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.
This commit is contained in:
Eric Anholt 2014-06-27 16:32:03 +01:00
parent 427f934f9e
commit 7108c24fd0
4 changed files with 70 additions and 35 deletions

View File

@ -29,6 +29,7 @@
#include "util/u_inlines.h"
#include "util/u_memory.h"
#include "util/u_blitter.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#define __user
@ -142,6 +143,10 @@ vc4_context_destroy(struct pipe_context *pctx)
if (vc4->blitter)
util_blitter_destroy(vc4->blitter);
if (vc4->primconvert)
util_primconvert_destroy(vc4->primconvert);
util_slab_destroy(&vc4->transfer_pool);
free(vc4);
@ -184,6 +189,11 @@ vc4_context_create(struct pipe_screen *pscreen, void *priv)
if (!vc4->blitter)
goto fail;
vc4->primconvert = util_primconvert_create(pctx,
!((1 << PIPE_PRIM_QUADS) - 1));
if (!vc4->primconvert)
goto fail;
return &vc4->base;
fail:

View File

@ -133,6 +133,8 @@ struct vc4_context {
*/
bool needs_flush;
struct primconvert_context *primconvert;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct pipe_blend_state *blend;

View File

@ -24,30 +24,12 @@
#include <stdio.h>
#include "util/u_format.h"
#include "indices/u_primconvert.h"
#include "vc4_context.h"
#include "vc4_resource.h"
static struct vc4_bo *
get_vbo(struct vc4_context *vc4, uint32_t width, uint32_t height)
{
struct {
float x, y, z, w;
} verts[] = {
{ -1, -1, 1, 1 },
{ 1, -1, 1, 1 },
{ -1, 1, 1, 1 },
};
return vc4_bo_alloc_mem(vc4->screen, verts, sizeof(verts), "verts");
}
static struct vc4_bo *
get_ibo(struct vc4_context *vc4)
{
static const uint8_t indices[] = { 0, 1, 2 };
return vc4_bo_alloc_mem(vc4->screen, indices, sizeof(indices), "indices");
}
static void
vc4_rcl_tile_calls(struct vc4_context *vc4,
uint32_t xtiles, uint32_t ytiles,
@ -79,6 +61,14 @@ static void
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
if (info->mode >= PIPE_PRIM_QUADS) {
util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
util_primconvert_draw_vbo(vc4->primconvert, info);
return;
}
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
uint32_t tilew = align(width, 64) / 64;
@ -87,9 +77,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
32 * tilew * tileh, "tilea");
struct vc4_bo *tile_state = vc4_bo_alloc(vc4->screen,
48 * tilew * tileh, "tilestate");
struct vc4_bo *ibo = get_ibo(vc4);
struct vc4_bo *vbo = get_vbo(vc4, width, height);
vc4->needs_flush = true;
@ -121,12 +108,31 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
(nr_attributes & 0x7));
#endif
cl_start_reloc(&vc4->bcl, 1);
cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&vc4->bcl, 0x04); // 8bit index, trinagles
cl_u32(&vc4->bcl, 3); // Length
cl_reloc(vc4, &vc4->bcl, ibo, 0);
cl_u32(&vc4->bcl, 2); // Maximum index
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
*/
if (info->indexed) {
struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
assert(vc4->indexbuf.index_size == 1 ||
vc4->indexbuf.index_size == 2);
cl_start_reloc(&vc4->bcl, 1);
cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&vc4->bcl,
info->mode |
(vc4->indexbuf.index_size == 2 ?
VC4_INDEX_BUFFER_U16:
VC4_INDEX_BUFFER_U8));
cl_u32(&vc4->bcl, info->count);
cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
cl_u32(&vc4->bcl, info->max_index);
} else {
cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&vc4->bcl, info->mode);
cl_u32(&vc4->bcl, info->count);
cl_u32(&vc4->bcl, info->start);
}
cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
cl_u8(&vc4->bcl, VC4_PACKET_NOP);
@ -166,11 +172,25 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4->prog.vs->coord_shader_offset);
cl_reloc(vc4, &vc4->shader_rec, cs_ubo, cs_ubo_offset);
cl_reloc(vc4, &vc4->shader_rec, vbo, 0);
cl_u8(&vc4->shader_rec, 15); /* bytes - 1 in the attribute*/
cl_u8(&vc4->shader_rec, 16); /* attribute stride */
cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
struct vc4_vertex_stateobj *vtx = vc4->vtx;
struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
struct vc4_resource *rsc = vc4_resource(vb->buffer);
cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
vb->buffer_offset + elem->src_offset);
cl_u8(&vc4->shader_rec,
util_format_get_blocksize(elem->src_format) - 1);
cl_u8(&vc4->shader_rec, vb->stride);
cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
break; /* XXX: just the 1 for now. */
}
vc4->shader_rec_count++;

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@ -114,6 +114,9 @@ enum vc4_packet {
#define VC4_STORE_TILE_BUFFER_FULL (5 << 0)
/** @} */
#define VC4_INDEX_BUFFER_U8 (0 << 4)
#define VC4_INDEX_BUFFER_U16 (1 << 4)
/* This flag is only present in NV shader state. */
#define VC4_SHADER_FLAG_SHADED_CLIP_COORDS (1 << 3)
#define VC4_SHADER_FLAG_ENABLE_CLIPPING (1 << 2)