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|
/*
* 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_format.h"
#include "util/u_half.h"
#include "vc5_context.h"
#define V3D_VERSION 33
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
#include "broadcom/compiler/v3d_compiler.h"
static uint8_t
vc5_factor(enum pipe_blendfactor factor, bool dst_alpha_one)
{
/* We may get a bad blendfactor when blending is disabled. */
if (factor == 0)
return V3D_BLEND_FACTOR_ZERO;
switch (factor) {
case PIPE_BLENDFACTOR_ZERO:
return V3D_BLEND_FACTOR_ZERO;
case PIPE_BLENDFACTOR_ONE:
return V3D_BLEND_FACTOR_ONE;
case PIPE_BLENDFACTOR_SRC_COLOR:
return V3D_BLEND_FACTOR_SRC_COLOR;
case PIPE_BLENDFACTOR_INV_SRC_COLOR:
return V3D_BLEND_FACTOR_INV_SRC_COLOR;
case PIPE_BLENDFACTOR_DST_COLOR:
return V3D_BLEND_FACTOR_DST_COLOR;
case PIPE_BLENDFACTOR_INV_DST_COLOR:
return V3D_BLEND_FACTOR_INV_DST_COLOR;
case PIPE_BLENDFACTOR_SRC_ALPHA:
return V3D_BLEND_FACTOR_SRC_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC_ALPHA:
return V3D_BLEND_FACTOR_INV_SRC_ALPHA;
case PIPE_BLENDFACTOR_DST_ALPHA:
return (dst_alpha_one ?
V3D_BLEND_FACTOR_ONE :
V3D_BLEND_FACTOR_DST_ALPHA);
case PIPE_BLENDFACTOR_INV_DST_ALPHA:
return (dst_alpha_one ?
V3D_BLEND_FACTOR_ZERO :
V3D_BLEND_FACTOR_INV_DST_ALPHA);
case PIPE_BLENDFACTOR_CONST_COLOR:
return V3D_BLEND_FACTOR_CONST_COLOR;
case PIPE_BLENDFACTOR_INV_CONST_COLOR:
return V3D_BLEND_FACTOR_INV_CONST_COLOR;
case PIPE_BLENDFACTOR_CONST_ALPHA:
return V3D_BLEND_FACTOR_CONST_ALPHA;
case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
return V3D_BLEND_FACTOR_INV_CONST_ALPHA;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE:
return V3D_BLEND_FACTOR_SRC_ALPHA_SATURATE;
default:
unreachable("Bad blend factor");
}
}
static inline uint16_t
swizzled_border_color(const struct v3d_device_info *devinfo,
struct pipe_sampler_state *sampler,
struct vc5_sampler_view *sview,
int chan)
{
const struct util_format_description *desc =
util_format_description(sview->base.format);
uint8_t swiz = chan;
/* If we're doing swizzling in the sampler, then only rearrange the
* border color for the mismatch between the VC5 texture format and
* the PIPE_FORMAT, since GL_ARB_texture_swizzle will be handled by
* the sampler's swizzle.
*
* For swizzling in the shader, we don't do any pre-swizzling of the
* border color.
*/
if (vc5_get_tex_return_size(devinfo, sview->base.format,
sampler->compare_mode) != 32)
swiz = desc->swizzle[swiz];
switch (swiz) {
case PIPE_SWIZZLE_0:
return util_float_to_half(0.0);
case PIPE_SWIZZLE_1:
return util_float_to_half(1.0);
default:
return util_float_to_half(sampler->border_color.f[swiz]);
}
}
static uint32_t
translate_swizzle(unsigned char pipe_swizzle)
{
switch (pipe_swizzle) {
case PIPE_SWIZZLE_0:
return 0;
case PIPE_SWIZZLE_1:
return 1;
case PIPE_SWIZZLE_X:
case PIPE_SWIZZLE_Y:
case PIPE_SWIZZLE_Z:
case PIPE_SWIZZLE_W:
return 2 + pipe_swizzle;
default:
unreachable("unknown swizzle");
}
}
static void
emit_one_texture(struct vc5_context *vc5, struct vc5_texture_stateobj *stage_tex,
int i)
{
struct vc5_job *job = vc5->job;
struct pipe_sampler_state *psampler = stage_tex->samplers[i];
struct vc5_sampler_state *sampler = vc5_sampler_state(psampler);
struct pipe_sampler_view *psview = stage_tex->textures[i];
struct vc5_sampler_view *sview = vc5_sampler_view(psview);
struct pipe_resource *prsc = psview->texture;
struct vc5_resource *rsc = vc5_resource(prsc);
const struct v3d_device_info *devinfo = &vc5->screen->devinfo;
stage_tex->texture_state[i].offset =
vc5_cl_ensure_space(&job->indirect,
cl_packet_length(TEXTURE_SHADER_STATE),
32);
vc5_bo_set_reference(&stage_tex->texture_state[i].bo,
job->indirect.bo);
uint32_t return_size = vc5_get_tex_return_size(devinfo, psview->format,
psampler->compare_mode);
struct V3D33_TEXTURE_SHADER_STATE unpacked = {
/* XXX */
.border_color_red = swizzled_border_color(devinfo, psampler,
sview, 0),
.border_color_green = swizzled_border_color(devinfo, psampler,
sview, 1),
.border_color_blue = swizzled_border_color(devinfo, psampler,
sview, 2),
.border_color_alpha = swizzled_border_color(devinfo, psampler,
sview, 3),
/* In the normal texturing path, the LOD gets clamped between
* min/max, and the base_level field (set in the sampler view
* from first_level) only decides where the min/mag switch
* happens, so we need to use the LOD clamps to keep us
* between min and max.
*
* For txf, the LOD clamp is still used, despite GL not
* wanting that. We will need to have a separate
* TEXTURE_SHADER_STATE that ignores psview->min/max_lod to
* support txf properly.
*/
.min_level_of_detail = MIN2(psview->u.tex.first_level +
MAX2(psampler->min_lod, 0),
psview->u.tex.last_level),
.max_level_of_detail = MIN2(psview->u.tex.first_level +
psampler->max_lod,
psview->u.tex.last_level),
.texture_base_pointer = cl_address(rsc->bo,
rsc->slices[0].offset),
.output_32_bit = return_size == 32,
};
/* Set up the sampler swizzle if we're doing 16-bit sampling. For
* 32-bit, we leave swizzling up to the shader compiler.
*
* Note: Contrary to the docs, the swizzle still applies even if the
* return size is 32. It's just that you probably want to swizzle in
* the shader, because you need the Y/Z/W channels to be defined.
*/
if (return_size == 32) {
unpacked.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
unpacked.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
unpacked.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
unpacked.swizzle_a = translate_swizzle(PIPE_SWIZZLE_W);
} else {
unpacked.swizzle_r = translate_swizzle(sview->swizzle[0]);
unpacked.swizzle_g = translate_swizzle(sview->swizzle[1]);
unpacked.swizzle_b = translate_swizzle(sview->swizzle[2]);
unpacked.swizzle_a = translate_swizzle(sview->swizzle[3]);
}
int min_img_filter = psampler->min_img_filter;
int min_mip_filter = psampler->min_mip_filter;
int mag_img_filter = psampler->mag_img_filter;
if (return_size == 32) {
min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
mag_img_filter = PIPE_TEX_FILTER_NEAREST;
mag_img_filter = PIPE_TEX_FILTER_NEAREST;
}
bool min_nearest = min_img_filter == PIPE_TEX_FILTER_NEAREST;
switch (min_mip_filter) {
case PIPE_TEX_MIPFILTER_NONE:
unpacked.filter += min_nearest ? 2 : 0;
break;
case PIPE_TEX_MIPFILTER_NEAREST:
unpacked.filter += min_nearest ? 4 : 8;
break;
case PIPE_TEX_MIPFILTER_LINEAR:
unpacked.filter += min_nearest ? 4 : 8;
unpacked.filter += 2;
break;
}
if (mag_img_filter == PIPE_TEX_FILTER_NEAREST)
unpacked.filter++;
if (psampler->max_anisotropy > 8)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_16_1;
else if (psampler->max_anisotropy > 4)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_8_1;
else if (psampler->max_anisotropy > 2)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_4_1;
else if (psampler->max_anisotropy)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_2_1;
uint8_t packed[cl_packet_length(TEXTURE_SHADER_STATE)];
cl_packet_pack(TEXTURE_SHADER_STATE)(&job->indirect, packed, &unpacked);
for (int i = 0; i < ARRAY_SIZE(packed); i++)
packed[i] |= sview->texture_shader_state[i] | sampler->texture_shader_state[i];
/* TMU indirect structs need to be 32b aligned. */
vc5_cl_ensure_space(&job->indirect, ARRAY_SIZE(packed), 32);
cl_emit_prepacked(&job->indirect, &packed);
}
static void
emit_textures(struct vc5_context *vc5, struct vc5_texture_stateobj *stage_tex)
{
for (int i = 0; i < stage_tex->num_textures; i++) {
if (stage_tex->textures[i])
emit_one_texture(vc5, stage_tex, i);
}
}
static uint32_t
translate_colormask(struct vc5_context *vc5, uint32_t colormask, int rt)
{
if (vc5->swap_color_rb & (1 << rt)) {
colormask = ((colormask & (2 | 8)) |
((colormask & 1) << 2) |
((colormask & 4) >> 2));
}
return (~colormask) & 0xf;
}
void
vc5_emit_state(struct pipe_context *pctx)
{
struct vc5_context *vc5 = vc5_context(pctx);
struct vc5_job *job = vc5->job;
if (vc5->dirty & (VC5_DIRTY_SCISSOR | VC5_DIRTY_VIEWPORT |
VC5_DIRTY_RASTERIZER)) {
float *vpscale = vc5->viewport.scale;
float *vptranslate = vc5->viewport.translate;
float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
/* Clip to the scissor if it's enabled, but still clip to the
* drawable regardless since that controls where the binner
* tries to put things.
*
* Additionally, always clip the rendering to the viewport,
* since the hardware does guardband clipping, meaning
* primitives would rasterize outside of the view volume.
*/
uint32_t minx, miny, maxx, maxy;
if (!vc5->rasterizer->base.scissor) {
minx = MAX2(vp_minx, 0);
miny = MAX2(vp_miny, 0);
maxx = MIN2(vp_maxx, job->draw_width);
maxy = MIN2(vp_maxy, job->draw_height);
} else {
minx = MAX2(vp_minx, vc5->scissor.minx);
miny = MAX2(vp_miny, vc5->scissor.miny);
maxx = MIN2(vp_maxx, vc5->scissor.maxx);
maxy = MIN2(vp_maxy, vc5->scissor.maxy);
}
cl_emit(&job->bcl, CLIP_WINDOW, clip) {
clip.clip_window_left_pixel_coordinate = minx;
clip.clip_window_bottom_pixel_coordinate = miny;
clip.clip_window_width_in_pixels = maxx - minx;
clip.clip_window_height_in_pixels = maxy - miny;
}
job->draw_min_x = MIN2(job->draw_min_x, minx);
job->draw_min_y = MIN2(job->draw_min_y, miny);
job->draw_max_x = MAX2(job->draw_max_x, maxx);
job->draw_max_y = MAX2(job->draw_max_y, maxy);
}
if (vc5->dirty & (VC5_DIRTY_RASTERIZER |
VC5_DIRTY_ZSA |
VC5_DIRTY_BLEND |
VC5_DIRTY_COMPILED_FS)) {
cl_emit(&job->bcl, CONFIGURATION_BITS, config) {
config.enable_forward_facing_primitive =
!vc5->rasterizer->base.rasterizer_discard &&
!(vc5->rasterizer->base.cull_face &
PIPE_FACE_FRONT);
config.enable_reverse_facing_primitive =
!vc5->rasterizer->base.rasterizer_discard &&
!(vc5->rasterizer->base.cull_face &
PIPE_FACE_BACK);
/* This seems backwards, but it's what gets the
* clipflat test to pass.
