1/*
2 * Copyright © 2014-2015 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "util/u_pack_color.h"
25#include "util/u_upload_mgr.h"
26#include "util/format_srgb.h"
27
28#include "vc4_context.h"
29#include "vc4_qir.h"
30
31static void
32write_texture_p0(struct vc4_job *job,
33                 struct vc4_cl_out **uniforms,
34                 struct vc4_texture_stateobj *texstate,
35                 uint32_t unit)
36{
37        struct vc4_sampler_view *sview =
38                vc4_sampler_view(texstate->textures[unit]);
39        struct vc4_resource *rsc = vc4_resource(sview->texture);
40
41        cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0);
42}
43
44static void
45write_texture_p1(struct vc4_job *job,
46                 struct vc4_cl_out **uniforms,
47                 struct vc4_texture_stateobj *texstate,
48                 uint32_t unit)
49{
50        struct vc4_sampler_view *sview =
51                vc4_sampler_view(texstate->textures[unit]);
52        struct vc4_sampler_state *sampler =
53                vc4_sampler_state(texstate->samplers[unit]);
54
55        cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1);
56}
57
58static void
59write_texture_p2(struct vc4_job *job,
60                 struct vc4_cl_out **uniforms,
61                 struct vc4_texture_stateobj *texstate,
62                 uint32_t data)
63{
64        uint32_t unit = data & 0xffff;
65        struct pipe_sampler_view *texture = texstate->textures[unit];
66        struct vc4_resource *rsc = vc4_resource(texture->texture);
67
68        cl_aligned_u32(uniforms,
69               VC4_SET_FIELD(VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE,
70                             VC4_TEX_P2_PTYPE) |
71               VC4_SET_FIELD(rsc->cube_map_stride >> 12, VC4_TEX_P2_CMST) |
72               VC4_SET_FIELD((data >> 16) & 1, VC4_TEX_P2_BSLOD));
73}
74
75static void
76write_texture_first_level(struct vc4_job *job,
77                          struct vc4_cl_out **uniforms,
78                          struct vc4_texture_stateobj *texstate,
79                          uint32_t data)
80{
81        uint32_t unit = data & 0xffff;
82        struct pipe_sampler_view *texture = texstate->textures[unit];
83
84        cl_aligned_f(uniforms, texture->u.tex.first_level);
85}
86
87static void
88write_texture_msaa_addr(struct vc4_job *job,
89                 struct vc4_cl_out **uniforms,
90                        struct vc4_texture_stateobj *texstate,
91                        uint32_t unit)
92{
93        struct pipe_sampler_view *texture = texstate->textures[unit];
94        struct vc4_resource *rsc = vc4_resource(texture->texture);
95
96        cl_aligned_reloc(job, &job->uniforms, uniforms, rsc->bo, 0);
97}
98
99
100#define SWIZ(x,y,z,w) {          \
101        PIPE_SWIZZLE_##x, \
102        PIPE_SWIZZLE_##y, \
103        PIPE_SWIZZLE_##z, \
104        PIPE_SWIZZLE_##w  \
105}
106
107static void
108write_texture_border_color(struct vc4_job *job,
109                           struct vc4_cl_out **uniforms,
110                           struct vc4_texture_stateobj *texstate,
111                           uint32_t unit)
112{
113        struct pipe_sampler_state *sampler = texstate->samplers[unit];
114        struct pipe_sampler_view *texture = texstate->textures[unit];
115        struct vc4_resource *rsc = vc4_resource(texture->texture);
116        union util_color uc;
117
118        const struct util_format_description *tex_format_desc =
119                util_format_description(texture->format);
120
121        float border_color[4];
122        for (int i = 0; i < 4; i++)
123                border_color[i] = sampler->border_color.f[i];
124        if (util_format_is_srgb(texture->format)) {
125                for (int i = 0; i < 3; i++)
126                        border_color[i] =
127                                util_format_linear_to_srgb_float(border_color[i]);
128        }
129
130        /* Turn the border color into the layout of channels that it would
131         * have when stored as texture contents.
