*/
#include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
#include "util/format_srgb.h"
#include "v3d_context.h"
#include "compiler/v3d_compiler.h"
#include "broadcom/cle/v3d_packet_v33_pack.h"
-#if 0
-
-#define SWIZ(x,y,z,w) { \
- PIPE_SWIZZLE_##x, \
- PIPE_SWIZZLE_##y, \
- PIPE_SWIZZLE_##z, \
- PIPE_SWIZZLE_##w \
-}
-
-static void
-write_texture_border_color(struct v3d_job *job,
- struct v3d_cl_out **uniforms,
- struct v3d_texture_stateobj *texstate,
- uint32_t unit)
-{
- struct pipe_sampler_state *sampler = texstate->samplers[unit];
- struct pipe_sampler_view *texture = texstate->textures[unit];
- struct v3d_resource *rsc = v3d_resource(texture->texture);
- union util_color uc;
-
- const struct util_format_description *tex_format_desc =
- util_format_description(texture->format);
-
- float border_color[4];
- for (int i = 0; i < 4; i++)
- border_color[i] = sampler->border_color.f[i];
- if (util_format_is_srgb(texture->format)) {
- for (int i = 0; i < 3; i++)
- border_color[i] =
- util_format_linear_to_srgb_float(border_color[i]);
- }
-
- /* Turn the border color into the layout of channels that it would
- * have when stored as texture contents.
- */
- float storage_color[4];
- util_format_unswizzle_4f(storage_color,
- border_color,
- tex_format_desc->swizzle);
-
- /* Now, pack so that when the v3d_format-sampled texture contents are
- * replaced with our border color, the v3d_get_format_swizzle()
- * swizzling will get the right channels.
- */
- if (util_format_is_depth_or_stencil(texture->format)) {
- uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
- sampler->border_color.f[0]) << 8;
- } else {
- switch (rsc->v3d_format) {
- default:
- case VC5_TEXTURE_TYPE_RGBA8888:
- util_pack_color(storage_color,
- PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
- break;
- case VC5_TEXTURE_TYPE_RGBA4444:
- util_pack_color(storage_color,
- PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
- break;
- case VC5_TEXTURE_TYPE_RGB565:
- util_pack_color(storage_color,
- PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
- break;
- case VC5_TEXTURE_TYPE_ALPHA:
- uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
- break;
- case VC5_TEXTURE_TYPE_LUMALPHA:
- uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
- (float_to_ubyte(storage_color[0]) << 0));
- break;
- }
- }
-
- cl_aligned_u32(uniforms, uc.ui[0]);
-}
-#endif
-
static uint32_t
get_texrect_scale(struct v3d_texture_stateobj *texstate,
enum quniform_contents contents,
}
}
-static struct v3d_bo *
-v3d_upload_ubo(struct v3d_context *v3d,
- struct v3d_compiled_shader *shader,
- const uint32_t *gallium_uniforms)
+static uint32_t
+get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
+ enum quniform_contents contents,
+ uint32_t data)
{
- 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);
- }
+ struct v3d_image_view *image = &shaderimg->si[data];
- return ubo;
+ switch (contents) {
+ case QUNIFORM_IMAGE_WIDTH:
+ return u_minify(image->base.resource->width0,
+ image->base.u.tex.level);
+ case QUNIFORM_IMAGE_HEIGHT:
+ return u_minify(image->base.resource->height0,
+ image->base.u.tex.level);
+ case QUNIFORM_IMAGE_DEPTH:
+ return u_minify(image->base.resource->depth0,
+ image->base.u.tex.level);
+ case QUNIFORM_IMAGE_ARRAY_SIZE:
+ return image->base.resource->array_size;
+ default:
+ unreachable("Bad texture size field");
+ }
}
/**
struct v3d_texture_stateobj *texstate,
uint32_t data)
{
- /* Extract the texture unit from the top bits, and the compiler's
+ int unit = v3d_unit_data_get_unit(data);
+ struct pipe_sampler_view *psview = texstate->textures[unit];
+ struct v3d_sampler_view *sview = v3d_sampler_view(psview);
+ struct v3d_resource *rsc = v3d_resource(sview->texture);
+
+ cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
+ v3d_unit_data_get_offset(data));
+ v3d_job_add_bo(job, rsc->bo);
+}
+
+static void
+write_image_tmu_p0(struct v3d_job *job,
+ struct v3d_cl_out **uniforms,
+ struct v3d_shaderimg_stateobj *img,
+ uint32_t data)
+{
+ /* Extract the image unit from the top bits, and the compiler's
* packed p0 from the bottom.
