diff options
author | Eric Anholt <[email protected]> | 2014-06-24 16:39:08 +0100 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-08-08 18:59:46 -0700 |
commit | e59890aebbad990a02c2c27531525804de47115d (patch) | |
tree | 8b58f9d645ce8dc3f46210c90d99256ee2b11589 /src/gallium/drivers/vc4/vc4_draw.c | |
parent | 1850d0a1cbf044dc4d29b7a9ede2c634f667d853 (diff) |
vc4: Start converting the driver to use vertex shaders.
Note: This is the cutoff point where I switched from developing primarily
on the Pi to developing o the simulator. As a result, from this point on
the code is untested on the Pi (the kernel code I have currently wasn't
rendering anything at this commit, though the simulator renders
successfully, suggesting kernel bugs).
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 92 |
1 files changed, 48 insertions, 44 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index 4c25dabae7d..34977bb6938 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -31,40 +31,11 @@ static struct vc4_bo * get_vbo(struct vc4_context *vc4, uint32_t width, uint32_t height) { struct { - uint16_t x, y; - float z, rhw, r, g, b; + float x, y, z, w; } verts[] = { - { - // Vertex: Top, red - (-(int)width / 3) << 4, // X in 12.4 fixed point - (-(int)height / 3) << 4, // Y in 12.4 fixed point - 1.0f, // Z - 1.0f, // 1/W - 1.0f, // Varying 0 (Red) - 0.0f, // Varying 1 (Green) - 0.0f, // Varying 2 (Blue) - }, - { - // Vertex: bottom left, Green - (width / 3) << 4, // X in 12.4 fixed point - (-(int)height / 3) << 4, // Y in 12.4 fixed point - 1.0f, // Z - 1.0f, // 1/W - 0.0f, // Varying 0 (Red) - 1.0f, // Varying 1 (Green) - 0.0f, // Varying 2 (Blue) - }, - - { - // Vertex: bottom right, Blue - (width / 3) << 4, // X in 12.4 fixed point - (height / 3) << 4, // Y in 12.4 fixed point - 1.0f, // Z - 1.0f, // 1/W - 0.0f, // Varying 0 (Red) - 0.0f, // Varying 1 (Green) - 1.0f, // Varying 2 (Blue) - }, + { -1, -1, 1, 1 }, + { 1, -1, 1, 1 }, + { -1, 1, 1, 1 }, }; return vc4_bo_alloc_mem(vc4->screen, verts, sizeof(verts), "verts"); @@ -118,8 +89,22 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) 48 * tilew * tileh, "tilestate"); struct vc4_bo *ibo = get_ibo(vc4); - struct vc4_bo *fs_uniform = vc4_bo_alloc(vc4->screen, 0x1000, "fsu"); struct vc4_bo *vbo = get_vbo(vc4, width, height); + static const uint32_t fs_uni[] = { 0 }; + uint32_t vs_uni[] = { + fui(vc4->framebuffer.width * 16.0f / 2.0f), + fui(vc4->framebuffer.height * 16.0f / 2.0f), + }; + uint32_t cs_uni[] = { + fui(vc4->framebuffer.width * 16.0f / 2.0f), + fui(vc4->framebuffer.height * 16.0f / 2.0f), + }; + struct vc4_bo *fs_ubo = vc4_bo_alloc_mem(vc4->screen, fs_uni, + sizeof(fs_uni), "fs_ubo"); + struct vc4_bo *vs_ubo = vc4_bo_alloc_mem(vc4->screen, vs_uni, + sizeof(vs_uni), "vs_ubo"); + struct vc4_bo *cs_ubo = vc4_bo_alloc_mem(vc4->screen, cs_uni, + sizeof(cs_uni), "cs_ubo"); vc4->needs_flush = true; @@ -137,16 +122,18 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING); cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT); - cl_u8(&vc4->bcl, 0x32); // 16 bit triangle + cl_u8(&vc4->bcl, 0x12); // 16 bit triangle vc4_emit_state(pctx); /* the actual draw call. */ - cl_u8(&vc4->bcl, VC4_PACKET_NV_SHADER_STATE); + uint32_t nr_attributes = 1; + cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE); #ifndef USE_VC4_SIMULATOR - cl_u32(&vc4->bcl, 0); /* offset into shader_rec */ + cl_u32(&vc4->bcl, nr_attributes & 0x7); /* offset into shader_rec */ #else - cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next)); + cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next) | + (nr_attributes & 0x7)); #endif cl_start_reloc(&vc4->bcl, 1); @@ -161,15 +148,32 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) cl_u8(&vc4->bcl, VC4_PACKET_HALT); // Shader Record - cl_start_shader_reloc(&vc4->shader_rec, 3); - cl_u8(&vc4->shader_rec, 0); - cl_u8(&vc4->shader_rec, 6*4); // stride - cl_u8(&vc4->shader_rec, 0xcc); // num uniforms (not used) - cl_u8(&vc4->shader_rec, 3); // num varyings + cl_start_shader_reloc(&vc4->shader_rec, 7); + 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, 0); /* fs num varyings */ cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0); - cl_reloc(vc4, &vc4->shader_rec, fs_uniform, 0); + cl_reloc(vc4, &vc4->shader_rec, fs_ubo, 0); + + cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */ + cl_u8(&vc4->shader_rec, 1); /* vs attribute array bitfield */ + cl_u8(&vc4->shader_rec, 16); /* vs total attribute size */ + cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0); + cl_reloc(vc4, &vc4->shader_rec, vs_ubo, 0); + + cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */ + cl_u8(&vc4->shader_rec, 1); /* cs attribute array bitfield */ + cl_u8(&vc4->shader_rec, 16); /* 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, 0); + cl_reloc(vc4, &vc4->shader_rec, vbo, 0); + cl_u8(&vc4->shader_rec, 15); /* bytes - 1 in the attribute*/ + cl_u8(&vc4->shader_rec, 16); /* attribute stride */ + cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */ + cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */ vc4->shader_rec_count++; |