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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/v3d/v3d_uniforms.c
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/*
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* Copyright © 2014-2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "util/u_pack_color.h"
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#include "util/u_upload_mgr.h"
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#include "util/format_srgb.h"
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#include "v3d_context.h"
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#include "compiler/v3d_compiler.h"
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/* We don't expect that the packets we use in this file change across across
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* hw versions, so we just include directly the v33 header
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*/
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#include "broadcom/cle/v3d_packet_v33_pack.h"
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static uint32_t
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get_texrect_scale(struct v3d_texture_stateobj *texstate,
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enum quniform_contents contents,
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uint32_t data)
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{
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struct pipe_sampler_view *texture = texstate->textures[data];
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uint32_t dim;
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if (contents == QUNIFORM_TEXRECT_SCALE_X)
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dim = texture->texture->width0;
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else
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dim = texture->texture->height0;
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return fui(1.0f / dim);
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}
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static uint32_t
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get_texture_size(struct v3d_texture_stateobj *texstate,
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enum quniform_contents contents,
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uint32_t data)
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{
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struct pipe_sampler_view *texture = texstate->textures[data];
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switch (contents) {
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case QUNIFORM_TEXTURE_WIDTH:
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return u_minify(texture->texture->width0,
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texture->u.tex.first_level);
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case QUNIFORM_TEXTURE_HEIGHT:
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return u_minify(texture->texture->height0,
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texture->u.tex.first_level);
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case QUNIFORM_TEXTURE_DEPTH:
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return u_minify(texture->texture->depth0,
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texture->u.tex.first_level);
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case QUNIFORM_TEXTURE_ARRAY_SIZE:
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return texture->texture->array_size;
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case QUNIFORM_TEXTURE_LEVELS:
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return (texture->u.tex.last_level -
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texture->u.tex.first_level) + 1;
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default:
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unreachable("Bad texture size field");
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}
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}
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static uint32_t
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get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
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enum quniform_contents contents,
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uint32_t data)
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{
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struct v3d_image_view *image = &shaderimg->si[data];
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switch (contents) {
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case QUNIFORM_IMAGE_WIDTH:
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return u_minify(image->base.resource->width0,
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image->base.u.tex.level);
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case QUNIFORM_IMAGE_HEIGHT:
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return u_minify(image->base.resource->height0,
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image->base.u.tex.level);
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case QUNIFORM_IMAGE_DEPTH:
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return u_minify(image->base.resource->depth0,
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image->base.u.tex.level);
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case QUNIFORM_IMAGE_ARRAY_SIZE:
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return image->base.resource->array_size;
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default:
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unreachable("Bad texture size field");
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}
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}
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/**
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* Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
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*
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* Some bits of this field are dependent on the type of sample being done by
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* the shader, while other bits are dependent on the sampler state. We OR the
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* two together here.
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*/
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static void
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write_texture_p0(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_texture_stateobj *texstate,
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uint32_t unit,
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uint32_t shader_data)
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{
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struct pipe_sampler_state *psampler = texstate->samplers[unit];
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struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
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cl_aligned_u32(uniforms, shader_data | sampler->p0);
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}
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/** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
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static void
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write_texture_p1(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_texture_stateobj *texstate,
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uint32_t data)
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{
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/* Extract the texture unit from the top bits, and the compiler's
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* packed p1 from the bottom.
