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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/format_srgb.h"
26 
27 #include "vc4_context.h"
28 #include "vc4_qir.h"
29 
30 static void
write_texture_p0(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)31 write_texture_p0(struct vc4_job *job,
32                  struct vc4_cl_out **uniforms,
33                  struct vc4_texture_stateobj *texstate,
34                  uint32_t unit)
35 {
36         struct vc4_sampler_view *sview =
37                 vc4_sampler_view(texstate->textures[unit]);
38         struct vc4_resource *rsc = vc4_resource(sview->texture);
39 
40         cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
41 }
42 
43 static void
write_texture_p1(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)44 write_texture_p1(struct vc4_job *job,
45                  struct vc4_cl_out **uniforms,
46                  struct vc4_texture_stateobj *texstate,
47                  uint32_t unit)
48 {
49         struct vc4_sampler_view *sview =
50                 vc4_sampler_view(texstate->textures[unit]);
51         struct vc4_sampler_state *sampler =
52                 vc4_sampler_state(texstate->samplers[unit]);
53 
54         cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
55 }
56 
57 static void
write_texture_p2(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t data)58 write_texture_p2(struct vc4_job *job,
59                  struct vc4_cl_out **uniforms,
60                  struct vc4_texture_stateobj *texstate,
61                  uint32_t data)
62 {
63         uint32_t unit = data & 0xffff;
64         struct pipe_sampler_view *texture = texstate->textures[unit];
65         struct vc4_resource *rsc = vc4_resource(texture->texture);
66 
67         cl_aligned_u32(uniforms,
68                VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
69                              VC4_TEX_P2_PTYPE) |
70                VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
71                VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
72 }
73 
74 static void
write_texture_first_level(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t data)75 write_texture_first_level(struct vc4_job *job,
76                           struct vc4_cl_out **uniforms,
77                           struct vc4_texture_stateobj *texstate,
78                           uint32_t data)
79 {
80         uint32_t unit = data & 0xffff;
81         struct pipe_sampler_view *texture = texstate->textures[unit];
82 
83         cl_aligned_f(uniforms, texture->u.tex.first_level);
84 }
85 
86 static void
write_texture_msaa_addr(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)87 write_texture_msaa_addr(struct vc4_job *job,
88                  struct vc4_cl_out **uniforms,
89                         struct vc4_texture_stateobj *texstate,
90                         uint32_t unit)
91 {
92         struct pipe_sampler_view *texture = texstate->textures[unit];
93         struct vc4_resource *rsc = vc4_resource(texture->texture);
94 
95         cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
96 }
97 
98 
99 #define SWIZ(x,y,z,w) {          \
100         PIPE_SWIZZLE_##x, \
101         PIPE_SWIZZLE_##y, \
102         PIPE_SWIZZLE_##z, \
103         PIPE_SWIZZLE_##w  \
104 }
105 
106 static void
write_texture_border_color(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)107 write_texture_border_color(struct vc4_job *job,
108                            struct vc4_cl_out **uniforms,
109                            struct vc4_texture_stateobj *texstate,
110                            uint32_t unit)
111 {
112         struct pipe_sampler_state *sampler = texstate->samplers[unit];
113         struct pipe_sampler_view *texture = texstate->textures[unit];
114         struct vc4_resource *rsc = vc4_resource(texture->texture);
115         union util_color uc;
116 
117         const struct util_format_description *tex_format_desc =
118                 util_format_description(texture->format);
119 
120         float border_color[4];
121         for (int i = 0; i < 4; i++)
122                 border_color[i] = sampler->border_color.f[i];
123         if (util_format_is_srgb(texture->format)) {
124                 for (int i = 0; i < 3; i++)
125                         border_color[i] =
126                                 util_format_linear_to_srgb_float(border_color[i]);
127         }
128 
129         /* Turn the border color into the layout of channels that it would
130          * have when stored as texture contents.
131          */
132         float storage_color[4];
133         util_format_unswizzle_4f(storage_color,
134                                  border_color,
135                                  tex_format_desc->swizzle);
136 
137         /* Now, pack so that when the vc4_format-sampled texture contents are
138          * replaced with our border color, the vc4_get_format_swizzle()
139          * swizzling will get the right channels.
