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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->base.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                         util_pack_color(storage_color,
153                                         PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
154                         break;
155                 case VC4_TEXTURE_TYPE_RGB565:
156                         util_pack_color(storage_color,
157                                         PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
158                         break;
159                 case VC4_TEXTURE_TYPE_ALPHA:
160                         uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
161                         break;
162                 case VC4_TEXTURE_TYPE_LUMALPHA:
163                         uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
164                                     (float_to_ubyte(storage_color[0]) << 0));
165                         break;
166                 }
167         }
168 
169         cl_aligned_u32(uniforms, uc.ui[0]);
170 }
171 
172 static uint32_t
get_texrect_scale(struct vc4_texture_stateobj * texstate,enum quniform_contents contents,uint32_t data)173 get_texrect_scale(struct vc4_texture_stateobj *texstate,
174                   enum quniform_contents contents,
175                   uint32_t data)
176 {
177         struct pipe_sampler_view *texture = texstate->textures[data];
178         uint32_t dim;
179 
180         if (contents == QUNIFORM_TEXRECT_SCALE_X)
181                 dim = texture->texture->width0;
182         else
183                 dim = texture->texture->height0;
184 
185         return fui(1.0f / dim);
186 }
187 
188 static struct vc4_bo *
vc4_upload_ubo(struct vc4_context * vc4,struct vc4_compiled_shader * shader,const uint32_t * gallium_uniforms)189 vc4_upload_ubo(struct vc4_context *vc4,
190                struct vc4_compiled_shader *shader,
191                const uint32_t *gallium_uniforms)
192 {
193         if (!shader->ubo_size)
194                 return NULL;
195 
196         struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
197         void *data = vc4_bo_map(ubo);
198         for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
199                 memcpy(data + shader->ubo_ranges[i].dst_offset,
200                        ((const void *)gallium_uniforms +
201                         shader->ubo_ranges[i].src_offset),
202                        shader->ubo_ranges[i].size);
203         }
204 
205         return ubo;
206 }
207 
208 void
vc4_write_uniforms(struct vc4_context * vc4,struct vc4_compiled_shader * shader,struct vc4_constbuf_stateobj * cb,struct vc4_texture_stateobj * texstate)209 vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
210                    struct vc4_constbuf_stateobj *cb,
211                    struct vc4_texture_stateobj *texstate)
212 {
213         struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
214         struct vc4_job *job = vc4->job;
215         const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
216         struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
217 
218         cl_ensure_space(&job->uniforms, (uinfo->count +
219                                          uinfo->num_texture_samples) * 4);
220 
221         struct vc4_cl_out *uniforms =
222                 cl_start_shader_reloc(&job->uniforms,
223                                       uinfo->num_texture_samples);
224 
225         for (int i = 0; i < uinfo->count; i++) {
226 
227                 switch (uinfo->contents[i]) {
228                 case QUNIFORM_CONSTANT:
229                         cl_aligned_u32(&uniforms, uinfo->data[i]);
230                         break;
231                 case QUNIFORM_UNIFORM:
232                         cl_aligned_u32(&uniforms,
233                                        gallium_uniforms[uinfo->data[i]]);
234                         break;
235                 case QUNIFORM_VIEWPORT_X_SCALE:
236                         cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
237                         break;
238                 case QUNIFORM_VIEWPORT_Y_SCALE:
239                         cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
240                         break;
241 
242                 case QUNIFORM_VIEWPORT_Z_OFFSET:
243                         cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
244                         break;
245                 case QUNIFORM_VIEWPORT_Z_SCALE:
246                         cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
247                         break;
248 
249                 case QUNIFORM_USER_CLIP_PLANE:
250                         cl_aligned_f(&uniforms,
251                                      vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
252                         break;
253 
254                 case QUNIFORM_TEXTURE_CONFIG_P0:
255                         write_texture_p0(job, &uniforms, texstate,
256                                          uinfo->data[i]);
257                         break;
258 
259                 case QUNIFORM_TEXTURE_CONFIG_P1:
260                         write_texture_p1(job, &uniforms, texstate,
261                                          uinfo->data[i]);
262                         break;
263 
264                 case QUNIFORM_TEXTURE_CONFIG_P2:
265                         write_texture_p2(job, &uniforms, texstate,
266                                          uinfo->data[i]);
267                         break;
268 
269                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
270                         write_texture_first_level(job, &uniforms, texstate,
271                                                   uinfo->data[i]);
272                         break;
273 
274                 case QUNIFORM_UBO_ADDR:
275                         cl_aligned_reloc(job, &job->uniforms, &uniforms, ubo, 0);
276                         break;
277 
278                 case QUNIFORM_TEXTURE_MSAA_ADDR:
279                         write_texture_msaa_addr(job, &uniforms,
280                                                 texstate, uinfo->data[i]);
