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/*
* Copyright (c) 2014 Scott Mansell
* Copyright © 2014 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 <stdio.h>
#include "vc4_context.h"
#include "vc4_resource.h"
static struct vc4_bo *
get_vbo(struct vc4_context *vc4, uint32_t width, uint32_t height)
{
struct {
float x, y, z, w;
} verts[] = {
{ -1, -1, 1, 1 },
{ 1, -1, 1, 1 },
{ -1, 1, 1, 1 },
};
return vc4_bo_alloc_mem(vc4->screen, verts, sizeof(verts), "verts");
}
static struct vc4_bo *
get_ibo(struct vc4_context *vc4)
{
static const uint8_t indices[] = { 0, 1, 2 };
return vc4_bo_alloc_mem(vc4->screen, indices, sizeof(indices), "indices");
}
static void
vc4_rcl_tile_calls(struct vc4_context *vc4,
uint32_t xtiles, uint32_t ytiles,
struct vc4_bo *tile_alloc)
{
for (int x = 0; x < xtiles; x++) {
for (int y = 0; y < ytiles; y++) {
cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
cl_u8(&vc4->rcl, x);
cl_u8(&vc4->rcl, y);
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST);
cl_reloc(vc4, &vc4->rcl, tile_alloc,
(y * xtiles + x) * 32);
if (x == xtiles - 1 && y == ytiles - 1) {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
} else {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER);
}
}
}
}
static void
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
uint32_t tilew = align(width, 64) / 64;
uint32_t tileh = align(height, 64) / 64;
struct vc4_bo *tile_alloc = vc4_bo_alloc(vc4->screen,
32 * tilew * tileh, "tilea");
struct vc4_bo *tile_state = vc4_bo_alloc(vc4->screen,
48 * tilew * tileh, "tilestate");
struct vc4_bo *ibo = get_ibo(vc4);
struct vc4_bo *vbo = get_vbo(vc4, width, height);
static const uint32_t fs_uni[] = { 0 };
uint32_t vs_uni[] = {
fui(vc4->framebuffer.width * 16.0f / 2.0f),
fui(vc4->framebuffer.height * 16.0f / 2.0f),
};
uint32_t cs_uni[] = {
fui(vc4->framebuffer.width * 16.0f / 2.0f),
fui(vc4->framebuffer.height * 16.0f / 2.0f),
};
struct vc4_bo *fs_ubo = vc4_bo_alloc_mem(vc4->screen, fs_uni,
sizeof(fs_uni), "fs_ubo");
struct vc4_bo *vs_ubo = vc4_bo_alloc_mem(vc4->screen, vs_uni,
sizeof(vs_uni), "vs_ubo");
struct vc4_bo *cs_ubo = vc4_bo_alloc_mem(vc4->screen, cs_uni,
sizeof(cs_uni), "cs_ubo");
vc4->needs_flush = true;
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
cl_start_reloc(&vc4->bcl, 2);
cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
cl_reloc(vc4, &vc4->bcl, tile_alloc, 0);
cl_u32(&vc4->bcl, 0x8000); /* tile allocation memory size */
cl_reloc(vc4, &vc4->bcl, tile_state, 0);
cl_u8(&vc4->bcl, tilew);
cl_u8(&vc4->bcl, tileh);
cl_u8(&vc4->bcl, VC4_BIN_CONFIG_AUTO_INIT_TSDA);
cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
vc4_emit_state(pctx);
/* the actual draw call. */
uint32_t nr_attributes = 1;
cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
#ifndef USE_VC4_SIMULATOR
cl_u32(&vc4->bcl, nr_attributes & 0x7); /* offset into shader_rec */
#else
cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next) |
(nr_attributes & 0x7));
#endif
cl_start_reloc(&vc4->bcl, 1);
cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&vc4->bcl, 0x04); // 8bit index, trinagles
cl_u32(&vc4->bcl, 3); // Length
cl_reloc(vc4, &vc4->bcl, ibo, 0);
cl_u32(&vc4->bcl, 2); // Maximum index
cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
cl_u8(&vc4->bcl, VC4_PACKET_NOP);
cl_u8(&vc4->bcl, VC4_PACKET_HALT);
// Shader Record
cl_start_shader_reloc(&vc4->shader_rec, 7);
cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING);
cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
cl_u8(&vc4->shader_rec, 0); /* fs num varyings */
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
cl_reloc(vc4, &vc4->shader_rec, fs_ubo, 0);
cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
cl_u8(&vc4->shader_rec, 1); /* vs attribute array bitfield */
cl_u8(&vc4->shader_rec, 16); /* vs total attribute size */
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
cl_reloc(vc4, &vc4->shader_rec, vs_ubo, 0);
cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
cl_u8(&vc4->shader_rec, 1); /* cs attribute array bitfield */
cl_u8(&vc4->shader_rec, 16); /* vs total attribute size */
cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo,
vc4->prog.vs->coord_shader_offset);
cl_reloc(vc4, &vc4->shader_rec, cs_ubo, 0);
cl_reloc(vc4, &vc4->shader_rec, vbo, 0);
cl_u8(&vc4->shader_rec, 15); /* bytes - 1 in the attribute*/
cl_u8(&vc4->shader_rec, 16); /* attribute stride */
cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
vc4->shader_rec_count++;
cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS);
cl_u32(&vc4->rcl, 0xff000000); // Opaque Black
cl_u32(&vc4->rcl, 0xff000000); // 32 bit clear colours need to be repeated twice
cl_u32(&vc4->rcl, 0);
cl_u8(&vc4->rcl, 0);
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset);
cl_u16(&vc4->rcl, width);
cl_u16(&vc4->rcl, height);
cl_u8(&vc4->rcl, (VC4_RENDER_CONFIG_MEMORY_FORMAT_LINEAR |
VC4_RENDER_CONFIG_FORMAT_RGBA8888));
cl_u8(&vc4->rcl, 0);
// Do a store of the first tile to force the tile buffer to be cleared
/* XXX: I think these two packets may be unnecessary. */
cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
cl_u8(&vc4->rcl, 0);
cl_u8(&vc4->rcl, 0);
cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
cl_u16(&vc4->rcl, 0); // Store nothing (just clear)
cl_u32(&vc4->rcl, 0); // no address is needed
vc4_rcl_tile_calls(vc4, tilew, tileh, tile_alloc);
vc4_flush(pctx);
}
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
vc4->needs_flush = true;
}
static void
vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
const union pipe_color_union *color,
unsigned x, unsigned y, unsigned w, unsigned h)
{
fprintf(stderr, "unimpl: clear RT\n");
}
static void
vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
unsigned buffers, double depth, unsigned stencil,
unsigned x, unsigned y, unsigned w, unsigned h)
{
fprintf(stderr, "unimpl: clear DS\n");
}
void
vc4_draw_init(struct pipe_context *pctx)
{
pctx->draw_vbo = vc4_draw_vbo;
pctx->clear = vc4_clear;
pctx->clear_render_target = vc4_clear_render_target;
pctx->clear_depth_stencil = vc4_clear_depth_stencil;
}
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