radeonsi: remove r600_common_screen
[mesa.git] / src / gallium / drivers / vc5 / vc5_uniforms.c
1 /*
2 * Copyright © 2014-2017 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 "vc5_context.h"
28 #include "compiler/v3d_compiler.h"
29 #include "broadcom/cle/v3d_packet_v33_pack.h"
30
31 #if 0
32
33 #define SWIZ(x,y,z,w) { \
34 PIPE_SWIZZLE_##x, \
35 PIPE_SWIZZLE_##y, \
36 PIPE_SWIZZLE_##z, \
37 PIPE_SWIZZLE_##w \
38 }
39
40 static void
41 write_texture_border_color(struct vc5_job *job,
42 struct vc5_cl_out **uniforms,
43 struct vc5_texture_stateobj *texstate,
44 uint32_t unit)
45 {
46 struct pipe_sampler_state *sampler = texstate->samplers[unit];
47 struct pipe_sampler_view *texture = texstate->textures[unit];
48 struct vc5_resource *rsc = vc5_resource(texture->texture);
49 union util_color uc;
50
51 const struct util_format_description *tex_format_desc =
52 util_format_description(texture->format);
53
54 float border_color[4];
55 for (int i = 0; i < 4; i++)
56 border_color[i] = sampler->border_color.f[i];
57 if (util_format_is_srgb(texture->format)) {
58 for (int i = 0; i < 3; i++)
59 border_color[i] =
60 util_format_linear_to_srgb_float(border_color[i]);
61 }
62
63 /* Turn the border color into the layout of channels that it would
64 * have when stored as texture contents.
65 */
66 float storage_color[4];
67 util_format_unswizzle_4f(storage_color,
68 border_color,
69 tex_format_desc->swizzle);
70
71 /* Now, pack so that when the vc5_format-sampled texture contents are
72 * replaced with our border color, the vc5_get_format_swizzle()
73 * swizzling will get the right channels.
74 */
75 if (util_format_is_depth_or_stencil(texture->format)) {
76 uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
77 sampler->border_color.f[0]) << 8;
78 } else {
79 switch (rsc->vc5_format) {
80 default:
81 case VC5_TEXTURE_TYPE_RGBA8888:
82 util_pack_color(storage_color,
83 PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
84 break;
85 case VC5_TEXTURE_TYPE_RGBA4444:
86 util_pack_color(storage_color,
87 PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
88 break;
89 case VC5_TEXTURE_TYPE_RGB565:
90 util_pack_color(storage_color,
91 PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
92 break;
93 case VC5_TEXTURE_TYPE_ALPHA:
94 uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
95 break;
96 case VC5_TEXTURE_TYPE_LUMALPHA:
97 uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
98 (float_to_ubyte(storage_color[0]) << 0));
99 break;
100 }
101 }
102
103 cl_aligned_u32(uniforms, uc.ui[0]);
104 }
105 #endif
106
107 static uint32_t
108 get_texrect_scale(struct vc5_texture_stateobj *texstate,
109 enum quniform_contents contents,
110 uint32_t data)
111 {
112 struct pipe_sampler_view *texture = texstate->textures[data];
113 uint32_t dim;
114
115 if (contents == QUNIFORM_TEXRECT_SCALE_X)
116 dim = texture->texture->width0;
117 else
118 dim = texture->texture->height0;
119
120 return fui(1.0f / dim);
121 }
122
123 static uint32_t
124 get_texture_size(struct vc5_texture_stateobj *texstate,
125 enum quniform_contents contents,
126 uint32_t data)
127 {
128 struct pipe_sampler_view *texture = texstate->textures[data];
129
130 switch (contents) {
131 case QUNIFORM_TEXTURE_WIDTH:
132 return u_minify(texture->texture->width0,
133 texture->u.tex.first_level);
134 case QUNIFORM_TEXTURE_HEIGHT:
135 return u_minify(texture->texture->height0,
136 texture->u.tex.first_level);
137 case QUNIFORM_TEXTURE_DEPTH:
138 return u_minify(texture->texture->depth0,
139 texture->u.tex.first_level);
140 case QUNIFORM_TEXTURE_ARRAY_SIZE:
141 return texture->texture->array_size;
142 case QUNIFORM_TEXTURE_LEVELS:
143 return (texture->u.tex.last_level -
144 texture->u.tex.first_level) + 1;
145 default:
146 unreachable("Bad texture size field");
147 }
148 }
149
150 static struct vc5_bo *
151 vc5_upload_ubo(struct vc5_context *vc5,
152 struct vc5_compiled_shader *shader,
153 const uint32_t *gallium_uniforms)
154 {
155 if (!shader->prog_data.base->ubo_size)
156 return NULL;
157
158 struct vc5_bo *ubo = vc5_bo_alloc(vc5->screen,
159 shader->prog_data.base->ubo_size,
160 "ubo");
161 void *data = vc5_bo_map(ubo);
162 for (uint32_t i = 0; i < shader->prog_data.base->num_ubo_ranges; i++) {
163 memcpy(data + shader->prog_data.base->ubo_ranges[i].dst_offset,
164 ((const void *)gallium_uniforms +
165 shader->prog_data.base->ubo_ranges[i].src_offset),
166 shader->prog_data.base->ubo_ranges[i].size);
167 }
168
169 return ubo;
170 }
171
172 /**
173 * Writes the P0 (CFG_MODE=1) texture parameter.
