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      1 /*
      2  * Copyright  2019 Raspberry Pi
      3  *
      4  * Based in part on v3d driver which is:
      5  *
      6  * Copyright  2014-2017 Broadcom
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the "Software"),
     10  * to deal in the Software without restriction, including without limitation
     11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     12  * and/or sell copies of the Software, and to permit persons to whom the
     13  * Software is furnished to do so, subject to the following conditions:
     14  *
     15  * The above copyright notice and this permission notice (including the next
     16  * paragraph) shall be included in all copies or substantial portions of the
     17  * Software.
     18  *
     19  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     20  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     21  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     22  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     23  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     24  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
     25  * IN THE SOFTWARE.
     26  */
     27 
     28 #include "v3dv_private.h"
     29 #include "vk_format_info.h"
     30 
     31 /* The only version specific structure that we need is
     32  * TMU_CONFIG_PARAMETER_1. This didn't seem to change significantly from
     33  * previous V3D versions and we don't expect that to change, so for now let's
     34  * just hardcode the V3D version here.
     35  */
     36 #define V3D_VERSION 41
     37 #include "broadcom/common/v3d_macros.h"
     38 #include "broadcom/cle/v3dx_pack.h"
     39 
     40 /* Our Vulkan resource indices represent indices in descriptor maps which
     41  * include all shader stages, so we need to size the arrays below
     42  * accordingly. For now we only support a maximum of 3 stages: VS, GS, FS.
     43  */
     44 #define MAX_STAGES 3
     45 
     46 #define MAX_TOTAL_TEXTURE_SAMPLERS (V3D_MAX_TEXTURE_SAMPLERS * MAX_STAGES)
     47 struct texture_bo_list {
     48    struct v3dv_bo *tex[MAX_TOTAL_TEXTURE_SAMPLERS];
     49 };
     50 
     51 /* This tracks state BOs for both textures and samplers, so we
     52  * multiply by 2.
     53  */
     54 #define MAX_TOTAL_STATES (2 * V3D_MAX_TEXTURE_SAMPLERS * MAX_STAGES)
     55 struct state_bo_list {
     56    uint32_t count;
     57    struct v3dv_bo *states[MAX_TOTAL_STATES];
     58 };
     59 
     60 #define MAX_TOTAL_UNIFORM_BUFFERS (1 + MAX_UNIFORM_BUFFERS * MAX_STAGES)
     61 #define MAX_TOTAL_STORAGE_BUFFERS (MAX_STORAGE_BUFFERS * MAX_STAGES)
     62 struct buffer_bo_list {
     63    struct v3dv_bo *ubo[MAX_TOTAL_UNIFORM_BUFFERS];
     64    struct v3dv_bo *ssbo[MAX_TOTAL_STORAGE_BUFFERS];
     65 };
     66 
     67 static bool
     68 state_bo_in_list(struct state_bo_list *list, struct v3dv_bo *bo)
     69 {
     70    for (int i = 0; i < list->count; i++) {
     71       if (list->states[i] == bo)
     72          return true;
     73    }
     74    return false;
     75 }
     76 
     77 /*
     78  * This method checks if the ubo used for push constants is needed to be
     79  * updated or not.
     80  *
     81  * push contants ubo is only used for push constants accessed by a non-const
     82  * index.
     83  *
     84  * FIXME: right now for this cases we are uploading the full
     85  * push_constants_data. An improvement would be to upload only the data that
     86  * we need to rely on a UBO.
