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authorEric Anholt <[email protected]>2015-07-09 22:51:06 -0700
committerEric Anholt <[email protected]>2015-07-14 11:31:57 -0700
commit7432017f65174e82a3de7afef3e4e6f60932356c (patch)
tree4777351f67cfadb00379723d7b918903b08b6353 /src/gallium/drivers/vc4/vc4_program.c
parenta0d3915663fb7cbd3c1a5561450e256e00ecf11b (diff)
vc4: Rework cl handling to be friendlier to the compiler.
Drops 680 bytes of code, from avoiding a bunch of extra updates to the next pointer in the struct.
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_program.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c59
1 files changed, 36 insertions, 23 deletions
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index a7aa3172a75..e61ea2170ff 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -2530,13 +2530,14 @@ static uint32_t translate_wrap(uint32_t p_wrap, bool using_nearest)
static void
write_texture_p0(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
{
struct pipe_sampler_view *texture = texstate->textures[unit];
struct vc4_resource *rsc = vc4_resource(texture->texture);
- cl_reloc(vc4, &vc4->uniforms, rsc->bo,
+ cl_reloc(vc4, &vc4->uniforms, uniforms, rsc->bo,
VC4_SET_FIELD(rsc->slices[0].offset >> 12, VC4_TEX_P0_OFFSET) |
VC4_SET_FIELD(texture->u.tex.last_level -
texture->u.tex.first_level, VC4_TEX_P0_MIPLVLS) |
@@ -2547,6 +2548,7 @@ write_texture_p0(struct vc4_context *vc4,
static void
write_texture_p1(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
{
@@ -2570,7 +2572,7 @@ write_texture_p1(struct vc4_context *vc4,
(sampler->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
sampler->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
- cl_aligned_u32(&vc4->uniforms,
+ cl_aligned_u32(uniforms,
VC4_SET_FIELD(rsc->vc4_format >> 4, VC4_TEX_P1_TYPE4) |
VC4_SET_FIELD(texture->texture->height0 & 2047,
VC4_TEX_P1_HEIGHT) |
@@ -2589,6 +2591,7 @@ write_texture_p1(struct vc4_context *vc4,
static void
write_texture_p2(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t data)
{
@@ -2596,7 +2599,7 @@ write_texture_p2(struct vc4_context *vc4,
struct pipe_sampler_view *texture = texstate->textures[unit];
struct vc4_resource *rsc = vc4_resource(texture->texture);
- cl_aligned_u32(&vc4->uniforms,
+ cl_aligned_u32(uniforms,
VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
VC4_TEX_P2_PTYPE) |
VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
@@ -2613,6 +2616,7 @@ write_texture_p2(struct vc4_context *vc4,
static void
write_texture_border_color(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
struct vc4_texture_stateobj *texstate,
uint32_t unit)
{
@@ -2673,7 +2677,7 @@ write_texture_border_color(struct vc4_context *vc4,
}
}
- cl_aligned_u32(&vc4->uniforms, uc.ui[0]);
+ cl_aligned_u32(uniforms, uc.ui[0]);
}
static uint32_t
@@ -2693,7 +2697,8 @@ get_texrect_scale(struct vc4_texture_stateobj *texstate,
}
static struct vc4_bo *
-vc4_upload_ubo(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
+vc4_upload_ubo(struct vc4_context *vc4,
+ struct vc4_compiled_shader *shader,
const uint32_t *gallium_uniforms)
{
if (!shader->ubo_size)
@@ -2722,72 +2727,78 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
cl_ensure_space(&vc4->uniforms, (uinfo->count +
uinfo->num_texture_samples) * 4);
- cl_start_shader_reloc(&vc4->uniforms, uinfo->num_texture_samples);
+ struct vc4_cl_out *uniforms =
+ cl_start_shader_reloc(&vc4->uniforms,
+ uinfo->num_texture_samples);
for (int i = 0; i < uinfo->count; i++) {
switch (uinfo->contents[i]) {
case QUNIFORM_CONSTANT:
- cl_aligned_u32(&vc4->uniforms, uinfo->data[i]);
+ cl_aligned_u32(&uniforms, uinfo->data[i]);
break;
case QUNIFORM_UNIFORM:
- cl_aligned_u32(&vc4->uniforms,
+ cl_aligned_u32(&uniforms,
gallium_uniforms[uinfo->data[i]]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
- cl_aligned_f(&vc4->uniforms, vc4->viewport.scale[0] * 16.0f);
+ cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
break;
case QUNIFORM_VIEWPORT_Y_SCALE:
- cl_aligned_f(&vc4->uniforms, vc4->viewport.scale[1] * 16.0f);
+ cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
break;
case QUNIFORM_VIEWPORT_Z_OFFSET:
- cl_aligned_f(&vc4->uniforms, vc4->viewport.translate[2]);
+ cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
break;
case QUNIFORM_VIEWPORT_Z_SCALE:
- cl_aligned_f(&vc4->uniforms, vc4->viewport.scale[2]);
+ cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
break;
case QUNIFORM_USER_CLIP_PLANE:
- cl_aligned_f(&vc4->uniforms,
+ cl_aligned_f(&uniforms,
vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
- write_texture_p0(vc4, texstate, uinfo->data[i]);
+ write_texture_p0(vc4, &uniforms, texstate,
+ uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(vc4, texstate, uinfo->data[i]);
+ write_texture_p1(vc4, &uniforms, texstate,
+ uinfo->data[i]);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
- write_texture_p2(vc4, texstate, uinfo->data[i]);
+ write_texture_p2(vc4, &uniforms, texstate,
+ uinfo->data[i]);
break;
case QUNIFORM_UBO_ADDR:
- cl_aligned_reloc(vc4, &vc4->uniforms, ubo, 0);
+ cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
- write_texture_border_color(vc4, texstate, uinfo->data[i]);
+ write_texture_border_color(vc4, &uniforms,
+ texstate, uinfo->data[i]);
break;
case QUNIFORM_TEXRECT_SCALE_X:
case QUNIFORM_TEXRECT_SCALE_Y:
- cl_aligned_u32(&vc4->uniforms,
+ cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
uinfo->data[i]));
break;
case QUNIFORM_BLEND_CONST_COLOR:
- cl_aligned_f(&vc4->uniforms,
+ cl_aligned_f(&uniforms,
CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
break;
case QUNIFORM_STENCIL:
- cl_aligned_u32(&vc4->uniforms,
+ cl_aligned_u32(&uniforms,
vc4->zsa->stencil_uniforms[uinfo->data[i]] |
(uinfo->data[i] <= 1 ?
(vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
@@ -2795,16 +2806,18 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
break;
case QUNIFORM_ALPHA_REF:
- cl_aligned_f(&vc4->uniforms,
+ cl_aligned_f(&uniforms,
vc4->zsa->base.alpha.ref_value);
break;
}
#if 0
- uint32_t written_val = *(uint32_t *)(vc4->uniforms.next - 4);
+ uint32_t written_val = *((uint32_t *)uniforms - 1);
fprintf(stderr, "%p: %d / 0x%08x (%f)\n",
shader, i, written_val, uif(written_val));
#endif
}
+
+ cl_end(&vc4->uniforms, uniforms);
}
static void