/* * Copyright (C) 2016 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "pipe/p_state.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/bitset.h" #include "freedreno_program.h" #include "fd5_program.h" #include "fd5_emit.h" #include "fd5_texture.h" #include "fd5_format.h" static void delete_shader_stateobj(struct fd5_shader_stateobj *so) { ir3_shader_destroy(so->shader); free(so); } static struct fd5_shader_stateobj * create_shader_stateobj(struct pipe_context *pctx, const struct pipe_shader_state *cso, enum shader_t type) { struct fd_context *ctx = fd_context(pctx); struct ir3_compiler *compiler = ctx->screen->compiler; struct fd5_shader_stateobj *so = CALLOC_STRUCT(fd5_shader_stateobj); so->shader = ir3_shader_create(compiler, cso, type, &ctx->debug); return so; } static void * fd5_fp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { return create_shader_stateobj(pctx, cso, SHADER_FRAGMENT); } static void fd5_fp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd5_shader_stateobj *so = hwcso; delete_shader_stateobj(so); } static void * fd5_vp_state_create(struct pipe_context *pctx, const struct pipe_shader_state *cso) { return create_shader_stateobj(pctx, cso, SHADER_VERTEX); } static void fd5_vp_state_delete(struct pipe_context *pctx, void *hwcso) { struct fd5_shader_stateobj *so = hwcso; delete_shader_stateobj(so); } static void emit_shader(struct fd_ringbuffer *ring, const struct ir3_shader_variant *so) { const struct ir3_info *si = &so->info; enum a4xx_state_block sb = fd4_stage2shadersb(so->type); enum a4xx_state_src src; uint32_t i, sz, *bin; if (fd_mesa_debug & FD_DBG_DIRECT) { sz = si->sizedwords; src = SS4_DIRECT; bin = fd_bo_map(so->bo); } else { sz = 0; src = SS4_INDIRECT; bin = NULL; } OUT_PKT7(ring, CP_LOAD_STATE4, 3 + sz); OUT_RING(ring, CP_LOAD_STATE4_0_DST_OFF(0) | CP_LOAD_STATE4_0_STATE_SRC(src) | CP_LOAD_STATE4_0_STATE_BLOCK(sb) | CP_LOAD_STATE4_0_NUM_UNIT(so->instrlen)); if (bin) { OUT_RING(ring, CP_LOAD_STATE4_1_EXT_SRC_ADDR(0) | CP_LOAD_STATE4_1_STATE_TYPE(ST4_SHADER)); OUT_RING(ring, CP_LOAD_STATE4_2_EXT_SRC_ADDR_HI(0)); } else { OUT_RELOC(ring, so->bo, 0, CP_LOAD_STATE4_1_STATE_TYPE(ST4_SHADER), 0); } /* for how clever coverity is, it is sometimes rather dull, and * doesn't realize that the only case where bin==NULL, sz==0: */ assume(bin || (sz == 0)); for (i = 0; i < sz; i++) { OUT_RING(ring, bin[i]); } } /* Add any missing varyings needed for stream-out. Otherwise varyings not * used by fragment shader will be stripped out. */ static void link_stream_out(struct ir3_shader_linkage *l, const struct ir3_shader_variant *v) { const struct pipe_stream_output_info *strmout = &v->shader->stream_output; /* * First, any stream-out varyings not already in linkage map (ie. also * consumed by frag shader) need to be added: */ for (unsigned i = 0; i < strmout->num_outputs; i++) { const struct pipe_stream_output *out = &strmout->output[i]; unsigned k = out->register_index; unsigned compmask = (1 << (out->num_components + out->start_component)) - 1; unsigned idx, nextloc = 0; /* psize/pos need to be the last entries in linkage map, and will * get added link_stream_out, so skip over them: */ if ((v->outputs[k].slot == VARYING_SLOT_PSIZ) || (v->outputs[k].slot == VARYING_SLOT_POS)) continue; for (idx = 0; idx < l->cnt; idx++) { if (l->var[idx].regid == v->outputs[k].regid) break; nextloc = MAX2(nextloc, l->var[idx].loc + 4); } /* add if not already in linkage map: */ if (idx == l->cnt) ir3_link_add(l, v->outputs[k].regid, compmask, nextloc); /* expand component-mask if needed, ie streaming out all components * but frag shader doesn't consume all components: */ if (compmask & ~l->var[idx].compmask) { l->var[idx].compmask |= compmask; l->max_loc = MAX2(l->max_loc, l->var[idx].loc + util_last_bit(l->var[idx].compmask)); } } } /* TODO maybe some of this we could pre-compute once rather than having * so much draw-time logic? */ static void emit_stream_out(struct fd_ringbuffer *ring, const struct ir3_shader_variant *v, struct ir3_shader_linkage *l) { const struct pipe_stream_output_info *strmout = &v->shader->stream_output; unsigned ncomp[PIPE_MAX_SO_BUFFERS] = {0}; unsigned prog[align(l->max_loc, 2) / 2]; memset(prog, 0, sizeof(prog)); for (unsigned i = 0; i < strmout->num_outputs; i++) { const struct pipe_stream_output *out = &strmout->output[i]; unsigned k = out->register_index; unsigned idx; ncomp[out->output_buffer] += out->num_components; /* linkage map sorted by order frag shader wants things, so * a bit less ideal here.. */ for (idx = 0; idx < l->cnt; idx++) if (l->var[idx].regid == v->outputs[k].regid) break; debug_assert(idx < l->cnt); for (unsigned j = 0; j < out->num_components; j++) { unsigned c = j + out->start_component; unsigned loc = l->var[idx].loc + c; unsigned off = j + out->dst_offset; /* in dwords */ if (loc & 1) { prog[loc/2] |= A5XX_VPC_SO_PROG_B_EN | A5XX_VPC_SO_PROG_B_BUF(out->output_buffer) | A5XX_VPC_SO_PROG_B_OFF(off * 4); } else { prog[loc/2] |= A5XX_VPC_SO_PROG_A_EN | A5XX_VPC_SO_PROG_A_BUF(out->output_buffer) | A5XX_VPC_SO_PROG_A_OFF(off * 4); } } } OUT_PKT7(ring, CP_CONTEXT_REG_BUNCH, 12 + (2 * ARRAY_SIZE(prog))); OUT_RING(ring, REG_A5XX_VPC_SO_BUF_CNTL); OUT_RING(ring, A5XX_VPC_SO_BUF_CNTL_ENABLE | COND(ncomp[0] > 0, A5XX_VPC_SO_BUF_CNTL_BUF0) | COND(ncomp[1] > 0, A5XX_VPC_SO_BUF_CNTL_BUF1) | COND(ncomp[2] > 0, A5XX_VPC_SO_BUF_CNTL_BUF2) | COND(ncomp[3] > 0, A5XX_VPC_SO_BUF_CNTL_BUF3)); OUT_RING(ring, REG_A5XX_VPC_SO_NCOMP(0)); OUT_RING(ring, ncomp[0]); OUT_RING(ring, REG_A5XX_VPC_SO_NCOMP(1)); OUT_RING(ring, ncomp[1]); OUT_RING(ring, REG_A5XX_VPC_SO_NCOMP(2)); OUT_RING(ring, ncomp[2]); OUT_RING(ring, REG_A5XX_VPC_SO_NCOMP(3)); OUT_RING(ring, ncomp[3]); OUT_RING(ring, REG_A5XX_VPC_SO_CNTL); OUT_RING(ring, A5XX_VPC_SO_CNTL_ENABLE); for (unsigned i = 0; i < ARRAY_SIZE(prog); i++) { OUT_RING(ring, REG_A5XX_VPC_SO_PROG); OUT_RING(ring, prog[i]); } } struct stage { const struct ir3_shader_variant *v; const struct ir3_info *i; /* const sizes are in units of 4 * vec4 */ uint8_t constoff; uint8_t constlen; /* instr sizes are in units of 16 instructions */ uint8_t instroff; uint8_t instrlen; }; enum { VS = 0, FS = 1, HS = 2, DS = 3, GS = 4, MAX_STAGES }; static void setup_stages(struct fd5_emit *emit, struct stage *s) { unsigned i; s[VS].v = fd5_emit_get_vp(emit); s[FS].v = fd5_emit_get_fp(emit); s[HS].v = s[DS].v = s[GS].v = NULL; /* for now */ for (i = 0; i < MAX_STAGES; i++) { if (s[i].v) { s[i].i = &s[i].v->info; /* constlen is in units of 4 * vec4: */ s[i].constlen = align(s[i].v->constlen, 4) / 4; /* instrlen is already in units of 16 instr.. although * probably we should ditch that and not make the compiler * care about instruction group size of a3xx vs a5xx */ s[i].instrlen = s[i].v->instrlen; } else { s[i].i = NULL; s[i].constlen = 0; s[i].instrlen = 0; } } /* NOTE: at least for gles2, blob partitions VS at bottom of const * space and FS taking entire remaining space. We probably don't * need to do that the same way, but for now mimic what the blob * does to make it easier to diff against register values from blob * * NOTE: if VS.instrlen + FS.instrlen > 64, then one or both shaders * is run from external memory. */ if ((s[VS].instrlen + s[FS].instrlen) > 64) { /* prioritize FS for internal memory: */ if (s[FS].instrlen < 64) { /* if FS can fit, kick VS out to external memory: */ s[VS].instrlen = 0; } else if (s[VS].instrlen < 64) { /* otherwise if VS can fit, kick out FS: */ s[FS].instrlen = 0; } else { /* neither can fit, run both from external memory: */ s[VS].instrlen = 0; s[FS].instrlen = 0; } } unsigned constoff = 0; for (i = 0; i < MAX_STAGES; i++) { s[i].constoff = constoff; constoff += s[i].constlen; } s[VS].instroff = 0; s[FS].instroff = 64 - s[FS].instrlen; s[HS].instroff = s[DS].instroff = s[GS].instroff = s[FS].instroff; } void fd5_program_emit(struct fd_ringbuffer *ring, struct fd5_emit *emit) { struct stage s[MAX_STAGES]; uint32_t pos_regid, psize_regid, color_regid[8]; uint32_t face_regid, coord_regid, zwcoord_regid; uint32_t vcoord_regid, vertex_regid, instance_regid; enum a3xx_threadsize fssz; uint8_t psize_loc = ~0; int i, j; setup_stages(emit, s); fssz = (s[FS].i->max_reg >= 24) ? TWO_QUADS : FOUR_QUADS; pos_regid = ir3_find_output_regid(s[VS].v, VARYING_SLOT_POS); psize_regid = ir3_find_output_regid(s[VS].v, VARYING_SLOT_PSIZ); vertex_regid = ir3_find_sysval_regid(s[VS].v, SYSTEM_VALUE_VERTEX_ID); instance_regid = ir3_find_sysval_regid(s[VS].v, SYSTEM_VALUE_INSTANCE_ID); if (s[FS].v->color0_mrt) { color_regid[0] = color_regid[1] = color_regid[2] = color_regid[3] = color_regid[4] = color_regid[5] = color_regid[6] = color_regid[7] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_COLOR); } else { color_regid[0] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA0); color_regid[1] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA1); color_regid[2] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA2); color_regid[3] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA3); color_regid[4] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA4); color_regid[5] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA5); color_regid[6] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA6); color_regid[7] = ir3_find_output_regid(s[FS].v, FRAG_RESULT_DATA7); } /* TODO get these dynamically: */ face_regid = s[FS].v->frag_face ? regid(0,0) : regid(63,0); coord_regid = s[FS].v->frag_coord ? regid(0,0) : regid(63,0); zwcoord_regid = s[FS].v->frag_coord ? regid(0,2) : regid(63,0); vcoord_regid = (s[FS].v->total_in > 0) ? s[FS].v->pos_regid : regid(63,0); /* we could probably divide this up into things that need to be * emitted if frag-prog is dirty vs if vert-prog is dirty.. */ OUT_PKT4(ring, REG_A5XX_HLSQ_VS_CONFIG, 5); OUT_RING(ring, A5XX_HLSQ_VS_CONFIG_CONSTOBJECTOFFSET(s[VS].constoff) | A5XX_HLSQ_VS_CONFIG_SHADEROBJOFFSET(s[VS].instroff) | COND(s[VS].v, A5XX_HLSQ_VS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_HLSQ_FS_CONFIG_CONSTOBJECTOFFSET(s[FS].constoff) | A5XX_HLSQ_FS_CONFIG_SHADEROBJOFFSET(s[FS].instroff) | COND(s[FS].v, A5XX_HLSQ_FS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_HLSQ_HS_CONFIG_CONSTOBJECTOFFSET(s[HS].constoff) | A5XX_HLSQ_HS_CONFIG_SHADEROBJOFFSET(s[HS].instroff) | COND(s[HS].v, A5XX_HLSQ_HS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_HLSQ_DS_CONFIG_CONSTOBJECTOFFSET(s[DS].constoff) | A5XX_HLSQ_DS_CONFIG_SHADEROBJOFFSET(s[DS].instroff) | COND(s[DS].v, A5XX_HLSQ_DS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_HLSQ_GS_CONFIG_CONSTOBJECTOFFSET(s[GS].constoff) | A5XX_HLSQ_GS_CONFIG_SHADEROBJOFFSET(s[GS].instroff) | COND(s[GS].v, A5XX_HLSQ_GS_CONFIG_ENABLED)); OUT_PKT4(ring, REG_A5XX_HLSQ_CS_CONFIG, 1); OUT_RING(ring, 0x00000000); OUT_PKT4(ring, REG_A5XX_HLSQ_VS_CNTL, 5); OUT_RING(ring, A5XX_HLSQ_VS_CNTL_INSTRLEN(s[VS].instrlen)); OUT_RING(ring, A5XX_HLSQ_FS_CNTL_INSTRLEN(s[FS].instrlen)); OUT_RING(ring, A5XX_HLSQ_HS_CNTL_INSTRLEN(s[HS].instrlen)); OUT_RING(ring, A5XX_HLSQ_DS_CNTL_INSTRLEN(s[DS].instrlen)); OUT_RING(ring, A5XX_HLSQ_GS_CNTL_INSTRLEN(s[GS].instrlen)); OUT_PKT4(ring, REG_A5XX_SP_VS_CONFIG, 5); OUT_RING(ring, A5XX_SP_VS_CONFIG_CONSTOBJECTOFFSET(s[VS].constoff) | A5XX_SP_VS_CONFIG_SHADEROBJOFFSET(s[VS].instroff) | COND(s[VS].v, A5XX_SP_VS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_SP_FS_CONFIG_CONSTOBJECTOFFSET(s[FS].constoff) | A5XX_SP_FS_CONFIG_SHADEROBJOFFSET(s[FS].instroff) | COND(s[FS].v, A5XX_SP_FS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_SP_HS_CONFIG_CONSTOBJECTOFFSET(s[HS].constoff) | A5XX_SP_HS_CONFIG_SHADEROBJOFFSET(s[HS].instroff) | COND(s[HS].v, A5XX_SP_HS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_SP_DS_CONFIG_CONSTOBJECTOFFSET(s[DS].constoff) | A5XX_SP_DS_CONFIG_SHADEROBJOFFSET(s[DS].instroff) | COND(s[DS].v, A5XX_SP_DS_CONFIG_ENABLED)); OUT_RING(ring, A5XX_SP_GS_CONFIG_CONSTOBJECTOFFSET(s[GS].constoff) | A5XX_SP_GS_CONFIG_SHADEROBJOFFSET(s[GS].instroff) | COND(s[GS].v, A5XX_SP_GS_CONFIG_ENABLED)); OUT_PKT4(ring, REG_A5XX_SP_CS_CONFIG, 1); OUT_RING(ring, 0x00000000); OUT_PKT4(ring, REG_A5XX_HLSQ_VS_CONSTLEN, 2); OUT_RING(ring, s[VS].constlen); /* HLSQ_VS_CONSTLEN */ OUT_RING(ring, s[VS].instrlen); /* HLSQ_VS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_HLSQ_FS_CONSTLEN, 2); OUT_RING(ring, s[FS].constlen); /* HLSQ_FS_CONSTLEN */ OUT_RING(ring, s[FS].instrlen); /* HLSQ_FS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_HLSQ_HS_CONSTLEN, 2); OUT_RING(ring, s[HS].constlen); /* HLSQ_HS_CONSTLEN */ OUT_RING(ring, s[HS].instrlen); /* HLSQ_HS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_HLSQ_DS_CONSTLEN, 2); OUT_RING(ring, s[DS].constlen); /* HLSQ_DS_CONSTLEN */ OUT_RING(ring, s[DS].instrlen); /* HLSQ_DS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_HLSQ_GS_CONSTLEN, 2); OUT_RING(ring, s[GS].constlen); /* HLSQ_GS_CONSTLEN */ OUT_RING(ring, s[GS].instrlen); /* HLSQ_GS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_HLSQ_CS_CONSTLEN, 2); OUT_RING(ring, 0x00000000); /* HLSQ_CS_CONSTLEN */ OUT_RING(ring, 0x00000000); /* HLSQ_CS_INSTRLEN */ OUT_PKT4(ring, REG_A5XX_SP_VS_CTRL_REG0, 1); OUT_RING(ring, A5XX_SP_VS_CTRL_REG0_HALFREGFOOTPRINT(s[VS].i->max_half_reg + 1) | A5XX_SP_VS_CTRL_REG0_FULLREGFOOTPRINT(s[VS].i->max_reg + 1) | 0x6 | /* XXX seems to be always set? */ A5XX_SP_VS_CTRL_REG0_BRANCHSTACK(0x3) | // XXX need to figure this out somehow.. COND(s[VS].v->has_samp, A5XX_SP_VS_CTRL_REG0_PIXLODENABLE)); struct ir3_shader_linkage l = {0}; ir3_link_shaders(&l, s[VS].v, s[FS].v); if ((s[VS].v->shader->stream_output.num_outputs > 0) && !emit->key.binning_pass) link_stream_out(&l, s[VS].v); BITSET_DECLARE(varbs, 128) = {0}; uint32_t *varmask = (uint32_t *)varbs; for (i = 0; i < l.cnt; i++) for (j = 0; j < util_last_bit(l.var[i].compmask); j++) BITSET_SET(varbs, l.var[i].loc + j); OUT_PKT4(ring, REG_A5XX_VPC_VAR_DISABLE(0), 4); OUT_RING(ring, ~varmask[0]); /* VPC_VAR[0].DISABLE */ OUT_RING(ring, ~varmask[1]); /* VPC_VAR[1].DISABLE */ OUT_RING(ring, ~varmask[2]); /* VPC_VAR[2].DISABLE */ OUT_RING(ring, ~varmask[3]); /* VPC_VAR[3].DISABLE */ /* a5xx appends pos/psize to end of the linkage map: */ if (pos_regid != regid(63,0)) ir3_link_add(&l, pos_regid, 0xf, l.max_loc); if (psize_regid != regid(63,0)) { psize_loc = l.max_loc; ir3_link_add(&l, psize_regid, 0x1, l.max_loc); } if ((s[VS].v->shader->stream_output.num_outputs > 0) && !emit->key.binning_pass) { emit_stream_out(ring, s[VS].v, &l); OUT_PKT4(ring, REG_A5XX_VPC_SO_OVERRIDE, 1); OUT_RING(ring, 0x00000000); } else { OUT_PKT4(ring, REG_A5XX_VPC_SO_OVERRIDE, 1); OUT_RING(ring, A5XX_VPC_SO_OVERRIDE_SO_DISABLE); } for (i = 0, j = 0; (i < 16) && (j < l.cnt); i++) { uint32_t reg = 0; OUT_PKT4(ring, REG_A5XX_SP_VS_OUT_REG(i), 1); reg |= A5XX_SP_VS_OUT_REG_A_REGID(l.var[j].regid); reg |= A5XX_SP_VS_OUT_REG_A_COMPMASK(l.var[j].compmask); j++; reg |= A5XX_SP_VS_OUT_REG_B_REGID(l.var[j].regid); reg |= A5XX_SP_VS_OUT_REG_B_COMPMASK(l.var[j].compmask); j++; OUT_RING(ring, reg); } for (i = 0, j = 0; (i < 8) && (j < l.cnt); i++) { uint32_t reg = 0; OUT_PKT4(ring, REG_A5XX_SP_VS_VPC_DST_REG(i), 1); reg |= A5XX_SP_VS_VPC_DST_REG_OUTLOC0(l.var[j++].loc); reg |= A5XX_SP_VS_VPC_DST_REG_OUTLOC1(l.var[j++].loc); reg |= A5XX_SP_VS_VPC_DST_REG_OUTLOC2(l.var[j++].loc); reg |= A5XX_SP_VS_VPC_DST_REG_OUTLOC3(l.var[j++].loc); OUT_RING(ring, reg); } OUT_PKT4(ring, REG_A5XX_SP_VS_OBJ_START_LO, 2); OUT_RELOC(ring, s[VS].v->bo, 0, 0, 0); /* SP_VS_OBJ_START_LO/HI */ if (s[VS].instrlen) emit_shader(ring, s[VS].v); // TODO depending on other bits in this reg (if any) set somewhere else? OUT_PKT4(ring, REG_A5XX_PC_PRIM_VTX_CNTL, 1); OUT_RING(ring, COND(s[VS].v->writes_psize, A5XX_PC_PRIM_VTX_CNTL_PSIZE)); if (emit->key.binning_pass) { OUT_PKT4(ring, REG_A5XX_SP_FS_OBJ_START_LO, 2); OUT_RING(ring, 0x00000000); /* SP_FS_OBJ_START_LO */ OUT_RING(ring, 0x00000000); /* SP_FS_OBJ_START_HI */ } else { // TODO if some of these other bits depend on something other than // program state we should probably move these next three regs: OUT_PKT4(ring, REG_A5XX_SP_PRIMITIVE_CNTL, 1); OUT_RING(ring, A5XX_SP_PRIMITIVE_CNTL_VSOUT(l.cnt)); OUT_PKT4(ring, REG_A5XX_VPC_CNTL_0, 1); OUT_RING(ring, A5XX_VPC_CNTL_0_STRIDE_IN_VPC(l.max_loc) | COND(s[FS].v->total_in > 0, A5XX_VPC_CNTL_0_VARYING) | COND(s[FS].v->frag_coord, A5XX_VPC_CNTL_0_VARYING) | 0x10000); // XXX OUT_PKT4(ring, REG_A5XX_PC_PRIMITIVE_CNTL, 1); OUT_RING(ring, A5XX_PC_PRIMITIVE_CNTL_STRIDE_IN_VPC(l.max_loc) | 0x400); // XXX OUT_PKT4(ring, REG_A5XX_SP_FS_OBJ_START_LO, 2); OUT_RELOC(ring, s[FS].v->bo, 0, 0, 0); /* SP_FS_OBJ_START_LO/HI */ } OUT_PKT4(ring, REG_A5XX_HLSQ_CONTROL_0_REG, 5); OUT_RING(ring, A5XX_HLSQ_CONTROL_0_REG_FSTHREADSIZE(fssz) | 0x00000880); /* XXX HLSQ_CONTROL_0 */ OUT_RING(ring, A5XX_HLSQ_CONTROL_1_REG_PRIMALLOCTHRESHOLD(63)); OUT_RING(ring, A5XX_HLSQ_CONTROL_2_REG_FACEREGID(face_regid) | 0xfcfcfc00); /* XXX */ OUT_RING(ring, A5XX_HLSQ_CONTROL_3_REG_FRAGCOORDXYREGID(vcoord_regid) | 0xfcfcfc00); /* XXX */ OUT_RING(ring, A5XX_HLSQ_CONTROL_4_REG_XYCOORDREGID(coord_regid) | A5XX_HLSQ_CONTROL_4_REG_ZWCOORDREGID(zwcoord_regid) | 0x0000fcfc); /* XXX */ OUT_PKT4(ring, REG_A5XX_SP_FS_CTRL_REG0, 1); OUT_RING(ring, COND(s[FS].v->total_in > 0, A5XX_SP_FS_CTRL_REG0_VARYING) | COND(s[FS].v->frag_coord, A5XX_SP_FS_CTRL_REG0_VARYING) | 0x40006 | /* XXX set pretty much everywhere */ A5XX_SP_FS_CTRL_REG0_THREADSIZE(fssz) | A5XX_SP_FS_CTRL_REG0_HALFREGFOOTPRINT(s[FS].i->max_half_reg + 1) | A5XX_SP_FS_CTRL_REG0_FULLREGFOOTPRINT(s[FS].i->max_reg + 1) | A5XX_SP_FS_CTRL_REG0_BRANCHSTACK(0x3) | // XXX need to figure this out somehow.. COND(s[FS].v->has_samp, A5XX_SP_FS_CTRL_REG0_PIXLODENABLE)); OUT_PKT4(ring, REG_A5XX_HLSQ_UPDATE_CNTL, 1); OUT_RING(ring, 0x020fffff); /* XXX */ OUT_PKT4(ring, REG_A5XX_VPC_GS_SIV_CNTL, 1); OUT_RING(ring, 0x0000ffff); /* XXX */ OUT_PKT4(ring, REG_A5XX_SP_SP_CNTL, 1); OUT_RING(ring, 0x00000010); /* XXX */ OUT_PKT4(ring, REG_A5XX_GRAS_CNTL, 1); OUT_RING(ring, COND(s[FS].v->total_in > 0, A5XX_GRAS_CNTL_VARYING) | COND(s[FS].v->frag_coord, A5XX_GRAS_CNTL_XCOORD | A5XX_GRAS_CNTL_YCOORD | A5XX_GRAS_CNTL_ZCOORD | A5XX_GRAS_CNTL_WCOORD | A5XX_GRAS_CNTL_UNK3) | COND(s[FS].v->frag_face, A5XX_GRAS_CNTL_UNK3)); OUT_PKT4(ring, REG_A5XX_RB_RENDER_CONTROL0, 2); OUT_RING(ring, COND(s[FS].v->total_in > 0, A5XX_RB_RENDER_CONTROL0_VARYING) | COND(s[FS].v->frag_coord, A5XX_RB_RENDER_CONTROL0_XCOORD | A5XX_RB_RENDER_CONTROL0_YCOORD | A5XX_RB_RENDER_CONTROL0_ZCOORD | A5XX_RB_RENDER_CONTROL0_WCOORD | A5XX_RB_RENDER_CONTROL0_UNK3) | COND(s[FS].v->frag_face, A5XX_RB_RENDER_CONTROL0_UNK3)); OUT_RING(ring, COND(s[FS].v->frag_face, A5XX_RB_RENDER_CONTROL1_FACENESS)); OUT_PKT4(ring, REG_A5XX_SP_FS_OUTPUT_REG(0), 8); for (i = 0; i < 8; i++) { OUT_RING(ring, A5XX_SP_FS_OUTPUT_REG_REGID(color_regid[i]) | COND(emit->key.half_precision, A5XX_SP_FS_OUTPUT_REG_HALF_PRECISION)); } if (emit->key.binning_pass) { OUT_PKT4(ring, REG_A5XX_VPC_PACK, 1); OUT_RING(ring, A5XX_VPC_PACK_NUMNONPOSVAR(0)); } else { uint32_t vinterp[8], vpsrepl[8]; memset(vinterp, 0, sizeof(vinterp)); memset(vpsrepl, 0, sizeof(vpsrepl)); /* looks like we need to do int varyings in the frag * shader on a5xx (no flatshad reg? or a420.0 bug?): * * (sy)(ss)nop * (sy)ldlv.u32 r0.x,l[r0.x], 1 * ldlv.u32 r0.y,l[r0.x+1], 1 * (ss)bary.f (ei)r63.x, 0, r0.x * (ss)(rpt1)cov.s32f16 hr0.x, (r)r0.x * (rpt5)nop * sam (f16)(xyzw)hr0.x, hr0.x, s#0, t#0 * * Possibly on later a5xx