     87  */
     88 static void
     89 check_push_constants_ubo(struct v3dv_cmd_buffer *cmd_buffer,
     90                          struct v3dv_pipeline *pipeline)
     91 {
     92    if (!(cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PUSH_CONSTANTS) ||
     93        pipeline->layout->push_constant_size == 0)
     94       return;
     95 
     96    if (cmd_buffer->push_constants_resource.bo == NULL) {
     97       cmd_buffer->push_constants_resource.bo =
     98          v3dv_bo_alloc(cmd_buffer->device, MAX_PUSH_CONSTANTS_SIZE,
     99                        "push constants", true);
    100 
    101       if (!cmd_buffer->push_constants_resource.bo) {
    102          fprintf(stderr, "Failed to allocate memory for push constants\n");
    103          abort();
    104       }
    105 
    106       bool ok = v3dv_bo_map(cmd_buffer->device,
    107                             cmd_buffer->push_constants_resource.bo,
    108                             MAX_PUSH_CONSTANTS_SIZE);
    109       if (!ok) {
    110          fprintf(stderr, "failed to map push constants buffer\n");
    111          abort();
    112       }
    113    } else {
    114       if (cmd_buffer->push_constants_resource.offset + MAX_PUSH_CONSTANTS_SIZE <=
    115           cmd_buffer->push_constants_resource.bo->size) {
    116          cmd_buffer->push_constants_resource.offset += MAX_PUSH_CONSTANTS_SIZE;
    117       } else {
    118          /* FIXME: we got out of space for push descriptors. Should we create
    119           * a new bo? This could be easier with a uploader
    120           */
    121       }
    122    }
    123 
    124    memcpy(cmd_buffer->push_constants_resource.bo->map +
    125           cmd_buffer->push_constants_resource.offset,
    126           cmd_buffer->push_constants_data,
    127           MAX_PUSH_CONSTANTS_SIZE);
    128 
    129    cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_PUSH_CONSTANTS;
    130 }
    131 
    132 /** V3D 4.x TMU configuration parameter 0 (texture) */
    133 static void
    134 write_tmu_p0(struct v3dv_cmd_buffer *cmd_buffer,
    135              struct v3dv_pipeline *pipeline,
    136              enum broadcom_shader_stage stage,
    137              struct v3dv_cl_out **uniforms,
    138              uint32_t data,
    139              struct texture_bo_list *tex_bos,
    140              struct state_bo_list *state_bos)
    141 {
    142    uint32_t texture_idx = v3d_unit_data_get_unit(data);
    143 
    144    struct v3dv_descriptor_state *descriptor_state =
    145       v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
    146 
    147    /* We need to ensure that the texture bo is added to the job */
    148    struct v3dv_bo *texture_bo =
    149       v3dv_descriptor_map_get_texture_bo(descriptor_state,
    150                                          &pipeline->shared_data->maps[stage]->texture_map,
    151                                          pipeline->layout, texture_idx);
    152    assert(texture_bo);
    153    assert(texture_idx < V3D_MAX_TEXTURE_SAMPLERS);
    154    tex_bos->tex[texture_idx] = texture_bo;
    155 
    156    struct v3dv_cl_reloc state_reloc =
    157       v3dv_descriptor_map_get_texture_shader_state(cmd_buffer->device, descriptor_state,
    158                                                    &pipeline->shared_data->maps[stage]->texture_map,
    159                                                    pipeline->layout,
    160                                                    texture_idx);
    161 
    162    cl_aligned_u32(uniforms, state_reloc.bo->offset +
    163                             state_reloc.offset +
    164                             v3d_unit_data_get_offset(data));
    165 
    166    /* Texture and Sampler states are typically suballocated, so they are
    167     * usually the same BO: only flag them once to avoid trying to add them
    168     * multiple times to the job later.