132         */
133        float storage_color[4];
134        util_format_unswizzle_4f(storage_color,
135                                 border_color,
136                                 tex_format_desc->swizzle);
137
138        /* Now, pack so that when the vc4_format-sampled texture contents are
139         * replaced with our border color, the vc4_get_format_swizzle()
140         * swizzling will get the right channels.
141         */
142        if (util_format_is_depth_or_stencil(texture->format)) {
143                uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
144                                       sampler->border_color.f[0]) << 8;
145        } else {
146                switch (rsc->vc4_format) {
147                default:
148                case VC4_TEXTURE_TYPE_RGBA8888:
149                        util_pack_color(storage_color,
150                                        PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
151                        break;
152                case VC4_TEXTURE_TYPE_RGBA4444:
153                case VC4_TEXTURE_TYPE_RGBA5551:
154                        util_pack_color(storage_color,
155                                        PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
156                        break;
157                case VC4_TEXTURE_TYPE_RGB565:
158                        util_pack_color(storage_color,
159                                        PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
160                        break;
161                case VC4_TEXTURE_TYPE_ALPHA:
162                        uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
163                        break;
164                case VC4_TEXTURE_TYPE_LUMALPHA:
165                        uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
166                                    (float_to_ubyte(storage_color[0]) << 0));
167                        break;
168                }
169        }
170
171        cl_aligned_u32(uniforms, uc.ui[0]);
172}
173
174static uint32_t
175get_texrect_scale(struct vc4_texture_stateobj *texstate,
176                  enum quniform_contents contents,
177                  uint32_t data)
178{
179        struct pipe_sampler_view *texture = texstate->textures[data];
180        uint32_t dim;
181
182        if (contents == QUNIFORM_TEXRECT_SCALE_X)
183                dim = texture->texture->width0;
184        else
185                dim = texture->texture->height0;
186
187        return fui(1.0f / dim);
188}
189
190void
191vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
192                   struct vc4_constbuf_stateobj *cb,
193                   struct vc4_texture_stateobj *texstate)
194{
195        struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
196        struct vc4_job *job = vc4->job;
197        const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
198
199        cl_ensure_space(&job->uniforms, (uinfo->count +
200                                         uinfo->num_texture_samples) * 4);
201
202        struct vc4_cl_out *uniforms =
203                cl_start_shader_reloc(&job->uniforms,
204                                      uinfo->num_texture_samples);
205
206        for (int i = 0; i < uinfo->count; i++) {
207                enum quniform_contents contents = uinfo->contents[i];
208                uint32_t data = uinfo->data[i];
209
210                switch (contents) {
211                case QUNIFORM_CONSTANT:
212                        cl_aligned_u32(&uniforms, data);
213                        break;
214                case QUNIFORM_UNIFORM:
215                        cl_aligned_u32(&uniforms,
216                                       gallium_uniforms[data]);
217                        break;
218                case QUNIFORM_VIEWPORT_X_SCALE:
219                        cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
220                        break;
221                case QUNIFORM_VIEWPORT_Y_SCALE:
222                        cl_aligned_f(&uniforms, vc4->viewport.scale[1] * 16.0f);
223                        break;
224
225                case QUNIFORM_VIEWPORT_Z_OFFSET:
226                        cl_aligned_f(&uniforms, vc4->viewport.translate[2]);
227                        break;
228                case QUNIFORM_VIEWPORT_Z_SCALE:
229                        cl_aligned_f(&uniforms, vc4->viewport.scale[2]);
230                        break;
231
232                case QUNIFORM_USER_CLIP_PLANE:
233                        cl_aligned_f(&uniforms,
234                                     vc4->clip.ucp[data / 4][data % 4]);
235                        break;
236
237                case QUNIFORM_TEXTURE_CONFIG_P0:
238                        write_texture_p0(job, &uniforms, texstate, data);
239                        break;
240
241                case QUNIFORM_TEXTURE_CONFIG_P1:
242                        write_texture_p1(job, &uniforms, texstate, data);
243                        break;
244
245                case QUNIFORM_TEXTURE_CONFIG_P2:
246                        write_texture_p2(job, &uniforms, texstate, data);
247                        break;
248
249                case QUNIFORM_TEXTURE_FIRST_LEVEL:
250                        write_texture_first_level(job, &uniforms, texstate,
251                                                  data);
252                        break;
253
254                case QUNIFORM_UBO0_ADDR:
255                        /* Constant buffer 0 may be a system memory pointer,
256                         * in which case we want to upload a shadow copy to
257                         * the GPU.
