panfrost: Use pack for blit shaders

This is quite a bit cleaner, I think, and validates the XML in
preparation for moving over the main driver.

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6440>
This commit is contained in:
Alyssa Rosenzweig 2020-08-21 16:22:10 -04:00 committed by Tomeu Vizoso
parent a36ac2b9b0
commit 5b3b2a6697
1 changed files with 42 additions and 54 deletions

View File

@ -184,6 +184,7 @@ panfrost_load_midg(
struct pan_image *image,
unsigned loc)
{
bool srgb = util_format_is_srgb(image->format);
unsigned width = u_minify(image->width0, image->first_level);
unsigned height = u_minify(image->height0, image->first_level);
@ -208,14 +209,6 @@ panfrost_load_midg(
cfg.format = (MALI_CHANNEL_R << 0) | (MALI_CHANNEL_G << 3) | (MALI_RGBA32F << 12);
}
struct mali_stencil_packed stencil;
pan_pack(&stencil, STENCIL, cfg) {
cfg.compare_function = MALI_FUNC_ALWAYS;
cfg.stencil_fail = MALI_STENCIL_OP_REPLACE;
cfg.depth_fail = MALI_STENCIL_OP_REPLACE;
cfg.depth_pass = MALI_STENCIL_OP_REPLACE;
};
struct mali_blend_equation_packed eq;
pan_pack(&eq, BLEND_EQUATION, cfg) {
@ -244,34 +237,12 @@ panfrost_load_midg(
bool ms = image->nr_samples > 1;
struct mali_shader_packed shader;
struct mali_midgard_properties_packed properties;
pan_pack(&shader, SHADER, cfg) {
cfg.shader = pool->dev->blit_shaders.loads[loc][T][ms];
cfg.varying_count = 1;
cfg.texture_count = 1;
cfg.sampler_count = 1;
struct panfrost_transfer shader_meta_t = panfrost_pool_alloc_aligned(
pool, MALI_STATE_LENGTH + 8 * sizeof(struct midgard_blend_rt), 128);
assert(cfg.shader);
}
struct mali_shader_meta shader_meta = {
.shader = shader,
.coverage_mask = ~0,
.unknown2_3 = MALI_DEPTH_FUNC(MALI_FUNC_ALWAYS) | 0x10,
.unknown2_4 = 0x4e0,
.stencil_mask_front = ~0,
.stencil_mask_back = ~0,
.stencil_front = stencil,
.stencil_back = stencil,
.blend = {
.shader = blend_shader
}
};
struct mali_midgard_properties_packed midgard_props;
pan_pack(&midgard_props, MIDGARD_PROPERTIES, cfg) {
pan_pack(&properties, MIDGARD_PROPERTIES, cfg) {
cfg.work_register_count = 4;
cfg.early_z_enable = (loc >= FRAG_RESULT_DATA0);
cfg.stencil_from_shader = (loc == FRAG_RESULT_STENCIL);
@ -280,23 +251,45 @@ panfrost_load_midg(
MALI_DEPTH_SOURCE_FIXED_FUNCTION;
}
memcpy(&shader_meta.midgard_props, &midgard_props, sizeof(midgard_props));
pan_pack(shader_meta_t.cpu, STATE, cfg) {
cfg.shader.shader = pool->dev->blit_shaders.loads[loc][T][ms];
cfg.shader.varying_count = 1;
cfg.shader.texture_count = 1;
cfg.shader.sampler_count = 1;
if (ms)
shader_meta.unknown2_3 |= MALI_HAS_MSAA | MALI_PER_SAMPLE;
else
shader_meta.unknown2_4 |= MALI_NO_MSAA;
cfg.properties = properties.opaque[0];
if (pool->dev->quirks & MIDGARD_SFBD) {
shader_meta.unknown2_4 |= (0x10 | MALI_NO_DITHER);
shader_meta.blend = replace;
cfg.multisample_misc.sample_mask = 0xFFFF;
cfg.multisample_misc.multisample_enable = ms;
cfg.multisample_misc.evaluate_per_sample = ms;
cfg.multisample_misc.depth_write_mask = (loc == FRAG_RESULT_DEPTH);
cfg.multisample_misc.depth_function = MALI_FUNC_ALWAYS;
cfg.stencil_mask_misc.stencil_enable = (loc == FRAG_RESULT_STENCIL);
cfg.stencil_mask_misc.stencil_mask_front = 0xFF;
cfg.stencil_mask_misc.stencil_mask_back = 0xFF;
cfg.stencil_mask_misc.unknown_1 = 0x7;
cfg.stencil_front.compare_function = MALI_FUNC_ALWAYS;
cfg.stencil_front.stencil_fail = MALI_STENCIL_OP_REPLACE;
cfg.stencil_front.depth_fail = MALI_STENCIL_OP_REPLACE;
cfg.stencil_front.depth_pass = MALI_STENCIL_OP_REPLACE;
cfg.stencil_back = cfg.stencil_front;
if (pool->dev->quirks & MIDGARD_SFBD) {
cfg.stencil_mask_misc.sfbd_write_enable = true;
cfg.stencil_mask_misc.sfbd_dither_disable = true;
cfg.stencil_mask_misc.sfbd_srgb = srgb;
cfg.multisample_misc.sfbd_blend_shader = blend_shader;
memcpy(&cfg.sfbd_blend, &replace, sizeof(replace));
} else if (!(pool->dev->quirks & IS_BIFROST)) {
memcpy(&cfg.sfbd_blend, &blend_shader, sizeof(blend_shader));
}
assert(cfg.shader.shader);
}
if (loc == FRAG_RESULT_DEPTH)
shader_meta.unknown2_3 |= MALI_DEPTH_WRITEMASK;
else if (loc == FRAG_RESULT_STENCIL)
shader_meta.unknown2_4 |= MALI_STENCIL_TEST;
/* Create the texture descriptor. We partially compute the base address
* ourselves to account for layer, such that the texture descriptor
* itself is for a 2D texture with array size 1 even for 3D/array
@ -325,13 +318,8 @@ panfrost_load_midg(
pan_pack(sampler.cpu, MIDGARD_SAMPLER, cfg)
cfg.normalized_coordinates = false;
struct panfrost_transfer shader_meta_t = panfrost_pool_alloc_aligned(
pool, sizeof(shader_meta) + 8 * sizeof(struct midgard_blend_rt), 128);
memcpy(shader_meta_t.cpu, &shader_meta, sizeof(shader_meta));
for (unsigned i = 0; i < 8; ++i) {
void *dest = shader_meta_t.cpu + sizeof(shader_meta) + sizeof(struct midgard_blend_rt) * i;
void *dest = shader_meta_t.cpu + MALI_STATE_LENGTH + sizeof(struct midgard_blend_rt) * i;
if (loc == (FRAG_RESULT_DATA0 + i)) {
struct midgard_blend_rt blend_rt = {
@ -341,7 +329,7 @@ panfrost_load_midg(
unsigned flags = 0;
pan_pack(&flags, BLEND_FLAGS, cfg) {
cfg.dither_disable = true;
cfg.srgb = util_format_is_srgb(image->format);
cfg.srgb = srgb;
cfg.midgard_blend_shader = blend_shader;
}
blend_rt.flags.opaque[0] = flags;