140          */
141         if (util_format_is_depth_or_stencil(texture->format)) {
142                 uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
143                                        sampler->border_color.f[0]) << 8;
144         } else {
145                 switch (rsc->vc4_format) {
146                 default:
147                 case VC4_TEXTURE_TYPE_RGBA8888:
148                         util_pack_color(storage_color,
149                                         PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
150                         break;
151                 case VC4_TEXTURE_TYPE_RGBA4444:
152                 case VC4_TEXTURE_TYPE_RGBA5551:
153                         util_pack_color(storage_color,
154                                         PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
155                         break;
156                 case VC4_TEXTURE_TYPE_RGB565:
157                         util_pack_color(storage_color,
158                                         PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
159                         break;
160                 case VC4_TEXTURE_TYPE_ALPHA:
161                         uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
162                         break;
163                 case VC4_TEXTURE_TYPE_LUMALPHA:
164                         uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
165                                     (float_to_ubyte(storage_color[0]) << 0));
166                         break;
167                 }
168         }
169 
170         cl_aligned_u32(uniforms, uc.ui[0]);
171 }
172 
173 static uint32_t
get_texrect_scale(struct vc4_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)174 get_texrect_scale(struct vc4_texture_stateobj *texstate,
175                   enum quniform_contents contents,
176                   uint32_t data)
177 {
178         struct pipe_sampler_view *texture = texstate->textures[data];
179         uint32_t dim;
180 
181         if (contents == QUNIFORM_TEXRECT_SCALE_X)
182                 dim = texture->texture->width0;
183         else
184                 dim = texture->texture->height0;
185 
186         return fui(1.0f / dim);
187 }
188 
189 static struct vc4_bo *
vc4_upload_ubo(struct vc4_context * vc4,struct vc4_compiled_shader * shader,const uint32_t * gallium_uniforms)190 vc4_upload_ubo(struct vc4_context *vc4,
191                struct vc4_compiled_shader *shader,
192                const uint32_t *gallium_uniforms)
193 {
194         if (!shader->ubo_size)
195                 return NULL;
196 
197         struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
198         void *data = vc4_bo_map(ubo);
199         for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
200                 memcpy(data + shader->ubo_ranges[i].dst_offset,
201                        ((const void *)gallium_uniforms +
202                         shader->ubo_ranges[i].src_offset),
203                        shader->ubo_ranges[i].size);
204         }
205 
206         return ubo;
207 }
208 
209 void
vc4_write_uniforms(struct vc4_context * vc4,struct vc4_compiled_shader * shader,struct vc4_constbuf_stateobj * cb,struct vc4_texture_stateobj * texstate)210 vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
211                    struct vc4_constbuf_stateobj *cb,
212                    struct vc4_texture_stateobj *texstate)
213 {
214         struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
215         struct vc4_job *job = vc4->job;
216         const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
217         struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
218 
219         cl_ensure_space(&job->uniforms, (uinfo->count +
220                                          uinfo->num_texture_samples) * 4);
221 
222         struct vc4_cl_out *uniforms =
223                 cl_start_shader_reloc(&job->uniforms,
224                                       uinfo->num_texture_samples);
225 
226         for (int i = 0; i < uinfo->count; i++) {
227 
228                 switch (uinfo->contents[i]) {
229                 case QUNIFORM_CONSTANT:
230                         cl_aligned_u32(&uniforms, uinfo->data[i]);
231                         break;
232                 case QUNIFORM_UNIFORM:
233                         cl_aligned_u32(&uniforms,
234                                        gallium_uniforms[uinfo->data[i]]);
235                         break;
236                 case QUNIFORM_VIEWPORT_X_SCALE:
237                         cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
238                         break;
239                 case QUNIFORM_VIEWPORT_Y_SCALE:
240                         cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
241                         break;
242 
243                 case QUNIFORM_VIEWPORT_Z_OFFSET:
244                         cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
245                         break;
246                 case QUNIFORM_VIEWPORT_Z_SCALE:
247                         cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
248                         break;
249 
250                 case QUNIFORM_USER_CLIP_PLANE:
251                         cl_aligned_f(&uniforms,
252                                      vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
253                         break;
254 
255                 case QUNIFORM_TEXTURE_CONFIG_P0:
256                         write_texture_p0(job, &uniforms, texstate,
257                                          uinfo->data[i]);
258                         break;
259 
260                 case QUNIFORM_TEXTURE_CONFIG_P1:
261                         write_texture_p1(job, &uniforms, texstate,
262                                          uinfo->data[i]);
263                         break;
264 
265                 case QUNIFORM_TEXTURE_CONFIG_P2:
266                         write_texture_p2(job, &uniforms, texstate,
267                                          uinfo->data[i]);
268                         break;
269 
270                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
271                         write_texture_first_level(job, &uniforms, texstate,
272                                                   uinfo->data[i]);
273                         break;
274 
275                 case QUNIFORM_UBO_ADDR:
276                         cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
277                         break;
278 
279                 case QUNIFORM_TEXTURE_MSAA_ADDR:
280                         write_texture_msaa_addr(job, &uniforms,
281                                                 texstate, uinfo->data[i]);
282                         break;
283 
284                 case QUNIFORM_TEXTURE_BORDER_COLOR:
285                         write_texture_border_color(job, &uniforms,
286                                                    texstate, uinfo->data[i]);
287                         break;
288 
289                 case QUNIFORM_TEXRECT_SCALE_X:
290                 case QUNIFORM_TEXRECT_SCALE_Y:
291                         cl_aligned_u32(&uniforms,
292                                        get_texrect_scale(texstate,
293                                                          uinfo->contents[i],
294                                                          uinfo->data[i]));
295                         break;
296 
297                 case QUNIFORM_BLEND_CONST_COLOR_X:
298                 case QUNIFORM_BLEND_CONST_COLOR_Y:
299                 case QUNIFORM_BLEND_CONST_COLOR_Z:
300                 case QUNIFORM_BLEND_CONST_COLOR_W:
301                         cl_aligned_f(&uniforms,
302                                      CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
303                                                                     QUNIFORM_BLEND_CONST_COLOR_X],
304                                            0, 1));
305                         break;
306 
307                 case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
308                         const uint8_t *format_swiz =
309                                 vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
310                         uint32_t color = 0;
311                         for (int i = 0; i < 4; i++) {
312                                 if (format_swiz[i] >= 4)
313                                         continue;
314 
315                                 color |= (vc4->blend_color.ub[format_swiz[i]] <<
316                                           (i * 8));
317                         }
318                         cl_aligned_u32(&uniforms, color);
319                         break;
320                 }
321 
322                 case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
323                         uint8_t a = vc4->blend_color.ub[3];
324                         cl_aligned_u32(&uniforms, ((a) |
325                                                    (a << 8) |
326                                                    (a << 16) |
327                                                    (a << 24)));
328                         break;
329                 }
330 
331                 case QUNIFORM_STENCIL:
332                         cl_aligned_u32(&uniforms,
333                                        vc4->zsa->stencil_uniforms[uinfo->data[i]] |
334                                        (uinfo->data[i] <= 1 ?
