/* * Copyright © 2014-2017 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 "vc5_context.h" #include "compiler/v3d_compiler.h" #include "broadcom/cle/v3d_packet_v33_pack.h" #if 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 vc5_job *job, struct vc5_cl_out **uniforms, struct vc5_texture_stateobj *texstate, uint32_t unit) { struct pipe_sampler_state *sampler = texstate->samplers[unit]; struct pipe_sampler_view *texture = texstate->textures[unit]; struct vc5_resource *rsc = vc5_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 vc5_format-sampled texture contents are * replaced with our border color, the vc5_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->vc5_format) { default: case VC5_TEXTURE_TYPE_RGBA8888: util_pack_color(storage_color, PIPE_FORMAT_R8G8B8A8_UNORM, &uc); break; case VC5_TEXTURE_TYPE_RGBA4444: util_pack_color(storage_color, PIPE_FORMAT_A8B8G8R8_UNORM, &uc); break; case VC5_TEXTURE_TYPE_RGB565: util_pack_color(storage_color, PIPE_FORMAT_B8G8R8A8_UNORM, &uc); break; case VC5_TEXTURE_TYPE_ALPHA: uc.ui[0] = float_to_ubyte(storage_color[0]) << 24; break; case VC5_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]); } #endif static uint32_t get_texrect_scale(struct vc5_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 uint32_t get_texture_size(struct vc5_texture_stateobj *texstate, enum quniform_contents contents, uint32_t data) { struct pipe_sampler_view *texture = texstate->textures[data]; switch (contents) { case QUNIFORM_TEXTURE_WIDTH: return u_minify(texture->texture->width0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_HEIGHT: return u_minify(texture->texture->height0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_DEPTH: return u_minify(texture->texture->depth0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_ARRAY_SIZE: return texture->texture->array_size; case QUNIFORM_TEXTURE_LEVELS: return (texture->u.tex.last_level - texture->u.tex.first_level) + 1; default: unreachable("Bad texture size field"); } } static struct vc5_bo * vc5_upload_ubo(struct vc5_context *vc5, struct vc5_compiled_shader *shader, const uint32_t *gallium_uniforms) { if (!shader->prog_data.base->ubo_size) return NULL; struct vc5_bo *ubo = vc5_bo_alloc(vc5->screen, shader->prog_data.base->ubo_size, "ubo"); void *data = vc5_bo_map(ubo); for (uint32_t i = 0; i < shader->prog_data.base->num_ubo_ranges; i++) { memcpy(data + shader->prog_data.base->ubo_ranges[i].dst_offset, ((const void *)gallium_uniforms + shader->prog_data.base->ubo_ranges[i].src_offset), shader->prog_data.base->ubo_ranges[i].size); } return ubo; } /** * Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter. * * Some bits of this field are dependent on the type of sample being done by * the shader, while other bits are dependent on the sampler state. We OR the * two together here. */ static void write_texture_p0(struct vc5_job *job, struct vc5_cl_out **uniforms, struct vc5_texture_stateobj *texstate, uint32_t unit, uint32_t shader_data) { struct pipe_sampler_state *psampler = texstate->samplers[unit]; struct vc5_sampler_state *sampler = vc5_sampler_state(psampler); cl_aligned_u32(uniforms, shader_data | sampler->p0); } /** 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 write_tmu_p0(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 p0 from the bottom. */ uint32_t unit = data >> 24; uint32_t p0 = data & 0x00ffffff; struct pipe_sampler_view *psview = texstate->textures[unit]; struct vc5_sampler_view *sview = vc5_sampler_view(psview); struct vc5_resource *rsc = vc5_resource(psview->texture); cl_aligned_reloc(&job->indirect, uniforms, sview->bo, p0); vc5_job_add_bo(job, rsc->bo); } /** Writes the V3D 4.x TMU configuration parameter 1. */ static void write_tmu_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 >> 24; uint32_t p0 = data & 0x00ffffff; struct pipe_sampler_state *psampler = texstate->samplers[unit]; struct vc5_sampler_state *sampler = vc5_sampler_state(psampler); cl_aligned_reloc(&job->indirect, uniforms, sampler->bo, p0); } 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_TMU_CONFIG_P0: write_tmu_p0(job, &uniforms, texstate, uinfo->data[i]); break; case QUNIFORM_TMU_CONFIG_P1: write_tmu_p1(job, &uniforms, texstate, uinfo->data[i]); 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: cl_aligned_f(&uniforms, texstate->textures[uinfo->data[i]]->u.tex.first_level); break; 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_TMU_CONFIG_P0: case QUNIFORM_TMU_CONFIG_P1: case QUNIFORM_TEXTURE_CONFIG_P1: case QUNIFORM_TEXTURE_BORDER_COLOR: case QUNIFORM_TEXTURE_FIRST_LEVEL: 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; }