    169     */
    170    if (!state_bo_in_list(state_bos, state_reloc.bo)) {
    171       assert(state_bos->count < 2 * V3D_MAX_TEXTURE_SAMPLERS);
    172       state_bos->states[state_bos->count++] = state_reloc.bo;
    173    }
    174 }
    175 
    176 /** V3D 4.x TMU configuration parameter 1 (sampler) */
    177 static void
    178 write_tmu_p1(struct v3dv_cmd_buffer *cmd_buffer,
    179              struct v3dv_pipeline *pipeline,
    180              enum broadcom_shader_stage stage,
    181              struct v3dv_cl_out **uniforms,
    182              uint32_t data,
    183              struct state_bo_list *state_bos)
    184 {
    185    uint32_t sampler_idx = v3d_unit_data_get_unit(data);
    186    struct v3dv_descriptor_state *descriptor_state =
    187       v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
    188 
    189    assert(sampler_idx != V3DV_NO_SAMPLER_16BIT_IDX &&
    190           sampler_idx != V3DV_NO_SAMPLER_32BIT_IDX);
    191 
    192    struct v3dv_cl_reloc sampler_state_reloc =
    193       v3dv_descriptor_map_get_sampler_state(cmd_buffer->device, descriptor_state,
    194                                             &pipeline->shared_data->maps[stage]->sampler_map,
    195                                             pipeline->layout, sampler_idx);
    196 
    197    const struct v3dv_sampler *sampler =
    198       v3dv_descriptor_map_get_sampler(descriptor_state,
    199                                       &pipeline->shared_data->maps[stage]->sampler_map,
    200                                       pipeline->layout, sampler_idx);
    201    assert(sampler);
    202 
    203    /* Set unnormalized coordinates flag from sampler object */
    204    uint32_t p1_packed = v3d_unit_data_get_offset(data);
    205    if (sampler->unnormalized_coordinates) {
    206       struct V3DX(TMU_CONFIG_PARAMETER_1) p1_unpacked;
    207       V3DX(TMU_CONFIG_PARAMETER_1_unpack)((uint8_t *)&p1_packed, &p1_unpacked);
    208       p1_unpacked.unnormalized_coordinates = true;
    209       V3DX(TMU_CONFIG_PARAMETER_1_pack)(NULL, (uint8_t *)&p1_packed,
    210                                         &p1_unpacked);
    211    }
    212 
    213    cl_aligned_u32(uniforms, sampler_state_reloc.bo->offset +
    214                             sampler_state_reloc.offset +
    215                             p1_packed);
    216 
    217    /* Texture and Sampler states are typically suballocated, so they are
    218     * usually the same BO: only flag them once to avoid trying to add them
    219     * multiple times to the job later.
    220     */
    221    if (!state_bo_in_list(state_bos, sampler_state_reloc.bo)) {
    222       assert(state_bos->count < 2 * V3D_MAX_TEXTURE_SAMPLERS);
    223       state_bos->states[state_bos->count++] = sampler_state_reloc.bo;
    224    }
    225 }
    226 
    227 static void
    228 write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
    229                         struct v3dv_pipeline *pipeline,
    230                         enum broadcom_shader_stage stage,
    231                         struct v3dv_cl_out **uniforms,
    232                         enum quniform_contents content,
    233                         uint32_t data,
    234                         struct buffer_bo_list *buffer_bos)
    235 {
    236    struct v3dv_descriptor_state *descriptor_state =
    237       v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
    238 
    239    struct v3dv_descriptor_map *map =
    240       content == QUNIFORM_UBO_ADDR || content == QUNIFORM_GET_UBO_SIZE ?
    241       &pipeline->shared_data->maps[stage]->ubo_map :
    242       &pipeline->shared_data->maps[stage]->ssbo_map;
    243 
    244    uint32_t offset =
    245       content == QUNIFORM_UBO_ADDR ?
    246       v3d_unit_data_get_offset(data) :
    247       0;
    248 
    249    uint32_t dynamic_offset = 0;
    250 
    251    /* For ubos, index is shifted, as 0 is reserved for push constants.