281                         break;
282 
283                 case QUNIFORM_TEXTURE_BORDER_COLOR:
284                         write_texture_border_color(job, &uniforms,
285                                                    texstate, uinfo->data[i]);
286                         break;
287 
288                 case QUNIFORM_TEXRECT_SCALE_X:
289                 case QUNIFORM_TEXRECT_SCALE_Y:
290                         cl_aligned_u32(&uniforms,
291                                        get_texrect_scale(texstate,
292                                                          uinfo->contents[i],
293                                                          uinfo->data[i]));
294                         break;
295 
296                 case QUNIFORM_BLEND_CONST_COLOR_X:
297                 case QUNIFORM_BLEND_CONST_COLOR_Y:
298                 case QUNIFORM_BLEND_CONST_COLOR_Z:
299                 case QUNIFORM_BLEND_CONST_COLOR_W:
300                         cl_aligned_f(&uniforms,
301                                      CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
302                                                                     QUNIFORM_BLEND_CONST_COLOR_X],
303                                            0, 1));
304                         break;
305 
306                 case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
307                         const uint8_t *format_swiz =
308                                 vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
309                         uint32_t color = 0;
310                         for (int i = 0; i < 4; i++) {
311                                 if (format_swiz[i] >= 4)
312                                         continue;
313 
314                                 color |= (vc4->blend_color.ub[format_swiz[i]] <<
315                                           (i * 8));
316                         }
317                         cl_aligned_u32(&uniforms, color);
318                         break;
319                 }
320 
321                 case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
322                         uint8_t a = vc4->blend_color.ub[3];
323                         cl_aligned_u32(&uniforms, ((a) |
324                                                    (a << 8) |
325                                                    (a << 16) |
326                                                    (a << 24)));
327                         break;
328                 }
329 
330                 case QUNIFORM_STENCIL:
331                         cl_aligned_u32(&uniforms,
332                                        vc4->zsa->stencil_uniforms[uinfo->data[i]] |
333                                        (uinfo->data[i] <= 1 ?
334                                         (vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
335                                         0));
336                         break;
337 
338                 case QUNIFORM_ALPHA_REF:
339                         cl_aligned_f(&uniforms,
340                                      vc4->zsa->base.alpha.ref_value);
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 #if 0
353                 uint32_t written_val = *((uint32_t *)uniforms - 1);
354                 fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
355                         shader, i, written_val, uif(written_val));
356 #endif
357         }
358 
359         cl_end(&job->uniforms, uniforms);
360 
361         vc4_bo_unreference(&ubo);
362 }
363 
364 void
vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader * shader)365 vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
366 {
367         uint32_t dirty = 0;
368 
369         for (int i = 0; i < shader->uniforms.count; i++) {
370                 switch (shader->uniforms.contents[i]) {
371                 case QUNIFORM_CONSTANT:
372                 case QUNIFORM_UNIFORMS_ADDRESS:
373                         break;
374                 case QUNIFORM_UNIFORM:
375                 case QUNIFORM_UBO_ADDR:
376                         dirty |= VC4_DIRTY_CONSTBUF;
377                         break;
378 
379                 case QUNIFORM_VIEWPORT_X_SCALE:
380                 case QUNIFORM_VIEWPORT_Y_SCALE:
381                 case QUNIFORM_VIEWPORT_Z_OFFSET:
382                 case QUNIFORM_VIEWPORT_Z_SCALE:
383                         dirty |= VC4_DIRTY_VIEWPORT;
384                         break;
385 
386                 case QUNIFORM_USER_CLIP_PLANE:
387                         dirty |= VC4_DIRTY_CLIP;
388                         break;
389 
390                 case QUNIFORM_TEXTURE_CONFIG_P0:
391                 case QUNIFORM_TEXTURE_CONFIG_P1:
392                 case QUNIFORM_TEXTURE_CONFIG_P2:
393                 case QUNIFORM_TEXTURE_BORDER_COLOR:
394                 case QUNIFORM_TEXTURE_FIRST_LEVEL:
395                 case QUNIFORM_TEXTURE_MSAA_ADDR:
396                 case QUNIFORM_TEXRECT_SCALE_X:
397                 case QUNIFORM_TEXRECT_SCALE_Y:
398                         /* We could flag this on just the stage we're
399                          * compiling for, but it's not passed in.
400                          */
401                         dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
402                         break;
403 
404                 case QUNIFORM_BLEND_CONST_COLOR_X:
405                 case QUNIFORM_BLEND_CONST_COLOR_Y:
406                 case QUNIFORM_BLEND_CONST_COLOR_Z:
407                 case QUNIFORM_BLEND_CONST_COLOR_W:
408                 case QUNIFORM_BLEND_CONST_COLOR_RGBA:
409                 case QUNIFORM_BLEND_CONST_COLOR_AAAA:
410                         dirty |= VC4_DIRTY_BLEND_COLOR;
411                         break;
412 
413                 case QUNIFORM_STENCIL:
414                 case QUNIFORM_ALPHA_REF:
415                         dirty |= VC4_DIRTY_ZSA;
416                         break;
417 
418                 case QUNIFORM_SAMPLE_MASK:
419                         dirty |= VC4_DIRTY_SAMPLE_MASK;
420                         break;
421                 }
422         }
423 
424         shader->uniform_dirty_bits = dirty;
425 }
426