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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
write_texture_p0(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)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
write_texture_p1(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)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
write_texture_p2(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t data)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
write_texture_first_level(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t data)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
write_texture_msaa_addr(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)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
write_texture_border_color(struct vc4_job * job,struct vc4_cl_out ** uniforms,struct vc4_texture_stateobj * texstate,uint32_t unit)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
get_texrect_scale(struct vc4_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)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
vc4_write_uniforms(struct vc4_context * vc4,struct vc4_compiled_shader * shader,struct vc4_constbuf_stateobj * cb,struct vc4_texture_stateobj * texstate)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_ALPHA_REF:
344                         cl_aligned_f(&uniforms,
345                                      vc4->zsa->base.alpha.ref_value);
346                         break;
347 
348                 case QUNIFORM_SAMPLE_MASK:
349                         cl_aligned_u32(&uniforms, vc4->sample_mask);
350                         break;
351 
352                 case QUNIFORM_UNIFORMS_ADDRESS:
353                         /* This will be filled in by the kernel. */
354                         cl_aligned_u32(&uniforms, 0xd0d0d0d0);
355                         break;
356                 }
357 
358                 if (false) {
359                         uint32_t written_val = *((uint32_t *)uniforms - 1);
360                         char *desc = qir_describe_uniform(uinfo->contents[i],
361                                                           uinfo->data[i],
362                                                           gallium_uniforms);
363 
364                         fprintf(stderr, "%p/%d: 0x%08x %s\n",
365                                 shader, i, written_val, desc);
366 
367                         ralloc_free(desc);
368                 }
369         }
370 
371         cl_end(&job->uniforms, uniforms);
372 }
373 
374 void
vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader * shader)375 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
376 {
377         uint32_t dirty = 0;
378 
379         for (int i = 0; i < shader->uniforms.count; i++) {
380                 switch (shader->uniforms.contents[i]) {
381                 case QUNIFORM_CONSTANT:
382                 case QUNIFORM_UNIFORMS_ADDRESS:
383                         break;
384                 case QUNIFORM_UNIFORM:
385                 case QUNIFORM_UBO0_ADDR:
386                 case QUNIFORM_UBO1_ADDR:
387                         dirty |= VC4_DIRTY_CONSTBUF;
388                         break;
389 
390                 case QUNIFORM_VIEWPORT_X_SCALE:
391                 case QUNIFORM_VIEWPORT_Y_SCALE:
392                 case QUNIFORM_VIEWPORT_Z_OFFSET:
393                 case QUNIFORM_VIEWPORT_Z_SCALE:
394                         dirty |= VC4_DIRTY_VIEWPORT;
395                         break;
396 
397                 case QUNIFORM_USER_CLIP_PLANE:
398                         dirty |= VC4_DIRTY_CLIP;
399                         break;
400 
401                 case QUNIFORM_TEXTURE_CONFIG_P0:
402                 case QUNIFORM_TEXTURE_CONFIG_P1:
403                 case QUNIFORM_TEXTURE_CONFIG_P2:
404                 case QUNIFORM_TEXTURE_BORDER_COLOR:
405                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
406                 case QUNIFORM_TEXTURE_MSAA_ADDR:
407                 case QUNIFORM_TEXRECT_SCALE_X:
408                 case QUNIFORM_TEXRECT_SCALE_Y:
409                         /* We could flag this on just the stage we're
410                          * compiling for, but it's not passed in.
411                          */
412                         dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
413                         break;
414 
415                 case QUNIFORM_BLEND_CONST_COLOR_X:
416                 case QUNIFORM_BLEND_CONST_COLOR_Y:
417                 case QUNIFORM_BLEND_CONST_COLOR_Z:
418                 case QUNIFORM_BLEND_CONST_COLOR_W:
419                 case QUNIFORM_BLEND_CONST_COLOR_RGBA:
420                 case QUNIFORM_BLEND_CONST_COLOR_AAAA:
421                         dirty |= VC4_DIRTY_BLEND_COLOR;
422                         break;
423 
424                 case QUNIFORM_STENCIL:
425                 case QUNIFORM_ALPHA_REF:
426                         dirty |= VC4_DIRTY_ZSA;
427                         break;
428 
429                 case QUNIFORM_SAMPLE_MASK:
430                         dirty |= VC4_DIRTY_SAMPLE_MASK;
431                         break;
432                 }
433         }
434 
435         shader->uniform_dirty_bits = dirty;
436 }
437