From 1835ce6e35e6a186c2ba1bdf39b73783a2cb2ad5 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 14 Jul 2015 12:21:23 -0700 Subject: [PATCH] vc4: Move uniforms handling to a separate file. The rest of vc4_program.c is about compiling, while this is about uniform emit at draw time. --- src/gallium/drivers/vc4/Makefile.sources | 1 + src/gallium/drivers/vc4/vc4_program.c | 314 --------------------- src/gallium/drivers/vc4/vc4_uniforms.c | 340 +++++++++++++++++++++++ 3 files changed, 341 insertions(+), 314 deletions(-) create mode 100644 src/gallium/drivers/vc4/vc4_uniforms.c diff --git a/src/gallium/drivers/vc4/Makefile.sources b/src/gallium/drivers/vc4/Makefile.sources index 1eb029e67e7..c24b01d4fbb 100644 --- a/src/gallium/drivers/vc4/Makefile.sources +++ b/src/gallium/drivers/vc4/Makefile.sources @@ -49,4 +49,5 @@ C_SOURCES := \ vc4_state.c \ vc4_tiling.c \ vc4_tiling.h \ + vc4_uniforms.c \ $() diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c index f0bfe24c68a..ce99989a79d 100644 --- a/src/gallium/drivers/vc4/vc4_program.c +++ b/src/gallium/drivers/vc4/vc4_program.c @@ -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 index 00000000000..e8fca3d0cbd --- /dev/null +++ b/src/gallium/drivers/vc4/vc4_uniforms.c @@ -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); +} -- 2.30.2