258                        */
259                        if (!cb->cb[0].buffer) {
260                                u_upload_data(vc4->uploader, 0,
261                                              cb->cb[0].buffer_size, 16,
262                                              cb->cb[0].user_buffer,
263                                              &cb->cb[0].buffer_offset,
264                                              &cb->cb[0].buffer);
265                        }
266
267                        cl_aligned_reloc(job, &job->uniforms,
268                                         &uniforms,
269                                         vc4_resource(cb->cb[0].buffer)->bo,
270                                         cb->cb[0].buffer_offset +
271                                         data);
272                        break;
273
274                case QUNIFORM_UBO1_ADDR: {
275                        struct vc4_resource *rsc =
276                                vc4_resource(cb->cb[1].buffer);
277
278                        cl_aligned_reloc(job, &job->uniforms,
279                                         &uniforms,
280                                         rsc->bo, cb->cb[1].buffer_offset);
281                        break;
282                }
283
284                case QUNIFORM_TEXTURE_MSAA_ADDR:
285                        write_texture_msaa_addr(job, &uniforms, texstate, data);
286                        break;
287
288                case QUNIFORM_TEXTURE_BORDER_COLOR:
289                        write_texture_border_color(job, &uniforms,
290                                                   texstate, data);
291                        break;
292
293                case QUNIFORM_TEXRECT_SCALE_X:
294                case QUNIFORM_TEXRECT_SCALE_Y:
295                        cl_aligned_u32(&uniforms,
296                                       get_texrect_scale(texstate,
297                                                         uinfo->contents[i],
298                                                         data));
299                        break;
300
301                case QUNIFORM_BLEND_CONST_COLOR_X:
302                case QUNIFORM_BLEND_CONST_COLOR_Y:
303                case QUNIFORM_BLEND_CONST_COLOR_Z:
304                case QUNIFORM_BLEND_CONST_COLOR_W:
305                        cl_aligned_f(&uniforms,
306                                     CLAMP(vc4->blend_color.f.color[uinfo->contents[i] -
307                                                                    QUNIFORM_BLEND_CONST_COLOR_X],
308                                           0, 1));
309                        break;
310
311                case QUNIFORM_BLEND_CONST_COLOR_RGBA: {
312                        const uint8_t *format_swiz =
313                                vc4_get_format_swizzle(vc4->framebuffer.cbufs[0]->format);
314                        uint32_t color = 0;
315                        for (int i = 0; i < 4; i++) {
316                                if (format_swiz[i] >= 4)
317                                        continue;
318
319                                color |= (vc4->blend_color.ub[format_swiz[i]] <<
320                                          (i * 8));
321                        }
322                        cl_aligned_u32(&uniforms, color);
323                        break;
324                }
325
326                case QUNIFORM_BLEND_CONST_COLOR_AAAA: {
327                        uint8_t a = vc4->blend_color.ub[3];
328                        cl_aligned_u32(&uniforms, ((a) |
329                                                   (a << 8) |
330                                                   (a << 16) |
331                                                   (a << 24)));
332                        break;
333                }
334
335                case QUNIFORM_STENCIL:
336                        cl_aligned_u32(&uniforms,
337                                       vc4->zsa->stencil_uniforms[data] |
338                                       (data <= 1 ?
