1/*
2 * Copyright © 2014-2017 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 "v3d_context.h"
29#include "compiler/v3d_compiler.h"
30#include "broadcom/cle/v3d_packet_v33_pack.h"
31
32static uint32_t
33get_texrect_scale(struct v3d_texture_stateobj *texstate,
34                  enum quniform_contents contents,
35                  uint32_t data)
36{
37        struct pipe_sampler_view *texture = texstate->textures[data];
38        uint32_t dim;
39
40        if (contents == QUNIFORM_TEXRECT_SCALE_X)
41                dim = texture->texture->width0;
42        else
43                dim = texture->texture->height0;
44
45        return fui(1.0f / dim);
46}
47
48static uint32_t
49get_texture_size(struct v3d_texture_stateobj *texstate,
50                 enum quniform_contents contents,
51                 uint32_t data)
52{
53        struct pipe_sampler_view *texture = texstate->textures[data];
54
55        switch (contents) {
56        case QUNIFORM_TEXTURE_WIDTH:
57                return u_minify(texture->texture->width0,
58                                texture->u.tex.first_level);
59        case QUNIFORM_TEXTURE_HEIGHT:
60                return u_minify(texture->texture->height0,
61                                texture->u.tex.first_level);
62        case QUNIFORM_TEXTURE_DEPTH:
63                return u_minify(texture->texture->depth0,
64                                texture->u.tex.first_level);
65        case QUNIFORM_TEXTURE_ARRAY_SIZE:
66                return texture->texture->array_size;
67        case QUNIFORM_TEXTURE_LEVELS:
68                return (texture->u.tex.last_level -
69                        texture->u.tex.first_level) + 1;
70        default:
71                unreachable("Bad texture size field");
72        }
73}
74
75static uint32_t
76get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
77               enum quniform_contents contents,
78               uint32_t data)
79{
80        struct v3d_image_view *image = &shaderimg->si[data];
81
82        switch (contents) {
83        case QUNIFORM_IMAGE_WIDTH:
84                return u_minify(image->base.resource->width0,
85                                image->base.u.tex.level);
86        case QUNIFORM_IMAGE_HEIGHT:
87                return u_minify(image->base.resource->height0,
88                                image->base.u.tex.level);
89        case QUNIFORM_IMAGE_DEPTH:
90                return u_minify(image->base.resource->depth0,
91                                image->base.u.tex.level);
92        case QUNIFORM_IMAGE_ARRAY_SIZE:
93                return image->base.resource->array_size;
94        default:
95                unreachable("Bad texture size field");
96        }
97}
98
99/**
100 *  Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
101 *
102 * Some bits of this field are dependent on the type of sample being done by
103 * the shader, while other bits are dependent on the sampler state.  We OR the
104 * two together here.
105 */
106static void
107write_texture_p0(struct v3d_job *job,
108                 struct v3d_cl_out **uniforms,
109                 struct v3d_texture_stateobj *texstate,
110                 uint32_t unit,
111                 uint32_t shader_data)
112{
113        struct pipe_sampler_state *psampler = texstate->samplers[unit];
114        struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
115
116        cl_aligned_u32(uniforms, shader_data | sampler->p0);
117}
118
119/** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
120static void
121write_texture_p1(struct v3d_job *job,
122                 struct v3d_cl_out **uniforms,
123                 struct v3d_texture_stateobj *texstate,
124                 uint32_t data)
125{
126        /* Extract the texture unit from the top bits, and the compiler's
127         * packed p1 from the bottom.
128         */
129        uint32_t unit = data >> 5;
130        uint32_t p1 = data & 0x1f;
131
132        struct pipe_sampler_view *psview = texstate->textures[unit];
133        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
134
135        struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
136                .texture_state_record_base_address = texstate->texture_state[unit],
137        };
138
139        uint32_t packed;
140        V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
141                                                         (uint8_t *)&packed,
142                                                         &unpacked);
143
144        cl_aligned_u32(uniforms, p1 | packed | sview->p1);
145}
146
147/** Writes the V3D 4.x TMU configuration parameter 0. */
148static void
149write_tmu_p0(struct v3d_job *job,
150             struct v3d_cl_out **uniforms,
151             struct v3d_texture_stateobj *texstate,
152             uint32_t data)
153{
154        int unit = v3d_unit_data_get_unit(data);
155        struct pipe_sampler_view *psview = texstate->textures[unit];
156        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
157        struct v3d_resource *rsc = v3d_resource(sview->texture);
158
159        cl_aligned_reloc(&job->indirect, uniforms, sview->bo,
160                         v3d_unit_data_get_offset(data));
161        v3d_job_add_bo(job, rsc->bo);
162}
163
164static void
165write_image_tmu_p0(struct v3d_job *job,
166                   struct v3d_cl_out **uniforms,
167                   struct v3d_shaderimg_stateobj *img,
168                   uint32_t data)
169{
170        /* Extract the image unit from the top bits, and the compiler's
171         * packed p0 from the bottom.
172         */
173        uint32_t unit = data >> 24;
174        uint32_t p0 = data & 0x00ffffff;
175
176        struct v3d_image_view *iview = &img->si[unit];
177        struct v3d_resource *rsc = v3d_resource(iview->base.resource);
178
179        cl_aligned_reloc(&job->indirect, uniforms,
180                         v3d_resource(iview->tex_state)->bo,
181                         iview->tex_state_offset | p0);
182        v3d_job_add_bo(job, rsc->bo);
183}
184
185/** Writes the V3D 4.x TMU configuration parameter 1. */
186static void
187write_tmu_p1(struct v3d_job *job,
188             struct v3d_cl_out **uniforms,
189             struct v3d_texture_stateobj *texstate,
190             uint32_t data)
191{
192        uint32_t unit = v3d_unit_data_get_unit(data);
193        struct pipe_sampler_state *psampler = texstate->samplers[unit];
194        struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
195        struct pipe_sampler_view *psview = texstate->textures[unit];
196        struct v3d_sampler_view *sview = v3d_sampler_view(psview);
197        int variant = 0;
198
199        if (sampler->border_color_variants)
200                variant = sview->sampler_variant;
201
202        cl_aligned_reloc(&job->indirect, uniforms,
203                         v3d_resource(sampler->sampler_state)->bo,
204                         sampler->sampler_state_offset[variant] |
205                         v3d_unit_data_get_offset(data));
206}
207
208struct v3d_cl_reloc
209v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
210                   enum pipe_shader_type stage)
211{
212        struct v3d_constbuf_stateobj *cb = &v3d->constbuf[stage];
213        struct v3d_texture_stateobj *texstate = &v3d->tex[stage];
214        struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
215        struct v3d_job *job = v3d->job;
216        const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
217
218        /* We always need to return some space for uniforms, because the HW
219         * will be prefetching, even if we don't read any in the program.
220         */
221        v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
222
223        struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
224        v3d_bo_reference(uniform_stream.bo);
225
226        struct v3d_cl_out *uniforms =
227                cl_start(&job->indirect);
228
229        for (int i = 0; i < uinfo->count; i++) {
230                uint32_t data = uinfo->data[i];
231
232                switch (uinfo->contents[i]) {
233                case QUNIFORM_CONSTANT:
234                        cl_aligned_u32(&uniforms, data);
235                        break;
236                case QUNIFORM_UNIFORM:
237                        cl_aligned_u32(&uniforms, gallium_uniforms[data]);
238                        break;
239                case QUNIFORM_VIEWPORT_X_SCALE:
240                        cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
241                        break;
242                case QUNIFORM_VIEWPORT_Y_SCALE:
243                        cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
244                        break;
245
246                case QUNIFORM_VIEWPORT_Z_OFFSET:
247                        cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
248                        break;
249                case QUNIFORM_VIEWPORT_Z_SCALE:
250                        cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
251                        break;
252
253                case QUNIFORM_USER_CLIP_PLANE:
254                        cl_aligned_f(&uniforms,
255                                     v3d->clip.ucp[data / 4][data % 4]);
256                        break;
257
258                case QUNIFORM_TMU_CONFIG_P0:
259                        write_tmu_p0(job, &uniforms, texstate, data);
260                        break;
261
262                case QUNIFORM_TMU_CONFIG_P1:
263                        write_tmu_p1(job, &uniforms, texstate, data);
264                        break;
265
266                case QUNIFORM_IMAGE_TMU_CONFIG_P0:
267                        write_image_tmu_p0(job, &uniforms,
268                                           &v3d->shaderimg[stage], data);
269                        break;
270
271                case QUNIFORM_TEXTURE_CONFIG_P1:
272                        write_texture_p1(job, &uniforms, texstate,
273                                         data);
274                        break;
275
276                case QUNIFORM_TEXRECT_SCALE_X:
277                case QUNIFORM_TEXRECT_SCALE_Y:
278                        cl_aligned_u32(&uniforms,
279                                       get_texrect_scale(texstate,
280                                                         uinfo->contents[i],
281                                                         data));
282                        break;
283
284                case QUNIFORM_TEXTURE_WIDTH:
285                case QUNIFORM_TEXTURE_HEIGHT:
286                case QUNIFORM_TEXTURE_DEPTH:
287                case QUNIFORM_TEXTURE_ARRAY_SIZE:
288                case QUNIFORM_TEXTURE_LEVELS:
289                        cl_aligned_u32(&uniforms,
290                                       get_texture_size(texstate,
291                                                        uinfo->contents[i],
292                                                        data));
293                        break;
294
295                case QUNIFORM_IMAGE_WIDTH:
296                case QUNIFORM_IMAGE_HEIGHT:
297                case QUNIFORM_IMAGE_DEPTH:
298                case QUNIFORM_IMAGE_ARRAY_SIZE:
299                        cl_aligned_u32(&uniforms,
300                                       get_image_size(&v3d->shaderimg[stage],
301                                                      uinfo->contents[i],
302                                                      data));
303                        break;
304
305                case QUNIFORM_ALPHA_REF:
306                        cl_aligned_f(&uniforms,
307                                     v3d->zsa->base.alpha.ref_value);
308                        break;
309
310                case QUNIFORM_UBO_ADDR: {
311                        uint32_t unit = v3d_unit_data_get_unit(data);
312                        /* Constant buffer 0 may be a system memory pointer,
313                         * in which case we want to upload a shadow copy to
314                         * the GPU.
315                        */
316                        if (!cb->cb[unit].buffer) {
317                                u_upload_data(v3d->uploader, 0,
318                                              cb->cb[unit].buffer_size, 16,
319                                              cb->cb[unit].user_buffer,
320                                              &cb->cb[unit].buffer_offset,
321                                              &cb->cb[unit].buffer);
322                        }
323
324                        cl_aligned_reloc(&job->indirect, &uniforms,
325                                         v3d_resource(cb->cb[unit].buffer)->bo,
326                                         cb->cb[unit].buffer_offset +
327                                         v3d_unit_data_get_offset(data));
328                        break;
329                }
330
331                case QUNIFORM_SSBO_OFFSET: {
332                        struct pipe_shader_buffer *sb =
333                                &v3d->ssbo[stage].sb[data];
334
335                        cl_aligned_reloc(&job->indirect, &uniforms,
336                                         v3d_resource(sb->buffer)->bo,
337                                         sb->buffer_offset);
338                        break;
339                }
340
341                case QUNIFORM_GET_BUFFER_SIZE:
342                        cl_aligned_u32(&uniforms,
343                                       v3d->ssbo[stage].sb[data].buffer_size);
344                        break;
345
346                case QUNIFORM_TEXTURE_FIRST_LEVEL:
347                        cl_aligned_f(&uniforms,
348                                     texstate->textures[data]->u.tex.first_level);
