TEXRECT_SCALE_X)
181 dim = texture->texture->width0;
182 else
183 dim = texture->texture->height0;
184
185 return fui(1.0f / dim);
186 }
187
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)
192 {
193 if (!shader->ubo_size)
194 return NULL;
195
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);
203 }
204
205 return ubo;
206 }
207
208 void
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)
212 {
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);
217
218 cl_ensure_space(&job->uniforms, (uinfo->count +
219 uinfo->num_texture_samples) * 4);
220
221 struct vc4_cl_out *uniforms =
222 cl_start_shader_reloc(&job->uniforms,
223 uinfo->num_texture_samples);
224
225 for (int i = 0; i < uinfo->count; i++) {
226
227 switch (uinfo->contents[i]) {
228 case QUNIFORM_CONSTANT:
229 cl_aligned_u32(&uniforms, uinfo->data[i]);
230 break;
231 case QUNIFORM_UNIFORM:
232 cl_aligned_u32(&uniforms,
233 gallium_uniforms[uinfo->data[i]]);
234 break;
235 case QUNIFORM_VIEWPORT_X_SCALE:
236 cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
237 break;
238 case QUNIFORM_VIEWPORT_Y_SCALE:
239 cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
240 break;
241
242 case QUNIFORM_VIEWPORT_Z_OFFSET:
243 cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
244 break;
245 case QUNIFORM_VIEWPORT_Z_SCALE:
246 cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
247 break;
248
249 case QUNIFORM_USER_CLIP_PLANE:
250 cl_aligned_f(&uniforms,
251 vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
252 break;
253
254 case QUNIFORM_TEXTURE_CONFIG_P0:
255 write_texture_p0(job, &uniforms, texstate,
256 uinfo->data[i]);
257 break;
258
259 case QUNIFORM_TEXTURE_CONFIG_P1:
260 write_texture_p1(job, &uniforms, texstate,
261 uinfo->data[i]);
262 break;
263
264 case QUNIFORM_TEXTURE_CONFIG_P2:
265 write_texture_p2(job, &uniforms, texstate,
266 uinfo->data[i]);
267 break;
268
269 case QUNIFORM_TEXTURE_FIRST_LEVEL:
270 write_texture_first_level(job, &uniforms, texstate,
271 uinfo->data[i]);
272 break;
273
274 case QUNIFORM_UBO_ADDR:
275 cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
276 break;
277
278 case QUNIFORM_TEXTURE_MSAA_ADDR:
279 write_texture_msaa_addr(job, &uniforms,
280 texstate, uinfo->data[i]);
281 break;
282
283 case QUNIFORM_TEXTURE_BORDER_COLOR:
284 write_texture_border_color(job, &uniforms,
285 texstate, uinfo->data[i]);
286 break;
287
288 case QUNIFORM_TEXRECT_SCALE_X:
289 case QUNIFORM_TEXRECT_SCALE_Y:
290 cl_aligned_u32(&uniforms,
291 get_texrect_scale(texstate,
292 uinfo->contents[i],
293 uinfo->data[i]));
294 break;
295
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],
303 0, 1));
304 break;
305
306 case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
307 const uint8_t *format_swiz =
308 vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
309 uint32_t color = 0;
310 for (int i = 0; i < 4; i++) {
311 if (format_swiz[i] >= 4)
312 continue;
313
314 color |= (vc4->blend_color.ub[format_swiz[i]] <<
315 (i * 8));
316 }
317 cl_aligned_u32(&uniforms, color);
318 break;
319 }
320
321 case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
322 uint8_t a = vc4->blend_color.ub[3];
323 cl_aligned_u32(&uniforms, ((a) |
324 (a << 8) |
325 (a << 16) |
326 (a << 24)));
327 break;
328 }
329
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) :
335 0));
336 break;
337
338 case QUNIFORM_ALPHA_REF:
339 cl_aligned_f(&uniforms,
340 vc4->zsa->base.alpha.ref_value);
341 break;
342
343 case QUNIFORM_SAMPLE_MASK:
344 cl_aligned_u32(&uniforms, vc4->sample_mask);
345 break;
346
347 case QUNIFORM_UNIFORMS_ADDRESS:
348 /* This will be filled in by the kernel. */
349 cl_aligned_u32(&uniforms, 0xd0d0d0d0);
350 break;
351 }
352 #if 0
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));
356 #endif
357 }
358
359 cl_end(&job->uniforms, uniforms);
360
361 vc4_bo_unreference(&ubo);
362 }
363
364 void
365 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
366 {
367 uint32_t dirty = 0;
368
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:
373 break;
374 case QUNIFORM_UNIFORM:
375 case QUNIFORM_UBO_ADDR:
376 dirty |= VC4_DIRTY_CONSTBUF;
377 break;
378
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;
384 break;
385
386 case QUNIFORM_USER_CLIP_PLANE:
387 dirty |= VC4_DIRTY_CLIP;
388 break;
389
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.
400 */
401 dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
402 break;
403
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;
411 break;
412
413 case QUNIFORM_STENCIL:
414 case QUNIFORM_ALPHA_REF:
415 dirty |= VC4_DIRTY_ZSA;
416 break;
417
418 case QUNIFORM_SAMPLE_MASK:
419 dirty |= VC4_DIRTY_SAMPLE_MASK;
420 break;
421 }
422 }
423
424 shader->uniform_dirty_bits = dirty;
425 }