variants we'll be able to use * something like the code below instead of workaround * in the shader: */ /* figure out VARYING_INTERP / VARYING_PS_REPL register values: */ for (j = -1; (j = ir3_next_varying(s[FS].v, j)) < (int)s[FS].v->inputs_count; ) { /* NOTE: varyings are packed, so if compmask is 0xb * then first, third, and fourth component occupy * three consecutive varying slots: */ unsigned compmask = s[FS].v->inputs[j].compmask; uint32_t inloc = s[FS].v->inputs[j].inloc; if ((s[FS].v->inputs[j].interpolate == INTERP_MODE_FLAT) || (s[FS].v->inputs[j].rasterflat && emit->rasterflat)) { uint32_t loc = inloc; for (i = 0; i < 4; i++) { if (compmask & (1 << i)) { vinterp[loc / 16] |= 1 << ((loc % 16) * 2); //flatshade[loc / 32] |= 1 << (loc % 32); loc++; } } } gl_varying_slot slot = s[FS].v->inputs[j].slot; /* since we don't enable PIPE_CAP_TGSI_TEXCOORD: */ if (slot >= VARYING_SLOT_VAR0) { unsigned texmask = 1 << (slot - VARYING_SLOT_VAR0); /* Replace the .xy coordinates with S/T from the point sprite. Set * interpolation bits for .zw such that they become .01 */ if (emit->sprite_coord_enable & texmask) { /* mask is two 2-bit fields, where: * '01' -> S * '10' -> T * '11' -> 1 - T (flip mode) */ unsigned mask = emit->sprite_coord_mode ? 0b1101 : 0b1001; uint32_t loc = inloc; if (compmask & 0x1) { vpsrepl[loc / 16] |= ((mask >> 0) & 0x3) << ((loc % 16) * 2); loc++; } if (compmask & 0x2) { vpsrepl[loc / 16] |= ((mask >> 2) & 0x3) << ((loc % 16) * 2); loc++; } if (compmask & 0x4) { /* .z <- 0.0f */ vinterp[loc / 16] |= 0b10 << ((loc % 16) * 2); loc++; } if (compmask & 0x8) { /* .w <- 1.0f */ vinterp[loc / 16] |= 0b11 << ((loc % 16) * 2); loc++; } } } } OUT_PKT4(ring, REG_A5XX_VPC_PACK, 1); OUT_RING(ring, A5XX_VPC_PACK_NUMNONPOSVAR(s[FS].v->total_in) | A5XX_VPC_PACK_PSIZELOC(psize_loc)); OUT_PKT4(ring, REG_A5XX_VPC_VARYING_INTERP_MODE(0), 8); for (i = 0; i < 8; i++) OUT_RING(ring, vinterp[i]); /* VPC_VARYING_INTERP[i].MODE */ OUT_PKT4(ring, REG_A5XX_VPC_VARYING_PS_REPL_MODE(0), 8); for (i = 0; i < 8; i++) OUT_RING(ring, vpsrepl[i]); /* VPC_VARYING_PS_REPL[i] */ } if (!emit->key.binning_pass) if (s[FS].instrlen) emit_shader(ring, s[FS].v); OUT_PKT4(ring, REG_A5XX_VFD_CONTROL_1, 5); OUT_RING(ring, A5XX_VFD_CONTROL_1_REGID4VTX(vertex_regid) | A5XX_VFD_CONTROL_1_REGID4INST(instance_regid) | 0xfc0000); OUT_RING(ring, 0x0000fcfc); /* VFD_CONTROL_2 */ OUT_RING(ring, 0x0000fcfc); /* VFD_CONTROL_3 */ OUT_RING(ring, 0x000000fc); /* VFD_CONTROL_4 */ OUT_RING(ring, 0x00000000); /* VFD_CONTROL_5 */ } void fd5_prog_init(struct pipe_context *pctx) { pctx->create_fs_state = fd5_fp_state_create; pctx->delete_fs_state = fd5_fp_state_delete; pctx->create_vs_state = fd5_vp_state_create; pctx->delete_vs_state = fd5_vp_state_delete; fd_prog_init(pctx); }