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authorEric Anholt <eric@anholt.net>2017-11-01 14:39:47 -0700
committerEric Anholt <eric@anholt.net>2017-11-07 09:19:48 -0800
commit3da39f22975703ad3688bfb4b658d219147ce9a1 (patch)
treed196272e9ab0675bd97ef84e9e0eab0017017a16
parent078b163a9c581e5b0e7bcc7436f0bf569cbc020d (diff)
broadcom/vc5: Introduce a helper for pre-packing our V3DXX structs.
This is so much more pleasant to write than the manual V3D33_whatever_pack() calls, and will be useful for when we start doing actual per-V3D compiles.
-rw-r--r--src/gallium/drivers/vc5/vc5_cl.h13
-rw-r--r--src/gallium/drivers/vc5/vc5_state.c307
2 files changed, 155 insertions, 165 deletions
diff --git a/src/gallium/drivers/vc5/vc5_cl.h b/src/gallium/drivers/vc5/vc5_cl.h
index 4c64f084d3d..f62376e296a 100644
--- a/src/gallium/drivers/vc5/vc5_cl.h
+++ b/src/gallium/drivers/vc5/vc5_cl.h
@@ -248,6 +248,19 @@ cl_get_emit_space(struct vc5_cl_out **cl, size_t size)
cl_advance(&(cl)->next, sizeof(*packet)); \
} while (0)
+#define v3dx_pack(packed, packet, name) \
+ for (struct cl_packet_struct(packet) name = { \
+ cl_packet_header(packet) \
+ }, \
+ *_loop_terminate = &name; \
+ __builtin_expect(_loop_terminate != NULL, 1); \
+ ({ \
+ cl_packet_pack(packet)(NULL, (uint8_t *)packed, &name); \
+ VG(VALGRIND_CHECK_MEM_IS_DEFINED((uint8_t *)packed, \
+ cl_packet_length(packet))); \
+ _loop_terminate = NULL; \
+ })) \
+
/**
* Helper function called by the XML-generated pack functions for filling in
* an address field in shader records.
diff --git a/src/gallium/drivers/vc5/vc5_state.c b/src/gallium/drivers/vc5/vc5_state.c
index db921d63f36..ed32919f8ae 100644
--- a/src/gallium/drivers/vc5/vc5_state.c
+++ b/src/gallium/drivers/vc5/vc5_state.c
@@ -253,63 +253,61 @@ vc5_vertex_state_create(struct pipe_context *pctx, unsigned num_elements,
util_format_description(elem->src_format);
uint32_t r_size = desc->channel[0].size;
- struct V3D33_GL_SHADER_STATE_ATTRIBUTE_RECORD attr_unpacked = {
- /* vec_size == 0 means 4 */
- .vec_size = desc->nr_channels & 3,
- .signed_int_type = (desc->channel[0].type ==
- UTIL_FORMAT_TYPE_SIGNED),
-
- .normalized_int_type = desc->channel[0].normalized,
- .read_as_int_uint = desc->channel[0].pure_integer,
- .instance_divisor = elem->instance_divisor,
- };
-
- switch (desc->channel[0].type) {
- case UTIL_FORMAT_TYPE_FLOAT:
- if (r_size == 32) {
- attr_unpacked.type = ATTRIBUTE_FLOAT;
- } else {
- assert(r_size == 16);
- attr_unpacked.type = ATTRIBUTE_HALF_FLOAT;
- }
- break;
+ const uint32_t size =
+ cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
- case UTIL_FORMAT_TYPE_SIGNED:
- case UTIL_FORMAT_TYPE_UNSIGNED:
- switch (r_size) {
- case 32:
- attr_unpacked.type = ATTRIBUTE_INT;
- break;
- case 16:
- attr_unpacked.type = ATTRIBUTE_SHORT;
- break;
- case 10:
- attr_unpacked.type = ATTRIBUTE_INT2_10_10_10;
+ v3dx_pack(&so->attrs[i * size],
+ GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
+ /* vec_size == 0 means 4 */
+ attr.vec_size = desc->nr_channels & 3;
+ attr.signed_int_type = (desc->channel[0].type ==
+ UTIL_FORMAT_TYPE_SIGNED);
+
+ attr.normalized_int_type = desc->channel[0].normalized;
