vc4: Move uniforms handling to a separate file.
authorEric Anholt <eric@anholt.net>
Tue, 14 Jul 2015 19:21:23 +0000 (12:21 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 14 Jul 2015 22:17:58 +0000 (15:17 -0700)
The rest of vc4_program.c is about compiling, while this is about
uniform emit at draw time.

src/gallium/drivers/vc4/Makefile.sources
src/gallium/drivers/vc4/vc4_program.c
src/gallium/drivers/vc4/vc4_uniforms.c [new file with mode: 0644]

index 1eb029e67e76911f996680ac425c589a7c8418de..c24b01d4fbb34ad24094bbced65bbe01c57ce08e 100644 (file)
@@ -49,4 +49,5 @@ C_SOURCES := \
        vc4_state.c \
        vc4_tiling.c \
        vc4_tiling.h \
+       vc4_uniforms.c \
        $()
index f0bfe24c68ac5444acb433099be00b9f1082b24a..ce99989a79ddb61eded2f752858e4177bf954259 100644 (file)
@@ -28,8 +28,6 @@
 #include "util/u_hash.h"
 #include "util/u_math.h"
 #include "util/u_memory.h"
-#include "util/u_pack_color.h"
-#include "util/format_srgb.h"
 #include "util/ralloc.h"
 #include "util/hash_table.h"
 #include "tgsi/tgsi_dump.h"
@@ -2510,318 +2508,6 @@ vc4_shader_state_delete(struct pipe_context *pctx, void *hwcso)
         free(so);
 }
 
-static uint32_t translate_wrap(uint32_t p_wrap, bool using_nearest)
-{
-        switch (p_wrap) {
-        case PIPE_TEX_WRAP_REPEAT:
-                return 0;
-        case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
-                return 1;
-        case PIPE_TEX_WRAP_MIRROR_REPEAT:
-                return 2;
-        case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
-                return 3;
-        case PIPE_TEX_WRAP_CLAMP:
-                return (using_nearest ? 1 : 3);
-        default:
-                fprintf(stderr, "Unknown wrap mode %d\n", p_wrap);
-                assert(!"not reached");
-                return 0;
-        }
-}
-
-static void
-write_texture_p0(struct vc4_context *vc4,
-                 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_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo,
-                 VC4_SET_FIELD(rsc->slices[0].offset >> 12, VC4_TEX_P0_OFFSET) |
-                 VC4_SET_FIELD(texture->u.tex.last_level -
-                               texture->u.tex.first_level, VC4_TEX_P0_MIPLVLS) |
-                 VC4_SET_FIELD(texture->target == PIPE_TEXTURE_CUBE,
-                               VC4_TEX_P0_CMMODE) |
-                 VC4_SET_FIELD(rsc->vc4_format & 15, VC4_TEX_P0_TYPE));
-}
-
-static void
-write_texture_p1(struct vc4_context *vc4,
-                 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);
-        struct pipe_sampler_state *sampler = texstate->samplers[unit];
-        static const uint8_t minfilter_map[6] = {
-                VC4_TEX_P1_MINFILT_NEAR_MIP_NEAR,
-                VC4_TEX_P1_MINFILT_LIN_MIP_NEAR,
-                VC4_TEX_P1_MINFILT_NEAR_MIP_LIN,
-                VC4_TEX_P1_MINFILT_LIN_MIP_LIN,
-                VC4_TEX_P1_MINFILT_NEAREST,
-                VC4_TEX_P1_MINFILT_LINEAR,
-        };
-        static const uint32_t magfilter_map[] = {
-                [PIPE_TEX_FILTER_NEAREST] = VC4_TEX_P1_MAGFILT_NEAREST,
-                [PIPE_TEX_FILTER_LINEAR] = VC4_TEX_P1_MAGFILT_LINEAR,
-        };
-
-        bool either_nearest =
-                (sampler->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
-                 sampler->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
-
-        cl_aligned_u32(uniforms,
-               VC4_SET_FIELD(rsc->vc4_format >> 4, VC4_TEX_P1_TYPE4) |
-               VC4_SET_FIELD(texture->texture->height0 & 2047,
-                             VC4_TEX_P1_HEIGHT) |
-               VC4_SET_FIELD(texture->texture->width0 & 2047,
-                             VC4_TEX_P1_WIDTH) |
-               VC4_SET_FIELD(magfilter_map[sampler->mag_img_filter],
-                             VC4_TEX_P1_MAGFILT) |
-               VC4_SET_FIELD(minfilter_map[sampler->min_mip_filter * 2 +
-                                           sampler->min_img_filter],
-                             VC4_TEX_P1_MINFILT) |
-               VC4_SET_FIELD(translate_wrap(sampler->wrap_s, either_nearest),
-                             VC4_TEX_P1_WRAP_S) |
-               VC4_SET_FIELD(translate_wrap(sampler->wrap_t, either_nearest),
-                             VC4_TEX_P1_WRAP_T));
-}
-
-static void
-write_texture_p2(struct vc4_context *vc4,
-                 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];
-        struct vc4_resource *rsc = vc4_resource(texture->texture);
-
-        cl_aligned_u32(uniforms,
-               VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
-                             VC4_TEX_P2_PTYPE) |
-               VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
-               VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
-}
-
-
-#define SWIZ(x,y,z,w) {          \
-        UTIL_FORMAT_SWIZZLE_##x, \
-        UTIL_FORMAT_SWIZZLE_##y, \
-        UTIL_FORMAT_SWIZZLE_##z, \
-        UTIL_FORMAT_SWIZZLE_##w  \
-}
-
-static void
-write_texture_border_color(struct vc4_context *vc4,
-                           struct vc4_cl_out **uniforms,
-                           struct vc4_texture_stateobj *texstate,