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*/
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uint32_t unit = data >> 5;
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uint32_t p1 = data & 0x1f;
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struct pipe_sampler_view *psview = texstate->textures[unit];
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struct v3d_sampler_view *sview = v3d_sampler_view(psview);
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struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
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.texture_state_record_base_address = texstate->texture_state[unit],
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};
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uint32_t packed;
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V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
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(uint8_t *)&packed,
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&unpacked);
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cl_aligned_u32(uniforms, p1 | packed | sview->p1);
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}
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/** Writes the V3D 4.x TMU configuration parameter 0. */
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static void
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write_tmu_p0(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_texture_stateobj *texstate,
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uint32_t data)
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{
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int unit = v3d_unit_data_get_unit(data);
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struct pipe_sampler_view *psview = texstate->textures[unit];
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struct v3d_sampler_view *sview = v3d_sampler_view(psview);
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struct v3d_resource *rsc = v3d_resource(sview->texture);
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cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
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v3d_unit_data_get_offset(data));
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v3d_job_add_bo(job, rsc->bo);
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}
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static void
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write_image_tmu_p0(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_shaderimg_stateobj *img,
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uint32_t data)
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{
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/* Extract the image unit from the top bits, and the compiler's
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* packed p0 from the bottom.
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*/
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uint32_t unit = data >> 24;
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uint32_t p0 = data & 0x00ffffff;
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struct v3d_image_view *iview = &img->si[unit];
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struct v3d_resource *rsc = v3d_resource(iview->base.resource);
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cl_aligned_reloc(&job->indirect, uniforms,
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v3d_resource(iview->tex_state)->bo,
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iview->tex_state_offset | p0);
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v3d_job_add_bo(job, rsc->bo);
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}
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/** Writes the V3D 4.x TMU configuration parameter 1. */
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static void
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write_tmu_p1(struct v3d_job *job,
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struct v3d_cl_out **uniforms,
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struct v3d_texture_stateobj *texstate,
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uint32_t data)
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{
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uint32_t unit = v3d_unit_data_get_unit(data);
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struct pipe_sampler_state *psampler = texstate->samplers[unit];
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struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
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struct pipe_sampler_view *psview = texstate->textures[unit];
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struct v3d_sampler_view *sview = v3d_sampler_view(psview);
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int variant = 0;
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if (sampler->border_color_variants)
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variant = sview->sampler_variant;
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cl_aligned_reloc(&job->indirect, uniforms,
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v3d_resource(sampler->sampler_state)->bo,
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sampler->sampler_state_offset[variant] |
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v3d_unit_data_get_offset(data));
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}
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struct v3d_cl_reloc
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v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
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struct v3d_compiled_shader *shader,
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enum pipe_shader_type stage)
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{
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struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
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struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
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struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
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const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
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/* The hardware always pre-fetches the next uniform (also when there
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* aren't any), so we always allocate space for an extra slot. This
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* fixes MMU exceptions reported since Linux kernel 5.4 when the
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* uniforms fill up the tail bytes of a page in the indirect
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* BO. In that scenario, when the hardware pre-fetches after reading
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* the last uniform it will read beyond the end of the page and trigger
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* the MMU exception.
