/*
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* Copyright © 2014-2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "util/u_pack_color.h"
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#include "util/format_srgb.h"
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#include "vc4_context.h"
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#include "vc4_qir.h"
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static void
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write_texture_p0(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t unit)
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{
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struct vc4_sampler_view *sview =
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vc4_sampler_view(texstate->textures[unit]);
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struct vc4_resource *rsc = vc4_resource(sview->texture);
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cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
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}
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static void
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write_texture_p1(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t unit)
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{
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struct vc4_sampler_view *sview =
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vc4_sampler_view(texstate->textures[unit]);
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struct vc4_sampler_state *sampler =
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vc4_sampler_state(texstate->samplers[unit]);
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cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
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}
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static void
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write_texture_p2(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t data)
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{
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uint32_t unit = data & 0xffff;
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struct pipe_sampler_view *texture = texstate->textures[unit];
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struct vc4_resource *rsc = vc4_resource(texture->texture);
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cl_aligned_u32(uniforms,
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VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
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VC4_TEX_P2_PTYPE) |
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VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
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VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
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}
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static void
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write_texture_first_level(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t data)
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{
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uint32_t unit = data & 0xffff;
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struct pipe_sampler_view *texture = texstate->textures[unit];
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cl_aligned_f(uniforms, texture->u.tex.first_level);
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}
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static void
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write_texture_msaa_addr(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t unit)
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{
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struct pipe_sampler_view *texture = texstate->textures[unit];
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struct vc4_resource *rsc = vc4_resource(texture->texture);
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cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
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}
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#define SWIZ(x,y,z,w) { \
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PIPE_SWIZZLE_##x, \
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PIPE_SWIZZLE_##y, \
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PIPE_SWIZZLE_##z, \
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PIPE_SWIZZLE_##w \
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}
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static void
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write_texture_border_color(struct vc4_job *job,
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struct vc4_cl_out **uniforms,
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struct vc4_texture_stateobj *texstate,
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uint32_t unit)
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{
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struct pipe_sampler_state *sampler = texstate->samplers[unit];
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struct pipe_sampler_view *texture = texstate->textures[unit];
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struct vc4_resource *rsc = vc4_resource(texture->texture);
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union util_color uc;
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const struct util_format_description *tex_format_desc =
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util_format_description(texture->format);
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float border_color[4];
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for (int i = 0; i < 4; i++)
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border_color[i] = sampler->border_color.f[i];
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if (util_format_is_srgb(texture->format)) {
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for (int i = 0; i < 3; i++)
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border_color[i] =
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util_format_linear_to_srgb_float(border_color[i]);
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}
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/* Turn the border color into the layout of channels that it would
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* have when stored as texture contents.
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*/
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float storage_color[4];
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util_format_unswizzle_4f(storage_color,
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border_color,
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tex_format_desc->swizzle);
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/* Now, pack so that when the vc4_format-sampled texture contents are
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* replaced with our border color, the vc4_get_format_swizzle()
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* swizzling will get the right channels.
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*/
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if (util_format_is_depth_or_stencil(texture->format)) {
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uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
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sampler->border_color.f[0]) << 8;
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} else {
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switch (rsc->vc4_format) {
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default:
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case VC4_TEXTURE_TYPE_RGBA8888:
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util_pack_color(storage_color,
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PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
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break;
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case VC4_TEXTURE_TYPE_RGBA4444:
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case VC4_TEXTURE_TYPE_RGBA5551:
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util_pack_color(storage_color,
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PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
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break;
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case VC4_TEXTURE_TYPE_RGB565:
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util_pack_color(storage_color,
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PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
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break;
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case VC4_TEXTURE_TYPE_ALPHA:
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uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
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break;
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case VC4_TEXTURE_TYPE_LUMALPHA:
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uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
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(float_to_ubyte(storage_color[0]) << 0));
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break;
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}
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}
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cl_aligned_u32(uniforms, uc.ui[0]);
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}
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static uint32_t
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get_texrect_scale(struct vc4_texture_stateobj *texstate,
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enum quniform_contents contents,
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uint32_t data)
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{
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struct pipe_sampler_view *texture = texstate->textures[data];
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uint32_t dim;
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if (contents == QUNIFORM_TEXRECT_SCALE_X)
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dim = texture->texture->width0;
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else
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dim = texture->texture->height0;
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return fui(1.0f / dim);
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}
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static struct vc4_bo *
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vc4_upload_ubo(struct vc4_context *vc4,
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struct vc4_compiled_shader *shader,
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const uint32_t *gallium_uniforms)
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{
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if (!shader->ubo_size)
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return NULL;
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struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
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void *data = vc4_bo_map(ubo);
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for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
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memcpy(data + shader->ubo_ranges[i].dst_offset,
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((const void *)gallium_uniforms +
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shader->ubo_ranges[i].src_offset),
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shader->ubo_ranges[i].size);
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}
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return ubo;
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}
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void
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vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
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struct vc4_constbuf_stateobj *cb,
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struct vc4_texture_stateobj *texstate)
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{
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struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
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struct vc4_job *job = vc4->job;
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const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
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struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
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cl_ensure_space(&job->uniforms, (uinfo->count +
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uinfo->num_texture_samples) * 4);
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struct vc4_cl_out *uniforms =