    252     */
    253    if (content == QUNIFORM_UBO_ADDR &&
    254        v3d_unit_data_get_unit(data) == 0) {
    255       /* This calls is to ensure that the push_constant_ubo is
    256        * updated. It already take into account it is should do the
    257        * update or not
    258        */
    259       check_push_constants_ubo(cmd_buffer, pipeline);
    260 
    261       struct v3dv_cl_reloc *resource =
    262          &cmd_buffer->push_constants_resource;
    263       assert(resource->bo);
    264 
    265       cl_aligned_u32(uniforms, resource->bo->offset +
    266                                resource->offset +
    267                                offset + dynamic_offset);
    268       buffer_bos->ubo[0] = resource->bo;
    269    } else {
    270       uint32_t index =
    271          content == QUNIFORM_UBO_ADDR ?
    272          v3d_unit_data_get_unit(data) - 1 :
    273          data;
    274 
    275       struct v3dv_descriptor *descriptor =
    276          v3dv_descriptor_map_get_descriptor(descriptor_state, map,
    277                                             pipeline->layout,
    278                                             index, &dynamic_offset);
    279       assert(descriptor);
    280       assert(descriptor->buffer);
    281       assert(descriptor->buffer->mem);
    282       assert(descriptor->buffer->mem->bo);
    283 
    284       if (content == QUNIFORM_GET_SSBO_SIZE ||
    285           content == QUNIFORM_GET_UBO_SIZE) {
    286          cl_aligned_u32(uniforms, descriptor->range);
    287       } else {
    288          cl_aligned_u32(uniforms, descriptor->buffer->mem->bo->offset +
    289                                   descriptor->buffer->mem_offset +
    290                                   descriptor->offset +
    291                                   offset + dynamic_offset);
    292 
    293          if (content == QUNIFORM_UBO_ADDR) {
    294             assert(index + 1 < MAX_TOTAL_UNIFORM_BUFFERS);
    295             buffer_bos->ubo[index + 1] = descriptor->buffer->mem->bo;
    296          } else {
    297             assert(index < MAX_TOTAL_STORAGE_BUFFERS);
    298             buffer_bos->ssbo[index] = descriptor->buffer->mem->bo;
    299          }
    300       }
    301    }
    302 }
    303 
    304 static uint32_t
    305 get_texture_size_from_image_view(struct v3dv_image_view *image_view,
    306                                  enum quniform_contents contents,
    307                                  uint32_t data)
    308 {
    309    switch(contents) {
    310    case QUNIFORM_IMAGE_WIDTH:
    311    case QUNIFORM_TEXTURE_WIDTH:
    312       /* We don't u_minify the values, as we are using the image_view
    313        * extents
    314        */
    315       return image_view->vk.extent.width;
    316    case QUNIFORM_IMAGE_HEIGHT:
    317    case QUNIFORM_TEXTURE_HEIGHT:
    318       return image_view->vk.extent.height;
    319    case QUNIFORM_IMAGE_DEPTH:
    320    case QUNIFORM_TEXTURE_DEPTH:
    321       return image_view->vk.extent.depth;
    322    case QUNIFORM_IMAGE_ARRAY_SIZE:
    323    case QUNIFORM_TEXTURE_ARRAY_SIZE:
    324       if (image_view->vk.view_type != VK_IMAGE_VIEW_TYPE_CUBE_ARRAY) {
    325          return image_view->vk.layer_count;
    326       } else {
    327          assert(image_view->vk.layer_count % 6 == 0);
    328          return image_view->vk.layer_count / 6;
    329       }
    330    case QUNIFORM_TEXTURE_LEVELS:
    331       return image_view->vk.level_count;
    332    case QUNIFORM_TEXTURE_SAMPLES:
    333       assert(image_view->vk.image);
    334       return image_view->vk.image->samples;
    335    default:
    336       unreachable("Bad texture size field");
    337    }
    338 }
    339 
    340 
    341 static uint32_t
    342 get_texture_size_from_buffer_view(struct v3dv_buffer_view *buffer_view,
    343                                   enum quniform_contents contents,
    344                                   uint32_t data)
    345 {
    346    switch(contents) {