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*/
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v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
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struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
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v3d_bo_reference(uniform_stream.bo);
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struct v3d_cl_out *uniforms =
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cl_start(&job->indirect);
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for (int i = 0; i < uinfo->count; i++) {
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uint32_t data = uinfo->data[i];
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switch (uinfo->contents[i]) {
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case QUNIFORM_CONSTANT:
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cl_aligned_u32(&uniforms, data);
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break;
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case QUNIFORM_UNIFORM:
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cl_aligned_u32(&uniforms, gallium_uniforms[data]);
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break;
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case QUNIFORM_VIEWPORT_X_SCALE:
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cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
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break;
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case QUNIFORM_VIEWPORT_Y_SCALE:
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cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
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break;
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case QUNIFORM_VIEWPORT_Z_OFFSET:
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cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
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break;
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case QUNIFORM_VIEWPORT_Z_SCALE:
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cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
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break;
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case QUNIFORM_USER_CLIP_PLANE:
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cl_aligned_f(&uniforms,
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v3d->clip.ucp[data / 4][data % 4]);
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break;
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case QUNIFORM_TMU_CONFIG_P0:
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write_tmu_p0(job, &uniforms, texstate, data);
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break;
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case QUNIFORM_TMU_CONFIG_P1:
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write_tmu_p1(job, &uniforms, texstate, data);
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break;
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case QUNIFORM_IMAGE_TMU_CONFIG_P0:
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write_image_tmu_p0(job, &uniforms,
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&v3d->shaderimg[stage], data);
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break;
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case QUNIFORM_TEXTURE_CONFIG_P1:
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write_texture_p1(job, &uniforms, texstate,
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data);
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break;
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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cl_aligned_u32(&uniforms,
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get_texrect_scale(texstate,
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uinfo->contents[i],
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data));
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break;
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case QUNIFORM_TEXTURE_WIDTH:
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case QUNIFORM_TEXTURE_HEIGHT:
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case QUNIFORM_TEXTURE_DEPTH:
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case QUNIFORM_TEXTURE_ARRAY_SIZE:
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case QUNIFORM_TEXTURE_LEVELS:
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cl_aligned_u32(&uniforms,
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get_texture_size(texstate,
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uinfo->contents[i],
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data));
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break;
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case QUNIFORM_IMAGE_WIDTH:
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case QUNIFORM_IMAGE_HEIGHT:
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case QUNIFORM_IMAGE_DEPTH:
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case QUNIFORM_IMAGE_ARRAY_SIZE:
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cl_aligned_u32(&uniforms,
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get_image_size(&v3d->shaderimg[stage],
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uinfo->contents[i],
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data));
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break;
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case QUNIFORM_LINE_WIDTH:
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cl_aligned_f(&uniforms,
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v3d->rasterizer->base.line_width);
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break;
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case QUNIFORM_AA_LINE_WIDTH:
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cl_aligned_f(&uniforms, v3d_get_real_line_width(v3d));
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break;
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case QUNIFORM_UBO_ADDR: {
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uint32_t unit = v3d_unit_data_get_unit(data);
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/* Constant buffer 0 may be a system memory pointer,
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* in which case we want to upload a shadow copy to
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* the GPU.
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*/
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if (!cb->cb[unit].buffer) {
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u_upload_data(v3d->uploader, 0,
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cb->cb[unit].buffer_size, 16,
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cb->cb[unit].user_buffer,
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&cb->cb[unit].buffer_offset,
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&cb->cb[unit].buffer);
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}
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cl_aligned_reloc(&job->indirect, &uniforms,
