static void vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info) { /* VC4_DIRTY_VTXSTATE */ struct vc4_vertex_stateobj *vtx = vc4->vtx; /* VC4_DIRTY_VTXBUF */ struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf; /* The simulator throws a fit if VS or CS don't read an attribute, so * 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(&vc4->shader_rec, 3 + num_elements_emit); /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */ cl_u16(&shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING | 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(vc4, &vc4->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(vc4, &vc4->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(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.cs->bo, 0); cl_u32(&shader_rec, 0); /* UBO offset written by kernel */ uint32_t max_index = 0xffff; for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &vertexbuf->vb[elem->vertex_buffer_index]; struct vc4_resource *rsc = vc4_resource(vb->buffer); /* not vc4->dirty tracked: vc4->last_index_bias */ uint32_t offset = (vb->buffer_offset + elem->src_offset + vb->stride * info->index_bias); uint32_t vb_size = rsc->bo->size - offset; uint32_t elem_size = util_format_get_blocksize(elem->src_format); cl_reloc(vc4, &vc4->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]); if (vb->stride > 0) { max_index = MIN2(max_index, (vb_size - elem_size) / vb->stride); } } if (vtx->num_elements == 0) { assert(num_elements_emit == 1); struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO"); cl_reloc(vc4, &vc4->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_end(&vc4->shader_rec, shader_rec); struct vc4_cl_out *bcl = cl_start(&vc4->bcl); /* the actual draw call. */ cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE); assert(vtx->num_elements <= 8); /* Note that number of attributes == 0 in the packet means 8 * attributes. This field also contains the offset into shader_rec. */ cl_u32(&bcl, num_elements_emit & 0x7); cl_end(&vc4->bcl, bcl); vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], &vc4->fragtex); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); vc4_write_uniforms(vc4, vc4->prog.cs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); vc4->last_index_bias = info->index_bias; vc4->max_index = max_index; }
static void vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct vc4_context *vc4 = vc4_context(pctx); if (info->mode >= PIPE_PRIM_QUADS) { util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf); util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base); util_primconvert_draw_vbo(vc4->primconvert, info); return; } struct vc4_vertex_stateobj *vtx = vc4->vtx; struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf; if (vc4->prim_mode != info->mode) { vc4->prim_mode = info->mode; vc4->dirty |= VC4_DIRTY_PRIM_MODE; } vc4_start_draw(vc4); vc4_update_compiled_shaders(vc4, info->mode); vc4_emit_state(pctx); vc4->dirty = 0; vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], &vc4->fragtex); vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); vc4_write_uniforms(vc4, vc4->prog.cs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); /* The simulator throws a fit if VS or CS don't read an attribute, so * we emit a dummy read. */ uint32_t num_elements_emit = MAX2(vtx->num_elements, 1); /* Emit the shader record. */ cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit); cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING | ((info->mode == PIPE_PRIM_POINTS && vc4->rasterizer->base.point_size_per_vertex) ? VC4_SHADER_FLAG_VS_POINT_SIZE : 0)); cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */ cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs); cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */ cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* vs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* cs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* cs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0); cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ uint32_t max_index = 0xffff; for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &vertexbuf->vb[elem->vertex_buffer_index]; struct vc4_resource *rsc = vc4_resource(vb->buffer); uint32_t offset = vb->buffer_offset + elem->src_offset; uint32_t vb_size = rsc->bo->size - offset; uint32_t elem_size = util_format_get_blocksize(elem->src_format); cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset); cl_u8(&vc4->shader_rec, elem_size - 1); cl_u8(&vc4->shader_rec, vb->stride); cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */ cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */ if (vb->stride > 0) { max_index = MIN2(max_index, (vb_size - elem_size) / vb->stride); } } if (vtx->num_elements == 0) { assert(num_elements_emit == 1); struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO"); cl_reloc(vc4, &vc4->shader_rec, bo, 0); cl_u8(&vc4->shader_rec, 16 - 1); /* element size */ cl_u8(&vc4->shader_rec, 0); /* stride */ cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */ cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */ vc4_bo_unreference(&bo); } /* the actual draw call. */ cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE); assert(vtx->num_elements <= 8); /* Note that number of attributes == 0 in the packet means 8 * attributes. This field also contains the offset into shader_rec. */ cl_u32(&vc4->bcl, num_elements_emit & 0x7); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. */ if (info->indexed) { struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer); uint32_t offset = vc4->indexbuf.offset; uint32_t index_size = vc4->indexbuf.index_size; if (rsc->shadow_parent) { vc4_update_shadow_index_buffer(pctx, &vc4->indexbuf); offset = 0; index_size = 2; } cl_start_reloc(&vc4->bcl, 1); cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE); cl_u8(&vc4->bcl, info->mode | (index_size == 2 ? VC4_INDEX_BUFFER_U16: VC4_INDEX_BUFFER_U8)); cl_u32(&vc4->bcl, info->count); cl_reloc(vc4, &vc4->bcl, rsc->bo, offset); cl_u32(&vc4->bcl, max_index); } else { cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE); cl_u8(&vc4->bcl, info->mode); cl_u32(&vc4->bcl, info->count); cl_u32(&vc4->bcl, info->start); } if (vc4->zsa && vc4->zsa->base.depth.enabled) { vc4->resolve |= PIPE_CLEAR_DEPTH; } if (vc4->zsa && vc4->zsa->base.stencil[0].enabled) vc4->resolve |= PIPE_CLEAR_STENCIL; vc4->resolve |= PIPE_CLEAR_COLOR0; vc4->shader_rec_count++; if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH) vc4_flush(pctx); }