*/
uint32_t unit = data >> 24;
uint32_t p0 = data & 0x00ffffff;
- struct pipe_sampler_view *psview = texstate->textures[unit];
- struct v3d_sampler_view *sview = v3d_sampler_view(psview);
- struct v3d_resource *rsc = v3d_resource(psview->texture);
+ struct v3d_image_view *iview = &img->si[unit];
+ struct v3d_resource *rsc = v3d_resource(iview->base.resource);
- cl_aligned_reloc(&job->indirect, uniforms, sview->bo, p0);
+ cl_aligned_reloc(&job->indirect, uniforms,
+ v3d_resource(iview->tex_state)->bo,
+ iview->tex_state_offset | p0);
v3d_job_add_bo(job, rsc->bo);
}
struct v3d_texture_stateobj *texstate,
uint32_t data)
{
- /* Extract the texture unit from the top bits, and the compiler's
- * packed p1 from the bottom.
- */
- uint32_t unit = data >> 24;
- uint32_t p0 = data & 0x00ffffff;
-
+ uint32_t unit = v3d_unit_data_get_unit(data);
struct pipe_sampler_state *psampler = texstate->samplers[unit];
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
+ struct pipe_sampler_view *psview = texstate->textures[unit];
+ struct v3d_sampler_view *sview = v3d_sampler_view(psview);
+ int variant = 0;
+
+ if (sampler->border_color_variants)
+ variant = sview->sampler_variant;
- cl_aligned_reloc(&job->indirect, uniforms, sampler->bo, p0);
+ cl_aligned_reloc(&job->indirect, uniforms,
+ v3d_resource(sampler->sampler_state)->bo,
+ sampler->sampler_state_offset[variant] |
+ v3d_unit_data_get_offset(data));
}
struct v3d_cl_reloc
v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
- struct v3d_constbuf_stateobj *cb,
- struct v3d_texture_stateobj *texstate)
+ enum pipe_shader_type stage)
{
+ struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
+ struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
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.
cl_start(&job->indirect);
for (int i = 0; i < uinfo->count; i++) {
+ uint32_t data = uinfo->data[i];
switch (uinfo->contents[i]) {
case QUNIFORM_CONSTANT:
- cl_aligned_u32(&uniforms, uinfo->data[i]);
+ cl_aligned_u32(&uniforms, data);
break;
case QUNIFORM_UNIFORM:
- cl_aligned_u32(&uniforms,
- gallium_uniforms[uinfo->data[i]]);
+ cl_aligned_u32(&uniforms, gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
case QUNIFORM_USER_CLIP_PLANE:
cl_aligned_f(&uniforms,
- v3d->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
+ v3d->clip.ucp[data / 4][data % 4]);
break;
case QUNIFORM_TMU_CONFIG_P0:
- write_tmu_p0(job, &uniforms, texstate,
- uinfo->data[i]);
+ write_tmu_p0(job, &uniforms, texstate, data);
break;
case QUNIFORM_TMU_CONFIG_P1:
- write_tmu_p1(job, &uniforms, texstate,
- uinfo->data[i]);
+ write_tmu_p1(job, &uniforms, texstate, data);
break;
- case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(job, &uniforms, texstate,
- uinfo->data[i]);
+ case QUNIFORM_IMAGE_TMU_CONFIG_P0:
+ write_image_tmu_p0(job, &uniforms,
+ &v3d->shaderimg[stage], data);
break;
-#if 0
- case QUNIFORM_TEXTURE_FIRST_LEVEL:
- write_texture_first_level(job, &uniforms, texstate,
- uinfo->data[i]);