349                        break;
350
351                case QUNIFORM_SPILL_OFFSET:
352                        cl_aligned_reloc(&job->indirect, &uniforms,
353                                         v3d->prog.spill_bo, 0);
354                        break;
355
356                case QUNIFORM_SPILL_SIZE_PER_THREAD:
357                        cl_aligned_u32(&uniforms,
358                                       v3d->prog.spill_size_per_thread);
359                        break;
360
361                case QUNIFORM_NUM_WORK_GROUPS:
362                        cl_aligned_u32(&uniforms,
363                                       v3d->compute_num_workgroups[data]);
364                        break;
365
366                case QUNIFORM_SHARED_OFFSET:
367                        cl_aligned_reloc(&job->indirect, &uniforms,
368                                         v3d->compute_shared_memory, 0);
369                        break;
370
371                default:
372                        assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
373
374                        write_texture_p0(job, &uniforms, texstate,
375                                         uinfo->contents[i] -
376                                         QUNIFORM_TEXTURE_CONFIG_P0_0,
377                                         data);
378                        break;
379
380                }
381#if 0
382                uint32_t written_val = *((uint32_t *)uniforms - 1);
383                fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f) ",
384                        shader, i, __gen_address_offset(&uniform_stream) + i * 4,
385                        written_val, uif(written_val));
386                vir_dump_uniform(uinfo->contents[i], data);
387                fprintf(stderr, "\n");
388#endif
389        }
390
391        cl_end(&job->indirect, uniforms);
392
393        return uniform_stream;
394}
395
396void
397v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
398{
399        uint32_t dirty = 0;
400
401        for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
402                switch (shader->prog_data.base->uniforms.contents[i]) {
403                case QUNIFORM_CONSTANT:
404                        break;
405                case QUNIFORM_UNIFORM:
406                case QUNIFORM_UBO_ADDR:
407                        dirty |= VC5_DIRTY_CONSTBUF;
408                        break;
409
410                case QUNIFORM_VIEWPORT_X_SCALE:
411                case QUNIFORM_VIEWPORT_Y_SCALE:
412                case QUNIFORM_VIEWPORT_Z_OFFSET:
413                case QUNIFORM_VIEWPORT_Z_SCALE:
414                        dirty |= VC5_DIRTY_VIEWPORT;
415                        break;
416
417                case QUNIFORM_USER_CLIP_PLANE:
418                        dirty |= VC5_DIRTY_CLIP;
419                        break;
420
421                case QUNIFORM_TMU_CONFIG_P0:
422                case QUNIFORM_TMU_CONFIG_P1:
423                case QUNIFORM_TEXTURE_CONFIG_P1:
424                case QUNIFORM_TEXTURE_FIRST_LEVEL:
425                case QUNIFORM_TEXRECT_SCALE_X:
426                case QUNIFORM_TEXRECT_SCALE_Y:
427                case QUNIFORM_TEXTURE_WIDTH:
428                case QUNIFORM_TEXTURE_HEIGHT:
429                case QUNIFORM_TEXTURE_DEPTH:
430                case QUNIFORM_TEXTURE_ARRAY_SIZE:
431                case QUNIFORM_TEXTURE_LEVELS:
432                case QUNIFORM_SPILL_OFFSET:
433                case QUNIFORM_SPILL_SIZE_PER_THREAD:
434                        /* We could flag this on just the stage we're
435                         * compiling for, but it's not passed in.
436                         */
437                        dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
438                        break;
439
440                case QUNIFORM_SSBO_OFFSET:
441                case QUNIFORM_GET_BUFFER_SIZE:
442                        dirty |= VC5_DIRTY_SSBO;
443                        break;
444
445                case QUNIFORM_IMAGE_TMU_CONFIG_P0:
446                case QUNIFORM_IMAGE_WIDTH:
447                case QUNIFORM_IMAGE_HEIGHT:
448                case QUNIFORM_IMAGE_DEPTH:
449                case QUNIFORM_IMAGE_ARRAY_SIZE:
450                        dirty |= VC5_DIRTY_SHADER_IMAGE;
451                        break;
452
453                case QUNIFORM_ALPHA_REF:
454                        dirty |= VC5_DIRTY_ZSA;
455                        break;
456
457                case QUNIFORM_NUM_WORK_GROUPS:
458                case QUNIFORM_SHARED_OFFSET:
459                        /* Compute always recalculates uniforms. */
460                        break;
461
462                default:
463                        assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
464                        dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
465                        break;
466                }
467        }
468
469        shader->uniform_dirty_bits = dirty;
470}
471