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/*
* Copyright © 2014-2017 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 "util/format/u_format.h"
#include "util/half_float.h"
#include "v3d_context.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
#include "broadcom/common/v3d_util.h"
#include "broadcom/compiler/v3d_compiler.h"
static uint8_t
v3d_factor(enum pipe_blendfactor factor, bool dst_alpha_one)
{
/* We may get a bad blendfactor when blending is disabled. */
if (factor == 0)
return V3D_BLEND_FACTOR_ZERO;
switch (factor) {
case PIPE_BLENDFACTOR_ZERO:
return V3D_BLEND_FACTOR_ZERO;
case PIPE_BLENDFACTOR_ONE:
return V3D_BLEND_FACTOR_ONE;
case PIPE_BLENDFACTOR_SRC_COLOR:
return V3D_BLEND_FACTOR_SRC_COLOR;
case PIPE_BLENDFACTOR_INV_SRC_COLOR:
return V3D_BLEND_FACTOR_INV_SRC_COLOR;
case PIPE_BLENDFACTOR_DST_COLOR:
return V3D_BLEND_FACTOR_DST_COLOR;
case PIPE_BLENDFACTOR_INV_DST_COLOR:
return V3D_BLEND_FACTOR_INV_DST_COLOR;
case PIPE_BLENDFACTOR_SRC_ALPHA:
return V3D_BLEND_FACTOR_SRC_ALPHA;
case PIPE_BLENDFACTOR_INV_SRC_ALPHA:
return V3D_BLEND_FACTOR_INV_SRC_ALPHA;
case PIPE_BLENDFACTOR_DST_ALPHA:
return (dst_alpha_one ?
V3D_BLEND_FACTOR_ONE :
V3D_BLEND_FACTOR_DST_ALPHA);
case PIPE_BLENDFACTOR_INV_DST_ALPHA:
return (dst_alpha_one ?
V3D_BLEND_FACTOR_ZERO :
V3D_BLEND_FACTOR_INV_DST_ALPHA);
case PIPE_BLENDFACTOR_CONST_COLOR:
return V3D_BLEND_FACTOR_CONST_COLOR;
case PIPE_BLENDFACTOR_INV_CONST_COLOR:
return V3D_BLEND_FACTOR_INV_CONST_COLOR;
case PIPE_BLENDFACTOR_CONST_ALPHA:
return V3D_BLEND_FACTOR_CONST_ALPHA;
case PIPE_BLENDFACTOR_INV_CONST_ALPHA:
return V3D_BLEND_FACTOR_INV_CONST_ALPHA;
case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE:
return (dst_alpha_one ?
V3D_BLEND_FACTOR_ZERO :
V3D_BLEND_FACTOR_SRC_ALPHA_SATURATE);
default:
unreachable("Bad blend factor");
}
}
#if V3D_VERSION < 40
static inline uint16_t
swizzled_border_color(const struct v3d_device_info *devinfo,
struct pipe_sampler_state *sampler,
struct v3d_sampler_view *sview,
int chan)
{
const struct util_format_description *desc =
util_format_description(sview->base.format);
uint8_t swiz = chan;
/* If we're doing swizzling in the sampler, then only rearrange the
* border color for the mismatch between the V3D texture format and
* the PIPE_FORMAT, since GL_ARB_texture_swizzle will be handled by
* the sampler's swizzle.
*
* For swizzling in the shader, we don't do any pre-swizzling of the
* border color.
*/
if (v3d_get_tex_return_size(devinfo, sview->base.format,
sampler->compare_mode) != 32)
swiz = desc->swizzle[swiz];
switch (swiz) {
case PIPE_SWIZZLE_0:
return _mesa_float_to_half(0.0);
case PIPE_SWIZZLE_1:
return _mesa_float_to_half(1.0);
default:
return _mesa_float_to_half(sampler->border_color.f[swiz]);
}
}
static void
emit_one_texture(struct v3d_context *v3d, struct v3d_texture_stateobj *stage_tex,
int i)
{
struct v3d_job *job = v3d->job;
struct pipe_sampler_state *psampler = stage_tex->samplers[i];
struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
struct pipe_sampler_view *psview = stage_tex->textures[i];
struct v3d_sampler_view *sview = v3d_sampler_view(psview);
struct pipe_resource *prsc = psview->texture;
struct v3d_resource *rsc = v3d_resource(prsc);
const struct v3d_device_info *devinfo = &v3d->screen->devinfo;
stage_tex->texture_state[i].offset =
v3d_cl_ensure_space(&job->indirect,
cl_packet_length(TEXTURE_SHADER_STATE),
32);
v3d_bo_set_reference(&stage_tex->texture_state[i].bo,
job->indirect.bo);
uint32_t return_size = v3d_get_tex_return_size(devinfo, psview->format,
psampler->compare_mode);
struct V3D33_TEXTURE_SHADER_STATE unpacked = {
/* XXX */
.border_color_red = swizzled_border_color(devinfo, psampler,
sview, 0),
.border_color_green = swizzled_border_color(devinfo, psampler,
sview, 1),
.border_color_blue = swizzled_border_color(devinfo, psampler,
sview, 2),
.border_color_alpha = swizzled_border_color(devinfo, psampler,
sview, 3),
/* In the normal texturing path, the LOD gets clamped between
* min/max, and the base_level field (set in the sampler view
* from first_level) only decides where the min/mag switch
* happens, so we need to use the LOD clamps to keep us
* between min and max.