174 *
175 * Some bits of this field are dependent on the type of sample being done by
176 * the shader, while other bits are dependent on the sampler state. We OR the
177 * two together here.
178 */
179 static void
180 write_texture_p0(struct vc5_job *job,
181 struct vc5_cl_out **uniforms,
182 struct vc5_texture_stateobj *texstate,
183 uint32_t unit,
184 uint32_t shader_data)
185 {
186 struct pipe_sampler_state *psampler = texstate->samplers[unit];
187 struct vc5_sampler_state *sampler = vc5_sampler_state(psampler);
188
189 cl_aligned_u32(uniforms, shader_data | sampler->p0);
190 }
191
192 static void
193 write_texture_p1(struct vc5_job *job,
194 struct vc5_cl_out **uniforms,
195 struct vc5_texture_stateobj *texstate,
196 uint32_t unit)
197 {
198 struct pipe_sampler_view *psview = texstate->textures[unit];
199 struct vc5_sampler_view *sview = vc5_sampler_view(psview);
200
201 struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
202 .texture_state_record_base_address = texstate->texture_state[unit],
203 };
204
205 uint32_t packed;
206 V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
207 (uint8_t *)&packed,
208 &unpacked);
209
210 cl_aligned_u32(uniforms, packed | sview->p1);
211 }
212
213 struct vc5_cl_reloc
214 vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
215 struct vc5_constbuf_stateobj *cb,
216 struct vc5_texture_stateobj *texstate)
217 {
218 struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
219 struct vc5_job *job = vc5->job;
220 const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
221 struct vc5_bo *ubo = vc5_upload_ubo(vc5, shader, gallium_uniforms);
222
223 /* We always need to return some space for uniforms, because the HW
224 * will be prefetching, even if we don't read any in the program.
225 */
226 vc5_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
227
228 struct vc5_cl_reloc uniform_stream = cl_get_address(&job->indirect);
229 vc5_bo_reference(uniform_stream.bo);
230
231 struct vc5_cl_out *uniforms =
232 cl_start(&job->indirect);
233
234 for (int i = 0; i < uinfo->count; i++) {
235
236 switch (uinfo->contents[i]) {
237 case QUNIFORM_CONSTANT:
238 cl_aligned_u32(&uniforms, uinfo->data[i]);
239 break;
240 case QUNIFORM_UNIFORM:
241 cl_aligned_u32(&uniforms,
242 gallium_uniforms[uinfo->data[i]]);
243 break;
244 case QUNIFORM_VIEWPORT_X_SCALE:
245 cl_aligned_f(&uniforms, vc5->viewport.scale[0] * 256.0f);
246 break;
247 case QUNIFORM_VIEWPORT_Y_SCALE:
248 cl_aligned_f(&uniforms, vc5->viewport.scale[1] * 256.0f);
249 break;
250
251 case QUNIFORM_VIEWPORT_Z_OFFSET:
252 cl_aligned_f(&uniforms, vc5->viewport.translate[2]);
253 break;
254 case QUNIFORM_VIEWPORT_Z_SCALE:
255 cl_aligned_f(&uniforms, vc5->viewport.scale[2]);
256 break;
257
258 case QUNIFORM_USER_CLIP_PLANE:
259 cl_aligned_f(&uniforms,
260 vc5->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
261 break;
262
263 case QUNIFORM_TEXTURE_CONFIG_P1:
264 write_texture_p1(job, &uniforms, texstate,
265 uinfo->data[i]);
266 break;
267
268 #if 0
269 case QUNIFORM_TEXTURE_FIRST_LEVEL:
270 write_texture_first_level(job, &uniforms, texstate,
271 uinfo->data[i]);
272 break;
273 #endif
274
275 case QUNIFORM_TEXRECT_SCALE_X:
276 case QUNIFORM_TEXRECT_SCALE_Y:
277 cl_aligned_u32(&uniforms,
278 get_texrect_scale(texstate,
279 uinfo->contents[i],
280 uinfo->data[i]));
281 break;
282
283 case QUNIFORM_TEXTURE_WIDTH:
284 case QUNIFORM_TEXTURE_HEIGHT:
285 case QUNIFORM_TEXTURE_DEPTH:
286 case QUNIFORM_TEXTURE_ARRAY_SIZE:
287 case QUNIFORM_TEXTURE_LEVELS:
288 cl_aligned_u32(&uniforms,
289 get_texture_size(texstate,
290 uinfo->contents[i],
291 uinfo->data[i]));
292 break;
293
294 case QUNIFORM_STENCIL:
295 cl_aligned_u32(&uniforms,
296 vc5->zsa->stencil_uniforms[uinfo->data[i]] |
297 (uinfo->data[i] <= 1 ?
