X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fv3d%2Fv3d_uniforms.c;h=77101947e2b31b4cd2dbc42ce173961df6c0dab4;hb=9e3dc703ffd1fe78b3d99a0e2b3093415fbae610;hp=371568b31e6e7875884de9ae8a7d6519c8582aa8;hpb=c36d2793ec79a8cee75953acbc87b621fbd25e49;p=mesa.git diff --git a/src/gallium/drivers/v3d/v3d_uniforms.c b/src/gallium/drivers/v3d/v3d_uniforms.c index 371568b31e6..77101947e2b 100644 --- a/src/gallium/drivers/v3d/v3d_uniforms.c +++ b/src/gallium/drivers/v3d/v3d_uniforms.c @@ -22,6 +22,7 @@ */ #include "util/u_pack_color.h" +#include "util/u_upload_mgr.h" #include "util/format_srgb.h" #include "v3d_context.h" @@ -95,28 +96,6 @@ get_image_size(struct v3d_shaderimg_stateobj *shaderimg, } } -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. * @@ -235,7 +214,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader, 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. @@ -329,20 +307,26 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader, 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 = @@ -374,6 +358,16 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader, 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])); @@ -396,8 +390,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader, cl_end(&job->indirect, uniforms); - v3d_bo_unreference(&ubo); - return uniform_stream; } @@ -462,6 +454,11 @@ v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader) 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;