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Viewing changes to src/gallium/drivers/vc4/vc4_uniforms.c

  • Committer: mmach
  • Date: 2022-09-22 19:56:13 UTC
  • Revision ID: netbit73@gmail.com-20220922195613-wtik9mmy20tmor0i
2022-09-22 21:17:09

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1
 
/*
2
 
 * Copyright © 2014-2015 Broadcom
3
 
 *
4
 
 * Permission is hereby granted, free of charge, to any person obtaining a
5
 
 * copy of this software and associated documentation files (the "Software"),
6
 
 * to deal in the Software without restriction, including without limitation
7
 
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8
 
 * and/or sell copies of the Software, and to permit persons to whom the
9
 
 * Software is furnished to do so, subject to the following conditions:
10
 
 *
11
 
 * The above copyright notice and this permission notice (including the next
12
 
 * paragraph) shall be included in all copies or substantial portions of the
13
 
 * Software.
14
 
 *
15
 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18
 
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20
 
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21
 
 * IN THE SOFTWARE.
22
 
 */
23
 
 
24
 
#include "util/u_pack_color.h"
25
 
#include "util/u_upload_mgr.h"
26
 
#include "util/format_srgb.h"
27
 
 
28
 
#include "vc4_context.h"
29
 
#include "vc4_qir.h"
30
 
 
31
 
static void
32
 
write_texture_p0(struct vc4_job *job,
33
 
                 struct vc4_cl_out **uniforms,
34
 
                 struct vc4_texture_stateobj *texstate,
35
 
                 uint32_t unit)
36
 
{
37
 
        struct vc4_sampler_view *sview =
38
 
                vc4_sampler_view(texstate->textures[unit]);
39
 
        struct vc4_resource *rsc = vc4_resource(sview->texture);
40
 
 
41
 
        cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
42
 
}
43
 
 
44
 
static void
45
 
write_texture_p1(struct vc4_job *job,
46
 
                 struct vc4_cl_out **uniforms,
47
 
                 struct vc4_texture_stateobj *texstate,
48
 
                 uint32_t unit)
49
 
{
50
 
        struct vc4_sampler_view *sview =
51
 
                vc4_sampler_view(texstate->textures[unit]);
52
 
        struct vc4_sampler_state *sampler =
53
 
                vc4_sampler_state(texstate->samplers[unit]);
54
 
 
55
 
        cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
56
 
}
57
 
 
58
 
static void
59
 
write_texture_p2(struct vc4_job *job,
60
 
                 struct vc4_cl_out **uniforms,
61
 
                 struct vc4_texture_stateobj *texstate,
62
 
                 uint32_t data)
63
 
{
64
 
        uint32_t unit = data & 0xffff;
65
 
        struct pipe_sampler_view *texture = texstate->textures[unit];
66
 
        struct vc4_resource *rsc = vc4_resource(texture->texture);
67
 
 
68
 
        cl_aligned_u32(uniforms,
69
 
               VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
70
 
                             VC4_TEX_P2_PTYPE) |
71
 
               VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
72
 
               VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
73
 
}
74
 
 
75
 
static void
76
 
write_texture_first_level(struct vc4_job *job,
77
 
                          struct vc4_cl_out **uniforms,
78
 
                          struct vc4_texture_stateobj *texstate,
79
 
                          uint32_t data)
80
 
{
81
 
        uint32_t unit = data & 0xffff;
82
 
        struct pipe_sampler_view *texture = texstate->textures[unit];
83
 
 
84
 
        cl_aligned_f(uniforms, texture->u.tex.first_level);
85
 
}
86
 
 
87
 
static void
88
 
write_texture_msaa_addr(struct vc4_job *job,
89
 
                 struct vc4_cl_out **uniforms,
90
 
                        struct vc4_texture_stateobj *texstate,
91
 
                        uint32_t unit)
92
 
{
93
 
        struct pipe_sampler_view *texture = texstate->textures[unit];
94
 
        struct vc4_resource *rsc = vc4_resource(texture->texture);
95
 
 
96
 
        cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
97
 
}
98
 
 
99
 
 
100
 
#define SWIZ(x,y,z,w) {          \
101
 
        PIPE_SWIZZLE_##x, \
102
 
        PIPE_SWIZZLE_##y, \
103
 
        PIPE_SWIZZLE_##z, \
104
 
        PIPE_SWIZZLE_##w  \
105
 
}
106
 
 
107
 
static void
108
 
write_texture_border_color(struct vc4_job *job,
109
 
                           struct vc4_cl_out **uniforms,
110
 
                           struct vc4_texture_stateobj *texstate,
111
 
                           uint32_t unit)
112
 
{
113
 
        struct pipe_sampler_state *sampler = texstate->samplers[unit];
114
 
        struct pipe_sampler_view *texture = texstate->textures[unit];
115
 
        struct vc4_resource *rsc = vc4_resource(texture->texture);
116
 
        union util_color uc;
117
 
 
118
 
        const struct util_format_description *tex_format_desc =
119
 
                util_format_description(texture->format);
