/* * 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 "v3d_context.h" #include "broadcom/common/v3d_macros.h" #include "broadcom/cle/v3dx_pack.h" #include "broadcom/compiler/v3d_compiler.h" static uint8_t v3d_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 (dst_alpha_one ? V3D_BLEND_FACTOR_ZERO : 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 v3d_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 (v3d_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]); } } #if V3D_VERSION < 40 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 v3d_context *v3d, struct v3d_texture_stateobj *stage_tex, int i) { struct v3d_job *job = v3d->job; struct pipe_sampler_state *psampler = stage_tex->samplers[i]; struct v3d_sampler_state *sampler = v3d_sampler_state(psampler); struct pipe_sampler_view *psview = stage_tex->textures[i]; struct v3d_sampler_view *sview = v3d_sampler_view(psview); struct pipe_resource *prsc = psview->texture; struct v3d_resource *rsc = v3d_resource(prsc); const struct v3d_device_info *devinfo = &v3d->screen->devinfo; stage_tex->texture_state[i].offset = v3d_cl_ensure_space(&job->indirect, cl_packet_length(TEXTURE_SHADER_STATE), 32); v3d_bo_set_reference(&stage_tex->texture_state[i].bo, job->indirect.bo); uint32_t return_size = v3d_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; min_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. */ v3d_cl_ensure_space(&job->indirect, ARRAY_SIZE(packed), 32); cl_emit_prepacked(&job->indirect, &packed); } static void emit_textures(struct v3d_context *v3d, struct v3d_texture_stateobj *stage_tex) { for (int i = 0; i < stage_tex->num_textures; i++) { if (stage_tex->textures[i]) emit_one_texture(v3d, stage_tex, i); } } #endif /* V3D_VERSION < 40 */ static uint32_t translate_colormask(struct v3d_context *v3d, uint32_t colormask, int rt) { if (v3d->swap_color_rb & (1 << rt)) { colormask = ((colormask & (2 | 8)) | ((colormask & 1) << 2) | ((colormask & 4) >> 2)); } return (~colormask) & 0xf; } static void emit_rt_blend(struct v3d_context *v3d, struct v3d_job *job, struct pipe_blend_state *blend, int rt) { struct pipe_rt_blend_state *rtblend = &blend->rt[rt]; #if V3D_VERSION >= 40 /* We don't need to emit blend state for disabled RTs. */ if (!rtblend->blend_enable) return; #endif cl_emit(&job->bcl, BLEND_CFG, config) { #if V3D_VERSION >= 40 if (blend->independent_blend_enable) config.render_target_mask = 1 << rt; else config.render_target_mask = (1 << V3D_MAX_DRAW_BUFFERS) - 1; #else assert(rt == 0); #endif config.color_blend_mode = rtblend->rgb_func; config.color_blend_dst_factor = v3d_factor(rtblend->rgb_dst_factor, v3d->blend_dst_alpha_one); config.color_blend_src_factor = v3d_factor(rtblend->rgb_src_factor, v3d->blend_dst_alpha_one); config.alpha_blend_mode = rtblend->alpha_func; config.alpha_blend_dst_factor = v3d_factor(rtblend->alpha_dst_factor, v3d->blend_dst_alpha_one); config.alpha_blend_src_factor = v3d_factor(rtblend->alpha_src_factor, v3d->blend_dst_alpha_one); } } static void emit_flat_shade_flags(struct v3d_job *job, int varying_offset, uint32_t varyings, enum V3DX(Varying_Flags_Action) lower, enum V3DX(Varying_Flags_Action) higher) { cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) { flags.varying_offset_v0 = varying_offset; flags.flat_shade_flags_for_varyings_v024 = varyings; flags.action_for_flat_shade_flags_of_lower_numbered_varyings = lower; flags.action_for_flat_shade_flags_of_higher_numbered_varyings = higher; } } #if V3D_VERSION >= 40 static void emit_noperspective_flags(struct v3d_job *job, int varying_offset, uint32_t varyings, enum V3DX(Varying_Flags_Action) lower, enum V3DX(Varying_Flags_Action) higher) { cl_emit(&job->bcl, NON_PERSPECTIVE_FLAGS, flags) { flags.varying_offset_v0 = varying_offset; flags.non_perspective_flags_for_varyings_v024 = varyings; flags.action_for_non_perspective_flags_of_lower_numbered_varyings = lower; flags.action_for_non_perspective_flags_of_higher_numbered_varyings = higher; } } static void emit_centroid_flags(struct v3d_job *job, int varying_offset, uint32_t varyings, enum V3DX(Varying_Flags_Action) lower, enum V3DX(Varying_Flags_Action) higher) { cl_emit(&job->bcl, CENTROID_FLAGS, flags) { flags.varying_offset_v0 = varying_offset; flags.centroid_flags_for_varyings_v024 = varyings; flags.action_for_centroid_flags_of_lower_numbered_varyings = lower; flags.action_for_centroid_flags_of_higher_numbered_varyings = higher; } } #endif /* V3D_VERSION >= 40 */ static bool emit_varying_flags(struct v3d_job *job, uint32_t *flags, void (*flag_emit_callback)(struct v3d_job *job, int varying_offset, uint32_t flags, enum V3DX(Varying_Flags_Action) lower, enum V3DX(Varying_Flags_Action) higher)) { struct v3d_context *v3d = job->v3d; bool emitted_any = false; for (int i = 0; i < ARRAY_SIZE(v3d->prog.fs->prog_data.fs->flat_shade_flags); i++) { if (!flags[i]) continue; if (emitted_any) { flag_emit_callback(job, i, flags[i], V3D_VARYING_FLAGS_ACTION_UNCHANGED, V3D_VARYING_FLAGS_ACTION_UNCHANGED); } else if (i == 0) { flag_emit_callback(job, i, flags[i], V3D_VARYING_FLAGS_ACTION_UNCHANGED, V3D_VARYING_FLAGS_ACTION_ZEROED); } else { flag_emit_callback(job, i, flags[i], V3D_VARYING_FLAGS_ACTION_ZEROED, V3D_VARYING_FLAGS_ACTION_ZEROED); } emitted_any = true; } return emitted_any; } void v3dX(emit_state)(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_job *job = v3d->job; bool rasterizer_discard = v3d->rasterizer->base.rasterizer_discard; if (v3d->dirty & (VC5_DIRTY_SCISSOR | VC5_DIRTY_VIEWPORT | VC5_DIRTY_RASTERIZER)) { float *vpscale = v3d->viewport.scale; float *vptranslate = v3d->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 (!v3d->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, v3d->scissor.minx); miny = MAX2(vp_miny, v3d->scissor.miny); maxx = MIN2(vp_maxx, v3d->scissor.maxx); maxy = MIN2(vp_maxy, v3d->scissor.maxy); } cl_emit(&job->bcl, CLIP_WINDOW, clip) { clip.clip_window_left_pixel_coordinate = minx; clip.clip_window_bottom_pixel_coordinate = miny; if (maxx > minx && maxy > miny) { clip.clip_window_width_in_pixels = maxx - minx; clip.clip_window_height_in_pixels = maxy - miny; } else if (V3D_VERSION < 41) { /* The HW won't entirely clip out when scissor * w/h is 0. Just treat it the same as * rasterizer discard. */ rasterizer_discard = true; clip.clip_window_width_in_pixels = 1; clip.clip_window_height_in_pixels = 1; } } 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 (v3d->dirty & (VC5_DIRTY_RASTERIZER | VC5_DIRTY_ZSA | VC5_DIRTY_BLEND | VC5_DIRTY_COMPILED_FS)) { cl_emit(&job->bcl, CFG_BITS, config) { config.enable_forward_facing_primitive = !rasterizer_discard && !(v3d->rasterizer->base.cull_face & PIPE_FACE_FRONT); config.enable_reverse_facing_primitive = !rasterizer_discard && !(v3d->rasterizer->base.cull_face & PIPE_FACE_BACK); /* This seems backwards, but it's what gets the * clipflat test to pass. */ config.clockwise_primitives = v3d->rasterizer->base.front_ccw; config.enable_depth_offset = v3d->rasterizer->base.offset_tri; /* V3D follows GL behavior where the sample mask only * applies when MSAA is enabled. Gallium has sample * mask apply anyway, and the MSAA blit shaders will * set sample mask without explicitly setting * rasterizer oversample. Just force it on here, * since the blit shaders are the only way to have * !multisample && samplemask != 0xf. */ config.rasterizer_oversample_mode = v3d->rasterizer->base.multisample || v3d->sample_mask != 0xf; config.direct3d_provoking_vertex = v3d->rasterizer->base.flatshade_first; config.blend_enable = v3d->blend->blend_enables; /* Note: EZ state may update based on the compiled FS, * along with ZSA */ config.early_z_updates_enable = (job->ez_state != VC5_EZ_DISABLED); if (v3d->zsa->base.depth.enabled) { config.z_updates_enable = v3d->zsa->base.depth.writemask; config.early_z_enable = config.early_z_updates_enable; config.depth_test_function = v3d->zsa->base.depth.func; } else { config.depth_test_function = PIPE_FUNC_ALWAYS; } config.stencil_enable = v3d->zsa->base.stencil[0].enabled; } } if (v3d->dirty & VC5_DIRTY_RASTERIZER && v3d->rasterizer->base.offset_tri) { if (job->zsbuf && job->zsbuf->format == PIPE_FORMAT_Z16_UNORM) { cl_emit_prepacked_sized(&job->bcl, v3d->rasterizer->depth_offset_z16, cl_packet_length(DEPTH_OFFSET)); } else { cl_emit_prepacked_sized(&job->bcl, v3d->rasterizer->depth_offset, cl_packet_length(DEPTH_OFFSET)); } } if (v3d->dirty & VC5_DIRTY_RASTERIZER) { cl_emit(&job->bcl, POINT_SIZE, point_size) { point_size.point_size = v3d->rasterizer->point_size; } cl_emit(&job->bcl, LINE_WIDTH, line_width) { line_width.line_width = v3d->rasterizer->base.line_width; } } if (v3d->dirty & VC5_DIRTY_VIEWPORT) { cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) { clip.viewport_half_width_in_1_256th_of_pixel = v3d->viewport.scale[0] * 256.0f; clip.viewport_half_height_in_1_256th_of_pixel = v3d->viewport.scale[1] * 256.0f; } cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) { clip.viewport_z_offset_zc_to_zs = v3d->viewport.translate[2]; clip.viewport_z_scale_zc_to_zs = v3d->viewport.scale[2]; } cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) { float z1 = (v3d->viewport.translate[2] - v3d->viewport.scale[2]); float z2 = (v3d->viewport.translate[2] + v3d->viewport.scale[2]); clip.minimum_zw = MIN2(z1, z2); clip.maximum_zw = MAX2(z1, z2); } cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) { vp.viewport_centre_x_coordinate = v3d->viewport.translate[0]; vp.viewport_centre_y_coordinate = v3d->viewport.translate[1]; } } if (v3d->dirty & VC5_DIRTY_BLEND) { struct v3d_blend_state *blend = v3d->blend; if (blend->blend_enables) { #if V3D_VERSION >= 40 cl_emit(&job->bcl, BLEND_ENABLES, enables) { enables.mask = blend->blend_enables; } #endif if (blend->base.independent_blend_enable) { for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) emit_rt_blend(v3d, job, &blend->base, i); } else { emit_rt_blend(v3d, job, &blend->base, 0); } } } if (v3d->dirty & VC5_DIRTY_BLEND) { struct pipe_blend_state *blend = &v3d->blend->base; cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) { for (int i = 0; i < 4; i++) { int rt = blend->independent_blend_enable ? i : 0; int rt_mask = blend->rt[rt].colormask; mask.mask |= translate_colormask(v3d, rt_mask, i) << (4 * i); } } } /* GFXH-1431: On V3D 3.x, writing BLEND_CONFIG resets the constant * color. */ if (v3d->dirty & VC5_DIRTY_BLEND_COLOR || (V3D_VERSION < 41 && (v3d->dirty & VC5_DIRTY_BLEND))) { cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) { color.red_f16 = (v3d->swap_color_rb ? v3d->blend_color.hf[2] : v3d->blend_color.hf[0]); color.green_f16 = v3d->blend_color.hf[1]; color.blue_f16 = (v3d->swap_color_rb ? v3d->blend_color.hf[0] : v3d->blend_color.hf[2]); color.alpha_f16 = v3d->blend_color.hf[3]; } } if (v3d->dirty & (VC5_DIRTY_ZSA | VC5_DIRTY_STENCIL_REF)) { struct pipe_stencil_state *front = &v3d->zsa->base.stencil[0]; struct pipe_stencil_state *back = &v3d->zsa->base.stencil[1]; if (front->enabled) { cl_emit_with_prepacked(&job->bcl, STENCIL_CFG, v3d->zsa->stencil_front, config) { config.stencil_ref_value = v3d->stencil_ref.ref_value[0]; } } if (back->enabled) { cl_emit_with_prepacked(&job->bcl, STENCIL_CFG, v3d->zsa->stencil_back, config) { config.stencil_ref_value = v3d->stencil_ref.ref_value[1]; } } } #if V3D_VERSION < 40 /* Pre-4.x, we have texture state that depends on both the sampler and * the view, so we merge them together at draw time. */ if (v3d->dirty & VC5_DIRTY_FRAGTEX) emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]); if (v3d->dirty & VC5_DIRTY_VERTTEX) emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]); #endif if (v3d->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) { if (!emit_varying_flags(job, v3d->prog.fs->prog_data.fs->flat_shade_flags, emit_flat_shade_flags)) { cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags); } } #if V3D_VERSION >= 40 if (v3d->dirty & VC5_DIRTY_NOPERSPECTIVE_FLAGS) { if (!emit_varying_flags(job, v3d->prog.fs->prog_data.fs->noperspective_flags, emit_noperspective_flags)) { cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags); } } if (v3d->dirty & VC5_DIRTY_CENTROID_FLAGS) { if (!emit_varying_flags(job, v3d->prog.fs->prog_data.fs->centroid_flags, emit_centroid_flags)) { cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags); } } #endif /* Set up the transform feedback data specs (which VPM entries to * output to which buffers). */ if (v3d->dirty & (VC5_DIRTY_STREAMOUT | VC5_DIRTY_RASTERIZER | VC5_DIRTY_PRIM_MODE)) { struct v3d_streamout_stateobj *so = &v3d->streamout; if (so->num_targets) { bool psiz_per_vertex = (v3d->prim_mode == PIPE_PRIM_POINTS && v3d->rasterizer->base.point_size_per_vertex); uint16_t *tf_specs = (psiz_per_vertex ? v3d->prog.bind_vs->tf_specs_psiz : v3d->prog.bind_vs->tf_specs); #if V3D_VERSION >= 40 bool tf_enabled = (v3d->prog.bind_vs->num_tf_specs != 0 && v3d->active_queries); job->tf_enabled |= tf_enabled; cl_emit(&job->bcl, TRANSFORM_FEEDBACK_SPECS, tfe) { tfe.number_of_16_bit_output_data_specs_following = v3d->prog.bind_vs->num_tf_specs; tfe.enable = tf_enabled; }; #else /* V3D_VERSION < 40 */ 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 = v3d->prog.bind_vs->num_tf_specs; }; #endif /* V3D_VERSION < 40 */ for (int i = 0; i < v3d->prog.bind_vs->num_tf_specs; i++) { cl_emit_prepacked(&job->bcl, &tf_specs[i]); } } else { #if V3D_VERSION >= 40 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_SPECS, tfe) { tfe.enable = false; }; #endif /* V3D_VERSION >= 40 */ } } /* Set up the trasnform feedback buffers. */ if (v3d->dirty & VC5_DIRTY_STREAMOUT) { struct v3d_streamout_stateobj *so = &v3d->streamout; for (int i = 0; i < so->num_targets; i++) { const struct pipe_stream_output_target *target = so->targets[i]; struct v3d_resource *rsc = target ? v3d_resource(target->buffer) : NULL; struct pipe_shader_state *vs = &v3d->prog.bind_vs->base; struct pipe_stream_output_info *info = &vs->stream_output; uint32_t offset = (v3d->streamout.offsets[i] * info->stride[i] * 4); #if V3D_VERSION >= 40 if (!target) continue; cl_emit(&job->bcl, TRANSFORM_FEEDBACK_BUFFER, output) { output.buffer_address = cl_address(rsc->bo, target->buffer_offset + offset); output.buffer_size_in_32_bit_words = (target->buffer_size - offset) >> 2; output.buffer_number = i; } #else /* V3D_VERSION < 40 */ cl_emit(&job->bcl, TRANSFORM_FEEDBACK_OUTPUT_ADDRESS, output) { if (target) { output.address = cl_address(rsc->bo, target->buffer_offset + offset); } }; #endif /* V3D_VERSION < 40 */ if (target) { v3d_job_add_write_resource(v3d->job, target->buffer); } /* XXX: buffer_size? */ } } if (v3d->dirty & VC5_DIRTY_OQ) { cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) { if (v3d->active_queries && v3d->current_oq) { counter.address = cl_address(v3d->current_oq, 0); } } } #if V3D_VERSION >= 40 if (v3d->dirty & VC5_DIRTY_SAMPLE_STATE) { cl_emit(&job->bcl, SAMPLE_STATE, state) { /* Note: SampleCoverage was handled at the * state_tracker level by converting to sample_mask. */ state.coverage = 1.0; state.mask = job->msaa ? v3d->sample_mask : 0xf; } } #endif }