    347    case QUNIFORM_IMAGE_WIDTH:
    348    case QUNIFORM_TEXTURE_WIDTH:
    349       return buffer_view->num_elements;
    350    /* Only size can be queried for texel buffers  */
    351    default:
    352       unreachable("Bad texture size field for texel buffers");
    353    }
    354 }
    355 
    356 static uint32_t
    357 get_texture_size(struct v3dv_cmd_buffer *cmd_buffer,
    358                  struct v3dv_pipeline *pipeline,
    359                  enum broadcom_shader_stage stage,
    360                  enum quniform_contents contents,
    361                  uint32_t data)
    362 {
    363    uint32_t texture_idx = data;
    364 
    365    struct v3dv_descriptor_state *descriptor_state =
    366       v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
    367 
    368    struct v3dv_descriptor *descriptor =
    369       v3dv_descriptor_map_get_descriptor(descriptor_state,
    370                                          &pipeline->shared_data->maps[stage]->texture_map,
    371                                          pipeline->layout,
    372                                          texture_idx, NULL);
    373 
    374    assert(descriptor);
    375 
    376    switch (descriptor->type) {
    377    case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
    378    case VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER:
    379    case VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT:
    380    case VK_DESCRIPTOR_TYPE_STORAGE_IMAGE:
    381       return get_texture_size_from_image_view(descriptor->image_view,
    382                                               contents, data);
    383    case VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER:
    384    case VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER:
    385       return get_texture_size_from_buffer_view(descriptor->buffer_view,
    386                                                contents, data);
    387    default:
    388       unreachable("Wrong descriptor for getting texture size");
    389    }
    390 }
    391 
    392 struct v3dv_cl_reloc
    393 v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
    394                                struct v3dv_pipeline *pipeline,
    395                                struct v3dv_shader_variant *variant,
    396                                uint32_t **wg_count_offsets)
    397 {
    398    struct v3d_uniform_list *uinfo =
    399       &variant->prog_data.base->uniforms;
    400    struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
    401 
    402    struct v3dv_job *job = cmd_buffer->state.job;
    403    assert(job);
    404    assert(job->cmd_buffer == cmd_buffer);
    405 
    406    struct texture_bo_list tex_bos = { 0 };
    407    struct state_bo_list state_bos = { 0 };
    408    struct buffer_bo_list buffer_bos = { 0 };
    409 
    410    /* The hardware always pre-fetches the next uniform (also when there
    411     * aren't any), so we always allocate space for an extra slot. This
    412     * fixes MMU exceptions reported since Linux kernel 5.4 when the
    413     * uniforms fill up the tail bytes of a page in the indirect
    414     * BO. In that scenario, when the hardware pre-fetches after reading
    415     * the last uniform it will read beyond the end of the page and trigger
    416     * the MMU exception.
    417     */
    418    v3dv_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
    419 
    420    struct v3dv_cl_reloc uniform_stream = v3dv_cl_get_address(&job->indirect);
    421 
    422    struct v3dv_cl_out *uniforms = cl_start(&job->indirect);
    423 
    424    for (int i = 0; i < uinfo->count; i++) {
    425       uint32_t data = uinfo->data[i];
    426 
    427       switch (uinfo->contents[i]) {
    428       case QUNIFORM_CONSTANT:
    429          cl_aligned_u32(&uniforms, data);
    430          break;
    431 
    432       case QUNIFORM_UNIFORM:
    433          cl_aligned_u32(&uniforms, cmd_buffer->push_constants_data[data]);
    434          break;
    435 
