#include "vc4_qir.h"
static void
-write_texture_p0(struct vc4_context *vc4,
+write_texture_p0(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
vc4_sampler_view(texstate->textures[unit]);
struct vc4_resource *rsc = vc4_resource(sview->base.texture);
- cl_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo, sview->texture_p0);
+ cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
}
static void
-write_texture_p1(struct vc4_context *vc4,
+write_texture_p1(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
}
static void
-write_texture_p2(struct vc4_context *vc4,
+write_texture_p2(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t data)
}
static void
-write_texture_msaa_addr(struct vc4_context *vc4,
+write_texture_first_level(struct vc4_job *job,
+ struct vc4_cl_out **uniforms,
+ struct vc4_texture_stateobj *texstate,
+ uint32_t data)
+{
+ uint32_t unit = data & 0xffff;
+ struct pipe_sampler_view *texture = texstate->textures[unit];
+
+ cl_aligned_f(uniforms, texture->u.tex.first_level);
+}
+
+static void
+write_texture_msaa_addr(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
struct pipe_sampler_view *texture = texstate->textures[unit];
struct vc4_resource *rsc = vc4_resource(texture->texture);
- cl_aligned_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo, 0);
+ cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
}
}
static void
-write_texture_border_color(struct vc4_context *vc4,
+write_texture_border_color(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
struct vc4_texture_stateobj *texstate)
{
struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
+ struct vc4_job *job = vc4->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
- cl_ensure_space(&vc4->uniforms, (uinfo->count +
+ cl_ensure_space(&job->uniforms, (uinfo->count +
uinfo->num_texture_samples) * 4);
struct vc4_cl_out *uniforms =
- cl_start_shader_reloc(&vc4->uniforms,
+ cl_start_shader_reloc(&job->uniforms,
uinfo->num_texture_samples);
for (int i = 0; i < uinfo->count; i++) {
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
- write_texture_p0(vc4, &uniforms, texstate,
+ write_texture_p0(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(vc4, &uniforms, texstate,
+ write_texture_p1(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
- write_texture_p2(vc4, &uniforms, texstate,
+ write_texture_p2(job, &uniforms, texstate,
uinfo->data[i]);
break;
+ case QUNIFORM_TEXTURE_FIRST_LEVEL:
+ write_texture_first_level(job, &uniforms, texstate,
+ uinfo->data[i]);
+ break;
+
case QUNIFORM_UBO_ADDR:
- cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
+ cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
break;
case QUNIFORM_TEXTURE_MSAA_ADDR:
- write_texture_msaa_addr(vc4, &uniforms,
+ write_texture_msaa_addr(job, &uniforms,
texstate, uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
- write_texture_border_color(vc4, &uniforms,
+ write_texture_border_color(job, &uniforms,
texstate, uinfo->data[i]);
break;
#endif
}
- cl_end(&vc4->uniforms, uniforms);
+ cl_end(&job->uniforms, uniforms);
vc4_bo_unreference(&ubo);
}
case QUNIFORM_TEXTURE_CONFIG_P1:
case QUNIFORM_TEXTURE_CONFIG_P2:
case QUNIFORM_TEXTURE_BORDER_COLOR:
+ case QUNIFORM_TEXTURE_FIRST_LEVEL:
case QUNIFORM_TEXTURE_MSAA_ADDR:
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y: