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vc4: Convert the driver to emitting the shader record using pack macros.
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8d36bd3d08
commit
bd1925562a
4 changed files with 97 additions and 51 deletions
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@ -217,4 +217,12 @@
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<field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="uint"/>
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</struct>
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<struct name="Attribute Record">
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<field name="Address" size="32" start="0b" type="address"/>
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<field name="Number of Bytes minus 1" size="8" start="4b" type="uint"/>
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<field name="Stride" size="8" start="5b" type="uint"/>
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<field name="Vertex Shader VPM offset" size="8" start="6b" type="uint"/>
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<field name="Coordinate Shader VPM offset" size="8" start="7b" type="uint"/>
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</struct>
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</vcxml>
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@ -26,11 +26,12 @@
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#include "vc4_context.h"
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void
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vc4_init_cl(void *mem_ctx, struct vc4_cl *cl)
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vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl)
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{
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cl->base = rzalloc_size(mem_ctx, 1); /* TODO: don't use rzalloc */
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cl->base = rzalloc_size(job, 1); /* TODO: don't use rzalloc */
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cl->next = cl->base;
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cl->size = 0;
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cl->job = job;
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}
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void
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@ -29,10 +29,9 @@
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#include "util/u_math.h"
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#include "util/macros.h"
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#include "kernel/vc4_packet.h"
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struct vc4_bo;
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struct vc4_job;
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struct vc4_cl;
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/**
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* Undefined structure, used for typechecking that you're passing the pointers
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@ -46,14 +45,9 @@ struct vc4_cl_reloc {
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uint32_t offset;
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};
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/* We don't call anything that packs a reloc yet, so don't implement it. */
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static inline void cl_pack_emit_reloc(void *cl, const struct vc4_cl_reloc *reloc)
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{
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abort();
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}
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static inline void cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *);
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/* We don't use the data arg yet */
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#define __gen_user_data void
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#define __gen_user_data struct vc4_cl
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#define __gen_address_type struct vc4_cl_reloc
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#define __gen_address_offset(reloc) ((reloc)->offset)
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#define __gen_emit_reloc cl_pack_emit_reloc
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@ -63,6 +57,7 @@ static inline void cl_pack_emit_reloc(void *cl, const struct vc4_cl_reloc *reloc
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struct vc4_cl {
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void *base;
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struct vc4_job *job;
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struct vc4_cl_out *next;
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struct vc4_cl_out *reloc_next;
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uint32_t size;
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@ -71,7 +66,7 @@ struct vc4_cl {
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#endif
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};
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void vc4_init_cl(void *mem_ctx, struct vc4_cl *cl);
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void vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl);
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void vc4_reset_cl(struct vc4_cl *cl);
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void vc4_dump_cl(void *cl, uint32_t size, bool is_render);
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uint32_t vc4_gem_hindex(struct vc4_job *job, struct vc4_bo *bo);
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@ -224,6 +219,19 @@ cl_aligned_reloc(struct vc4_job *job, struct vc4_cl *cl,
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cl_aligned_u32(cl_out, offset);
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}
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/**
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* Reference to a BO with its associated offset, used in the pack process.
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*/
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static inline struct vc4_cl_reloc
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cl_address(struct vc4_bo *bo, uint32_t offset)
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{
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struct vc4_cl_reloc reloc = {
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.bo = bo,
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.offset = offset,
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};
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return reloc;
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}
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void cl_ensure_space(struct vc4_cl *cl, uint32_t size);
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#define cl_packet_header(packet) V3D21_ ## packet ## _header
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@ -271,4 +279,23 @@ cl_get_emit_space(struct vc4_cl_out **cl, size_t size)
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_loop_terminate = NULL; \
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})) \
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/**
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* Helper function called by the XML-generated pack functions for filling in
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* an address field in shader records.
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*
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* Relocations for shader recs and texturing involve the packet (or uniforms
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* stream) being preceded by the handles to the BOs, and the offset within the
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* BO being in the stream (the output of this function).
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*/
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static inline void
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cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *reloc)
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{
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*(uint32_t *)cl->reloc_next = vc4_gem_hindex(cl->job, reloc->bo);
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cl_advance(&cl->reloc_next, 4);
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#ifdef DEBUG
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cl->reloc_count--;
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#endif
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}
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#endif /* VC4_CL_H */
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@ -142,37 +142,42 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
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* we emit a dummy read.
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*/
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uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
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/* Emit the shader record. */
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struct vc4_cl_out *shader_rec =
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cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
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/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
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cl_u16(&shader_rec,
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VC4_SHADER_FLAG_ENABLE_CLIPPING |
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(vc4->prog.fs->fs_threaded ?
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0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
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((info->mode == PIPE_PRIM_POINTS &&
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vc4->rasterizer->base.point_size_per_vertex) ?
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VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
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cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
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/* VC4_DIRTY_COMPILED_FS */
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cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
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cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
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cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
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cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
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cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
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rec.enable_clipping = true;
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/* VC4_DIRTY_COMPILED_VS */
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cl_u16(&shader_rec, 0); /* vs num uniforms */
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cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
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cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
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cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
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cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
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/* VC4_DIRTY_COMPILED_FS */
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rec.fragment_shader_is_single_threaded =
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!vc4->prog.fs->fs_threaded;
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/* VC4_DIRTY_COMPILED_CS */
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cl_u16(&shader_rec, 0); /* cs num uniforms */
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cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
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cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
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cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
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cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
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/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
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rec.point_size_included_in_shaded_vertex_data =
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(info->mode == PIPE_PRIM_POINTS &&
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vc4->rasterizer->base.point_size_per_vertex);
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/* VC4_DIRTY_COMPILED_FS */
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rec.fragment_shader_number_of_varyings =
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vc4->prog.fs->num_inputs;
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rec.fragment_shader_code_address =
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cl_address(vc4->prog.fs->bo, 0);
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rec.coordinate_shader_attribute_array_select_bits =
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vc4->prog.cs->vattrs_live;
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rec.coordinate_shader_total_attributes_size =
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vc4->prog.cs->vattr_offsets[8];
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rec.coordinate_shader_code_address =
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cl_address(vc4->prog.cs->bo, 0);
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rec.vertex_shader_attribute_array_select_bits =
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vc4->prog.vs->vattrs_live;
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rec.vertex_shader_total_attributes_size =
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vc4->prog.vs->vattr_offsets[8];
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rec.vertex_shader_code_address =
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cl_address(vc4->prog.vs->bo, 0);
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};
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uint32_t max_index = 0xffff;
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for (int i = 0; i < vtx->num_elements; i++) {
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@ -189,11 +194,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
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uint32_t elem_size =
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util_format_get_blocksize(elem->src_format);
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cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset);
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cl_u8(&shader_rec, elem_size - 1);
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cl_u8(&shader_rec, vb->stride);
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cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
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cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
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cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
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attr.address = cl_address(rsc->bo, offset);
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attr.number_of_bytes_minus_1 = elem_size - 1;
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attr.stride = vb->stride;
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attr.coordinate_shader_vpm_offset =
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vc4->prog.cs->vattr_offsets[i];
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attr.vertex_shader_vpm_offset =
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vc4->prog.vs->vattr_offsets[i];
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}
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if (vb->stride > 0) {
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max_index = MIN2(max_index,
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@ -204,14 +213,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
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if (vtx->num_elements == 0) {
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assert(num_elements_emit == 1);
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struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
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cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
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cl_u8(&shader_rec, 16 - 1); /* element size */
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cl_u8(&shader_rec, 0); /* stride */
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cl_u8(&shader_rec, 0); /* VS VPM offset */
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cl_u8(&shader_rec, 0); /* CS VPM offset */
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vc4_bo_unreference(&bo);
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cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
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attr.address = cl_address(bo, 0);
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attr.number_of_bytes_minus_1 = 16 - 1;
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attr.stride = 0;
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attr.coordinate_shader_vpm_offset = 0;
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attr.vertex_shader_vpm_offset = 0;
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}
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}
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cl_end(&job->shader_rec, shader_rec);
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cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
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/* Note that number of attributes == 0 in the packet means 8
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