    436       case QUNIFORM_VIEWPORT_X_SCALE:
    437          cl_aligned_f(&uniforms, dynamic->viewport.scale[0][0] * 256.0f);
    438          break;
    439 
    440       case QUNIFORM_VIEWPORT_Y_SCALE:
    441          cl_aligned_f(&uniforms, dynamic->viewport.scale[0][1] * 256.0f);
    442          break;
    443 
    444       case QUNIFORM_VIEWPORT_Z_OFFSET:
    445          cl_aligned_f(&uniforms, dynamic->viewport.translate[0][2]);
    446          break;
    447 
    448       case QUNIFORM_VIEWPORT_Z_SCALE:
    449          cl_aligned_f(&uniforms, dynamic->viewport.scale[0][2]);
    450          break;
    451 
    452       case QUNIFORM_SSBO_OFFSET:
    453       case QUNIFORM_UBO_ADDR:
    454       case QUNIFORM_GET_SSBO_SIZE:
    455       case QUNIFORM_GET_UBO_SIZE:
    456          write_ubo_ssbo_uniforms(cmd_buffer, pipeline, variant->stage, &uniforms,
    457                                  uinfo->contents[i], data, &buffer_bos);
    458 
    459         break;
    460 
    461       case QUNIFORM_IMAGE_TMU_CONFIG_P0:
    462       case QUNIFORM_TMU_CONFIG_P0:
    463          write_tmu_p0(cmd_buffer, pipeline, variant->stage,
    464                       &uniforms, data, &tex_bos, &state_bos);
    465          break;
    466 
    467       case QUNIFORM_TMU_CONFIG_P1:
    468          write_tmu_p1(cmd_buffer, pipeline, variant->stage,
    469                       &uniforms, data, &state_bos);
    470          break;
    471 
    472       case QUNIFORM_IMAGE_WIDTH:
    473       case QUNIFORM_IMAGE_HEIGHT:
    474       case QUNIFORM_IMAGE_DEPTH:
    475       case QUNIFORM_IMAGE_ARRAY_SIZE:
    476       case QUNIFORM_TEXTURE_WIDTH:
    477       case QUNIFORM_TEXTURE_HEIGHT:
    478       case QUNIFORM_TEXTURE_DEPTH:
    479       case QUNIFORM_TEXTURE_ARRAY_SIZE:
    480       case QUNIFORM_TEXTURE_LEVELS:
    481       case QUNIFORM_TEXTURE_SAMPLES:
    482          cl_aligned_u32(&uniforms,
    483                         get_texture_size(cmd_buffer,
    484                                          pipeline,
    485                                          variant->stage,
    486                                          uinfo->contents[i],
    487                                          data));
    488          break;
    489 
    490       /* We generate this from geometry shaders to cap the generated gl_Layer
    491        * to be within the number of layers of the framebuffer so we prevent the
    492        * binner from trying to access tile state memory out of bounds (for
    493        * layers that don't exist).
    494        *
    495        * Unfortunately, for secondary command buffers we may not know the
    496        * number of layers in the framebuffer at this stage. Since we are
    497        * only using this to sanitize the shader and it should not have any
    498        * impact on correct shaders that emit valid values for gl_Layer,
    499        * we just work around it by using the largest number of layers we
    500        * support.
    501        *
    502        * FIXME: we could do better than this by recording in the job that
    503        * the value at this uniform offset is not correct, and patch it when
    504        * we execute the secondary command buffer into a primary, since we do
    505        * have the correct number of layers at that point, but again, since this
    506        * is only for sanityzing the shader and it only affects the specific case
    507        * of secondary command buffers without framebuffer info available it
    508        * might not be worth the trouble.
    509        *
    510        * With multiview the number of layers is dictated by the view mask
    511        * and not by the framebuffer layers. We do set the job's frame tiling
    512        * information correctly from the view mask in that case, however,
    513        * secondary command buffers may not have valid frame tiling data,
    514        * so when multiview is enabled, we always set the number of layers
    515        * from the subpass view mask.