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v3d_resource(cb->cb[unit].buffer)->bo,
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cb->cb[unit].buffer_offset +
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v3d_unit_data_get_offset(data));
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break;
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}
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case QUNIFORM_SSBO_OFFSET: {
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struct pipe_shader_buffer *sb =
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&v3d->ssbo[stage].sb[data];
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348
cl_aligned_reloc(&job->indirect, &uniforms,
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v3d_resource(sb->buffer)->bo,
350
sb->buffer_offset);
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break;
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}
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case QUNIFORM_GET_SSBO_SIZE:
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cl_aligned_u32(&uniforms,
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v3d->ssbo[stage].sb[data].buffer_size);
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break;
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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cl_aligned_f(&uniforms,
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texstate->textures[data]->u.tex.first_level);
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break;
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case QUNIFORM_SPILL_OFFSET:
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cl_aligned_reloc(&job->indirect, &uniforms,
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v3d->prog.spill_bo, 0);
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break;
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case QUNIFORM_SPILL_SIZE_PER_THREAD:
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cl_aligned_u32(&uniforms,
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v3d->prog.spill_size_per_thread);
372
break;
373
374
case QUNIFORM_NUM_WORK_GROUPS:
375
cl_aligned_u32(&uniforms,
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v3d->compute_num_workgroups[data]);
377
break;
378
379
case QUNIFORM_SHARED_OFFSET:
380
cl_aligned_reloc(&job->indirect, &uniforms,
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v3d->compute_shared_memory, 0);
382
break;
383
384
case QUNIFORM_FB_LAYERS:
385
cl_aligned_u32(&uniforms, job->num_layers);
386
break;
387
388
default:
389
assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
390
391
write_texture_p0(job, &uniforms, texstate,
392
uinfo->contents[i] -
393
QUNIFORM_TEXTURE_CONFIG_P0_0,
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data);
395
break;
396
397
}
398
#if 0
399
uint32_t written_val = *((uint32_t *)uniforms - 1);
400
fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
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shader, i, __gen_address_offset(&uniform_stream) + i * 4,
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written_val, uif(written_val));
403
vir_dump_uniform(uinfo->contents[i], data);
404
fprintf(stderr, "\n");
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#endif
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}
407
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cl_end(&job->indirect, uniforms);
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return uniform_stream;
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}
412
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void
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v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
415
{
416
uint32_t dirty = 0;
417
418
for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
419
switch (shader->prog_data.base->uniforms.contents[i]) {
420
case QUNIFORM_CONSTANT:
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break;
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case QUNIFORM_UNIFORM:
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case QUNIFORM_UBO_ADDR:
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dirty |= V3D_DIRTY_CONSTBUF;
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break;
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case QUNIFORM_VIEWPORT_X_SCALE:
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case QUNIFORM_VIEWPORT_Y_SCALE:
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case QUNIFORM_VIEWPORT_Z_OFFSET:
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case QUNIFORM_VIEWPORT_Z_SCALE:
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dirty |= V3D_DIRTY_VIEWPORT;
432
break;
433
434
case QUNIFORM_USER_CLIP_PLANE:
435
dirty |= V3D_DIRTY_CLIP;
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break;
437
438
case QUNIFORM_TMU_CONFIG_P0:
439
case QUNIFORM_TMU_CONFIG_P1:
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case QUNIFORM_TEXTURE_CONFIG_P1:
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case QUNIFORM_TEXTURE_FIRST_LEVEL:
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case QUNIFORM_TEXRECT_SCALE_X:
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case QUNIFORM_TEXRECT_SCALE_Y:
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case QUNIFORM_TEXTURE_WIDTH:
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case QUNIFORM_TEXTURE_HEIGHT:
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case QUNIFORM_TEXTURE_DEPTH:
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case QUNIFORM_TEXTURE_ARRAY_SIZE:
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case QUNIFORM_TEXTURE_LEVELS:
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case QUNIFORM_SPILL_OFFSET:
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case QUNIFORM_SPILL_SIZE_PER_THREAD:
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/* We could flag this on just the stage we're
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* compiling for, but it's not passed in.
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*/
454
dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
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V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
456
break;
457
458
case QUNIFORM_SSBO_OFFSET:
459
case QUNIFORM_GET_SSBO_SIZE:
460
dirty |= V3D_DIRTY_SSBO;
461
break;
462
463
case QUNIFORM_IMAGE_TMU_CONFIG_P0:
464
case QUNIFORM_IMAGE_WIDTH:
465
case QUNIFORM_IMAGE_HEIGHT:
466
case QUNIFORM_IMAGE_DEPTH:
467
case QUNIFORM_IMAGE_ARRAY_SIZE:
468
dirty |= V3D_DIRTY_SHADER_IMAGE;
469
break;
470
471
case QUNIFORM_LINE_WIDTH:
472
case QUNIFORM_AA_LINE_WIDTH:
473
dirty |= V3D_DIRTY_RASTERIZER;
474
break;
475
476
case QUNIFORM_NUM_WORK_GROUPS:
477
case QUNIFORM_SHARED_OFFSET:
478
/* Compute always recalculates uniforms. */
479
break;
480
481
case QUNIFORM_FB_LAYERS:
482
dirty |= V3D_DIRTY_FRAMEBUFFER;
483
break;
484
485
default:
486
assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
487
dirty |= V3D_DIRTY_FRAGTEX | V3D_DIRTY_VERTTEX |
488
V3D_DIRTY_GEOMTEX | V3D_DIRTY_COMPTEX;
489
break;
490
}
491
}
492
493
shader->uniform_dirty_bits = dirty;
494
}
495
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