+ attr.read_as_int_uint = desc->channel[0].pure_integer;
+ attr.instance_divisor = elem->instance_divisor;
+
+ switch (desc->channel[0].type) {
+ case UTIL_FORMAT_TYPE_FLOAT:
+ if (r_size == 32) {
+ attr.type = ATTRIBUTE_FLOAT;
+ } else {
+ assert(r_size == 16);
+ attr.type = ATTRIBUTE_HALF_FLOAT;
+ }
break;
- case 8:
- attr_unpacked.type = ATTRIBUTE_BYTE;
+
+ case UTIL_FORMAT_TYPE_SIGNED:
+ case UTIL_FORMAT_TYPE_UNSIGNED:
+ switch (r_size) {
+ case 32:
+ attr.type = ATTRIBUTE_INT;
+ break;
+ case 16:
+ attr.type = ATTRIBUTE_SHORT;
+ break;
+ case 10:
+ attr.type = ATTRIBUTE_INT2_10_10_10;
+ break;
+ case 8:
+ attr.type = ATTRIBUTE_BYTE;
+ break;
+ default:
+ fprintf(stderr,
+ "format %s unsupported\n",
+ desc->name);
+ attr.type = ATTRIBUTE_BYTE;
+ abort();
+ }
break;
+
default:
fprintf(stderr,
"format %s unsupported\n",
desc->name);
- attr_unpacked.type = ATTRIBUTE_BYTE;
abort();
}
- break;
-
- default:
- fprintf(stderr,
- "format %s unsupported\n",
- desc->name);
- abort();
}
-
- const uint32_t size =
- cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
- V3D33_GL_SHADER_STATE_ATTRIBUTE_RECORD_pack(NULL,
- (uint8_t *)&so->attrs[i * size],
- &attr_unpacked);
}
/* Set up the default attribute values in case any of the vertex
@@ -462,26 +460,17 @@ vc5_create_sampler_state(struct pipe_context *pctx,
(cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
- struct V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1 p0_unpacked = {
- .s_wrap_mode = translate_wrap(cso->wrap_s, either_nearest),
- .t_wrap_mode = translate_wrap(cso->wrap_t, either_nearest),
- .r_wrap_mode = translate_wrap(cso->wrap_r, either_nearest),
- };
- V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_pack(NULL,
- (uint8_t *)&so->p0,
- &p0_unpacked);
-
- struct V3D33_TEXTURE_SHADER_STATE state_unpacked = {
- cl_packet_header(TEXTURE_SHADER_STATE),
+ v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
+ p0.s_wrap_mode = translate_wrap(cso->wrap_s, either_nearest);
+ p0.t_wrap_mode = translate_wrap(cso->wrap_t, either_nearest);
+ p0.r_wrap_mode = translate_wrap(cso->wrap_r, either_nearest);
+ }
- .min_level_of_detail = MAX2(cso->min_lod, 0.0),
- .depth_compare_function = cso->compare_func,
- .fixed_bias = cso->lod_bias,
- };
- STATIC_ASSERT(ARRAY_SIZE(so->texture_shader_state) ==
- cl_packet_length(TEXTURE_SHADER_STATE));
- cl_packet_pack(TEXTURE_SHADER_STATE)(NULL, so->texture_shader_state,
- &state_unpacked);
+ v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
+ tex.min_level_of_detail = MAX2(cso->min_lod, 0.0);
+ tex.depth_compare_function = cso->compare_func;
+ tex.fixed_bias = cso->lod_bias;
+ }
return so;
}
@@ -543,27 +532,19 @@ vc5_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
pipe_reference(NULL, &prsc->reference);
- struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
- };
+ v3dx_pack(&so->p1, TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1, p1) {
+ p1.return_word_0_of_texture_data = true;
+ if (vc5_get_tex_return_size(cso->format) == 16) {
+ p1.return_word_1_of_texture_data = true;
+ } else {
+ int chans = vc5_get_tex_return_channels(cso->format);