339                                        (vc4->stencil_ref.ref_value[data] << 8) :
340                                        0));
341                        break;
342
343                case QUNIFORM_SAMPLE_MASK:
344                        cl_aligned_u32(&uniforms, vc4->sample_mask);
345                        break;
346
347                case QUNIFORM_UNIFORMS_ADDRESS:
348                        /* This will be filled in by the kernel. */
349                        cl_aligned_u32(&uniforms, 0xd0d0d0d0);
350                        break;
351                }
352
353                if (false) {
354                        uint32_t written_val = *((uint32_t *)uniforms - 1);
355                        char *desc = qir_describe_uniform(uinfo->contents[i],
356                                                          uinfo->data[i],
357                                                          gallium_uniforms);
358
359                        fprintf(stderr, "%p/%d: 0x%08x %s\n",
360                                shader, i, written_val, desc);
361
362                        ralloc_free(desc);
363                }
364        }
365
366        cl_end(&job->uniforms, uniforms);
367}
368
369void
370vc4_set_shader_uniform_dirty_flags(struct vc4_compiled_shader *shader)
371{
372        uint32_t dirty = 0;
373
374        for (int i = 0; i < shader->uniforms.count; i++) {
375                switch (shader->uniforms.contents[i]) {
376                case QUNIFORM_CONSTANT:
377                case QUNIFORM_UNIFORMS_ADDRESS:
378                        break;
379                case QUNIFORM_UNIFORM:
380                case QUNIFORM_UBO0_ADDR:
381                case QUNIFORM_UBO1_ADDR:
382                        dirty |= VC4_DIRTY_CONSTBUF;
383                        break;
384
385                case QUNIFORM_VIEWPORT_X_SCALE:
386                case QUNIFORM_VIEWPORT_Y_SCALE:
387                case QUNIFORM_VIEWPORT_Z_OFFSET:
388                case QUNIFORM_VIEWPORT_Z_SCALE:
389                        dirty |= VC4_DIRTY_VIEWPORT;
390                        break;
391
392                case QUNIFORM_USER_CLIP_PLANE:
393                        dirty |= VC4_DIRTY_CLIP;
394                        break;
395
396                case QUNIFORM_TEXTURE_CONFIG_P0:
397                case QUNIFORM_TEXTURE_CONFIG_P1:
398                case QUNIFORM_TEXTURE_CONFIG_P2:
399                case QUNIFORM_TEXTURE_BORDER_COLOR:
400                case QUNIFORM_TEXTURE_FIRST_LEVEL:
401                case QUNIFORM_TEXTURE_MSAA_ADDR:
402                case QUNIFORM_TEXRECT_SCALE_X:
403                case QUNIFORM_TEXRECT_SCALE_Y:
404                        /* We could flag this on just the stage we're
405                         * compiling for, but it's not passed in.
406                         */
407                        dirty |= VC4_DIRTY_FRAGTEX | VC4_DIRTY_VERTTEX;
408                        break;
409
410                case QUNIFORM_BLEND_CONST_COLOR_X:
411                case QUNIFORM_BLEND_CONST_COLOR_Y:
412                case QUNIFORM_BLEND_CONST_COLOR_Z:
413                case QUNIFORM_BLEND_CONST_COLOR_W:
414                case QUNIFORM_BLEND_CONST_COLOR_RGBA:
415                case QUNIFORM_BLEND_CONST_COLOR_AAAA:
416                        dirty |= VC4_DIRTY_BLEND_COLOR;
417                        break;
418
419                case QUNIFORM_STENCIL:
420                        dirty |= VC4_DIRTY_ZSA;
421                        break;
422
423                case QUNIFORM_SAMPLE_MASK:
424                        dirty |= VC4_DIRTY_SAMPLE_MASK;
425                        break;
426                }
427        }
428
429        shader->uniform_dirty_bits = dirty;
430}
431