*
* For txf, the LOD clamp is still used, despite GL not
* wanting that. We will need to have a separate
* TEXTURE_SHADER_STATE that ignores psview->min/max_lod to
* support txf properly.
*/
.min_level_of_detail = MIN2(psview->u.tex.first_level +
MAX2(psampler->min_lod, 0),
psview->u.tex.last_level),
.max_level_of_detail = MIN2(psview->u.tex.first_level +
MAX2(psampler->max_lod,
psampler->min_lod),
psview->u.tex.last_level),
.texture_base_pointer = cl_address(rsc->bo,
rsc->slices[0].offset),
.output_32_bit = return_size == 32,
};
/* Set up the sampler swizzle if we're doing 16-bit sampling. For
* 32-bit, we leave swizzling up to the shader compiler.
*
* Note: Contrary to the docs, the swizzle still applies even if the
* return size is 32. It's just that you probably want to swizzle in
* the shader, because you need the Y/Z/W channels to be defined.
*/
if (return_size == 32) {
unpacked.swizzle_r = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_X);
unpacked.swizzle_g = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Y);
unpacked.swizzle_b = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_Z);
unpacked.swizzle_a = v3d_translate_pipe_swizzle(PIPE_SWIZZLE_W);
} else {
unpacked.swizzle_r = v3d_translate_pipe_swizzle(sview->swizzle[0]);
unpacked.swizzle_g = v3d_translate_pipe_swizzle(sview->swizzle[1]);
unpacked.swizzle_b = v3d_translate_pipe_swizzle(sview->swizzle[2]);
unpacked.swizzle_a = v3d_translate_pipe_swizzle(sview->swizzle[3]);
}
int min_img_filter = psampler->min_img_filter;
int min_mip_filter = psampler->min_mip_filter;
int mag_img_filter = psampler->mag_img_filter;
if (return_size == 32) {
min_mip_filter = PIPE_TEX_MIPFILTER_NEAREST;
min_img_filter = PIPE_TEX_FILTER_NEAREST;
mag_img_filter = PIPE_TEX_FILTER_NEAREST;
}
bool min_nearest = min_img_filter == PIPE_TEX_FILTER_NEAREST;
switch (min_mip_filter) {
case PIPE_TEX_MIPFILTER_NONE:
unpacked.filter += min_nearest ? 2 : 0;
break;
case PIPE_TEX_MIPFILTER_NEAREST:
unpacked.filter += min_nearest ? 4 : 8;
break;
case PIPE_TEX_MIPFILTER_LINEAR:
unpacked.filter += min_nearest ? 4 : 8;
unpacked.filter += 2;
break;
}
if (mag_img_filter == PIPE_TEX_FILTER_NEAREST)
unpacked.filter++;
if (psampler->max_anisotropy > 8)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_16_1;
else if (psampler->max_anisotropy > 4)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_8_1;
else if (psampler->max_anisotropy > 2)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_4_1;
else if (psampler->max_anisotropy)
unpacked.filter = V3D_TMU_FILTER_ANISOTROPIC_2_1;
uint8_t packed[cl_packet_length(TEXTURE_SHADER_STATE)];
cl_packet_pack(TEXTURE_SHADER_STATE)(&job->indirect, packed, &unpacked);
for (int i = 0; i < ARRAY_SIZE(packed); i++)
packed[i] |= sview->texture_shader_state[i] | sampler->texture_shader_state[i];
/* TMU indirect structs need to be 32b aligned. */
v3d_cl_ensure_space(&job->indirect, ARRAY_SIZE(packed), 32);
cl_emit_prepacked(&job->indirect, &packed);
}
static void
emit_textures(struct v3d_context *v3d, struct v3d_texture_stateobj *stage_tex)
{
for (int i = 0; i < stage_tex->num_textures; i++) {
if (stage_tex->textures[i])
emit_one_texture(v3d, stage_tex, i);
}
}
#endif /* V3D_VERSION < 40 */
static uint32_t
translate_colormask(struct v3d_context *v3d, uint32_t colormask, int rt)
{
if (v3d->swap_color_rb & (1 << rt)) {
colormask = ((colormask & (2 | 8)) |
((colormask & 1) << 2) |
((colormask & 4) >> 2));
}
return (~colormask) & 0xf;
}
static void
emit_rt_blend(struct v3d_context *v3d, struct v3d_job *job,