- unpacked.return_word_0_of_texture_data = true;
- if (vc5_get_tex_return_size(cso->format) == 16) {
- unpacked.return_word_1_of_texture_data = true;
- } else {
- int chans = vc5_get_tex_return_channels(cso->format);
-
- if (chans > 1)
- unpacked.return_word_1_of_texture_data = true;
- if (chans > 2)
- unpacked.return_word_2_of_texture_data = true;
- if (chans > 3)
- unpacked.return_word_3_of_texture_data = true;
+ p1.return_word_1_of_texture_data = chans > 1;
+ p1.return_word_2_of_texture_data = chans > 2;
+ p1.return_word_3_of_texture_data = chans > 3;
+ }
}
- V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(NULL,
- (uint8_t *)&so->p1,
- &unpacked);
-
/* Compute the sampler view's swizzle up front. This will be plugged
* into either the sampler (for 16-bit returns) or the shader's
* texture key (for 32)
@@ -583,94 +564,90 @@ vc5_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc,
int msaa_scale = prsc->nr_samples > 1 ? 2 : 1;
- struct V3D33_TEXTURE_SHADER_STATE state_unpacked = {
- cl_packet_header(TEXTURE_SHADER_STATE),
-
- .image_width = prsc->width0 * msaa_scale,
- .image_height = prsc->height0 * msaa_scale,
- .image_depth = prsc->depth0,
+ v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
+ tex.image_width = prsc->width0 * msaa_scale;
+ tex.image_height = prsc->height0 * msaa_scale;
+ tex.image_depth = prsc->depth0;
+
+ tex.srgb = util_format_is_srgb(cso->format);
+
+ tex.base_level = cso->u.tex.first_level;
+ tex.array_stride_64_byte_aligned = rsc->cube_map_stride / 64;
+
+ if (prsc->nr_samples > 1) {
+ /* Using texture views to reinterpret formats on our
+ * MSAA textures won't work, because we don't lay out
+ * the bits in memory as it's expected -- for example,
+ * RGBA8 and RGB10_A2 are compatible in the
+ * ARB_texture_view spec, but in HW we lay them out as
+ * 32bpp RGBA8 and 64bpp RGBA16F. Just assert for now
+ * to catch failures.
+ */
+ assert(util_format_linear(cso->format) ==
+ util_format_linear(prsc->format));
+ uint32_t output_image_format =
+ vc5_get_rt_format(cso->format);
+ uint32_t internal_type;
+ uint32_t internal_bpp;
+ vc5_get_internal_type_bpp_for_output_format(output_image_format,
+ &internal_type,
+ &internal_bpp);
+
+ switch (internal_type) {
+ case INTERNAL_TYPE_8:
+ tex.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
+ break;
+ case INTERNAL_TYPE_16F:
+ tex.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
+ break;
+ default:
+ unreachable("Bad MSAA texture type");
+ }
- .srgb = util_format_is_srgb(cso->format),
+ /* sRGB was stored in the tile buffer as linear and
+ * would have been encoded to sRGB on resolved tile
+ * buffer store. Note that this means we would need
+ * shader code if we wanted to read an MSAA sRGB
+ * texture without sRGB decode.
+ */
+ tex.srgb = false;
+ } else {
+ tex.texture_type = vc5_get_tex_format(cso->format);
+ }
- .base_level = cso->u.tex.first_level,
- .array_stride_64_byte_aligned = rsc->cube_map_stride / 64,
- };
+ /* Note: Contrary to the docs, the swizzle still applies even
+ * if the return size is 32. It's just that you probably want
+ * to swizzle in the shader, because you need the Y/Z/W
+ * channels to be defined.