+ case QUNIFORM_TEXTURE_CONFIG_P1:
+ write_texture_p1(job, &uniforms, texstate,
+ data);
break;
-#endif
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y:
cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
- uinfo->data[i]));
+ data));
break;
case QUNIFORM_TEXTURE_WIDTH:
cl_aligned_u32(&uniforms,
get_texture_size(texstate,
uinfo->contents[i],
- uinfo->data[i]));
+ data));
+ break;
+
+ case QUNIFORM_IMAGE_WIDTH:
+ case QUNIFORM_IMAGE_HEIGHT:
+ case QUNIFORM_IMAGE_DEPTH:
+ case QUNIFORM_IMAGE_ARRAY_SIZE:
+ cl_aligned_u32(&uniforms,
+ get_image_size(&v3d->shaderimg[stage],
+ uinfo->contents[i],
+ data));
break;
case QUNIFORM_ALPHA_REF:
v3d->zsa->base.alpha.ref_value);
break;
- case QUNIFORM_SAMPLE_MASK:
- cl_aligned_u32(&uniforms, v3d->sample_mask);
+ 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->ssbo[stage].sb[data];
+
+ cl_aligned_reloc(&job->indirect, &uniforms,
+ v3d_resource(sb->buffer)->bo,
+ sb->buffer_offset);
break;
+ }
- case QUNIFORM_UBO_ADDR:
- if (uinfo->data[i] == 0) {
- cl_aligned_reloc(&job->indirect, &uniforms,
- ubo, 0);
- } else {
- int ubo_index = uinfo->data[i];
- 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_GET_BUFFER_SIZE:
+ cl_aligned_u32(&uniforms,
+ v3d->ssbo[stage].sb[data].buffer_size);
break;
case QUNIFORM_TEXTURE_FIRST_LEVEL:
cl_aligned_f(&uniforms,
- texstate->textures[uinfo->data[i]]->u.tex.first_level);
- break;
-
- case QUNIFORM_TEXTURE_BORDER_COLOR:
- /* XXX */
+ texstate->textures[data]->u.tex.first_level);
break;
case QUNIFORM_SPILL_OFFSET:
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]));
write_texture_p0(job, &uniforms, texstate,
uinfo->contents[i] -
QUNIFORM_TEXTURE_CONFIG_P0_0,
- uinfo->data[i]);
+ data);
break;
}
#if 0
uint32_t written_val = *((uint32_t *)uniforms - 1);
- fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f)\n",
+ fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
shader, i, __gen_address_offset(&uniform_stream) + i * 4,
written_val, uif(written_val));
+ vir_dump_uniform(uinfo->contents[i], data);
+ fprintf(stderr, "\n");
#endif
}
cl_end(&job->indirect, uniforms);
- v3d_bo_unreference(&ubo);
-
return uniform_stream;
}
case QUNIFORM_TMU_CONFIG_P0:
case QUNIFORM_TMU_CONFIG_P1:
case QUNIFORM_TEXTURE_CONFIG_P1:
- case QUNIFORM_TEXTURE_BORDER_COLOR:
case QUNIFORM_TEXTURE_FIRST_LEVEL:
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y:
dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
break;
+ case QUNIFORM_SSBO_OFFSET:
+ case QUNIFORM_GET_BUFFER_SIZE:
+ dirty |= VC5_DIRTY_SSBO;
+ break;
+
+ case QUNIFORM_IMAGE_TMU_CONFIG_P0:
+ case QUNIFORM_IMAGE_WIDTH:
+ case QUNIFORM_IMAGE_HEIGHT:
+ case QUNIFORM_IMAGE_DEPTH:
+ case QUNIFORM_IMAGE_ARRAY_SIZE:
+ dirty |= VC5_DIRTY_SHADER_IMAGE;
+ break;
+
case QUNIFORM_ALPHA_REF:
dirty |= VC5_DIRTY_ZSA;
break;
- case QUNIFORM_SAMPLE_MASK:
- dirty |= VC5_DIRTY_SAMPLE_STATE;
+ case QUNIFORM_NUM_WORK_GROUPS:
+ case QUNIFORM_SHARED_OFFSET:
+ /* Compute always recalculates uniforms. */
break;
default: