/* * Copyright © 2014-2017 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/u_upload_mgr.h" #include "util/format_srgb.h" #include "v3d_context.h" #include "compiler/v3d_compiler.h" #include "broadcom/cle/v3d_packet_v33_pack.h" static uint32_t get_texrect_scale(struct v3d_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 uint32_t get_texture_size(struct v3d_texture_stateobj *texstate, enum quniform_contents contents, uint32_t data) { struct pipe_sampler_view *texture = texstate->textures[data]; switch (contents) { case QUNIFORM_TEXTURE_WIDTH: return u_minify(texture->texture->width0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_HEIGHT: return u_minify(texture->texture->height0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_DEPTH: return u_minify(texture->texture->depth0, texture->u.tex.first_level); case QUNIFORM_TEXTURE_ARRAY_SIZE: return texture->texture->array_size; case QUNIFORM_TEXTURE_LEVELS: return (texture->u.tex.last_level - texture->u.tex.first_level) + 1; default: unreachable("Bad texture size field"); } } static uint32_t get_image_size(struct v3d_shaderimg_stateobj *shaderimg, enum quniform_contents contents, uint32_t data) { struct v3d_image_view *image = &shaderimg->si[data]; switch (contents) { case QUNIFORM_IMAGE_WIDTH: return u_minify(image->base.resource->width0, image->base.u.tex.level); case QUNIFORM_IMAGE_HEIGHT: return u_minify(image->base.resource->height0, image->base.u.tex.level); case QUNIFORM_IMAGE_DEPTH: return u_minify(image->base.resource->depth0, image->base.u.tex.level); case QUNIFORM_IMAGE_ARRAY_SIZE: return image->base.resource->array_size; default: unreachable("Bad texture size field"); } } /** * Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter. * * Some bits of this field are dependent on the type of sample being done by * the shader, while other bits are dependent on the sampler state. We OR the * two together here. */ static void write_texture_p0(struct v3d_job *job, struct v3d_cl_out **uniforms, struct v3d_texture_stateobj *texstate, uint32_t unit, uint32_t shader_data) { struct pipe_sampler_state *psampler = texstate->samplers[unit]; struct v3d_sampler_state *sampler = v3d_sampler_state(psampler); cl_aligned_u32(uniforms, shader_data | sampler->p0); } /** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */ static void write_texture_p1(struct v3d_job *job, struct v3d_cl_out **uniforms, struct v3d_texture_stateobj *texstate, uint32_t data) { /* Extract the texture unit from the top bits, and the compiler's * packed p1 from the bottom. */ uint32_t unit = data >> 5; uint32_t p1 = data & 0x1f; struct pipe_sampler_view *psview = texstate->textures[unit]; struct v3d_sampler_view *sview = v3d_sampler_view(psview); struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = { .texture_state_record_base_address = texstate->texture_state[unit], }; uint32_t packed; V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect, (uint8_t *)&packed, &unpacked); cl_aligned_u32(uniforms, p1 | packed | sview->p1); } /** Writes the V3D 4.x TMU configuration parameter 0. */ static void write_tmu_p0(struct v3d_job *job, struct v3d_cl_out **uniforms, struct v3d_texture_stateobj *texstate, uint32_t data) { int unit = v3d_unit_data_get_unit(data); struct pipe_sampler_view *psview = texstate->textures[unit]; struct v3d_sampler_view *sview = v3d_sampler_view(psview); struct v3d_resource *rsc = v3d_resource(sview->texture); cl_aligned_reloc(&job->indirect, uniforms, sview->bo, v3d_unit_data_get_offset(data)); v3d_job_add_bo(job, rsc->bo); } static void write_image_tmu_p0(struct v3d_job *job, struct v3d_cl_out **uniforms, struct v3d_shaderimg_stateobj *img, uint32_t data) { /* Extract the image unit from the top bits, and the compiler's * packed p0 from the bottom. */ uint32_t unit = data >> 24; uint32_t p0 = data & 0x00ffffff; struct v3d_image_view *iview = &img->si[unit]; struct v3d_resource *rsc = v3d_resource(iview->base.resource); cl_aligned_reloc(&job->indirect, uniforms, v3d_resource(iview->tex_state)->bo, iview->tex_state_offset | p0); v3d_job_add_bo(job, rsc->bo); } /** Writes the V3D 4.x TMU configuration parameter 1. */ static void write_tmu_p1(struct v3d_job *job, struct v3d_cl_out **uniforms, struct v3d_texture_stateobj *texstate, uint32_t data) { uint32_t unit = v3d_unit_data_get_unit(data); struct pipe_sampler_state *psampler = texstate->samplers[unit]; struct v3d_sampler_state *sampler = v3d_sampler_state(psampler); struct pipe_sampler_view *psview = texstate->textures[unit]; struct v3d_sampler_view *sview = v3d_sampler_view(psview); int variant = 0; if (sampler->border_color_variants) variant = sview->sampler_variant; cl_aligned_reloc(&job->indirect, uniforms, v3d_resource(sampler->sampler_state)->bo, sampler->sampler_state_offset[variant] | v3d_unit_data_get_offset(data)); } struct v3d_cl_reloc v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job, struct v3d_compiled_shader *shader, enum pipe_shader_type stage) { struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage]; struct v3d_texture_stateobj *texstate = &v3d->tex[stage]; struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms; const uint32_t *gallium_uniforms = cb->cb[0].user_buffer; /* We always need to return some space for uniforms, because the HW * will be prefetching, even if we don't read any in the program. */ v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4); struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect); v3d_bo_reference(uniform_stream.bo); struct v3d_cl_out *uniforms = cl_start(&job->indirect); for (int i = 0; i < uinfo->count; i++) { uint32_t data = uinfo->data[i]; switch (uinfo->contents[i]) { case QUNIFORM_CONSTANT: cl_aligned_u32(&uniforms, data); break; case QUNIFORM_UNIFORM: cl_aligned_u32(&uniforms, gallium_uniforms[data]); break; case QUNIFORM_VIEWPORT_X_SCALE: cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f); break; case QUNIFORM_VIEWPORT_Y_SCALE: cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f); break; case QUNIFORM_VIEWPORT_Z_OFFSET: cl_aligned_f(&uniforms, v3d->viewport.translate[2]); break; case QUNIFORM_VIEWPORT_Z_SCALE: cl_aligned_f(&uniforms, v3d->viewport.scale[2]); break; case QUNIFORM_USER_CLIP_PLANE: cl_aligned_f(&uniforms, v3d->clip.ucp[data / 4][data % 4]); break; case QUNIFORM_TMU_CONFIG_P0: write_tmu_p0(job, &uniforms, texstate, data); break; case QUNIFORM_TMU_CONFIG_P1: write_tmu_p1(job, &uniforms, texstate, data); break; case QUNIFORM_IMAGE_TMU_CONFIG_P0: write_image_tmu_p0(job, &uniforms, &v3d->shaderimg[stage], data); break; case QUNIFORM_TEXTURE_CONFIG_P1: write_texture_p1(job, &uniforms, texstate, data); break; case QUNIFORM_TEXRECT_SCALE_X: case QUNIFORM_TEXRECT_SCALE_Y: cl_aligned_u32(&uniforms, get_texrect_scale(texstate, uinfo->contents[i], data)); break; case QUNIFORM_TEXTURE_WIDTH: case QUNIFORM_TEXTURE_HEIGHT: case QUNIFORM_TEXTURE_DEPTH: case QUNIFORM_TEXTURE_ARRAY_SIZE: case QUNIFORM_TEXTURE_LEVELS: cl_aligned_u32(&uniforms, get_texture_size(texstate, uinfo->contents[i], data)); break; case QUNIFORM_IMAGE_WIDTH: case QUNIFORM_IMAGE_HEIGHT: case QUNIFORM_IMAGE_DEPTH: case QUNIFORM_IMAGE_ARRAY_SIZE: cl_aligned_u32(&uniforms, get_image_size(&v3d->shaderimg[stage], uinfo->contents[i], data)); break; case QUNIFORM_ALPHA_REF: cl_aligned_f(&uniforms, v3d->zsa->base.alpha.ref_value); break; case QUNIFORM_UBO_ADDR: { uint32_t unit = v3d_unit_data_get_unit(data); /* Constant buffer 0 may be a system memory pointer, * in which case we want to upload a shadow copy to * the GPU. */ if (!cb->cb[unit].buffer) { u_upload_data(v3d->uploader, 0, cb->cb[unit].buffer_size, 16, cb->cb[unit].user_buffer, &cb->cb[unit].buffer_offset, &cb->cb[unit].buffer); } cl_aligned_reloc(&job->indirect, &uniforms, v3d_resource(cb->cb[unit].buffer)->bo, cb->cb[unit].buffer_offset + v3d_unit_data_get_offset(data)); break; } case QUNIFORM_SSBO_OFFSET: { struct pipe_shader_buffer *sb = &v3d->ssbo[stage].sb[data]; cl_aligned_reloc(&job->indirect, &uniforms, v3d_resource(sb->buffer)->bo, sb->buffer_offset); break; } case QUNIFORM_GET_BUFFER_SIZE: cl_aligned_u32(&uniforms, v3d->ssbo[stage].sb[data].buffer_size); break; case QUNIFORM_TEXTURE_FIRST_LEVEL: cl_aligned_f(&uniforms, texstate->textures[data]->u.tex.first_level); break; case QUNIFORM_SPILL_OFFSET: cl_aligned_reloc(&job->indirect, &uniforms, v3d->prog.spill_bo, 0); break; case QUNIFORM_SPILL_SIZE_PER_THREAD: cl_aligned_u32(&uniforms, v3d->prog.spill_size_per_thread); break; case QUNIFORM_NUM_WORK_GROUPS: cl_aligned_u32(&uniforms, v3d->compute_num_workgroups[data]); break; case QUNIFORM_SHARED_OFFSET: cl_aligned_reloc(&job->indirect, &uniforms, v3d->compute_shared_memory, 0); break; default: assert(quniform_contents_is_texture_p0(uinfo->contents[i])); write_texture_p0(job, &uniforms, texstate, uinfo->contents[i] - QUNIFORM_TEXTURE_CONFIG_P0_0, data); break; } #if 0 uint32_t written_val = *((uint32_t *)uniforms - 1); fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ", shader, i, __gen_address_offset(&uniform_stream) + i * 4, written_val, uif(written_val)); vir_dump_uniform(uinfo->contents[i], data); fprintf(stderr, "\n"); #endif } cl_end(&job->indirect, uniforms); return uniform_stream; } void v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader) { uint32_t dirty = 0; for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) { switch (shader->prog_data.base->uniforms.contents[i]) { case QUNIFORM_CONSTANT: break; case QUNIFORM_UNIFORM: case QUNIFORM_UBO_ADDR: dirty |= VC5_DIRTY_CONSTBUF; break; case QUNIFORM_VIEWPORT_X_SCALE: case QUNIFORM_VIEWPORT_Y_SCALE: case QUNIFORM_VIEWPORT_Z_OFFSET: case QUNIFORM_VIEWPORT_Z_SCALE: dirty |= VC5_DIRTY_VIEWPORT; break; case QUNIFORM_USER_CLIP_PLANE: dirty |= VC5_DIRTY_CLIP; break; case QUNIFORM_TMU_CONFIG_P0: case QUNIFORM_TMU_CONFIG_P1: case QUNIFORM_TEXTURE_CONFIG_P1: case QUNIFORM_TEXTURE_FIRST_LEVEL: case QUNIFORM_TEXRECT_SCALE_X: case QUNIFORM_TEXRECT_SCALE_Y: case QUNIFORM_TEXTURE_WIDTH: case QUNIFORM_TEXTURE_HEIGHT: case QUNIFORM_TEXTURE_DEPTH: case QUNIFORM_TEXTURE_ARRAY_SIZE: case QUNIFORM_TEXTURE_LEVELS: case QUNIFORM_SPILL_OFFSET: case QUNIFORM_SPILL_SIZE_PER_THREAD: /* We could flag this on just the stage we're * compiling for, but it's not passed in. */ dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX | VC5_DIRTY_COMPTEX; break; case QUNIFORM_SSBO_OFFSET: case QUNIFORM_GET_BUFFER_SIZE: dirty |= VC5_DIRTY_SSBO; break; case QUNIFORM_IMAGE_TMU_CONFIG_P0: case QUNIFORM_IMAGE_WIDTH: case QUNIFORM_IMAGE_HEIGHT: case QUNIFORM_IMAGE_DEPTH: case QUNIFORM_IMAGE_ARRAY_SIZE: dirty |= VC5_DIRTY_SHADER_IMAGE; break; case QUNIFORM_ALPHA_REF: dirty |= VC5_DIRTY_ZSA; break; case QUNIFORM_NUM_WORK_GROUPS: case QUNIFORM_SHARED_OFFSET: /* Compute always recalculates uniforms. */ break; default: assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i])); dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX | VC5_DIRTY_COMPTEX; break; } } shader->uniform_dirty_bits = dirty; }