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cl_start_shader_reloc(&job->uniforms,
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uinfo->num_texture_samples);
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for (int i = 0; i < uinfo->count; i++) {
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switch (uinfo->contents[i]) {
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case QUNIFORM_CONSTANT:
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cl_aligned_u32(&uniforms, uinfo->data[i]);
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break;
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case QUNIFORM_UNIFORM:
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cl_aligned_u32(&uniforms,
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gallium_uniforms[uinfo->data[i]]);
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break;
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case QUNIFORM_VIEWPORT_X_SCALE:
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cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
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break;
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case QUNIFORM_VIEWPORT_Y_SCALE:
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cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
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break;
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case QUNIFORM_VIEWPORT_Z_OFFSET:
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cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
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break;
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case QUNIFORM_VIEWPORT_Z_SCALE:
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cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
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break;
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case QUNIFORM_USER_CLIP_PLANE:
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cl_aligned_f(&uniforms,
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vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
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break;
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case QUNIFORM_TEXTURE_CONFIG_P0:
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write_texture_p0(job, &uniforms, texstate,
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uinfo->data[i]);
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break;
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case QUNIFORM_TEXTURE_CONFIG_P1:
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write_texture_p1(job, &uniforms, texstate,
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uinfo->data[i]);
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break;
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case QUNIFORM_TEXTURE_CONFIG_P2:
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write_texture_p2(job, &uniforms, texstate,
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uinfo->data[i]);
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break;
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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write_texture_first_level(job, &uniforms, texstate,
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uinfo->data[i]);
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break;
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case QUNIFORM_UBO_ADDR:
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cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
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break;
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case QUNIFORM_TEXTURE_MSAA_ADDR:
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write_texture_msaa_addr(job, &uniforms,
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texstate, uinfo->data[i]);
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break;
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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write_texture_border_color(job, &uniforms,
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texstate, uinfo->data[i]);
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break;
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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cl_aligned_u32(&uniforms,
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get_texrect_scale(texstate,
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uinfo->contents[i],
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uinfo->data[i]));
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break;
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case QUNIFORM_BLEND_CONST_COLOR_X:
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case QUNIFORM_BLEND_CONST_COLOR_Y:
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case QUNIFORM_BLEND_CONST_COLOR_Z:
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case QUNIFORM_BLEND_CONST_COLOR_W:
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cl_aligned_f(&uniforms,
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CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
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QUNIFORM_BLEND_CONST_COLOR_X],
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0, 1));
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break;
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case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
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const uint8_t *format_swiz =
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vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
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uint32_t color = 0;
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for (int i = 0; i < 4; i++) {
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if (format_swiz[i] >= 4)
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continue;
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color |= (vc4->blend_color.ub[format_swiz[i]] <<
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(i * 8));
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}
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cl_aligned_u32(&uniforms, color);
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break;
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}
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case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
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uint8_t a = vc4->blend_color.ub[3];
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cl_aligned_u32(&uniforms, ((a) |
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(a << 8) |
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(a << 16) |
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(a << 24)));
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break;
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}
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case QUNIFORM_STENCIL:
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cl_aligned_u32(&uniforms,
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vc4->zsa->stencil_uniforms[uinfo->data[i]] |
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(uinfo->data[i] <= 1 ?
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(vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
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0));
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break;
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case QUNIFORM_ALPHA_REF:
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cl_aligned_f(&uniforms,
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vc4->zsa->base.alpha.ref_value);
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break;
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case QUNIFORM_SAMPLE_MASK:
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cl_aligned_u32(&uniforms, vc4->sample_mask);
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break;
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case QUNIFORM_UNIFORMS_ADDRESS:
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/* This will be filled in by the kernel. */
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cl_aligned_u32(&uniforms, 0xd0d0d0d0);
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break;
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}
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#if 0
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uint32_t written_val = *((uint32_t *)uniforms - 1);
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fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
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shader, i, written_val, uif(written_val));
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#endif
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}
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cl_end(&job->uniforms, uniforms);
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vc4_bo_unreference(&ubo);
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}
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void
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vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
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{
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uint32_t dirty = 0;
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for (int i = 0; i < shader->uniforms.count; i++) {
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switch (shader->uniforms.contents[i]) {
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case QUNIFORM_CONSTANT:
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case QUNIFORM_UNIFORMS_ADDRESS:
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break;
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case QUNIFORM_UNIFORM:
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case QUNIFORM_UBO_ADDR:
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dirty |= VC4_DIRTY_CONSTBUF;
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break;
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case QUNIFORM_VIEWPORT_X_SCALE:
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case QUNIFORM_VIEWPORT_Y_SCALE:
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case QUNIFORM_VIEWPORT_Z_OFFSET:
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case QUNIFORM_VIEWPORT_Z_SCALE:
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dirty |= VC4_DIRTY_VIEWPORT;
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break;
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case QUNIFORM_USER_CLIP_PLANE:
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dirty |= VC4_DIRTY_CLIP;
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break;
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case QUNIFORM_TEXTURE_CONFIG_P0:
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case QUNIFORM_TEXTURE_CONFIG_P1:
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case QUNIFORM_TEXTURE_CONFIG_P2:
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case QUNIFORM_TEXTURE_BORDER_COLOR:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXTURE_MSAA_ADDR:
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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/* We could flag this on just the stage we're
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* compiling for, but it's not passed in.
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*/
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dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
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break;
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case QUNIFORM_BLEND_CONST_COLOR_X:
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case QUNIFORM_BLEND_CONST_COLOR_Y:
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case QUNIFORM_BLEND_CONST_COLOR_Z:
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case QUNIFORM_BLEND_CONST_COLOR_W:
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case QUNIFORM_BLEND_CONST_COLOR_RGBA:
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case QUNIFORM_BLEND_CONST_COLOR_AAAA:
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dirty |= VC4_DIRTY_BLEND_COLOR;
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break;
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case QUNIFORM_STENCIL:
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case QUNIFORM_ALPHA_REF:
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dirty |= VC4_DIRTY_ZSA;
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break;
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case QUNIFORM_SAMPLE_MASK:
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dirty |= VC4_DIRTY_SAMPLE_MASK;
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break;
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}
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}
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shader->uniform_dirty_bits = dirty;
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}
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