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 case VC4_TEXTURE_TYPE_RGBA5551
:
153 util_pack_color(storage_color
,
154 PIPE_FORMAT_A8B8G8R8_UNORM
, &uc
);
156 case VC4_TEXTURE_TYPE_RGB565
:
157 util_pack_color(storage_color
,
158 PIPE_FORMAT_B8G8R8A8_UNORM
, &uc
);
160 case VC4_TEXTURE_TYPE_ALPHA
:
161 uc
.ui
[0] = float_to_ubyte(storage_color
[0]) << 24;
163 case VC4_TEXTURE_TYPE_LUMALPHA
:
164 uc
.ui
[0] = ((float_to_ubyte(storage_color
[1]) << 24) |
165 (float_to_ubyte(storage_color
[0]) << 0));
170 cl_aligned_u32(uniforms
, uc
.ui
[0]);
174 get_texrect_scale(struct vc4_texture_stateobj
*texstate
,
175 enum quniform_contents contents
,
178 struct pipe_sampler_view
*texture
= texstate
->textures
[data
];
181 if (contents
== QUNIFORM_TEXRECT_SCALE_X
)
182 dim
= texture
->texture
->width0
;
184 dim
= texture
->texture
->height0
;
186 return fui(1.0f
/ dim
);
189 static struct vc4_bo
*
190 vc4_upload_ubo(struct vc4_context
*vc4
,
191 struct vc4_compiled_shader
*shader
,
192 const uint32_t *gallium_uniforms
)
194 if (!shader
->ubo_size
)
197 struct vc4_bo
*ubo
= vc4_bo_alloc(vc4
->screen
, shader
->ubo_size
, "ubo");
198 void *data
= vc4_bo_map(ubo
);
199 for (uint32_t i
= 0; i
< shader
->num_ubo_ranges
; i
++) {
200 memcpy(data
+ shader
->ubo_ranges
[i
].dst_offset
,
201 ((const void *)gallium_uniforms
+
202 shader
->ubo_ranges
[i
].src_offset
),
203 shader
->ubo_ranges
[i
].size
);
210 vc4_write_uniforms(struct vc4_context
*vc4
, struct vc4_compiled_shader
*shader
,
211 struct vc4_constbuf_stateobj
*cb
,
212 struct vc4_texture_stateobj
*texstate
)
214 struct vc4_shader_uniform_info
*uinfo
= &shader
->uniforms
;
215 struct vc4_job
*job
= vc4
->job
;
216 const uint32_t *gallium_uniforms
= cb
->cb
[0].user_buffer
;
217 struct vc4_bo
*ubo
= vc4_upload_ubo(vc4
, shader
, gallium_uniforms
);
219 cl_ensure_space(&job
->uniforms
, (uinfo
->count
+
220 uinfo
->num_texture_samples
) * 4);
222 struct vc4_cl_out
*uniforms
=
223 cl_start_shader_reloc(&job
->uniforms
,
224 uinfo
->num_texture_samples
);
226 for (int i
= 0; i
< uinfo
->count
; i
++) {
228 switch (uinfo
->contents
[i
]) {
229 case QUNIFORM_CONSTANT
:
230 cl_aligned_u32(&uniforms
, uinfo
->data
[i
]);
232 case QUNIFORM_UNIFORM
:
233 cl_aligned_u32(&uniforms
,
234 gallium_uniforms
[uinfo
->data
[i
]]);
236 case QUNIFORM_VIEWPORT_X_SCALE
:
237 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[0] * 16.0f
);
239 case QUNIFORM_VIEWPORT_Y_SCALE
:
240 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[1] * 16.0f
);
243 case QUNIFORM_VIEWPORT_Z_OFFSET
:
244 cl_aligned_f(&uniforms
, vc4
->viewport
.translate
[2]);
246 case QUNIFORM_VIEWPORT_Z_SCALE
:
247 cl_aligned_f(&uniforms
, vc4
->viewport
.scale
[2]);
250 case QUNIFORM_USER_CLIP_PLANE
:
251 cl_aligned_f(&uniforms
,
252 vc4
->clip
.ucp
[uinfo
->data
[i
] / 4][uinfo
->data
[i
] % 4]);
255 case QUNIFORM_TEXTURE_CONFIG_P0
:
256 write_texture_p0(job
, &uniforms
, texstate
,
260 case QUNIFORM_TEXTURE_CONFIG_P1
:
261 write_texture_p1(job
, &uniforms
, texstate
,
265 case QUNIFORM_TEXTURE_CONFIG_P2
:
266 write_texture_p2(job
, &uniforms
, texstate
,
270 case QUNIFORM_TEXTURE_FIRST_LEVEL
:
271 write_texture_first_level(job
, &uniforms
, texstate
,
275 case QUNIFORM_UBO_ADDR
:
276 cl_aligned_reloc(job
, &job
->uniforms
, &uniforms
, ubo
, 0);
279 case QUNIFORM_TEXTURE_MSAA_ADDR
