mesa/src/broadcom/compiler/v3d33_tex.c

196 lines
7.9 KiB
C

/*
* Copyright © 2016-2018 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3d_compiler.h"
/* We don't do any address packing. */
#define __gen_user_data void
#define __gen_address_type uint32_t
#define __gen_address_offset(reloc) (*reloc)
#define __gen_emit_reloc(cl, reloc)
#include "cle/v3d_packet_v33_pack.h"
void
v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
{
/* FIXME: We don't bother implementing pipelining for texture reads
* for any pre 4.x hardware. It should be straight forward to do but
* we are not really testing or even targetting this hardware at
* present.
*/
ntq_flush_tmu(c);
unsigned unit = instr->texture_index;
struct V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1 p0_unpacked = {
V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_header,
.fetch_sample_mode = instr->op == nir_texop_txf,
};
struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 p1_unpacked = {
};
switch (instr->sampler_dim) {
case GLSL_SAMPLER_DIM_1D:
if (instr->is_array)
p0_unpacked.lookup_type = TEXTURE_1D_ARRAY;
else
p0_unpacked.lookup_type = TEXTURE_1D;
break;
case GLSL_SAMPLER_DIM_2D:
case GLSL_SAMPLER_DIM_RECT:
if (instr->is_array)
p0_unpacked.lookup_type = TEXTURE_2D_ARRAY;
else
p0_unpacked.lookup_type = TEXTURE_2D;
break;
case GLSL_SAMPLER_DIM_3D:
p0_unpacked.lookup_type = TEXTURE_3D;
break;
case GLSL_SAMPLER_DIM_CUBE:
p0_unpacked.lookup_type = TEXTURE_CUBE_MAP;
break;
default:
unreachable("Bad sampler type");
}
struct qreg coords[5];
int next_coord = 0;
for (unsigned i = 0; i < instr->num_srcs; i++) {
switch (instr->src[i].src_type) {
case nir_tex_src_coord:
for (int j = 0; j < instr->coord_components; j++) {
coords[next_coord++] =
ntq_get_src(c, instr->src[i].src, j);
}
if (instr->coord_components < 2)
coords[next_coord++] = vir_uniform_f(c, 0.5);
break;
case nir_tex_src_bias:
coords[next_coord++] =
ntq_get_src(c, instr->src[i].src, 0);
p0_unpacked.bias_supplied = true;
break;
case nir_tex_src_lod:
coords[next_coord++] =
vir_FADD(c,
ntq_get_src(c, instr->src[i].src, 0),
vir_uniform(c, QUNIFORM_TEXTURE_FIRST_LEVEL,
unit));
if (instr->op != nir_texop_txf &&
instr->op != nir_texop_tg4) {
p0_unpacked.disable_autolod_use_bias_only = true;
}
break;
case nir_tex_src_comparator:
coords[next_coord++] =
ntq_get_src(c, instr->src[i].src, 0);
p0_unpacked.shadow = true;
break;
case nir_tex_src_offset: {
p0_unpacked.texel_offset_for_s_coordinate =
nir_src_comp_as_int(instr->src[i].src, 0);
if (instr->coord_components >= 2)
p0_unpacked.texel_offset_for_t_coordinate =
nir_src_comp_as_int(instr->src[i].src, 1);
if (instr->coord_components >= 3)
p0_unpacked.texel_offset_for_r_coordinate =
nir_src_comp_as_int(instr->src[i].src, 2);
break;
}
default:
unreachable("unknown texture source");
}
}
/* Limit the number of channels returned to both how many the NIR
* instruction writes and how many the instruction could produce.
*/
p1_unpacked.return_words_of_texture_data =
instr->dest.is_ssa ?
nir_ssa_def_components_read(&instr->dest.ssa) :
(1 << instr->dest.reg.reg->num_components) - 1;
uint32_t p0_packed;
V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_pack(NULL,
(uint8_t *)&p0_packed,
&p0_unpacked);
uint32_t p1_packed;
V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(NULL,
(uint8_t *)&p1_packed,
&p1_unpacked);
/* Load unit number into the address field, which will be be used by
* the driver to decide which texture to put in the actual address
* field.
*/
p1_packed |= unit << 5;
/* There is no native support for GL texture rectangle coordinates, so
* we have to rescale from ([0, width], [0, height]) to ([0, 1], [0,
* 1]).
*/
if (instr->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
coords[0] = vir_FMUL(c, coords[0],
vir_uniform(c, QUNIFORM_TEXRECT_SCALE_X,
unit));
coords[1] = vir_FMUL(c, coords[1],
vir_uniform(c, QUNIFORM_TEXRECT_SCALE_Y,
unit));
}
int texture_u[] = {
vir_get_uniform_index(c, QUNIFORM_TEXTURE_CONFIG_P0_0 + unit, p0_packed),
vir_get_uniform_index(c, QUNIFORM_TEXTURE_CONFIG_P1, p1_packed),
};
for (int i = 0; i < next_coord; i++) {
struct qreg dst;
if (i == next_coord - 1)
dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUL);
else
dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMU);
struct qinst *tmu = vir_MOV_dest(c, dst, coords[i]);
if (i < 2)
tmu->uniform = texture_u[i];
}
vir_emit_thrsw(c);
for (int i = 0; i < 4; i++) {
if (p1_unpacked.return_words_of_texture_data & (1 << i))
ntq_store_dest(c, &instr->dest, i, vir_LDTMU(c));
}
}