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authorEric Anholt <[email protected]>2015-07-14 12:21:23 -0700
committerEric Anholt <[email protected]>2015-07-14 15:17:58 -0700
commit1835ce6e35e6a186c2ba1bdf39b73783a2cb2ad5 (patch)
tree89ad8c7f7c8fdf8b702385bf61dbe0e6ab6744d7 /src/gallium
parent9476b11d6edc67403dd7c5aaddbc375400e02425 (diff)
vc4: Move uniforms handling to a separate file.
The rest of vc4_program.c is about compiling, while this is about uniform emit at draw time.
Diffstat (limited to 'src/gallium')
-rw-r--r--src/gallium/drivers/vc4/Makefile.sources1
-rw-r--r--src/gallium/drivers/vc4/vc4_program.c314
-rw-r--r--src/gallium/drivers/vc4/vc4_uniforms.c340
3 files changed, 341 insertions, 314 deletions
diff --git a/src/gallium/drivers/vc4/Makefile.sources b/src/gallium/drivers/vc4/Makefile.sources
index 1eb029e67e7..c24b01d4fbb 100644
--- a/src/gallium/drivers/vc4/Makefile.sources
+++ b/src/gallium/drivers/vc4/Makefile.sources
@@ -49,4 +49,5 @@ C_SOURCES := \
vc4_state.c \
vc4_tiling.c \
vc4_tiling.h \
+ vc4_uniforms.c \
$()
diff --git a/src/gallium/drivers/vc4/vc4_program.c b/src/gallium/drivers/vc4/vc4_program.c
index f0bfe24c68a..ce99989a79d 100644
--- a/src/gallium/drivers/vc4/vc4_program.c
+++ b/src/gallium/drivers/vc4/vc4_program.c
@@ -28,8 +28,6 @@
#include "util/u_hash.h"
#include "util/u_math.h"
#include "util/u_memory.h"
-#include "util/u_pack_color.h"
-#include "util/format_srgb.h"
#include "util/ralloc.h"
#include "util/hash_table.h"
#include "tgsi/tgsi_dump.h"
@@ -2510,318 +2508,6 @@ vc4_shader_state_delete(struct pipe_context *pctx, void *hwcso)
free(so);
}
-static uint32_t translate_wrap(uint32_t p_wrap, bool using_nearest)
-{
- switch (p_wrap) {
- case PIPE_TEX_WRAP_REPEAT:
- return 0;
- case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
- return 1;
- case PIPE_TEX_WRAP_MIRROR_REPEAT:
- return 2;
- case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
- return 3;
- case PIPE_TEX_WRAP_CLAMP:
- return (using_nearest ? 1 : 3);
- default:
- fprintf(stderr, "Unknown wrap mode %d\n", p_wrap);
- assert(!"not reached");
- return 0;
- }
-}
-
-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, 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) |
- VC4_SET_FIELD(texture->target == PIPE_TEXTURE_CUBE,
- VC4_TEX_P0_CMMODE) |
- VC4_SET_FIELD(rsc->vc4_format & 15, VC4_TEX_P0_TYPE));
-}
-
-static void
-write_texture_p1(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);
- struct pipe_sampler_state *sampler = texstate->samplers[unit];
- static const uint8_t minfilter_map[6] = {
- VC4_TEX_P1_MINFILT_NEAR_MIP_NEAR,
- VC4_TEX_P1_MINFILT_LIN_MIP_NEAR,
- VC4_TEX_P1_MINFILT_NEAR_MIP_LIN,
- VC4_TEX_P1_MINFILT_LIN_MIP_LIN,
- VC4_TEX_P1_MINFILT_NEAREST,
- VC4_TEX_P1_MINFILT_LINEAR,
- };
- static const uint32_t magfilter_map[] = {
- [PIPE_TEX_FILTER_NEAREST] = VC4_TEX_P1_MAGFILT_NEAREST,
- [PIPE_TEX_FILTER_LINEAR] = VC4_TEX_P1_MAGFILT_LINEAR,
- };
-
- bool either_nearest =
- (sampler->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
- sampler->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
-
- 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) |
- VC4_SET_FIELD(texture->texture->width0 & 2047,
- VC4_TEX_P1_WIDTH) |
- VC4_SET_FIELD(magfilter_map[sampler->mag_img_filter],
- VC4_TEX_P1_MAGFILT) |
- VC4_SET_FIELD(minfilter_map[sampler->min_mip_filter * 2 +
- sampler->min_img_filter],
- VC4_TEX_P1_MINFILT) |
- VC4_SET_FIELD(translate_wrap(sampler->wrap_s, either_nearest),
- VC4_TEX_P1_WRAP_S) |
- VC4_SET_FIELD(translate_wrap(sampler->wrap_t, either_nearest),
- VC4_TEX_P1_WRAP_T));
-}
-
-static void
-write_texture_p2(struct vc4_context *vc4,
- struct vc4_cl_out **uniforms,
- struct vc4_texture_stateobj *texstate,
- uint32_t data)
-{
- uint32_t unit = data & 0xffff;
- struct pipe_sampler_view *texture = texstate->textures[unit];
- struct vc4_resource *rsc = vc4_resource(texture->texture);
-
- 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) |
- VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
-}
-
-
-#define SWIZ(x,y,z,w) { \
- UTIL_FORMAT_SWIZZLE_##x, \
- UTIL_FORMAT_SWIZZLE_##y, \
- UTIL_FORMAT_SWIZZLE_##z, \
- UTIL_FORMAT_SWIZZLE_##w \
-}
-
-static void
-write_texture_border_color(struct vc4_context *vc4,
- struct vc4_cl_out **uniforms,
- struct vc4_texture_stateobj *texstate,
- uint32_t unit)
-{
- struct pipe_sampler_state *sampler = texstate->samplers[unit];
- struct pipe_sampler_view *texture = texstate->textures[unit];
- struct vc4_resource *rsc = vc4_resource(texture->texture);
- union util_color uc;
-
- const struct util_format_description *tex_format_desc =
- util_format_description(texture->format);
-
- float border_color[4];
- for (int i = 0; i < 4; i++)
- border_color[i] = sampler->border_color.f[i];
- if (util_format_is_srgb(texture->format)) {
- for (int i = 0; i < 3; i++)
- border_color[i] =
- util_format_linear_to_srgb_float(border_color[i]);
- }
-
- /* Turn the border color into the layout of channels that it would
- * have when stored as texture contents.
- */
- float storage_color[4];
- util_format_unswizzle_4f(storage_color,
- border_color,
- tex_format_desc->swizzle);
-
- /* Now, pack so that when the vc4_format-sampled texture contents are
- * replaced with our border color, the vc4_get_format_swizzle()
- * swizzling will get the right channels.
- */
- if (util_format_is_depth_or_stencil(texture->format)) {
- uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
- sampler->border_color.f[0]) << 8;
- } else {
- switch (rsc->vc4_format) {
- default:
- case VC4_TEXTURE_TYPE_RGBA8888:
- util_pack_color(storage_color,
- PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
- break;
- case VC4_TEXTURE_TYPE_RGBA4444:
- util_pack_color(storage_color,
- PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
- break;
- case VC4_TEXTURE_TYPE_RGB565:
- util_pack_color(storage_color,
- PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
- break;
- case VC4_TEXTURE_TYPE_ALPHA:
- uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
- break;
- case VC4_TEXTURE_TYPE_LUMALPHA:
- uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
- (float_to_ubyte(storage_color[0]) << 0));
- break;
- }
- }
-
- cl_aligned_u32(uniforms, uc.ui[0]);
-}
-
-static uint32_t
-get_texrect_scale(struct vc4_texture_stateobj *texstate,
- enum quniform_contents contents,
- uint32_t data)
-{
- struct pipe_sampler_view *texture = texstate->textures[data];
- uint32_t dim;
-
- if (contents == QUNIFORM_TEXRECT_SCALE_X)
- dim = texture->texture->width0;
- else
- dim = texture->texture->height0;
-
- return fui(1.0f / dim);
-}
-
-static struct vc4_bo *
-vc4_upload_ubo(struct vc4_context *vc4,
- struct vc4_compiled_shader *shader,
- const uint32_t *gallium_uniforms)
-{
- if (!shader->ubo_size)
- return NULL;
-
- struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
- uint32_t *data = vc4_bo_map(ubo);
- for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
- memcpy(data + shader->ubo_ranges[i].dst_offset,
- gallium_uniforms + shader->ubo_ranges[i].src_offset,
- shader->ubo_ranges[i].size);
- }
-
- return ubo;
-}
-
-void
-vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
- struct vc4_constbuf_stateobj *cb,
- struct vc4_texture_stateobj *texstate)
-{
- struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
- const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
- struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
-
- cl_ensure_space(&vc4->uniforms, (uinfo->count +
- uinfo->num_texture_samples) * 4);
-
- 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(&uniforms, uinfo->data[i]);
- break;
- case QUNIFORM_UNIFORM:
- cl_aligned_u32(&uniforms,
- gallium_uniforms[uinfo->data[i]]);
- break;
- case QUNIFORM_VIEWPORT_X_SCALE:
- cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
- break;
- case QUNIFORM_VIEWPORT_Y_SCALE:
- cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
- break;
-
- case QUNIFORM_VIEWPORT_Z_OFFSET:
- cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
- break;
- case QUNIFORM_VIEWPORT_Z_SCALE:
- cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
- break;
-
- case QUNIFORM_USER_CLIP_PLANE:
- 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, &uniforms, texstate,
- uinfo->data[i]);
- break;
-
- case QUNIFORM_TEXTURE_CONFIG_P1:
- write_texture_p1(vc4, &uniforms, texstate,
- uinfo->data[i]);
- break;
-
- case QUNIFORM_TEXTURE_CONFIG_P2:
- write_texture_p2(vc4, &uniforms, texstate,
- uinfo->data[i]);
- break;
-
- case QUNIFORM_UBO_ADDR:
- cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
- break;
-
- case QUNIFORM_TEXTURE_BORDER_COLOR:
- write_texture_border_color(vc4, &uniforms,
- texstate, uinfo->data[i]);
- break;
-
- case QUNIFORM_TEXRECT_SCALE_X:
- case QUNIFORM_TEXRECT_SCALE_Y:
- cl_aligned_u32(&uniforms,
- get_texrect_scale(texstate,
- uinfo->contents[i],
- uinfo->data[i]));
- break;
-
- case QUNIFORM_BLEND_CONST_COLOR:
- cl_aligned_f(&uniforms,
- CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
- break;
-
- case QUNIFORM_STENCIL:
- cl_aligned_u32(&uniforms,
- vc4->zsa->stencil_uniforms[uinfo->data[i]] |
- (uinfo->data[i] <= 1 ?
- (vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
- 0));
- break;
-
- case QUNIFORM_ALPHA_REF:
- cl_aligned_f(&uniforms,
- vc4->zsa->base.alpha.ref_value);
- break;
- }
-#if 0
- 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
vc4_fp_state_bind(struct pipe_context *pctx, void *hwcso)
{
diff --git a/src/gallium/drivers/vc4/vc4_uniforms.c b/src/gallium/drivers/vc4/vc4_uniforms.c
new file mode 100644
index 00000000000..e8fca3d0cbd
--- /dev/null
+++ b/src/gallium/drivers/vc4/vc4_uniforms.c
@@ -0,0 +1,340 @@
+/*
+ * Copyright © 2014-2015 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "util/u_pack_color.h"
+#include "util/format_srgb.h"
+
+#include "vc4_context.h"
+#include "vc4_qir.h"
+
+static uint32_t translate_wrap(uint32_t p_wrap, bool using_nearest)
+{
+ switch (p_wrap) {
+ case PIPE_TEX_WRAP_REPEAT:
+ return 0;
+ case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
+ return 1;
+ case PIPE_TEX_WRAP_MIRROR_REPEAT:
+ return 2;
+ case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
+ return 3;
+ case PIPE_TEX_WRAP_CLAMP:
+ return (using_nearest ? 1 : 3);
+ default:
+ fprintf(stderr, "Unknown wrap mode %d\n", p_wrap);
+ assert(!"not reached");
+ return 0;
+ }
+}
+
+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, 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) |
+ VC4_SET_FIELD(texture->target == PIPE_TEXTURE_CUBE,
+ VC4_TEX_P0_CMMODE) |
+ VC4_SET_FIELD(rsc->vc4_format & 15, VC4_TEX_P0_TYPE));
+}
+
+static void
+write_texture_p1(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);
+ struct pipe_sampler_state *sampler = texstate->samplers[unit];
+ static const uint8_t minfilter_map[6] = {
+ VC4_TEX_P1_MINFILT_NEAR_MIP_NEAR,
+ VC4_TEX_P1_MINFILT_LIN_MIP_NEAR,
+ VC4_TEX_P1_MINFILT_NEAR_MIP_LIN,
+ VC4_TEX_P1_MINFILT_LIN_MIP_LIN,
+ VC4_TEX_P1_MINFILT_NEAREST,
+ VC4_TEX_P1_MINFILT_LINEAR,
+ };
+ static const uint32_t magfilter_map[] = {
+ [PIPE_TEX_FILTER_NEAREST] = VC4_TEX_P1_MAGFILT_NEAREST,
+ [PIPE_TEX_FILTER_LINEAR] = VC4_TEX_P1_MAGFILT_LINEAR,
+ };
+
+ bool either_nearest =
+ (sampler->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
+ sampler->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
+
+ 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) |
+ VC4_SET_FIELD(texture->texture->width0 & 2047,
+ VC4_TEX_P1_WIDTH) |
+ VC4_SET_FIELD(magfilter_map[sampler->mag_img_filter],
+ VC4_TEX_P1_MAGFILT) |
+ VC4_SET_FIELD(minfilter_map[sampler->min_mip_filter * 2 +
+ sampler->min_img_filter],
+ VC4_TEX_P1_MINFILT) |
+ VC4_SET_FIELD(translate_wrap(sampler->wrap_s, either_nearest),
+ VC4_TEX_P1_WRAP_S) |
+ VC4_SET_FIELD(translate_wrap(sampler->wrap_t, either_nearest),
+ VC4_TEX_P1_WRAP_T));
+}
+
+static void
+write_texture_p2(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
+ struct vc4_texture_stateobj *texstate,
+ uint32_t data)
+{
+ uint32_t unit = data & 0xffff;
+ struct pipe_sampler_view *texture = texstate->textures[unit];
+ struct vc4_resource *rsc = vc4_resource(texture->texture);
+
+ 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) |
+ VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
+}
+
+
+#define SWIZ(x,y,z,w) { \
+ UTIL_FORMAT_SWIZZLE_##x, \
+ UTIL_FORMAT_SWIZZLE_##y, \
+ UTIL_FORMAT_SWIZZLE_##z, \
+ UTIL_FORMAT_SWIZZLE_##w \
+}
+
+static void
+write_texture_border_color(struct vc4_context *vc4,
+ struct vc4_cl_out **uniforms,
+ struct vc4_texture_stateobj *texstate,
+ uint32_t unit)
+{
+ struct pipe_sampler_state *sampler = texstate->samplers[unit];
+ struct pipe_sampler_view *texture = texstate->textures[unit];
+ struct vc4_resource *rsc = vc4_resource(texture->texture);
+ union util_color uc;
+
+ const struct util_format_description *tex_format_desc =
+ util_format_description(texture->format);
+
+ float border_color[4];
+ for (int i = 0; i < 4; i++)
+ border_color[i] = sampler->border_color.f[i];
+ if (util_format_is_srgb(texture->format)) {
+ for (int i = 0; i < 3; i++)
+ border_color[i] =
+ util_format_linear_to_srgb_float(border_color[i]);
+ }
+
+ /* Turn the border color into the layout of channels that it would
+ * have when stored as texture contents.
+ */
+ float storage_color[4];
+ util_format_unswizzle_4f(storage_color,
+ border_color,
+ tex_format_desc->swizzle);
+
+ /* Now, pack so that when the vc4_format-sampled texture contents are
+ * replaced with our border color, the vc4_get_format_swizzle()
+ * swizzling will get the right channels.
