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path: root/src/gallium/drivers/vc4/vc4_draw.c
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Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c94
1 files changed, 52 insertions, 42 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index f7955ad3a84..2074931c46a 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -142,37 +142,42 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
* we emit a dummy read.
*/
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
+
/* Emit the shader record. */
- struct vc4_cl_out *shader_rec =
- cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
- /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
- cl_u16(&shader_rec,
- VC4_SHADER_FLAG_ENABLE_CLIPPING |
- (vc4->prog.fs->fs_threaded ?
- 0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
- ((info->mode == PIPE_PRIM_POINTS &&
- vc4->rasterizer->base.point_size_per_vertex) ?
- VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
-
- /* VC4_DIRTY_COMPILED_FS */
- cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
- cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
- /* VC4_DIRTY_COMPILED_VS */
- cl_u16(&shader_rec, 0); /* vs num uniforms */
- cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
- /* VC4_DIRTY_COMPILED_CS */
- cl_u16(&shader_rec, 0); /* cs num uniforms */
- cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
- cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
- cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
- cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+ cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
+
+ cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
+ rec.enable_clipping = true;
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_is_single_threaded =
+ !vc4->prog.fs->fs_threaded;
+
+ /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+ rec.point_size_included_in_shaded_vertex_data =
+ (info->mode == PIPE_PRIM_POINTS &&
+ vc4->rasterizer->base.point_size_per_vertex);
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_number_of_varyings =
+ vc4->prog.fs->num_inputs;
+ rec.fragment_shader_code_address =
+ cl_address(vc4->prog.fs->bo, 0);
+
+ rec.coordinate_shader_attribute_array_select_bits =
+ vc4->prog.cs->vattrs_live;
+ rec.coordinate_shader_total_attributes_size =
+ vc4->prog.cs->vattr_offsets[8];
+ rec.coordinate_shader_code_address =
+ cl_address(vc4->prog.cs->bo, 0);
+
+ rec.vertex_shader_attribute_array_select_bits =
+ vc4->prog.vs->vattrs_live;
+ rec.vertex_shader_total_attributes_size =
+ vc4->prog.vs->vattr_offsets[8];
+ rec.vertex_shader_code_address =
+ cl_address(vc4->prog.vs->bo, 0);
+ };
uint32_t max_index = 0xffff;
for (int i = 0; i < vtx->num_elements; i++) {
@@ -189,11 +194,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
- cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset);
- cl_u8(&shader_rec, elem_size - 1);
- cl_u8(&shader_rec, vb->stride);
- cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
- cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(rsc->bo, offset);
+ attr.number_of_bytes_minus_1 = elem_size - 1;
+ attr.stride = vb->stride;
+ attr.coordinate_shader_vpm_offset =
+ vc4->prog.cs->vattr_offsets[i];
+ attr.vertex_shader_vpm_offset =
+ vc4->prog.vs->vattr_offsets[i];
+ }
if (vb->stride > 0) {
max_index = MIN2(max_index,
@@ -204,14 +213,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
if (vtx->num_elements == 0) {
assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
- cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
- cl_u8(&shader_rec, 16 - 1); /* element size */
- cl_u8(&shader_rec, 0); /* stride */
- cl_u8(&shader_rec, 0); /* VS VPM offset */
- cl_u8(&shader_rec, 0); /* CS VPM offset */
- vc4_bo_unreference(&bo);
+
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(bo, 0);
+ attr.number_of_bytes_minus_1 = 16 - 1;
+ attr.stride = 0;
+ attr.coordinate_shader_vpm_offset = 0;
+ attr.vertex_shader_vpm_offset = 0;
+ }
}
- cl_end(&job->shader_rec, shader_rec);
cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
/* Note that number of attributes == 0 in the packet means 8