*/
config.clockwise_primitives =
vc5->rasterizer->base.front_ccw;
config.enable_depth_offset =
vc5->rasterizer->base.offset_tri;
config.rasterizer_oversample_mode =
vc5->rasterizer->base.multisample;
config.direct3d_provoking_vertex =
vc5->rasterizer->base.flatshade_first;
config.blend_enable = vc5->blend->rt[0].blend_enable;
config.early_z_updates_enable = true;
if (vc5->zsa->base.depth.enabled) {
config.z_updates_enable =
vc5->zsa->base.depth.writemask;
config.early_z_enable =
(vc5->zsa->early_z_enable &&
!vc5->prog.fs->prog_data.fs->writes_z);
config.depth_test_function =
vc5->zsa->base.depth.func;
} else {
config.depth_test_function = PIPE_FUNC_ALWAYS;
}
config.stencil_enable =
vc5->zsa->base.stencil[0].enabled;
}
}
if (vc5->dirty & VC5_DIRTY_RASTERIZER &&
vc5->rasterizer->base.offset_tri) {
cl_emit(&job->bcl, DEPTH_OFFSET, depth) {
depth.depth_offset_factor =
vc5->rasterizer->offset_factor;
depth.depth_offset_units =
vc5->rasterizer->offset_units;
}
}
if (vc5->dirty & VC5_DIRTY_RASTERIZER) {
cl_emit(&job->bcl, POINT_SIZE, point_size) {
point_size.point_size = vc5->rasterizer->point_size;
}
cl_emit(&job->bcl, LINE_WIDTH, line_width) {
line_width.line_width = vc5->rasterizer->base.line_width;
}
}
if (vc5->dirty & VC5_DIRTY_VIEWPORT) {
cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) {
clip.viewport_half_width_in_1_256th_of_pixel =
vc5->viewport.scale[0] * 256.0f;
clip.viewport_half_height_in_1_256th_of_pixel =
vc5->viewport.scale[1] * 256.0f;
}
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
clip.viewport_z_offset_zc_to_zs =
vc5->viewport.translate[2];
clip.viewport_z_scale_zc_to_zs =
vc5->viewport.scale[2];
}
cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
clip.minimum_zw = (vc5->viewport.translate[2] -
vc5->viewport.scale[2]);
clip.maximum_zw = (vc5->viewport.translate[2] +
vc5->viewport.scale[2]);
}
cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
vp.viewport_centre_x_coordinate =
vc5->viewport.translate[0];
vp.viewport_centre_y_coordinate =
vc5->viewport.translate[1];
}
}
if (vc5->dirty & VC5_DIRTY_BLEND && vc5->blend->rt[0].blend_enable) {
struct pipe_blend_state *blend = vc5->blend;
cl_emit(&job->bcl, BLEND_CONFIG, config) {
struct pipe_rt_blend_state *rtblend = &blend->rt[0];
config.colour_blend_mode = rtblend->rgb_func;
config.colour_blend_dst_factor =
vc5_factor(rtblend->rgb_dst_factor,
vc5->blend_dst_alpha_one);
config.colour_blend_src_factor =
vc5_factor(rtblend->rgb_src_factor,
vc5->blend_dst_alpha_one);
config.alpha_blend_mode = rtblend->alpha_func;
config.alpha_blend_dst_factor =
vc5_factor(rtblend->alpha_dst_factor,
vc5->blend_dst_alpha_one);
config.alpha_blend_src_factor =
vc5_factor(rtblend->alpha_src_factor,
vc5->blend_dst_alpha_one);
}
}
if (vc5->dirty & VC5_DIRTY_BLEND) {
struct pipe_blend_state *blend = vc5->blend;
cl_emit(&job->bcl, COLOUR_WRITE_MASKS, mask) {
if (blend->independent_blend_enable) {
mask.render_target_0_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[0].colormask, 0);
mask.render_target_1_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[1].colormask, 1);
mask.render_target_2_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[2].colormask, 2);
mask.render_target_3_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[3].colormask, 3);
} else {
mask.render_target_0_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[0].colormask, 0);
mask.render_target_1_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[0].colormask, 1);
mask.render_target_2_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[0].colormask, 2);
mask.render_target_3_per_colour_component_write_masks =
translate_colormask(vc5, blend->rt[0].colormask, 3);
}
}
}
if (vc5->dirty & VC5_DIRTY_BLEND_COLOR) {
cl_emit(&job->bcl, BLEND_CONSTANT_COLOUR, colour) {
colour.red_f16 = (vc5->swap_color_rb ?