120
 
 
121
 
        float border_color[4];
122
 
        for (int i = 0; i < 4; i++)
123
 
                border_color[i] = sampler->border_color.f[i];
124
 
        if (util_format_is_srgb(texture->format)) {
125
 
                for (int i = 0; i < 3; i++)
126
 
                        border_color[i] =
127
 
                                util_format_linear_to_srgb_float(border_color[i]);
128
 
        }
129
 
 
130
 
        /* Turn the border color into the layout of channels that it would
131
 
         * have when stored as texture contents.
132
 
         */
133
 
        float storage_color[4];
134
 
        util_format_unswizzle_4f(storage_color,
135
 
                                 border_color,
136
 
                                 tex_format_desc->swizzle);
137
 
 
138
 
        /* Now, pack so that when the vc4_format-sampled texture contents are
139
 
         * replaced with our border color, the vc4_get_format_swizzle()
140
 
         * swizzling will get the right channels.
141
 
         */
142
 
        if (util_format_is_depth_or_stencil(texture->format)) {
143
 
                uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
144
 
                                       sampler->border_color.f[0]) << 8;
145
 
        } else {
146
 
                switch (rsc->vc4_format) {
147
 
                default:
148
 
                case VC4_TEXTURE_TYPE_RGBA8888:
149
 
                        util_pack_color(storage_color,
150
 
                                        PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
151
 
                        break;
152
 
                case VC4_TEXTURE_TYPE_RGBA4444:
153
 
                case VC4_TEXTURE_TYPE_RGBA5551:
154
 
                        util_pack_color(storage_color,
155
 
                                        PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
156
 
                        break;
157
 
                case VC4_TEXTURE_TYPE_RGB565:
158
 
                        util_pack_color(storage_color,
159
 
                                        PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
160
 
                        break;
161
 
                case VC4_TEXTURE_TYPE_ALPHA:
162
 
                        uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
163
 
                        break;
164
 
                case VC4_TEXTURE_TYPE_LUMALPHA:
165
 
                        uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
166
 
                                    (float_to_ubyte(storage_color[0]) << 0));
167
 
                        break;
168
 
                }
169
 
        }
170
 
 
171
 
        cl_aligned_u32(uniforms, uc.ui[0]);
172
 
}
173
 
 
174
 
static uint32_t
175
 
get_texrect_scale(struct vc4_texture_stateobj *texstate,
176
 
                  enum quniform_contents contents,
177
 
                  uint32_t data)
178
 
{
179
 
        struct pipe_sampler_view *texture = texstate->textures[data];
180
 
        uint32_t dim;
181
 
 
182
 
        if (contents == QUNIFORM_TEXRECT_SCALE_X)
183
 
                dim = texture->texture->width0;
184
 
        else
185
 
                dim = texture->texture->height0;
186
 
 
187
 
        return fui(1.0f / dim);
188
 
}
189
 
 
190
 
void
191
 
vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
192
 
                   struct vc4_constbuf_stateobj *cb,
193
 
                   struct vc4_texture_stateobj *texstate)
194
 
{
195
 
        struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
196
 
        struct vc4_job *job = vc4->job;
197
 
        const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
198
 
 
199
 
        cl_ensure_space(&job->uniforms, (uinfo->count +
200
 
                                         uinfo->num_texture_samples) * 4);
201
 
 
202
 
        struct vc4_cl_out *uniforms =
203
 
                cl_start_shader_reloc(&job->uniforms,
204
 
                                      uinfo->num_texture_samples);
205
 
 
206
 
        for (int i = 0; i < uinfo->count; i++) {
207
 
                enum quniform_contents contents = uinfo->contents[i];
208
 
                uint32_t data = uinfo->data[i];
209
 
 
210
 
                switch (contents) {
211
 
                case QUNIFORM_CONSTANT:
212
 
                        cl_aligned_u32(&uniforms, data);
213
 
                        break;
214
 
                case QUNIFORM_UNIFORM:
215
 
                        cl_aligned_u32(&uniforms,
216
 
                                       gallium_uniforms[data]);
217
 
                        break;
218
 
                case QUNIFORM_VIEWPORT_X_SCALE:
219
 
                        cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
220
 
                        break;
221
 
                case QUNIFORM_VIEWPORT_Y_SCALE:
222
 
                        cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
223
 
                        break;
224
 
 
225
 