struct pipe_blend_state *blend, int rt, uint8_t rt_mask,
bool blend_dst_alpha_one)
{
struct pipe_rt_blend_state *rtblend = &blend->rt[rt];
#if V3D_VERSION >= 40
/* We don't need to emit blend state for disabled RTs. */
if (!rtblend->blend_enable)
return;
#endif
cl_emit(&job->bcl, BLEND_CFG, config) {
#if V3D_VERSION >= 40
config.render_target_mask = rt_mask;
#else
assert(rt == 0);
#endif
config.color_blend_mode = rtblend->rgb_func;
config.color_blend_dst_factor =
v3d_factor(rtblend->rgb_dst_factor,
blend_dst_alpha_one);
config.color_blend_src_factor =
v3d_factor(rtblend->rgb_src_factor,
blend_dst_alpha_one);
config.alpha_blend_mode = rtblend->alpha_func;
config.alpha_blend_dst_factor =
v3d_factor(rtblend->alpha_dst_factor,
blend_dst_alpha_one);
config.alpha_blend_src_factor =
v3d_factor(rtblend->alpha_src_factor,
blend_dst_alpha_one);
}
}
static void
emit_flat_shade_flags(struct v3d_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.flat_shade_flags_for_varyings_v024 = varyings;
flags.action_for_flat_shade_flags_of_lower_numbered_varyings =
lower;
flags.action_for_flat_shade_flags_of_higher_numbered_varyings =
higher;
}
}
#if V3D_VERSION >= 40
static void
emit_noperspective_flags(struct v3d_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
cl_emit(&job->bcl, NON_PERSPECTIVE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.non_perspective_flags_for_varyings_v024 = varyings;
flags.action_for_non_perspective_flags_of_lower_numbered_varyings =
lower;
flags.action_for_non_perspective_flags_of_higher_numbered_varyings =
higher;
}
}
static void
emit_centroid_flags(struct v3d_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
cl_emit(&job->bcl, CENTROID_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.centroid_flags_for_varyings_v024 = varyings;
flags.action_for_centroid_flags_of_lower_numbered_varyings =
lower;
flags.action_for_centroid_flags_of_higher_numbered_varyings =
higher;
}
}
#endif /* V3D_VERSION >= 40 */
static bool
emit_varying_flags(struct v3d_job *job, uint32_t *flags,
void (*flag_emit_callback)(struct v3d_job *job,
int varying_offset,
uint32_t flags,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher))
{
struct v3d_context *v3d = job->v3d;
bool emitted_any = false;
for (int i = 0; i < ARRAY_SIZE(v3d->prog.fs->prog_data.fs->flat_shade_flags); i++) {
if (!flags[i])
continue;
if (emitted_any) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_UNCHANGED);
} else if (i == 0) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
} else {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_ZEROED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
}
emitted_any = true;
}
return emitted_any;
}
static inline struct v3d_uncompiled_shader *
get_tf_shader(struct v3d_context *v3d)
{
if (v3d->prog.bind_gs)
return v3d->prog.bind_gs;
else
return v3d->prog.bind_vs;
}
void
v3dX(emit_state)(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_job *job = v3d->job;
bool rasterizer_discard = v3d->rasterizer->base.rasterizer_discard;
if (v3d->dirty & (V3D_DIRTY_SCISSOR | V3D_DIRTY_VIEWPORT |
V3D_DIRTY_RASTERIZER)) {
float *vpscale = v3d->viewport.scale;
float *vptranslate = v3d->viewport.translate;
float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
/* Clip to the scissor if it's enabled, but still clip to the
* drawable regardless since that controls where the binner
* tries to put things.
*
* Additionally, always clip the rendering to the viewport,
* since the hardware does guardband clipping, meaning
* primitives would rasterize outside of the view volume.