335                                         (vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
336                                         0));
337                         break;
338 
339                 case QUNIFORM_ALPHA_REF:
340                         cl_aligned_f(&uniforms,
341                                      vc4->zsa->base.alpha.ref_value);
342                         break;
343 
344                 case QUNIFORM_SAMPLE_MASK:
345                         cl_aligned_u32(&uniforms, vc4->sample_mask);
346                         break;
347 
348                 case QUNIFORM_UNIFORMS_ADDRESS:
349                         /* This will be filled in by the kernel. */
350                         cl_aligned_u32(&uniforms, 0xd0d0d0d0);
351                         break;
352                 }
353 #if 0
354                 uint32_t written_val = *((uint32_t *)uniforms - 1);
355                 fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
356                         shader, i, written_val, uif(written_val));
357 #endif
358         }
359 
360         cl_end(&job->uniforms, uniforms);
361 
362         vc4_bo_unreference(&ubo);
363 }
364 
365 void
vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader * shader)366 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
367 {
368         uint32_t dirty = 0;
369 
370         for (int i = 0; i < shader->uniforms.count; i++) {
371                 switch (shader->uniforms.contents[i]) {
372                 case QUNIFORM_CONSTANT:
373                 case QUNIFORM_UNIFORMS_ADDRESS:
374                         break;
375                 case QUNIFORM_UNIFORM:
376                 case QUNIFORM_UBO_ADDR:
377                         dirty |= VC4_DIRTY_CONSTBUF;
378                         break;
379 
380                 case QUNIFORM_VIEWPORT_X_SCALE:
381                 case QUNIFORM_VIEWPORT_Y_SCALE:
382                 case QUNIFORM_VIEWPORT_Z_OFFSET:
383                 case QUNIFORM_VIEWPORT_Z_SCALE:
384                         dirty |= VC4_DIRTY_VIEWPORT;
385                         break;
386 
387                 case QUNIFORM_USER_CLIP_PLANE:
388                         dirty |= VC4_DIRTY_CLIP;
389                         break;
390 
391                 case QUNIFORM_TEXTURE_CONFIG_P0:
392                 case QUNIFORM_TEXTURE_CONFIG_P1:
393                 case QUNIFORM_TEXTURE_CONFIG_P2:
394                 case QUNIFORM_TEXTURE_BORDER_COLOR:
395                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
396                 case QUNIFORM_TEXTURE_MSAA_ADDR:
397                 case QUNIFORM_TEXRECT_SCALE_X:
398                 case QUNIFORM_TEXRECT_SCALE_Y:
399                         /* We could flag this on just the stage we're
400                          * compiling for, but it's not passed in.
401                          */
402                         dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
403                         break;
404 
405                 case QUNIFORM_BLEND_CONST_COLOR_X:
406                 case QUNIFORM_BLEND_CONST_COLOR_Y:
407                 case QUNIFORM_BLEND_CONST_COLOR_Z:
408                 case QUNIFORM_BLEND_CONST_COLOR_W:
409                 case QUNIFORM_BLEND_CONST_COLOR_RGBA:
410                 case QUNIFORM_BLEND_CONST_COLOR_AAAA:
411                         dirty |= VC4_DIRTY_BLEND_COLOR;
412                         break;
413 
414                 case QUNIFORM_STENCIL:
415                 case QUNIFORM_ALPHA_REF:
416                         dirty |= VC4_DIRTY_ZSA;
417                         break;
418 
419                 case QUNIFORM_SAMPLE_MASK:
420                         dirty |= VC4_DIRTY_SAMPLE_MASK;
421                         break;
422                 }
423         }
424 
425         shader->uniform_dirty_bits = dirty;
426 }
427