vc4: Start converting the driver to use vertex shaders.

Note: This is the cutoff point where I switched from developing primarily
on the Pi to developing o the simulator.  As a result, from this point on
the code is untested on the Pi (the kernel code I have currently wasn't
rendering anything at this commit, though the simulator renders
successfully, suggesting kernel bugs).
This commit is contained in:
Eric Anholt 2014-06-24 16:39:08 +01:00
parent 1850d0a1cb
commit e59890aebb
3 changed files with 177 additions and 45 deletions

View file

@ -66,6 +66,8 @@ struct vc4_texture_stateobj {
struct vc4_shader_state {
struct pipe_shader_state base;
struct vc4_bo *bo;
uint32_t coord_shader_offset;
};
struct vc4_program_stateobj {

View file

@ -31,40 +31,11 @@ static struct vc4_bo *
get_vbo(struct vc4_context *vc4, uint32_t width, uint32_t height)
{
struct {
uint16_t x, y;
float z, rhw, r, g, b;
float x, y, z, w;
} verts[] = {
{
// Vertex: Top, red
(-(int)width / 3) << 4, // X in 12.4 fixed point
(-(int)height / 3) << 4, // Y in 12.4 fixed point
1.0f, // Z
1.0f, // 1/W
1.0f, // Varying 0 (Red)
0.0f, // Varying 1 (Green)
0.0f, // Varying 2 (Blue)
},
{
// Vertex: bottom left, Green
(width / 3) << 4, // X in 12.4 fixed point
(-(int)height / 3) << 4, // Y in 12.4 fixed point
1.0f, // Z
1.0f, // 1/W
0.0f, // Varying 0 (Red)
1.0f, // Varying 1 (Green)
0.0f, // Varying 2 (Blue)
},
{
// Vertex: bottom right, Blue
(width / 3) << 4, // X in 12.4 fixed point
(height / 3) << 4, // Y in 12.4 fixed point
1.0f, // Z
1.0f, // 1/W
0.0f, // Varying 0 (Red)
0.0f, // Varying 1 (Green)
1.0f, // Varying 2 (Blue)
},
{ -1, -1, 1, 1 },
{ 1, -1, 1, 1 },
{ -1, 1, 1, 1 },
};
return vc4_bo_alloc_mem(vc4->screen, verts, sizeof(verts), "verts");
@ -118,8 +89,22 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
48 * tilew * tileh, "tilestate");
struct vc4_bo *ibo = get_ibo(vc4);
struct vc4_bo *fs_uniform = vc4_bo_alloc(vc4->screen, 0x1000, "fsu");
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;
@ -137,16 +122,18 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x32); // 16 bit triangle
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
vc4_emit_state(pctx);
/* the actual draw call. */
cl_u8(&vc4->bcl, VC4_PACKET_NV_SHADER_STATE);
uint32_t nr_attributes = 1;
cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
#ifndef USE_VC4_SIMULATOR
cl_u32(&vc4->bcl, 0); /* offset into shader_rec */
cl_u32(&vc4->bcl, nr_attributes & 0x7); /* offset into shader_rec */
#else
cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next));
cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next) |
(nr_attributes & 0x7));
#endif
cl_start_reloc(&vc4->bcl, 1);
@ -161,15 +148,32 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->bcl, VC4_PACKET_HALT);
// Shader Record
cl_start_shader_reloc(&vc4->shader_rec, 3);
cl_u8(&vc4->shader_rec, 0);
cl_u8(&vc4->shader_rec, 6*4); // stride
cl_u8(&vc4->shader_rec, 0xcc); // num uniforms (not used)
cl_u8(&vc4->shader_rec, 3); // num varyings
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_uniform, 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++;

View file

@ -66,7 +66,7 @@ vc4_fs_state_create(struct pipe_context *pctx,
uint64_t gen_fsc[100];
uint64_t cur_inst;
int gen_fsc_len = 0;
#if 1
#if 0
cur_inst = qpu_load_imm_f(qpu_r5(), 0.0f);
gen_fsc[gen_fsc_len++] = cur_inst;
@ -176,14 +176,140 @@ vc4_fs_state_create(struct pipe_context *pctx,
return so;
}
static int
gen_vs_cs_code(uint64_t *gen, bool is_vs)
{
uint32_t count = 0;
uint64_t cur_inst;
struct qpu_reg x = qpu_ra(0);
struct qpu_reg y = qpu_ra(1);
struct qpu_reg z = qpu_ra(2);
struct qpu_reg w = qpu_ra(3);
struct qpu_reg xy = qpu_ra(10);
struct qpu_reg xs = qpu_ra(12);
struct qpu_reg ys = qpu_ra(13);
struct qpu_reg vpmread = qpu_ra(QPU_R_VPM);
struct qpu_reg vpm = qpu_ra(QPU_W_VPM);
gen[count++] = qpu_load_imm_ui(qpu_vrsetup(), 0x00401a00);
gen[count++] = qpu_load_imm_ui(qpu_vwsetup(), 0x00001a00);
#if 1
gen[count++] = qpu_inst(qpu_a_MOV(x, vpmread), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(y, vpmread), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(z, vpmread), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(w, vpmread), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_FMUL(xs, x,
qpu_rb(QPU_R_UNIF)));
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_FMUL(ys, y,
qpu_rb(QPU_R_UNIF)));
cur_inst = qpu_inst(qpu_a_FTOI(xy, xs), qpu_m_NOP());
cur_inst |= QPU_SET_FIELD(QPU_PACK_A_16A, QPU_PACK);
gen[count++] = cur_inst;
cur_inst = qpu_inst(qpu_a_FTOI(xy, ys), qpu_m_NOP());
cur_inst |= QPU_SET_FIELD(QPU_PACK_A_16B, QPU_PACK);
gen[count++] = cur_inst;
#else
struct qpu_reg t = qpu_ra(20);
struct qpu_reg hundred = qpu_rb(21);
gen[count++] = qpu_inst(qpu_a_NOP(),
qpu_m_MUL24(t,
qpu_ra(QPU_R_ELEM_QPU),
qpu_ra(QPU_R_ELEM_QPU)));
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
gen[count++] = qpu_load_imm_ui(hundred, 400);
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
struct qpu_reg xm = qpu_ra(22), ym = qpu_ra(23);
gen[count++] = qpu_inst(qpu_a_NOP(),
qpu_m_MUL24(xm, hundred, qpu_ra(QPU_R_ELEM_QPU)));
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_NOP(),
qpu_m_MUL24(ym, hundred, t));
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
cur_inst = qpu_inst(qpu_a_MOV(xy, xm), qpu_m_NOP());
cur_inst |= QPU_SET_FIELD(QPU_PACK_A_16A, QPU_PACK);
gen[count++] = cur_inst;
cur_inst = qpu_inst(qpu_a_MOV(xy, ym), qpu_m_NOP());
cur_inst |= QPU_SET_FIELD(QPU_PACK_A_16B, QPU_PACK);
gen[count++] = cur_inst;
#endif
gen[count++] = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
if (is_vs) {
gen[count++] = qpu_inst(qpu_a_MOV(vpm, xy), qpu_m_NOP());
/* XXX */
gen[count++] = qpu_inst(qpu_a_MOV(vpm, z), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, w), qpu_m_NOP());
} else {
gen[count++] = qpu_inst(qpu_a_MOV(vpm, x), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, y), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, z), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, w), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, xy), qpu_m_NOP());
/* XXX */
gen[count++] = qpu_inst(qpu_a_MOV(vpm, z), qpu_m_NOP());
gen[count++] = qpu_inst(qpu_a_MOV(vpm, w), qpu_m_NOP());
}
/* PROGRAM END */
cur_inst = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
cur_inst = (cur_inst & ~QPU_SIG_MASK) | QPU_SET_FIELD(QPU_SIG_PROG_END, QPU_SIG);
gen[count++] = cur_inst;
cur_inst = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
gen[count++] = cur_inst;
cur_inst = qpu_inst(qpu_a_NOP(), qpu_m_NOP());
gen[count++] = cur_inst;
vc4_qpu_validate(gen, count);
return count;
}
static void *
vc4_vs_state_create(struct pipe_context *pctx,
const struct pipe_shader_state *cso)
{
struct vc4_context *vc4 = vc4_context(pctx);
struct vc4_shader_state *so = vc4_shader_state_create(pctx, cso);
if (!so)
return NULL;
uint64_t gen[100];
uint64_t count = 0;
uint64_t *vsc = gen;
/* VS */
count += gen_vs_cs_code(gen + count, true);
fprintf(stderr, "VS:\n");
vc4_dump_program(vsc, count);
/* CS */
/* XXX alignment? */
uint64_t *csc = gen + count;
so->coord_shader_offset = count * sizeof(uint64_t);
count += gen_vs_cs_code(gen + count, false);
fprintf(stderr, "CS:\n");
vc4_dump_program(csc, count - (csc - gen));
so->bo = vc4_bo_alloc_mem(vc4->screen, gen, count * sizeof(uint64_t),
"vs_code");
return so;
}