vc5->blend_color.hf[2] :
vc5->blend_color.hf[0]);
colour.green_f16 = vc5->blend_color.hf[1];
colour.blue_f16 = (vc5->swap_color_rb ?
vc5->blend_color.hf[0] :
vc5->blend_color.hf[2]);
colour.alpha_f16 = vc5->blend_color.hf[3];
}
}
if (vc5->dirty & (VC5_DIRTY_ZSA | VC5_DIRTY_STENCIL_REF)) {
struct pipe_stencil_state *front = &vc5->zsa->base.stencil[0];
struct pipe_stencil_state *back = &vc5->zsa->base.stencil[1];
if (front->enabled) {
cl_emit_with_prepacked(&job->bcl, STENCIL_CONFIG,
vc5->zsa->stencil_front, config) {
config.stencil_ref_value =
vc5->stencil_ref.ref_value[0];
}
}
if (back->enabled) {
cl_emit_with_prepacked(&job->bcl, STENCIL_CONFIG,
vc5->zsa->stencil_back, config) {
config.stencil_ref_value =
vc5->stencil_ref.ref_value[1];
}
}
}
if (vc5->dirty & VC5_DIRTY_FRAGTEX)
emit_textures(vc5, &vc5->fragtex);
if (vc5->dirty & VC5_DIRTY_VERTTEX)
emit_textures(vc5, &vc5->verttex);
if (vc5->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {
bool emitted_any = false;
for (int i = 0; i < ARRAY_SIZE(vc5->prog.fs->prog_data.fs->flat_shade_flags); i++) {
if (!vc5->prog.fs->prog_data.fs->flat_shade_flags[i])
continue;
cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
flags.varying_offset_v0 = i;
if (emitted_any) {
flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
V3D_VARYING_FLAGS_ACTION_UNCHANGED;
flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
V3D_VARYING_FLAGS_ACTION_UNCHANGED;
} else {
flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
((i == 0) ?
V3D_VARYING_FLAGS_ACTION_UNCHANGED :
V3D_VARYING_FLAGS_ACTION_ZEROED);
flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
V3D_VARYING_FLAGS_ACTION_ZEROED;
}
flags.flat_shade_flags_for_varyings_v024 =
vc5->prog.fs->prog_data.fs->flat_shade_flags[i];
}
emitted_any = true;
}
if (!emitted_any) {
cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
}
}
if (vc5->dirty & VC5_DIRTY_STREAMOUT) {
struct vc5_streamout_stateobj *so = &vc5->streamout;
if (so->num_targets) {
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_ENABLE, tfe) {
tfe.number_of_32_bit_output_buffer_address_following =
so->num_targets;
tfe.number_of_16_bit_output_data_specs_following =
vc5->prog.bind_vs->num_tf_specs;
};
for (int i = 0; i < vc5->prog.bind_vs->num_tf_specs; i++) {
cl_emit_prepacked(&job->bcl,
&vc5->prog.bind_vs->tf_specs[i]);
}
for (int i = 0; i < so->num_targets; i++) {
const struct pipe_stream_output_target *target =
so->targets[i];
struct vc5_resource *rsc =
vc5_resource(target->buffer);
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_OUTPUT_ADDRESS, output) {
output.address =
cl_address(rsc->bo,
target->buffer_offset);
};
vc5_job_add_write_resource(vc5->job,
target->buffer);
/* XXX: buffer_size? */
}
} else {
/* XXX? */
}
}
if (vc5->dirty & VC5_DIRTY_OQ) {
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) {
job->oq_enabled = vc5->active_queries && vc5->current_oq;
if (job->oq_enabled) {
counter.address = cl_address(vc5->current_oq, 0);
}
}
}
}
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