                case QUNIFORM_VIEWPORT_Z_OFFSET:
226
 
                        cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
227
 
                        break;
228
 
                case QUNIFORM_VIEWPORT_Z_SCALE:
229
 
                        cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
230
 
                        break;
231
 
 
232
 
                case QUNIFORM_USER_CLIP_PLANE:
233
 
                        cl_aligned_f(&uniforms,
234
 
                                     vc4->clip.ucp[data / 4][data % 4]);
235
 
                        break;
236
 
 
237
 
                case QUNIFORM_TEXTURE_CONFIG_P0:
238
 
                        write_texture_p0(job, &uniforms, texstate, data);
239
 
                        break;
240
 
 
241
 
                case QUNIFORM_TEXTURE_CONFIG_P1:
242
 
                        write_texture_p1(job, &uniforms, texstate, data);
243
 
                        break;
244
 
 
245
 
                case QUNIFORM_TEXTURE_CONFIG_P2:
246
 
                        write_texture_p2(job, &uniforms, texstate, data);
247
 
                        break;
248
 
 
249
 
                case QUNIFORM_TEXTURE_FIRST_LEVEL:
250
 
                        write_texture_first_level(job, &uniforms, texstate,
251
 
                                                  data);
252
 
                        break;
253
 
 
254
 
                case QUNIFORM_UBO0_ADDR:
255
 
                        /* Constant buffer 0 may be a system memory pointer,
256
 
                         * in which case we want to upload a shadow copy to
257
 
                         * the GPU.
258
 
                        */
259
 
                        if (!cb->cb[0].buffer) {
260
 
                                u_upload_data(vc4->uploader, 0,
261
 
                                              cb->cb[0].buffer_size, 16,
262
 
                                              cb->cb[0].user_buffer,
263
 
                                              &cb->cb[0].buffer_offset,
264
 
                                              &cb->cb[0].buffer);
265
 
                        }
266
 
 
267
 
                        cl_aligned_reloc(job, &job->uniforms,
268
 
                                         &uniforms,
269
 
                                         vc4_resource(cb->cb[0].buffer)->bo,
270
 
                                         cb->cb[0].buffer_offset +
271
 
                                         data);
272
 
                        break;
273
 
 
274
 
                case QUNIFORM_UBO1_ADDR: {
275
 
                        struct vc4_resource *rsc =
276
 
                                vc4_resource(cb->cb[1].buffer);
277
 
 
278
 
                        cl_aligned_reloc(job, &job->uniforms,
279
 
                                         &uniforms,
280
 
                                         rsc->bo, cb->cb[1].buffer_offset);
281
 
                        break;
282
 
                }
283
 
 
284
 
                case QUNIFORM_TEXTURE_MSAA_ADDR:
285
 
                        write_texture_msaa_addr(job, &uniforms, texstate, data);
286
 
                        break;
287
 
 
288
 
                case QUNIFORM_TEXTURE_BORDER_COLOR:
289
 
                        write_texture_border_color(job, &uniforms,
290
 
                                                   texstate, data);
291
 
                        break;
292
 
 
293
 
                case QUNIFORM_TEXRECT_SCALE_X:
294
 
                case QUNIFORM_TEXRECT_SCALE_Y:
295
 
                        cl_aligned_u32(&uniforms,
296
 
                                       get_texrect_scale(texstate,
297
 
                                                         uinfo->contents[i],
298
 
                                                         data));
299
 
                        break;
300
 
 
301
 
                case QUNIFORM_BLEND_CONST_COLOR_X:
302
 
                case QUNIFORM_BLEND_CONST_COLOR_Y:
303
 
                case QUNIFORM_BLEND_CONST_COLOR_Z:
304
 
                case QUNIFORM_BLEND_CONST_COLOR_W:
305
 
                        cl_aligned_f(&uniforms,
306
 
                                     CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
307
 
                                                                    QUNIFORM_BLEND_CONST_COLOR_X],
308
 
                                           0, 1));
309
 
                        break;
310
 
 
311
 
                case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
312
 
                        const uint8_t *format_swiz =
313
 
                                vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
314
 
                        uint32_t color = 0;
315
 
                        for (int i = 0; i < 4; i++) {
316
 
                                if (format_swiz[i] >= 4)
317
 
                                        continue;
318
 
 
319
 
                                color |= (vc4->blend_color.ub[format_swiz[i]] <<