-                           uint32_t unit)
-{
-        struct pipe_sampler_state *sampler = texstate->samplers[unit];
-        struct pipe_sampler_view *texture = texstate->textures[unit];
-        struct vc4_resource *rsc = vc4_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 vc4_format-sampled texture contents are
-         * replaced with our border color, the vc4_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->vc4_format) {
-                default:
-                case VC4_TEXTURE_TYPE_RGBA8888:
-                        util_pack_color(storage_color,
-                                        PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
-                        break;
-                case VC4_TEXTURE_TYPE_RGBA4444:
-                        util_pack_color(storage_color,
-                                        PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
-                        break;
-                case VC4_TEXTURE_TYPE_RGB565:
-                        util_pack_color(storage_color,
-                                        PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
-                        break;
-                case VC4_TEXTURE_TYPE_ALPHA:
-                        uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
-                        break;
-                case VC4_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]);
-}
-
-static uint32_t
-get_texrect_scale(struct vc4_texture_stateobj *texstate,
-                  enum quniform_contents contents,
-                  uint32_t data)
-{
-        struct pipe_sampler_view *texture = texstate->textures[data];
-        uint32_t dim;
-
-        if (contents == QUNIFORM_TEXRECT_SCALE_X)
-                dim = texture->texture->width0;
-        else
-                dim = texture->texture->height0;
-
-        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;
-        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 +
-                                         uinfo->num_texture_samples) * 4);
-
-        struct vc4_cl_out *uniforms =
-                cl_start_shader_reloc(&vc4->uniforms,
-                                      uinfo->num_texture_samples);
-
-        for (int i = 0; i < uinfo->count; i++) {
-
-                switch (uinfo->contents[i]) {
-                case QUNIFORM_CONSTANT:
-                        cl_aligned_u32(&uniforms, uinfo->data[i]);
-                        break;
-                case QUNIFORM_UNIFORM:
-                        cl_aligned_u32(&uniforms,
-                                       gallium_uniforms[uinfo->data[i]]);
-                        break;
-                case QUNIFORM_VIEWPORT_X_SCALE:
-                        cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
-                        break;
-                case QUNIFORM_VIEWPORT_Y_SCALE:
-                        cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
-                        break;
-
-                case QUNIFORM_VIEWPORT_Z_OFFSET:
-                        cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
-                        break;
-                case QUNIFORM_VIEWPORT_Z_SCALE:
-                        cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
-                        break;
-
-                case QUNIFORM_USER_CLIP_PLANE:
-                        cl_aligned_f(&uniforms,
-                                     vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
-                        break;
-
-                case QUNIFORM_TEXTURE_CONFIG_P0:
-                        write_texture_p0(vc4, &uniforms, texstate,
-                                         uinfo->data[i]);
-                        break;
-
-                case QUNIFORM_TEXTURE_CONFIG_P1:
-                        write_texture_p1(vc4, &uniforms, texstate,
-                                         uinfo->data[i]);
-                        break;
-
-                case QUNIFORM_TEXTURE_CONFIG_P2:
-                        write_texture_p2(vc4, &uniforms, texstate,
-                                         uinfo->data[i]);
-                        break;
-
-                case QUNIFORM_UBO_ADDR:
-                        cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
-                        break;
-
-                case QUNIFORM_TEXTURE_BORDER_COLOR:
-                        write_texture_border_color(vc4, &uniforms,
-                                                   texstate, uinfo->data[i]);
-                        break;
-
-                case QUNIFORM_TEXRECT_SCALE_X:
-                case QUNIFORM_TEXRECT_SCALE_Y:
-                        cl_aligned_u32(&uniforms,
-                                       get_texrect_scale(texstate,
-                                                         uinfo->contents[i],
-                                                         uinfo->data[i]));
-                        break;
-
-                case QUNIFORM_BLEND_CONST_COLOR:
-                        cl_aligned_f(&uniforms,
-                                     CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
-                        break;
-
-                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) :
-                                        0));
-                        break;
-
-                case QUNIFORM_ALPHA_REF:
-                        cl_aligned_f(&uniforms,
-                                     vc4->zsa->base.alpha.ref_value);
-                        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);
-}
-
 static void
 vc4_fp_state_bind(struct pipe_context *pctx, void *hwcso)
 {
diff --git a/src/gallium/drivers/vc4/vc4_uniforms.c b/src/gallium/drivers/vc4/vc4_uniforms.c
new file mode 100644 (file)
index 0000000..e8fca3d
--- /dev/null
@@ -0,0 +1,340 @@
+/*
+ * Copyright © 2014-2015 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "util/u_pack_color.h"
+#include "util/format_srgb.h"
+
+#include "vc4_context.h"
+#include "vc4_qir.h"
+
+static uint32_t translate_wrap(uint32_t p_wrap, bool using_nearest)
+{
+        switch (p_wrap) {
+        case PIPE_TEX_WRAP_REPEAT:
+                return 0;
+        case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
+                return 1;
+        case PIPE_TEX_WRAP_MIRROR_REPEAT:
+                return 2;
+        case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
+                return 3;
+        case PIPE_TEX_WRAP_CLAMP:
+                return (using_nearest ? 1 : 3);
+        default:
+                fprintf(stderr, "Unknown wrap mode %d\n", p_wrap);
+                assert(!"not reached");
+                return 0;
+        }
+}
+
+static void
+write_texture_p0(struct vc4_context *vc4,
+                 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_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo,
+                 VC4_SET_FIELD(rsc->slices[0].offset >> 12, VC4_TEX_P0_OFFSET) |
+                 VC4_SET_FIELD(texture->u.tex.last_level -
+                               texture->u.tex.first_level, VC4_TEX_P0_MIPLVLS) |
+                 VC4_SET_FIELD(texture->target == PIPE_TEXTURE_CUBE,
+                               VC4_TEX_P0_CMMODE) |
+                 VC4_SET_FIELD(rsc->vc4_format & 15, VC4_TEX_P0_TYPE));
+}
+
+static void
+write_texture_p1(struct vc4_context *vc4,
+                 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);
+        struct pipe_sampler_state *sampler = texstate->samplers[unit];
+        static const uint8_t minfilter_map[6] = {
+                VC4_TEX_P1_MINFILT_NEAR_MIP_NEAR,
+                VC4_TEX_P1_MINFILT_LIN_MIP_NEAR,
+                VC4_TEX_P1_MINFILT_NEAR_MIP_LIN,
+                VC4_TEX_P1_MINFILT_LIN_MIP_LIN,
+                VC4_TEX_P1_MINFILT_NEAREST,
+                VC4_TEX_P1_MINFILT_LINEAR,
+        };
+        static const uint32_t magfilter_map[] = {
+                [PIPE_TEX_FILTER_NEAREST] = VC4_TEX_P1_MAGFILT_NEAREST,
+                [PIPE_TEX_FILTER_LINEAR] = VC4_TEX_P1_MAGFILT_LINEAR,
+        };
+
+        bool either_nearest =
+                (sampler->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
+                 sampler->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
+
+        cl_aligned_u32(uniforms,
+               VC4_SET_FIELD(rsc->vc4_format >> 4, VC4_TEX_P1_TYPE4) |
+               VC4_SET_FIELD(texture->texture->height0 & 2047,
+                             VC4_TEX_P1_HEIGHT) |
+               VC4_SET_FIELD(texture->texture->width0 & 2047,
+                             VC4_TEX_P1_WIDTH) |
+               VC4_SET_FIELD(magfilter_map[sampler->mag_img_filter],
+                             VC4_TEX_P1_MAGFILT) |
+               VC4_SET_FIELD(minfilter_map[sampler->min_mip_filter * 2 +
+                                           sampler->min_img_filter],
+                             VC4_TEX_P1_MINFILT) |
+               VC4_SET_FIELD(translate_wrap(sampler->wrap_s, either_nearest),
+                             VC4_TEX_P1_WRAP_S) |
+               VC4_SET_FIELD(translate_wrap(sampler->wrap_t, either_nearest),
+                             VC4_TEX_P1_WRAP_T));
+}
+
+static void
+write_texture_p2(struct vc4_context *vc4,
+                 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];
+        struct vc4_resource *rsc = vc4_resource(texture->texture);
+
+        cl_aligned_u32(uniforms,
+               VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
+                             VC4_TEX_P2_PTYPE) |
+               VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
+               VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
+}
+
+
+#define SWIZ(x,y,z,w) {          \
+        UTIL_FORMAT_SWIZZLE_##x, \
+        UTIL_FORMAT_SWIZZLE_##y, \
+        UTIL_FORMAT_SWIZZLE_##z, \
+        UTIL_FORMAT_SWIZZLE_##w  \
+}
+
+static void
+write_texture_border_color(struct vc4_context *vc4,
+                           struct vc4_cl_out **uniforms,
+                           struct vc4_texture_stateobj *texstate,
+                           uint32_t unit)
+{
+        struct pipe_sampler_state *sampler = texstate->samplers[unit];
+        struct pipe_sampler_view *texture = texstate->textures[unit];
+        struct vc4_resource *rsc = vc4_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 vc4_format-sampled texture contents are
+         * replaced with our border color, the vc4_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->vc4_format) {
+                default:
+                case VC4_TEXTURE_TYPE_RGBA8888:
+                        util_pack_color(storage_color,
+                                        PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+                        break;
+                case VC4_TEXTURE_TYPE_RGBA4444:
+                        util_pack_color(storage_color,
+                                        PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
+                        break;
+                case VC4_TEXTURE_TYPE_RGB565:
+                        util_pack_color(storage_color,
+                                        PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
+                        break;
+                case VC4_TEXTURE_TYPE_ALPHA:
+                        uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
+                        break;
+                case VC4_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]);
+}
+
+static uint32_t
+get_texrect_scale(struct vc4_texture_stateobj *texstate,
+                  enum quniform_contents contents,
+                  uint32_t data)
+{
+        struct pipe_sampler_view *texture = texstate->textures[data];
+        uint32_t dim;
+
+        if (contents == QUNIFORM_TEXRECT_SCALE_X)
+                dim = texture->texture->width0;
+        else
+                dim = texture->texture->height0;
+
+        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;
+        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 +
+                                         uinfo->num_texture_samples) * 4);
+
+        struct vc4_cl_out *uniforms =
+                cl_start_shader_reloc(&vc4->uniforms,
+                                      uinfo->num_texture_samples);
+
+        for (int i = 0; i < uinfo->count; i++) {
+
+                switch (uinfo->contents[i]) {
+                case QUNIFORM_CONSTANT:
+                        cl_aligned_u32(&uniforms, uinfo->data[i]);
+                        break;
+                case QUNIFORM_UNIFORM:
+                        cl_aligned_u32(&uniforms,
+                                       gallium_uniforms[uinfo->data[i]]);
+                        break;
+                case QUNIFORM_VIEWPORT_X_SCALE:
+                        cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
+                        break;
+                case QUNIFORM_VIEWPORT_Y_SCALE:
+                        cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
+                        break;
+
+                case QUNIFORM_VIEWPORT_Z_OFFSET:
+                        cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
+                        break;
+                case QUNIFORM_VIEWPORT_Z_SCALE:
+                        cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
+                        break;
+
+                case QUNIFORM_USER_CLIP_PLANE:
+                        cl_aligned_f(&uniforms,
+                                     vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
+                        break;
+
+                case QUNIFORM_TEXTURE_CONFIG_P0:
+                        write_texture_p0(vc4, &uniforms, texstate,
+                                         uinfo->data[i]);
+                        break;
+
+                case QUNIFORM_TEXTURE_CONFIG_P1:
+                        write_texture_p1(vc4, &uniforms, texstate,
+                                         uinfo->data[i]);
+                        break;
+
+                case QUNIFORM_TEXTURE_CONFIG_P2:
+                        write_texture_p2(vc4, &uniforms, texstate,
+                                         uinfo->data[i]);
+                        break;
+
+                case QUNIFORM_UBO_ADDR:
+                        cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
+                        break;
+
+                case QUNIFORM_TEXTURE_BORDER_COLOR:
+                        write_texture_border_color(vc4, &uniforms,
+                                                   texstate, uinfo->data[i]);
+                        break;
+
+                case QUNIFORM_TEXRECT_SCALE_X:
+                case QUNIFORM_TEXRECT_SCALE_Y:
+                        cl_aligned_u32(&uniforms,
+                                       get_texrect_scale(texstate,
+                                                         uinfo->contents[i],
+                                                         uinfo->data[i]));
+                        break;
+
+                case QUNIFORM_BLEND_CONST_COLOR:
+                        cl_aligned_f(&uniforms,
+                                     CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
+                        break;
+
+                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) :
+                                        0));
+                        break;
+
+                case QUNIFORM_ALPHA_REF:
+                        cl_aligned_f(&uniforms,
+                                     vc4->zsa->base.alpha.ref_value);
+                        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);
+}