+ */
+ if (vc5_get_tex_return_size(cso->format) != 32) {
+ tex.swizzle_r = translate_swizzle(so->swizzle[0]);
+ tex.swizzle_g = translate_swizzle(so->swizzle[1]);
+ tex.swizzle_b = translate_swizzle(so->swizzle[2]);
+ tex.swizzle_a = translate_swizzle(so->swizzle[3]);
+ } else {
+ tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
+ tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
+ tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
+ tex.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
+ }
- if (prsc->nr_samples > 1) {
- /* Using texture views to reinterpret formats on our MSAA
- * textures won't work, because we don't lay out the bits in
- * memory as it's expected -- for example, RGBA8 and RGB10_A2
- * are compatible in the ARB_texture_view spec, but in HW we
- * lay them out as 32bpp RGBA8 and 64bpp RGBA16F. Just assert
- * for now to catch failures.
+ /* XXX: While we need to use this flag to enable tiled
+ * resource sharing (even a small shared buffer should be UIF,
+ * not UBLINEAR or raster), this is also at the moment
+ * patching up the fact that our resource layout's decisions
+ * about XOR don't quite match the HW's.
*/
- assert(util_format_linear(cso->format) ==
- util_format_linear(prsc->format));
- uint32_t output_image_format = vc5_get_rt_format(cso->format);
- uint32_t internal_type;
- uint32_t internal_bpp;
- vc5_get_internal_type_bpp_for_output_format(output_image_format,
- &internal_type,
- &internal_bpp);
-
- switch (internal_type) {
- case INTERNAL_TYPE_8:
- state_unpacked.texture_type = TEXTURE_DATA_FORMAT_RGBA8;
- break;
- case INTERNAL_TYPE_16F:
- state_unpacked.texture_type = TEXTURE_DATA_FORMAT_RGBA16F;
+ switch (rsc->slices[0].tiling) {
+ case VC5_TILING_UIF_NO_XOR:
+ case VC5_TILING_UIF_XOR:
+ tex.level_0_is_strictly_uif = true;
+ tex.level_0_xor_enable = false;
break;
default:
- unreachable("Bad MSAA texture type");
+ break;
}
-
- /* sRGB was stored in the tile buffer as linear and would have
- * been encoded to sRGB on resolved tile buffer store. Note
- * that this means we would need shader code if we wanted to
- * read an MSAA sRGB texture without sRGB decode.
- */
- state_unpacked.srgb = false;
- } else {
- state_unpacked.texture_type = vc5_get_tex_format(cso->format);
- }
-
- /* Note: Contrary to the docs, the swizzle still applies even
- * if the return size is 32. It's just that you probably want
- * to swizzle in the shader, because you need the Y/Z/W
- * channels to be defined.
- */
- if (vc5_get_tex_return_size(cso->format) != 32) {
- state_unpacked.swizzle_r = translate_swizzle(so->swizzle[0]);
- state_unpacked.swizzle_g = translate_swizzle(so->swizzle[1]);
- state_unpacked.swizzle_b = translate_swizzle(so->swizzle[2]);
- state_unpacked.swizzle_a = translate_swizzle(so->swizzle[3]);
- } else {
- state_unpacked.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
- state_unpacked.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
- state_unpacked.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
- state_unpacked.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
- }
-
- /* XXX: While we need to use this flag to enable tiled
- * resource sharing (even a small shared buffer should be UIF,
- * not UBLINEAR or raster), this is also at the moment
- * patching up the fact that our resource layout's decisions
- * about XOR don't quite match the HW's.
- */
- switch (rsc->slices[0].tiling) {
- case VC5_TILING_UIF_NO_XOR:
- case VC5_TILING_UIF_XOR:
- state_unpacked.level_0_is_strictly_uif = true;
- state_unpacked.level_0_xor_enable = false;
- break;
- default:
- break;
- }
-
- STATIC_ASSERT(ARRAY_SIZE(so->texture_shader_state) ==
- cl_packet_length(TEXTURE_SHADER_STATE));
- cl_packet_pack(TEXTURE_SHADER_STATE)(NULL, so->texture_shader_state,
- &state_unpacked);
+ };
return &so->base;
}