#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)
{
struct vc4_sampler_view *sview =
vc4_sampler_view(texstate->textures[unit]);
- struct vc4_resource *rsc = vc4_resource(sview->base.texture);
+ struct vc4_resource *rsc = vc4_resource(sview->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)
VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
}
+static void
+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(job, &job->uniforms, uniforms, rsc->bo, 0);
+}
+
#define SWIZ(x,y,z,w) { \
- UTIL_FORMAT_SWIZZLE_##x, \
- UTIL_FORMAT_SWIZZLE_##y, \
- UTIL_FORMAT_SWIZZLE_##z, \
- UTIL_FORMAT_SWIZZLE_##w \
+ PIPE_SWIZZLE_##x, \
+ PIPE_SWIZZLE_##y, \
+ PIPE_SWIZZLE_##z, \
+ PIPE_SWIZZLE_##w \
}
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)
PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
break;
case VC4_TEXTURE_TYPE_RGBA4444:
+ case VC4_TEXTURE_TYPE_RGBA5551:
util_pack_color(storage_color,
PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
break;
return NULL;
struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
- uint32_t *data = vc4_bo_map(ubo);
+ void *data = vc4_bo_map(ubo);
for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
memcpy(data + shader->ubo_ranges[i].dst_offset,
- gallium_uniforms + shader->ubo_ranges[i].src_offset,
+ ((const void *)gallium_uniforms +
+ shader->ubo_ranges[i].src_offset),
shader->ubo_ranges[i].size);
}
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);
+ if (uinfo->data[i] == 0) {
+ cl_aligned_reloc(job, &job->uniforms,
+ &uniforms, ubo, 0);
+ } else {
+ struct pipe_constant_buffer *c =
+ &cb->cb[uinfo->data[i]];
+ struct vc4_resource *rsc =
+ vc4_resource(c->buffer);
+
+ cl_aligned_reloc(job, &job->uniforms,
+ &uniforms,
+ rsc->bo, c->buffer_offset);
+ }
+ break;
+
+ case QUNIFORM_TEXTURE_MSAA_ADDR:
+ 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;
uinfo->data[i]));
break;
- case QUNIFORM_BLEND_CONST_COLOR:
+ case QUNIFORM_BLEND_CONST_COLOR_X:
+ case QUNIFORM_BLEND_CONST_COLOR_Y:
+ case QUNIFORM_BLEND_CONST_COLOR_Z:
+ case QUNIFORM_BLEND_CONST_COLOR_W:
cl_aligned_f(&uniforms,
- CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
+ CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
+ QUNIFORM_BLEND_CONST_COLOR_X],
+ 0, 1));
break;
+ case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
+ const uint8_t *format_swiz =
+ vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
+ uint32_t color = 0;
+ for (int i = 0; i < 4; i++) {
+ if (format_swiz[i] >= 4)
+ continue;
+
+ color |= (vc4->blend_color.ub[format_swiz[i]] <<
+ (i * 8));
+ }
+ cl_aligned_u32(&uniforms, color);
+ break;
+ }
+
+ case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
+ uint8_t a = vc4->blend_color.ub[3];
+ cl_aligned_u32(&uniforms, ((a) |
+ (a << 8) |
+ (a << 16) |
+ (a << 24)));
+ break;
+ }
+
case QUNIFORM_STENCIL:
cl_aligned_u32(&uniforms,
vc4->zsa->stencil_uniforms[uinfo->data[i]] |
cl_aligned_f(&uniforms,
vc4->zsa->base.alpha.ref_value);
break;
+
+ case QUNIFORM_SAMPLE_MASK:
+ cl_aligned_u32(&uniforms, vc4->sample_mask);
+ break;
+
+ case QUNIFORM_UNIFORMS_ADDRESS:
+ /* This will be filled in by the kernel. */
+ cl_aligned_u32(&uniforms, 0xd0d0d0d0);
+ break;
}
#if 0
uint32_t written_val = *((uint32_t *)uniforms - 1);
#endif
}
- cl_end(&vc4->uniforms, uniforms);
+ cl_end(&job->uniforms, uniforms);
+
+ vc4_bo_unreference(&ubo);
+}
+
+void
+vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
+{
+ uint32_t dirty = 0;
+
+ for (int i = 0; i < shader->uniforms.count; i++) {
+ switch (shader->uniforms.contents[i]) {
+ case QUNIFORM_CONSTANT:
+ case QUNIFORM_UNIFORMS_ADDRESS:
+ break;
+ case QUNIFORM_UNIFORM:
+ case QUNIFORM_UBO_ADDR:
+ dirty |= VC4_DIRTY_CONSTBUF;
+ break;
+
+ case QUNIFORM_VIEWPORT_X_SCALE:
+ case QUNIFORM_VIEWPORT_Y_SCALE:
+ case QUNIFORM_VIEWPORT_Z_OFFSET:
+ case QUNIFORM_VIEWPORT_Z_SCALE:
+ dirty |= VC4_DIRTY_VIEWPORT;
+ break;
+
+ case QUNIFORM_USER_CLIP_PLANE:
+ dirty |= VC4_DIRTY_CLIP;
+ break;
+
+ case QUNIFORM_TEXTURE_CONFIG_P0:
+ 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:
+ /* We could flag this on just the stage we're
+ * compiling for, but it's not passed in.
+ */
+ dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
+ break;
+
+ case QUNIFORM_BLEND_CONST_COLOR_X:
+ case QUNIFORM_BLEND_CONST_COLOR_Y:
+ case QUNIFORM_BLEND_CONST_COLOR_Z:
+ case QUNIFORM_BLEND_CONST_COLOR_W:
+ case QUNIFORM_BLEND_CONST_COLOR_RGBA:
+ case QUNIFORM_BLEND_CONST_COLOR_AAAA:
+ dirty |= VC4_DIRTY_BLEND_COLOR;
+ break;
+
+ case QUNIFORM_STENCIL:
+ case QUNIFORM_ALPHA_REF:
+ dirty |= VC4_DIRTY_ZSA;
+ break;
+
+ case QUNIFORM_SAMPLE_MASK:
+ dirty |= VC4_DIRTY_SAMPLE_MASK;
+ break;
+ }
+ }
+
+ shader->uniform_dirty_bits = dirty;
}