:
280 write_texture_msaa_addr(job
, &uniforms
,
281 texstate
, uinfo
->data
[i
]);
284 case QUNIFORM_TEXTURE_BORDER_COLOR
:
285 write_texture_border_color(job
, &uniforms
,
286 texstate
, uinfo
->data
[i
]);
289 case QUNIFORM_TEXRECT_SCALE_X
:
290 case QUNIFORM_TEXRECT_SCALE_Y
:
291 cl_aligned_u32(&uniforms
,
292 get_texrect_scale(texstate
,
297 case QUNIFORM_BLEND_CONST_COLOR_X
:
298 case QUNIFORM_BLEND_CONST_COLOR_Y
:
299 case QUNIFORM_BLEND_CONST_COLOR_Z
:
300 case QUNIFORM_BLEND_CONST_COLOR_W
:
301 cl_aligned_f(&uniforms
,
302 CLAMP(vc4
->blend_color
.f
.color
[uinfo
->contents
[i
] -
303 QUNIFORM_BLEND_CONST_COLOR_X
],
307 case QUNIFORM_BLEND_CONST_COLOR_RGBA
: {
308 const uint8_t *format_swiz
=
309 vc4_get_format_swizzle(vc4
->framebuffer
.cbufs
[0]->format
);
311 for (int i
= 0; i
< 4; i
++) {
312 if (format_swiz
[i
] >= 4)
315 color
|= (vc4
->blend_color
.ub
[format_swiz
[i
]] <<
318 cl_aligned_u32(&uniforms
, color
);
322 case QUNIFORM_BLEND_CONST_COLOR_AAAA
: {
323 uint8_t a
= vc4
->blend_color
.ub
[3];
324 cl_aligned_u32(&uniforms
, ((a
) |
331 case QUNIFORM_STENCIL
:
332 cl_aligned_u32(&uniforms
,
333 vc4
->zsa
->stencil_uniforms
[uinfo
->data
[i
]] |
334 (uinfo
->data
[i
] <= 1 ?
335 (vc4
->stencil_ref
.ref_value
[uinfo
->data
[i
]] << 8) :
339 case QUNIFORM_ALPHA_REF
:
340 cl_aligned_f(&uniforms
,
341 vc4
->zsa
->base
.alpha
.ref_value
);
344 case QUNIFORM_SAMPLE_MASK
:
345 cl_aligned_u32(&uniforms
, vc4
->sample_mask
);
348 case QUNIFORM_UNIFORMS_ADDRESS
:
349 /* This will be filled in by the kernel. */
350 cl_aligned_u32(&uniforms
, 0xd0d0d0d0);
354 uint32_t written_val
= *((uint32_t *)uniforms
- 1);
355 fprintf(stderr
, "%p: %d / 0x%08x (%f)\n",
356 shader
, i
, written_val
, uif(written_val
));
360 cl_end(&job
->uniforms
, uniforms
);
362 vc4_bo_unreference(&ubo
);
366 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader
*shader
)
370 for (int i
= 0; i
< shader
->uniforms
.count
; i
++) {
371 switch (shader
->uniforms
.contents
[i
]) {
372 case QUNIFORM_CONSTANT
:
373 case QUNIFORM_UNIFORMS_ADDRESS
:
375 case QUNIFORM_UNIFORM
:
376 case QUNIFORM_UBO_ADDR
:
377 dirty
|= VC4_DIRTY_CONSTBUF
;
380 case QUNIFORM_VIEWPORT_X_SCALE
:
381 case QUNIFORM_VIEWPORT_Y_SCALE
:
382 case QUNIFORM_VIEWPORT_Z_OFFSET
:
383 case QUNIFORM_VIEWPORT_Z_SCALE
:
384 dirty
|= VC4_DIRTY_VIEWPORT
;
387 case QUNIFORM_USER_CLIP_PLANE
:
388 dirty
|= VC4_DIRTY_CLIP
;
391 case QUNIFORM_TEXTURE_CONFIG_P0
:
392 case QUNIFORM_TEXTURE_CONFIG_P1
:
393 case QUNIFORM_TEXTURE_CONFIG_P2
:
394 case QUNIFORM_TEXTURE_BORDER_COLOR
:
395 case QUNIFORM_TEXTURE_FIRST_LEVEL
:
396 case QUNIFORM_TEXTURE_MSAA_ADDR
:
397 case QUNIFORM_TEXRECT_SCALE_X
:
398 case QUNIFORM_TEXRECT_SCALE_Y
:
399 /* We could flag this on just the stage we're
400 * compiling for, but it's not passed in.
402 dirty
|= VC4_DIRTY_FRAGTEX
| VC4_DIRTY_VERTTEX
;
405 case QUNIFORM_BLEND_CONST_COLOR_X
:
406 case QUNIFORM_BLEND_CONST_COLOR_Y
:
407 case QUNIFORM_BLEND_CONST_COLOR_Z
:
408 case QUNIFORM_BLEND_CONST_COLOR_W
:
409 case QUNIFORM_BLEND_CONST_COLOR_RGBA
:
410 case QUNIFORM_BLEND_CONST_COLOR_AAAA
:
411 dirty
|= VC4_DIRTY_BLEND_COLOR
;
414 case QUNIFORM_STENCIL
:
415 case QUNIFORM_ALPHA_REF
:
416 dirty
|= VC4_DIRTY_ZSA
;
419 case QUNIFORM_SAMPLE_MASK
:
420 dirty
|= VC4_DIRTY_SAMPLE_MASK
;
425 shader
->uniform_dirty_bits
= dirty
;