    516        */
    517       case QUNIFORM_FB_LAYERS: {
    518          const struct v3dv_cmd_buffer_state *state = &job->cmd_buffer->state;
    519          const uint32_t view_mask =
    520             state->pass->subpasses[state->subpass_idx].view_mask;
    521 
    522          uint32_t num_layers;
    523          if (view_mask != 0) {
    524             num_layers = util_last_bit(view_mask);
    525          } else if (job->frame_tiling.layers != 0) {
    526             num_layers = job->frame_tiling.layers;
    527          } else if (cmd_buffer->state.framebuffer) {
    528             num_layers = cmd_buffer->state.framebuffer->layers;
    529          } else {
    530             assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
    531             num_layers = 2048;
    532 #if DEBUG
    533             fprintf(stderr, "Skipping gl_LayerID shader sanity check for "
    534                             "secondary command buffer\n");
    535 #endif
    536          }
    537          cl_aligned_u32(&uniforms, num_layers);
    538          break;
    539       }
    540 
    541       case QUNIFORM_VIEW_INDEX:
    542          cl_aligned_u32(&uniforms, job->cmd_buffer->state.view_index);
    543          break;
    544 
    545       case QUNIFORM_NUM_WORK_GROUPS:
    546          assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
    547          assert(job->csd.wg_count[data] > 0);
    548          if (wg_count_offsets)
    549             wg_count_offsets[data] = (uint32_t *) uniforms;
    550          cl_aligned_u32(&uniforms, job->csd.wg_count[data]);
    551          break;
    552 
    553       case QUNIFORM_WORK_GROUP_BASE:
    554          assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
    555          cl_aligned_u32(&uniforms, job->csd.wg_base[data]);
    556          break;
    557 
    558       case QUNIFORM_SHARED_OFFSET:
    559          assert(job->type == V3DV_JOB_TYPE_GPU_CSD);
    560          assert(job->csd.shared_memory);
    561          cl_aligned_u32(&uniforms, job->csd.shared_memory->offset);
    562          break;
    563 
    564       case QUNIFORM_SPILL_OFFSET:
    565          assert(pipeline->spill.bo);
    566          cl_aligned_u32(&uniforms, pipeline->spill.bo->offset);
    567          break;
    568 
    569       case QUNIFORM_SPILL_SIZE_PER_THREAD:
    570          assert(pipeline->spill.size_per_thread > 0);
    571          cl_aligned_u32(&uniforms, pipeline->spill.size_per_thread);
    572          break;
    573 
    574       default:
    575          unreachable("unsupported quniform_contents uniform type\n");
    576       }
    577    }
    578 
    579    cl_end(&job->indirect, uniforms);
    580 
    581    for (int i = 0; i < MAX_TOTAL_TEXTURE_SAMPLERS; i++) {
    582       if (tex_bos.tex[i])
    583          v3dv_job_add_bo(job, tex_bos.tex[i]);
    584    }
    585 
    586    for (int i = 0; i < state_bos.count; i++)
    587       v3dv_job_add_bo(job, state_bos.states[i]);
    588 
    589    for (int i = 0; i < MAX_TOTAL_UNIFORM_BUFFERS; i++) {
    590       if (buffer_bos.ubo[i])
    591          v3dv_job_add_bo(job, buffer_bos.ubo[i]);
    592    }
    593 
    594    for (int i = 0; i < MAX_TOTAL_STORAGE_BUFFERS; i++) {
    595       if (buffer_bos.ssbo[i])
    596          v3dv_job_add_bo(job, buffer_bos.ssbo[i]);
    597    }
    598 
    599    if (job->csd.shared_memory)
    600       v3dv_job_add_bo(job, job->csd.shared_memory);
    601 
    602    if (pipeline->spill.bo)
    603       v3dv_job_add_bo(job, pipeline->spill.bo);
    604 
    605    return uniform_stream;
    606 }
    607 
    608 struct v3dv_cl_reloc
    609 v3dv_write_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
    610                     struct v3dv_pipeline *pipeline,
    611                     struct v3dv_shader_variant *variant)
    612 {
    613    return v3dv_write_uniforms_wg_offsets(cmd_buffer, pipeline, variant, NULL);
    614 }
    615