vc4: Use the user's actual first vertex attribute.
This is hardcoded to read it as RGBA32F so far, but starts to get more tests working.
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427f934f9e
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7108c24fd0
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@ -29,6 +29,7 @@
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#include "util/u_inlines.h"
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#include "util/u_memory.h"
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#include "util/u_blitter.h"
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#include "indices/u_primconvert.h"
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#include "pipe/p_screen.h"
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#define __user
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@ -142,6 +143,10 @@ vc4_context_destroy(struct pipe_context *pctx)
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if (vc4->blitter)
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util_blitter_destroy(vc4->blitter);
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if (vc4->primconvert)
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util_primconvert_destroy(vc4->primconvert);
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util_slab_destroy(&vc4->transfer_pool);
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free(vc4);
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@ -184,6 +189,11 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
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if (!vc4->blitter)
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goto fail;
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vc4->primconvert = util_primconvert_create(pctx,
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!((1 << PIPE_PRIM_QUADS) - 1));
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if (!vc4->primconvert)
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goto fail;
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return &vc4->base;
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fail:
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@ -133,6 +133,8 @@ struct vc4_context {
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*/
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bool needs_flush;
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struct primconvert_context *primconvert;
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/** @{ Current pipeline state objects */
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struct pipe_scissor_state scissor;
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struct pipe_blend_state *blend;
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@ -24,30 +24,12 @@
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#include <stdio.h>
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#include "util/u_format.h"
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#include "indices/u_primconvert.h"
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#include "vc4_context.h"
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#include "vc4_resource.h"
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static struct vc4_bo *
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get_vbo(struct vc4_context *vc4, uint32_t width, uint32_t height)
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{
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struct {
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float x, y, z, w;
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} verts[] = {
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{ -1, -1, 1, 1 },
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{ 1, -1, 1, 1 },
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{ -1, 1, 1, 1 },
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};
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return vc4_bo_alloc_mem(vc4->screen, verts, sizeof(verts), "verts");
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}
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static struct vc4_bo *
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get_ibo(struct vc4_context *vc4)
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{
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static const uint8_t indices[] = { 0, 1, 2 };
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return vc4_bo_alloc_mem(vc4->screen, indices, sizeof(indices), "indices");
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}
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static void
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vc4_rcl_tile_calls(struct vc4_context *vc4,
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uint32_t xtiles, uint32_t ytiles,
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@ -79,6 +61,14 @@ static void
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vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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{
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struct vc4_context *vc4 = vc4_context(pctx);
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if (info->mode >= PIPE_PRIM_QUADS) {
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util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
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util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
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util_primconvert_draw_vbo(vc4->primconvert, info);
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return;
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}
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uint32_t width = vc4->framebuffer.width;
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uint32_t height = vc4->framebuffer.height;
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uint32_t tilew = align(width, 64) / 64;
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@ -87,9 +77,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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32 * tilew * tileh, "tilea");
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struct vc4_bo *tile_state = vc4_bo_alloc(vc4->screen,
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48 * tilew * tileh, "tilestate");
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struct vc4_bo *ibo = get_ibo(vc4);
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struct vc4_bo *vbo = get_vbo(vc4, width, height);
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vc4->needs_flush = true;
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@ -121,12 +108,31 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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(nr_attributes & 0x7));
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#endif
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cl_start_reloc(&vc4->bcl, 1);
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cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
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cl_u8(&vc4->bcl, 0x04); // 8bit index, trinagles
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cl_u32(&vc4->bcl, 3); // Length
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cl_reloc(vc4, &vc4->bcl, ibo, 0);
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cl_u32(&vc4->bcl, 2); // Maximum index
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/* Note that the primitive type fields match with OpenGL/gallium
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* definitions, up to but not including QUADS.
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*/
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if (info->indexed) {
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struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
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assert(vc4->indexbuf.index_size == 1 ||
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vc4->indexbuf.index_size == 2);
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cl_start_reloc(&vc4->bcl, 1);
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cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
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cl_u8(&vc4->bcl,
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info->mode |
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(vc4->indexbuf.index_size == 2 ?
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VC4_INDEX_BUFFER_U16:
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VC4_INDEX_BUFFER_U8));
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cl_u32(&vc4->bcl, info->count);
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cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
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cl_u32(&vc4->bcl, info->max_index);
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} else {
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cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
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cl_u8(&vc4->bcl, info->mode);
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cl_u32(&vc4->bcl, info->count);
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cl_u32(&vc4->bcl, info->start);
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}
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cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
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cl_u8(&vc4->bcl, VC4_PACKET_NOP);
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@ -166,11 +172,25 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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vc4->prog.vs->coord_shader_offset);
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cl_reloc(vc4, &vc4->shader_rec, cs_ubo, cs_ubo_offset);
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cl_reloc(vc4, &vc4->shader_rec, vbo, 0);
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cl_u8(&vc4->shader_rec, 15); /* bytes - 1 in the attribute*/
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cl_u8(&vc4->shader_rec, 16); /* attribute stride */
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cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
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cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
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struct vc4_vertex_stateobj *vtx = vc4->vtx;
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struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
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for (int i = 0; i < vtx->num_elements; i++) {
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struct pipe_vertex_element *elem = &vtx->pipe[i];
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struct pipe_vertex_buffer *vb =
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&vertexbuf->vb[elem->vertex_buffer_index];
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struct vc4_resource *rsc = vc4_resource(vb->buffer);
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cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
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vb->buffer_offset + elem->src_offset);
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cl_u8(&vc4->shader_rec,
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util_format_get_blocksize(elem->src_format) - 1);
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cl_u8(&vc4->shader_rec, vb->stride);
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cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
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cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
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break; /* XXX: just the 1 for now. */
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}
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vc4->shader_rec_count++;
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@ -114,6 +114,9 @@ enum vc4_packet {
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#define VC4_STORE_TILE_BUFFER_FULL (5 << 0)
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/** @} */
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#define VC4_INDEX_BUFFER_U8 (0 << 4)
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#define VC4_INDEX_BUFFER_U16 (1 << 4)
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/* This flag is only present in NV shader state. */
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#define VC4_SHADER_FLAG_SHADED_CLIP_COORDS (1 << 3)
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#define VC4_SHADER_FLAG_ENABLE_CLIPPING (1 << 2)
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