diff options
author | Eric Anholt <[email protected]> | 2014-07-21 11:27:35 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-08-11 14:45:28 -0700 |
commit | a8f2bf0f51222a96a49dfb3d6f9b36d3e54d08cd (patch) | |
tree | 5f7ab98c9ba5a69d761b253560908ac9c2358a81 /src/gallium/drivers/vc4/vc4_draw.c | |
parent | 6a5ece12aac0f079dff3aaf00b2ec5c420b9b1f8 (diff) |
vc4: Rewrite the kernel ABI to support texture uniform relocation.
This required building a shader parser that would walk the program to find
where the texturing-related uniforms are in the uniforms stream.
Note that as of this commit, a new kernel is required for rendering on
actual VC4 hardware (currently that commit is named "drm/vc4: Introduce
shader validation and better command stream validation.", but is likely to
be squashed as part of an eventual merge of the kernel driver).
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 22 |
1 files changed, 10 insertions, 12 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index d5628d0d3ca..8559bf3b2fe 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -162,40 +162,38 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) // Shader Record - struct vc4_bo *fs_ubo, *vs_ubo, *cs_ubo; - uint32_t fs_ubo_offset, vs_ubo_offset, cs_ubo_offset; - vc4_get_uniform_bo(vc4, vc4->prog.fs, + vc4_write_uniforms(vc4, vc4->prog.fs, &vc4->constbuf[PIPE_SHADER_FRAGMENT], &vc4->fragtex, - 0, &fs_ubo, &fs_ubo_offset); - vc4_get_uniform_bo(vc4, vc4->prog.vs, + 0); + vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex, - 0, &vs_ubo, &vs_ubo_offset); - vc4_get_uniform_bo(vc4, vc4->prog.vs, + 0); + vc4_write_uniforms(vc4, vc4->prog.vs, &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex, - 1, &cs_ubo, &cs_ubo_offset); + 1); - cl_start_shader_reloc(&vc4->shader_rec, 6 + vtx->num_elements); + cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements); cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING); cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */ cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs); cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0); - cl_reloc(vc4, &vc4->shader_rec, fs_ubo, fs_ubo_offset); + cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */ cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0); - cl_reloc(vc4, &vc4->shader_rec, vs_ubo, vs_ubo_offset); + cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */ cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, vc4->prog.vs->coord_shader_offset); - cl_reloc(vc4, &vc4->shader_rec, cs_ubo, cs_ubo_offset); + cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */ for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; |