298 (vc5->stencil_ref.ref_value[uinfo->data[i]] << 8) :
299 0));
300 break;
301
302 case QUNIFORM_ALPHA_REF:
303 cl_aligned_f(&uniforms,
304 vc5->zsa->base.alpha.ref_value);
305 break;
306
307 case QUNIFORM_SAMPLE_MASK:
308 cl_aligned_u32(&uniforms, vc5->sample_mask);
309 break;
310
311 case QUNIFORM_UBO_ADDR:
312 if (uinfo->data[i] == 0) {
313 cl_aligned_reloc(&job->indirect, &uniforms,
314 ubo, 0);
315 } else {
316 int ubo_index = uinfo->data[i];
317 struct vc5_resource *rsc =
318 vc5_resource(cb->cb[ubo_index].buffer);
319
320 cl_aligned_reloc(&job->indirect, &uniforms,
321 rsc->bo,
322 cb->cb[ubo_index].buffer_offset);
323 }
324 break;
325
326 case QUNIFORM_TEXTURE_FIRST_LEVEL:
327 cl_aligned_f(&uniforms,
328 texstate->textures[uinfo->data[i]]->u.tex.first_level);
329 break;
330
331 case QUNIFORM_TEXTURE_BORDER_COLOR:
332 /* XXX */
333 break;
334
335 default:
336 assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
337
338 write_texture_p0(job, &uniforms, texstate,
339 uinfo->contents[i] -
340 QUNIFORM_TEXTURE_CONFIG_P0_0,
341 uinfo->data[i]);
342 break;
343
344 }
345 #if 0
346 uint32_t written_val = *((uint32_t *)uniforms - 1);
347 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f)\n",
348 shader, i, __gen_address_offset(&uniform_stream) + i * 4,
349 written_val, uif(written_val));
350 #endif
351 }
352
353 cl_end(&job->indirect, uniforms);
354
355 vc5_bo_unreference(&ubo);
356
357 return uniform_stream;
358 }
359
360 void
361 vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
362 {
363 uint32_t dirty = 0;
364
365 for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
366 switch (shader->prog_data.base->uniforms.contents[i]) {
367 case QUNIFORM_CONSTANT:
368 break;
369 case QUNIFORM_UNIFORM:
370 case QUNIFORM_UBO_ADDR:
371 dirty |= VC5_DIRTY_CONSTBUF;
372 break;
373
374 case QUNIFORM_VIEWPORT_X_SCALE:
375 case QUNIFORM_VIEWPORT_Y_SCALE:
376 case QUNIFORM_VIEWPORT_Z_OFFSET:
377 case QUNIFORM_VIEWPORT_Z_SCALE:
378 dirty |= VC5_DIRTY_VIEWPORT;
379 break;
380
381 case QUNIFORM_USER_CLIP_PLANE:
382 dirty |= VC5_DIRTY_CLIP;
383 break;
384
385 case QUNIFORM_TEXTURE_CONFIG_P1:
386 case QUNIFORM_TEXTURE_BORDER_COLOR:
387 case QUNIFORM_TEXTURE_FIRST_LEVEL:
388 case QUNIFORM_TEXRECT_SCALE_X:
389 case QUNIFORM_TEXRECT_SCALE_Y:
390 case QUNIFORM_TEXTURE_WIDTH:
391 case QUNIFORM_TEXTURE_HEIGHT:
392 case QUNIFORM_TEXTURE_DEPTH:
393 case QUNIFORM_TEXTURE_ARRAY_SIZE:
394 case QUNIFORM_TEXTURE_LEVELS:
395 /* We could flag this on just the stage we're
396 * compiling for, but it's not passed in.
397 */
398 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
399 break;
400
401 case QUNIFORM_STENCIL:
402 case QUNIFORM_ALPHA_REF:
403 dirty |= VC5_DIRTY_ZSA;
404 break;
405
406 case QUNIFORM_SAMPLE_MASK:
407 dirty |= VC5_DIRTY_SAMPLE_MASK;
408 break;
409
410 default:
411 assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
412 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
413 break;
414 }
415 }
416
417 shader->uniform_dirty_bits = dirty;
418 }