320
 
                                          (i * 8));
321
 
                        }
322
 
                        cl_aligned_u32(&uniforms, color);
323
 
                        break;
324
 
                }
325
 
 
326
 
                case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
327
 
                        uint8_t a = vc4->blend_color.ub[3];
328
 
                        cl_aligned_u32(&uniforms, ((a) |
329
 
                                                   (a << 8) |
330
 
                                                   (a << 16) |
331
 
                                                   (a << 24)));
332
 
                        break;
333
 
                }
334
 
 
335
 
                case QUNIFORM_STENCIL:
336
 
                        cl_aligned_u32(&uniforms,
337
 
                                       vc4->zsa->stencil_uniforms[data] |
338
 
                                       (data <= 1 ?
339
 
                                        (vc4->stencil_ref.ref_value[data] << 8) :
340
 
                                        0));
341
 
                        break;
342
 
 
343
 
                case QUNIFORM_SAMPLE_MASK:
344
 
                        cl_aligned_u32(&uniforms, vc4->sample_mask);
345
 
                        break;
346
 
 
347
 
                case QUNIFORM_UNIFORMS_ADDRESS:
348
 
                        /* This will be filled in by the kernel. */
349
 
                        cl_aligned_u32(&uniforms, 0xd0d0d0d0);
350
 
                        break;
351
 
                }
352
 
 
353
 
                if (false) {
354
 
                        uint32_t written_val = *((uint32_t *)uniforms - 1);
355
 
                        char *desc = qir_describe_uniform(uinfo->contents[i],
356
 
                                                          uinfo->data[i],
357
 
                                                          gallium_uniforms);
358
 
 
359
 
                        fprintf(stderr, "%p/%d: 0x%08x %s\n",
360
 
                                shader, i, written_val, desc);
361
 
 
362
 
                        ralloc_free(desc);
363
 
                }
364
 
        }
365
 
 
366
 
        cl_end(&job->uniforms, uniforms);
367
 
}
368
 
 
369
 
void
370
 
vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
371
 
{
372
 
        uint32_t dirty = 0;
373
 
 
374
 
        for (int i = 0; i < shader->uniforms.count; i++) {
375
 
                switch (shader->uniforms.contents[i]) {
376
 
                case QUNIFORM_CONSTANT:
377
 
                case QUNIFORM_UNIFORMS_ADDRESS:
378
 
                        break;
379
 
                case QUNIFORM_UNIFORM:
380
 
                case QUNIFORM_UBO0_ADDR:
381
 
                case QUNIFORM_UBO1_ADDR:
382
 
                        dirty |= VC4_DIRTY_CONSTBUF;
383
 
                        break;
384
 
 
385
 
                case QUNIFORM_VIEWPORT_X_SCALE:
386
 
                case QUNIFORM_VIEWPORT_Y_SCALE:
387
 
                case QUNIFORM_VIEWPORT_Z_OFFSET:
388
 
                case QUNIFORM_VIEWPORT_Z_SCALE:
389
 
                        dirty |= VC4_DIRTY_VIEWPORT;
390
 
                        break;
391
 
 
392
 
                case QUNIFORM_USER_CLIP_PLANE:
393
 
                        dirty |= VC4_DIRTY_CLIP;
394
 
                        break;
395
 
 
396
 
                case QUNIFORM_TEXTURE_CONFIG_P0:
397
 
                case QUNIFORM_TEXTURE_CONFIG_P1:
398
 
                case QUNIFORM_TEXTURE_CONFIG_P2:
399
 
                case QUNIFORM_TEXTURE_BORDER_COLOR:
400
 
                case QUNIFORM_TEXTURE_FIRST_LEVEL:
401
 
                case QUNIFORM_TEXTURE_MSAA_ADDR:
402
 
                case QUNIFORM_TEXRECT_SCALE_X:
403
 
                case QUNIFORM_TEXRECT_SCALE_Y:
404
 
                        /* We could flag this on just the stage we're
405
 
                         * compiling for, but it's not passed in.
406
 
                         */
407
 
                        dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
408
 
                        break;
409
 
 
410
 
                case QUNIFORM_BLEND_CONST_COLOR_X:
411
 
                case QUNIFORM_BLEND_CONST_COLOR_Y:
412
 
                case QUNIFORM_BLEND_CONST_COLOR_Z:
413
 
                case QUNIFORM_BLEND_CONST_COLOR_W:
414
 
                case QUNIFORM_BLEND_CONST_COLOR_RGBA:
415
 
                case QUNIFORM_BLEND_CONST_COLOR_AAAA:
416
 
                        dirty |= VC4_DIRTY_BLEND_COLOR;
417
 
                        break;
418
 
 
419
 
                case QUNIFORM_STENCIL:
420
 
                        dirty |= VC4_DIRTY_ZSA;
421
 
                        break;
422
 
 
423
 
                case QUNIFORM_SAMPLE_MASK:
424
 
                        dirty |= VC4_DIRTY_SAMPLE_MASK;
425
 
                        break;
426
 
                }
427
 
        }
428
 
 
429
 
        shader->uniform_dirty_bits = dirty;
430
 
}