*/
#include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
#include "util/format_srgb.h"
#include "v3d_context.h"
}
}
-static struct v3d_bo *
-v3d_upload_ubo(struct v3d_context *v3d,
- struct v3d_compiled_shader *shader,
- const uint32_t *gallium_uniforms)
-{
- if (!shader->prog_data.base->ubo_size)
- return NULL;
-
- struct v3d_bo *ubo = v3d_bo_alloc(v3d->screen,
- shader->prog_data.base->ubo_size,
- "ubo");
- void *data = v3d_bo_map(ubo);
- for (uint32_t i = 0; i < shader->prog_data.base->num_ubo_ranges; i++) {
- memcpy(data + shader->prog_data.base->ubo_ranges[i].dst_offset,
- ((const void *)gallium_uniforms +
- shader->prog_data.base->ubo_ranges[i].src_offset),
- shader->prog_data.base->ubo_ranges[i].size);
- }
-
- return ubo;
-}
-
/**
* Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
*
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
struct v3d_job *job = v3d->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
- struct v3d_bo *ubo = v3d_upload_ubo(v3d, shader, gallium_uniforms);
/* We always need to return some space for uniforms, because the HW
* will be prefetching, even if we don't read any in the program.
v3d->zsa->base.alpha.ref_value);
break;
- case QUNIFORM_UBO_ADDR:
- if (data == 0) {
- cl_aligned_reloc(&job->indirect, &uniforms,
- ubo, 0);
- } else {
- int ubo_index = data;
- struct v3d_resource *rsc =
- v3d_resource(cb->cb[ubo_index].buffer);
-
- cl_aligned_reloc(&job->indirect, &uniforms,
- rsc->bo,
- cb->cb[ubo_index].buffer_offset);
+ case QUNIFORM_UBO_ADDR: {
+ uint32_t unit = v3d_unit_data_get_unit(data);
+ /* Constant buffer 0 may be a system memory pointer,
+ * in which case we want to upload a shadow copy to
+ * the GPU.
+ */
+ if (!cb->cb[unit].buffer) {
+ u_upload_data(v3d->uploader, 0,
+ cb->cb[unit].buffer_size, 16,
+ cb->cb[unit].user_buffer,
+ &cb->cb[unit].buffer_offset,
+ &cb->cb[unit].buffer);
}
+
+ cl_aligned_reloc(&job->indirect, &uniforms,
+ v3d_resource(cb->cb[unit].buffer)->bo,
+ cb->cb[unit].buffer_offset +
+ v3d_unit_data_get_offset(data));
break;
+ }
case QUNIFORM_SSBO_OFFSET: {
struct pipe_shader_buffer *sb =
v3d->prog.spill_size_per_thread);
break;
+ case QUNIFORM_NUM_WORK_GROUPS:
+ cl_aligned_u32(&uniforms,
+ v3d->compute_num_workgroups[data]);
+ break;
+
+ case QUNIFORM_SHARED_OFFSET:
+ cl_aligned_reloc(&job->indirect, &uniforms,
+ v3d->compute_shared_memory, 0);
+ break;
+
default:
assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
cl_end(&job->indirect, uniforms);
- v3d_bo_unreference(&ubo);
-
return uniform_stream;
}
dirty |= VC5_DIRTY_ZSA;
break;
+ case QUNIFORM_NUM_WORK_GROUPS:
+ case QUNIFORM_SHARED_OFFSET:
+ /* Compute always recalculates uniforms. */
+ break;
+
default:
assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;