diff options
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 94 |
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 |