*/
#include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
#include "util/format_srgb.h"
#include "vc4_context.h"
#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)
}
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)
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 fui(1.0f / dim);
}
-static struct vc4_bo *
-vc4_upload_ubo(struct vc4_context *vc4,
- struct vc4_compiled_shader *shader,
- const uint32_t *gallium_uniforms)
-{
- if (!shader->ubo_size)
- return NULL;
-
- struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
- uint32_t *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,
- shader->ubo_ranges[i].size);
- }
-
- return ubo;
-}
-
void
vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
struct vc4_constbuf_stateobj *cb,
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++) {
+ enum quniform_contents contents = uinfo->contents[i];
+ uint32_t data = uinfo->data[i];
- switch (uinfo->contents[i]) {
+ switch (contents) {
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]]);
+ gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
case QUNIFORM_USER_CLIP_PLANE:
cl_aligned_f(&uniforms,
- vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
+ vc4->clip.ucp[data / 4][data % 4]);
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
- write_texture_p0(vc4, &uniforms, texstate,
- uinfo->data[i]);
+ write_texture_p0(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(vc4, &uniforms, texstate,
- uinfo->data[i]);
+ write_texture_p1(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
- write_texture_p2(vc4, &uniforms, texstate,
- uinfo->data[i]);
+ write_texture_p2(job, &uniforms, texstate, data);
break;
- case QUNIFORM_UBO_ADDR:
- cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
+ case QUNIFORM_TEXTURE_FIRST_LEVEL:
+ write_texture_first_level(job, &uniforms, texstate,
+ data);
break;
+ case QUNIFORM_UBO0_ADDR:
+ /* 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[0].buffer) {
+ u_upload_data(vc4->uploader, 0,
+ cb->cb[0].buffer_size, 16,
+ cb->cb[0].user_buffer,
+ &cb->cb[0].buffer_offset,
+ &cb->cb[0].buffer);
+ }
+
+ cl_aligned_reloc(job, &job->uniforms,
+ &uniforms,
+ vc4_resource(cb->cb[0].buffer)->bo,
+ cb->cb[0].buffer_offset +
+ data);
+ break;
+
+ case QUNIFORM_UBO1_ADDR: {
+ struct vc4_resource *rsc =
+ vc4_resource(cb->cb[1].buffer);
+
+ cl_aligned_reloc(job, &job->uniforms,
+ &uniforms,
+ rsc->bo, cb->cb[1].buffer_offset);
+ break;
+ }
+
case QUNIFORM_TEXTURE_MSAA_ADDR:
- write_texture_msaa_addr(vc4, &uniforms,
- texstate, uinfo->data[i]);
+ write_texture_msaa_addr(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
- write_texture_border_color(vc4, &uniforms,
- texstate, uinfo->data[i]);
+ write_texture_border_color(job, &uniforms,
+ texstate, data);
break;
case QUNIFORM_TEXRECT_SCALE_X:
cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
- uinfo->data[i]));
+ data));
break;
case QUNIFORM_BLEND_CONST_COLOR_X:
case QUNIFORM_STENCIL:
cl_aligned_u32(&uniforms,
- vc4->zsa->stencil_uniforms[uinfo->data[i]] |
- (uinfo->data[i] <= 1 ?
- (vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
+ vc4->zsa->stencil_uniforms[data] |
+ (data <= 1 ?
+ (vc4->stencil_ref.ref_value[data] << 8) :
0));
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);
- fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
- shader, i, written_val, uif(written_val));
-#endif
- }
- cl_end(&vc4->uniforms, uniforms);
+ if (false) {
+ uint32_t written_val = *((uint32_t *)uniforms - 1);
+ char *desc = qir_describe_uniform(uinfo->contents[i],
+ uinfo->data[i],
+ gallium_uniforms);
+
+ fprintf(stderr, "%p/%d: 0x%08x %s\n",
+ shader, i, written_val, desc);
+
+ ralloc_free(desc);
+ }
+ }
- vc4_bo_unreference(&ubo);
+ cl_end(&job->uniforms, uniforms);
}
void
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:
+ case QUNIFORM_UBO0_ADDR:
+ case QUNIFORM_UBO1_ADDR:
dirty |= VC4_DIRTY_CONSTBUF;
break;
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:
- dirty |= VC4_DIRTY_TEXSTATE;
+ /* 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: