#include "util/u_math.h"
#include "util/macros.h"
-#include "kernel/vc4_packet.h"
-
struct vc4_bo;
struct vc4_job;
+struct vc4_cl;
/**
* Undefined structure, used for typechecking that you're passing the pointers
uint32_t offset;
};
-/* We don't call anything that packs a reloc yet, so don't implement it. */
-static inline void cl_pack_emit_reloc(void *cl, const struct vc4_cl_reloc *reloc)
-{
- abort();
-}
+static inline void cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *);
-/* We don't use the data arg yet */
-#define __gen_user_data void
+#define __gen_user_data struct vc4_cl
#define __gen_address_type struct vc4_cl_reloc
#define __gen_address_offset(reloc) ((reloc)->offset)
#define __gen_emit_reloc cl_pack_emit_reloc
struct vc4_cl {
void *base;
+ struct vc4_job *job;
struct vc4_cl_out *next;
struct vc4_cl_out *reloc_next;
uint32_t size;
#endif
};
-void vc4_init_cl(void *mem_ctx, struct vc4_cl *cl);
+void vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl);
void vc4_reset_cl(struct vc4_cl *cl);
void vc4_dump_cl(void *cl, uint32_t size, bool is_render);
uint32_t vc4_gem_hindex(struct vc4_job *job, struct vc4_bo *bo);
cl_aligned_u32(cl_out, offset);
}
+/**
+ * Reference to a BO with its associated offset, used in the pack process.
+ */
+static inline struct vc4_cl_reloc
+cl_address(struct vc4_bo *bo, uint32_t offset)
+{
+ struct vc4_cl_reloc reloc = {
+ .bo = bo,
+ .offset = offset,
+ };
+ return reloc;
+}
+
void cl_ensure_space(struct vc4_cl *cl, uint32_t size);
#define cl_packet_header(packet) V3D21_ ## packet ## _header
_loop_terminate = NULL; \
})) \
+/**
+ * Helper function called by the XML-generated pack functions for filling in
+ * an address field in shader records.
+ *
+ * Relocations for shader recs and texturing involve the packet (or uniforms
+ * stream) being preceded by the handles to the BOs, and the offset within the
+ * BO being in the stream (the output of this function).
+ */
+static inline void
+cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *reloc)
+{
+ *(uint32_t *)cl->reloc_next = vc4_gem_hindex(cl->job, reloc->bo);
+ cl_advance(&cl->reloc_next, 4);
+
+#ifdef DEBUG
+ cl->reloc_count--;
+#endif
+}
+
#endif /* VC4_CL_H */
* we emit a dummy read.
*/
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
+
/* Emit the shader record. */
- struct vc4_cl_out *shader_rec =
- cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
- /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
- cl_u16(&shader_rec,
- VC4_SHADER_FLAG_ENABLE_CLIPPING |
- (vc4->prog.fs->fs_threaded ?
- 0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
- ((info->mode == PIPE_PRIM_POINTS &&
- vc4->rasterizer->base.point_size_per_vertex) ?
- VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
-
- /* VC4_DIRTY_COMPILED_FS */
- cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
- cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
- /* VC4_DIRTY_COMPILED_VS */
- cl_u16(&shader_rec, 0); /* vs num uniforms */
- cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
- /* VC4_DIRTY_COMPILED_CS */
- cl_u16(&shader_rec, 0); /* cs num uniforms */
- cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+ cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
+
+ cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
+ rec.enable_clipping = true;
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_is_single_threaded =
+ !vc4->prog.fs->fs_threaded;
+
+ /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+ rec.point_size_included_in_shaded_vertex_data =
+ (info->mode == PIPE_PRIM_POINTS &&
+ vc4->rasterizer->base.point_size_per_vertex);
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_number_of_varyings =
+ vc4->prog.fs->num_inputs;
+ rec.fragment_shader_code_address =
+ cl_address(vc4->prog.fs->bo, 0);
+
+ rec.coordinate_shader_attribute_array_select_bits =
+ vc4->prog.cs->vattrs_live;
+ rec.coordinate_shader_total_attributes_size =
+ vc4->prog.cs->vattr_offsets[8];
+ rec.coordinate_shader_code_address =
+ cl_address(vc4->prog.cs->bo, 0);
+
+ rec.vertex_shader_attribute_array_select_bits =
+ vc4->prog.vs->vattrs_live;
+ rec.vertex_shader_total_attributes_size =
+ vc4->prog.vs->vattr_offsets[8];
+ rec.vertex_shader_code_address =
+ cl_address(vc4->prog.vs->bo, 0);
+ };
uint32_t max_index = 0xffff;
for (int i = 0; i < vtx->num_elements; i++) {
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
- cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset);
- cl_u8(&shader_rec, elem_size - 1);
- cl_u8(&shader_rec, vb->stride);
- cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
- cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(rsc->bo, offset);
+ attr.number_of_bytes_minus_1 = elem_size - 1;
+ attr.stride = vb->stride;
+ attr.coordinate_shader_vpm_offset =
+ vc4->prog.cs->vattr_offsets[i];
+ attr.vertex_shader_vpm_offset =
+ vc4->prog.vs->vattr_offsets[i];
+ }
if (vb->stride > 0) {
max_index = MIN2(max_index,
if (vtx->num_elements == 0) {
assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
- cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
- cl_u8(&shader_rec, 16 - 1); /* element size */
- cl_u8(&shader_rec, 0); /* stride */
- cl_u8(&shader_rec, 0); /* VS VPM offset */
- cl_u8(&shader_rec, 0); /* CS VPM offset */
- vc4_bo_unreference(&bo);
+
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(bo, 0);
+ attr.number_of_bytes_minus_1 = 16 - 1;
+ attr.stride = 0;
+ attr.coordinate_shader_vpm_offset = 0;
+ attr.vertex_shader_vpm_offset = 0;
+ }
}
- cl_end(&job->shader_rec, shader_rec);
cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
/* Note that number of attributes == 0 in the packet means 8