+ */
+ if (util_format_is_depth_or_stencil(texture->format)) {
+ uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
+ sampler->border_color.f[0]) << 8;
+ } else {
+ switch (rsc->vc4_format) {
+ default:
+ case VC4_TEXTURE_TYPE_RGBA8888:
+ util_pack_color(storage_color,
+ PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
+ break;
+ case VC4_TEXTURE_TYPE_RGBA4444:
+ util_pack_color(storage_color,
+ PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
+ break;
+ case VC4_TEXTURE_TYPE_RGB565:
+ util_pack_color(storage_color,
+ PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
+ break;
+ case VC4_TEXTURE_TYPE_ALPHA:
+ uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
+ break;
+ case VC4_TEXTURE_TYPE_LUMALPHA:
+ uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
+ (float_to_ubyte(storage_color[0]) << 0));
+ break;
+ }
+ }
+
+ cl_aligned_u32(uniforms, uc.ui[0]);
+}
+
+static uint32_t
+get_texrect_scale(struct vc4_texture_stateobj *texstate,
+ enum quniform_contents contents,
+ uint32_t data)
+{
+ struct pipe_sampler_view *texture = texstate->textures[data];
+ uint32_t dim;
+
+ if (contents == QUNIFORM_TEXRECT_SCALE_X)
+ dim = texture->texture->width0;
+ else
+ dim = texture->texture->height0;
+
+ return fui(1.0f / dim);
+}
+
+static struct vc4_bo *
+vc4_upload_ubo(struct vc4_context *vc4,
+ struct vc4_compiled_shader *shader,
+ const uint32_t *gallium_uniforms)
+{
+ if (!shader->ubo_size)
+ return NULL;
+
+ struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
+ uint32_t *data = vc4_bo_map(ubo);
+ for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
+ memcpy(data + shader->ubo_ranges[i].dst_offset,
+ gallium_uniforms + shader->ubo_ranges[i].src_offset,
+ shader->ubo_ranges[i].size);
+ }
+
+ return ubo;
+}
+
+void
+vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
+ struct vc4_constbuf_stateobj *cb,
+ struct vc4_texture_stateobj *texstate)
+{
+ struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
+ const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
+ struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms);
+
+ cl_ensure_space(&vc4->uniforms, (uinfo->count +
+ uinfo->num_texture_samples) * 4);
+
+ 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(&uniforms, uinfo->data[i]);
+ break;
+ case QUNIFORM_UNIFORM:
+ cl_aligned_u32(&uniforms,
+ gallium_uniforms[uinfo->data[i]]);
+ break;
+ case QUNIFORM_VIEWPORT_X_SCALE:
+ cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
+ break;
+ case QUNIFORM_VIEWPORT_Y_SCALE:
+ cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
+ break;
+
+ case QUNIFORM_VIEWPORT_Z_OFFSET:
+ cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
+ break;
+ case QUNIFORM_VIEWPORT_Z_SCALE:
+ cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
+ break;
+
+ case QUNIFORM_USER_CLIP_PLANE:
+ 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, &uniforms, texstate,
+ uinfo->data[i]);
+ break;
+
+ case QUNIFORM_TEXTURE_CONFIG_P1:
+ write_texture_p1(vc4, &uniforms, texstate,
+ uinfo->data[i]);
+ break;
+
+ case QUNIFORM_TEXTURE_CONFIG_P2:
+ write_texture_p2(vc4, &uniforms, texstate,
+ uinfo->data[i]);
+ break;
+
+ case QUNIFORM_UBO_ADDR:
+ cl_aligned_reloc(vc4, &vc4->uniforms, &uniforms, ubo, 0);
+ break;
+
+ case QUNIFORM_TEXTURE_BORDER_COLOR:
+ write_texture_border_color(vc4, &uniforms,
+ texstate, uinfo->data[i]);
+ break;
+
+ case QUNIFORM_TEXRECT_SCALE_X:
+ case QUNIFORM_TEXRECT_SCALE_Y:
+ cl_aligned_u32(&uniforms,
+ get_texrect_scale(texstate,
+ uinfo->contents[i],
+ uinfo->data[i]));
+ break;
+
+ case QUNIFORM_BLEND_CONST_COLOR:
+ cl_aligned_f(&uniforms,
+ CLAMP(vc4->blend_color.color[uinfo->data[i]], 0, 1));
+ break;
+
+ case QUNIFORM_STENCIL:
+ cl_aligned_u32(&uniforms,
+ vc4->zsa->stencil_uniforms[uinfo->data[i]] |
+ (uinfo->data[i] <= 1 ?
+ (vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
+ 0));
+ break;
+
+ case QUNIFORM_ALPHA_REF:
+ cl_aligned_f(&uniforms,
+ vc4->zsa->base.alpha.ref_value);
+ break;
+ }
+#if 0
+ 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);
+}