static void write_texture_p1(struct vc5_job *job, struct vc5_cl_out **uniforms, struct vc5_texture_stateobj *texstate, uint32_t unit) { struct pipe_sampler_view *psview = texstate->textures[unit]; struct vc5_sampler_view *sview = vc5_sampler_view(psview); struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = { .texture_state_record_base_address = texstate->texture_state[unit], }; uint32_t packed; V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect, (uint8_t *)&packed, &unpacked); cl_aligned_u32(uniforms, packed | sview->p1); } struct vc5_cl_reloc vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader, struct vc5_constbuf_stateobj *cb, struct vc5_texture_stateobj *texstate) { struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms; struct vc5_job *job = vc5->job; const uint32_t *gallium_uniforms = cb->cb[0].user_buffer; struct vc5_bo *ubo = vc5_upload_ubo(vc5, 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. */ vc5_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4); struct vc5_cl_reloc uniform_stream = cl_get_address(&job->indirect); vc5_bo_reference(uniform_stream.bo); struct vc5_cl_out *uniforms = cl_start(&job->indirect); 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, vc5->viewport.scale[0] * 256.0f); break; case QUNIFORM_VIEWPORT_Y_SCALE: cl_aligned_f(&uniforms, vc5->viewport.scale[1] * 256.0f); break; case QUNIFORM_VIEWPORT_Z_OFFSET: cl_aligned_f(&uniforms, vc5->viewport.translate[2]); break; case QUNIFORM_VIEWPORT_Z_SCALE: cl_aligned_f(&uniforms, vc5->viewport.scale[2]); break; case QUNIFORM_USER_CLIP_PLANE: cl_aligned_f(&uniforms, vc5->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]); break; case QUNIFORM_TEXTURE_CONFIG_P1: write_texture_p1(job, &uniforms, texstate, uinfo->data[i]); break; #if 0 case QUNIFORM_TEXTURE_FIRST_LEVEL: write_texture_first_level(job, &uniforms, texstate, uinfo->data[i]); break; #endif 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_TEXTURE_WIDTH: case QUNIFORM_TEXTURE_HEIGHT: case QUNIFORM_TEXTURE_DEPTH: case QUNIFORM_TEXTURE_ARRAY_SIZE: case QUNIFORM_TEXTURE_LEVELS: cl_aligned_u32(&uniforms, get_texture_size(texstate, uinfo->contents[i], uinfo->data[i])); break; case QUNIFORM_STENCIL: cl_aligned_u32(&uniforms, vc5->zsa->stencil_uniforms[uinfo->data[i]] | (uinfo->data[i] <= 1 ? (vc5->stencil_ref.ref_value[uinfo->data[i]] << 8) : 0)); break; case QUNIFORM_ALPHA_REF: cl_aligned_f(&uniforms, vc5->zsa->base.alpha.ref_value); break; case QUNIFORM_SAMPLE_MASK: cl_aligned_u32(&uniforms, vc5->sample_mask); break; case QUNIFORM_UBO_ADDR: if (uinfo->data[i] == 0) { cl_aligned_reloc(&job->indirect, &uniforms, ubo, 0); } else { int ubo_index = uinfo->data[i]; struct vc5_resource *rsc = vc5_resource(cb->cb[ubo_index].buffer); cl_aligned_reloc(&job->indirect, &uniforms, rsc->bo, cb->cb[ubo_index].buffer_offset); } break; case QUNIFORM_TEXTURE_FIRST_LEVEL: case QUNIFORM_TEXTURE_MSAA_ADDR: case QUNIFORM_TEXTURE_BORDER_COLOR: /* XXX */ break; default: assert(quniform_contents_is_texture_p0(uinfo->contents[i])); write_texture_p0(job, &uniforms, texstate, uinfo->contents[i] - QUNIFORM_TEXTURE_CONFIG_P0_0, uinfo->data[i]); break; } #if 0 uint32_t written_val = *((uint32_t *)uniforms - 1); fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f)\n", shader, i, __gen_address_offset(&uniform_stream) + i * 4, written_val, uif(written_val)); #endif } cl_end(&job->indirect, uniforms); vc5_bo_unreference(&ubo); return uniform_stream; } void vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader) { uint32_t dirty = 0; for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) { switch (shader->prog_data.base->uniforms.contents[i]) { case QUNIFORM_CONSTANT: break; case QUNIFORM_UNIFORM: case QUNIFORM_UBO_ADDR: dirty |= VC5_DIRTY_CONSTBUF; break; case QUNIFORM_VIEWPORT_X_SCALE: case QUNIFORM_VIEWPORT_Y_SCALE: case QUNIFORM_VIEWPORT_Z_OFFSET: case QUNIFORM_VIEWPORT_Z_SCALE: dirty |= VC5_DIRTY_VIEWPORT; break; case QUNIFORM_USER_CLIP_PLANE: dirty |= VC5_DIRTY_CLIP; break; case QUNIFORM_TEXTURE_CONFIG_P1: case QUNIFORM_TEXTURE_BORDER_COLOR: case QUNIFORM_TEXTURE_FIRST_LEVEL: case QUNIFORM_TEXTURE_MSAA_ADDR: case QUNIFORM_TEXRECT_SCALE_X: case QUNIFORM_TEXRECT_SCALE_Y: case QUNIFORM_TEXTURE_WIDTH: case QUNIFORM_TEXTURE_HEIGHT: case QUNIFORM_TEXTURE_DEPTH: case QUNIFORM_TEXTURE_ARRAY_SIZE: case QUNIFORM_TEXTURE_LEVELS: /* We could flag this on just the stage we're * compiling for, but it's not passed in. */ dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX; break; case QUNIFORM_STENCIL: case QUNIFORM_ALPHA_REF: dirty |= VC5_DIRTY_ZSA; break; case QUNIFORM_SAMPLE_MASK: dirty |= VC5_DIRTY_SAMPLE_MASK; break; default: assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i])); dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX; break; } } shader->uniform_dirty_bits = dirty; }
/** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */ static void write_texture_p1(struct vc5_job *job, struct vc5_cl_out **uniforms, struct vc5_texture_stateobj *texstate, uint32_t data) { /* Extract the texture unit from the top bits, and the compiler's * packed p1 from the bottom. */ uint32_t unit = data >> 5; uint32_t p1 = data & 0x1f; struct pipe_sampler_view *psview = texstate->textures[unit]; struct vc5_sampler_view *sview = vc5_sampler_view(psview); struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = { .texture_state_record_base_address = texstate->texture_state[unit], }; uint32_t packed; V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect, (uint8_t *)&packed, &unpacked); cl_aligned_u32(uniforms, p1 | packed | sview->p1); } /** Writes the V3D 4.x TMU configuration parameter 0. */ static void