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/*
* 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 void
write_texture_p0(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
{
struct vc4_sampler_view *sview =
vc4_sampler_view(texstate->textures[unit]);
struct vc4_resource *rsc = vc4_resource(sview->base.texture);
cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
}
static void
write_texture_p1(struct vc4_job *job,
struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
{
struct vc4_sampler_view *sview =
vc4_sampler_view(texstate->textures[unit]);
struct vc4_sampler_state *sampler =
vc4_sampler_state(texstate->samplers[unit]);
cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
}
static void
write_texture_p2(struct vc4_job *job,
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));
}
static void
write_texture_first_level(struct vc4_job *job,
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];
cl_aligned_f(uniforms, texture->u.tex.first_level);
}
static void
write_texture_msaa_addr(struct vc4_job *job,
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_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
}
#define SWIZ(x,y,z,w) { \
PIPE_SWIZZLE_##x, \
PIPE_SWIZZLE_##y, \
PIPE_SWIZZLE_##z, \
PIPE_SWIZZLE_##w \
}
static void
write_texture_border_color(struct vc4_job *job,
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");
void *data = vc4_bo_map(ubo);
for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
memcpy(data + shader->ubo_ranges[i].dst_offset,
((const void *)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;
struct vc4_job *job = vc4->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
cl_ensure_space(&job->uniforms, (uinfo->count +
uinfo->num_texture_samples) * 4);
struct vc4_cl_out *uniforms =
cl_start_shader_reloc(&job->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(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
write_texture_p1(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
write_texture_p2(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_FIRST_LEVEL:
write_texture_first_level(job, &uniforms, texstate,
uinfo->data[i]);
break;
case QUNIFORM_UBO_ADDR:
cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
break;
case QUNIFORM_TEXTURE_MSAA_ADDR:
write_texture_msaa_addr(job, &uniforms,
texstate, uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
write_texture_border_color(job, &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_X:
case QUNIFORM_BLEND_CONST_COLOR_Y:
case QUNIFORM_BLEND_CONST_COLOR_Z:
case QUNIFORM_BLEND_CONST_COLOR_W:
cl_aligned_f(&uniforms,
CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
QUNIFORM_BLEND_CONST_COLOR_X],
0, 1));
break;
case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
const uint8_t *format_swiz =
vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
uint32_t color = 0;
for (int i = 0; i < 4; i++) {
if (format_swiz[i] >= 4)
continue;
color |= (vc4->blend_color.ub[format_swiz[i]] <<
(i * 8));
}
cl_aligned_u32(&uniforms, color);
break;
}
case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
uint8_t a = vc4->blend_color.ub[3];
cl_aligned_u32(&uniforms, ((a) |
(a << 8) |
(a << 16) |
(a << 24)));
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;
case QUNIFORM_SAMPLE_MASK:
cl_aligned_u32(&uniforms, vc4->sample_mask);
break;
case QUNIFORM_UNIFORMS_ADDRESS:
/* This will be filled in by the kernel. */
cl_aligned_u32(&uniforms, 0xd0d0d0d0);
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(&job->uniforms, uniforms);
vc4_bo_unreference(&ubo);
}
void
vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
{
uint32_t dirty = 0;
for (int i = 0; i < shader->uniforms.count; i++) {
switch (shader->uniforms.contents[i]) {
case QUNIFORM_CONSTANT:
case QUNIFORM_UNIFORMS_ADDRESS:
break;
case QUNIFORM_UNIFORM:
case QUNIFORM_UBO_ADDR:
dirty |= VC4_DIRTY_CONSTBUF;
break;
case QUNIFORM_VIEWPORT_X_SCALE:
case QUNIFORM_VIEWPORT_Y_SCALE:
case QUNIFORM_VIEWPORT_Z_OFFSET:
case QUNIFORM_VIEWPORT_Z_SCALE:
dirty |= VC4_DIRTY_VIEWPORT;
break;
case QUNIFORM_USER_CLIP_PLANE:
dirty |= VC4_DIRTY_CLIP;
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
case QUNIFORM_TEXTURE_CONFIG_P1:
case QUNIFORM_TEXTURE_CONFIG_P2:
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:
/* We could flag this on just the stage we're
* compiling for, but it's not passed in.
*/
dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
break;
case QUNIFORM_BLEND_CONST_COLOR_X:
case QUNIFORM_BLEND_CONST_COLOR_Y:
case QUNIFORM_BLEND_CONST_COLOR_Z:
case QUNIFORM_BLEND_CONST_COLOR_W:
case QUNIFORM_BLEND_CONST_COLOR_RGBA:
case QUNIFORM_BLEND_CONST_COLOR_AAAA:
dirty |= VC4_DIRTY_BLEND_COLOR;
break;
case QUNIFORM_STENCIL:
case QUNIFORM_ALPHA_REF:
dirty |= VC4_DIRTY_ZSA;
break;
case QUNIFORM_SAMPLE_MASK:
dirty |= VC4_DIRTY_SAMPLE_MASK;
break;
}
}
shader->uniform_dirty_bits = dirty;
}