*/
uint32_t minx, miny, maxx, maxy;
if (!v3d->rasterizer->base.scissor) {
minx = MAX2(vp_minx, 0);
miny = MAX2(vp_miny, 0);
maxx = MIN2(vp_maxx, job->draw_width);
maxy = MIN2(vp_maxy, job->draw_height);
} else {
minx = MAX2(vp_minx, v3d->scissor.minx);
miny = MAX2(vp_miny, v3d->scissor.miny);
maxx = MIN2(vp_maxx, v3d->scissor.maxx);
maxy = MIN2(vp_maxy, v3d->scissor.maxy);
}
cl_emit(&job->bcl, CLIP_WINDOW, clip) {
clip.clip_window_left_pixel_coordinate = minx;
clip.clip_window_bottom_pixel_coordinate = miny;
if (maxx > minx && maxy > miny) {
clip.clip_window_width_in_pixels = maxx - minx;
clip.clip_window_height_in_pixels = maxy - miny;
} else if (V3D_VERSION < 41) {
/* The HW won't entirely clip out when scissor
* w/h is 0. Just treat it the same as
* rasterizer discard.
*/
rasterizer_discard = true;
clip.clip_window_width_in_pixels = 1;
clip.clip_window_height_in_pixels = 1;
}
}
job->draw_min_x = MIN2(job->draw_min_x, minx);
job->draw_min_y = MIN2(job->draw_min_y, miny);
job->draw_max_x = MAX2(job->draw_max_x, maxx);
job->draw_max_y = MAX2(job->draw_max_y, maxy);
if (!v3d->rasterizer->base.scissor) {
job->scissor.disabled = true;
} else if (!job->scissor.disabled &&
(v3d->dirty & V3D_DIRTY_SCISSOR)) {
if (job->scissor.count < MAX_JOB_SCISSORS) {
job->scissor.rects[job->scissor.count].min_x =
v3d->scissor.minx;
job->scissor.rects[job->scissor.count].min_y =
v3d->scissor.miny;
job->scissor.rects[job->scissor.count].max_x =
v3d->scissor.maxx - 1;
job->scissor.rects[job->scissor.count].max_y =
v3d->scissor.maxy - 1;
job->scissor.count++;
} else {
job->scissor.disabled = true;
perf_debug("Too many scissor rects.");
}
}
}
if (v3d->dirty & (V3D_DIRTY_RASTERIZER |
V3D_DIRTY_ZSA |
V3D_DIRTY_BLEND |
V3D_DIRTY_COMPILED_FS)) {
cl_emit(&job->bcl, CFG_BITS, config) {
config.enable_forward_facing_primitive =
!rasterizer_discard &&
!(v3d->rasterizer->base.cull_face &
PIPE_FACE_FRONT);
config.enable_reverse_facing_primitive =
!rasterizer_discard &&
!(v3d->rasterizer->base.cull_face &
PIPE_FACE_BACK);
/* This seems backwards, but it's what gets the
* clipflat test to pass.
*/
config.clockwise_primitives =
v3d->rasterizer->base.front_ccw;
config.enable_depth_offset =
v3d->rasterizer->base.offset_tri;
/* V3D follows GL behavior where the sample mask only
* applies when MSAA is enabled. Gallium has sample
* mask apply anyway, and the MSAA blit shaders will
* set sample mask without explicitly setting
* rasterizer oversample. Just force it on here,
* since the blit shaders are the only way to have
* !multisample && samplemask != 0xf.
*/
config.rasterizer_oversample_mode =
v3d->rasterizer->base.multisample ||
v3d->sample_mask != 0xf;
config.direct3d_provoking_vertex =
v3d->rasterizer->base.flatshade_first;
config.blend_enable = v3d->blend->blend_enables;
/* Note: EZ state may update based on the compiled FS,
* along with ZSA
*/
config.early_z_updates_enable =
(job->ez_state != V3D_EZ_DISABLED);
if (v3d->zsa->base.depth_enabled) {
config.z_updates_enable =
v3d->zsa->base.depth_writemask;
config.early_z_enable =
config.early_z_updates_enable;
config.depth_test_function =
v3d->zsa->base.depth_func;
} else {
config.depth_test_function = PIPE_FUNC_ALWAYS;
}
config.stencil_enable =
v3d->zsa->base.stencil[0].enabled;
/* Use nicer line caps when line smoothing is
* enabled
*/
config.line_rasterization =
v3d_line_smoothing_enabled(v3d) ?
V3D_LINE_RASTERIZATION_PERP_END_CAPS :
V3D_LINE_RASTERIZATION_DIAMOND_EXIT;
}
}
if (v3d->dirty & V3D_DIRTY_RASTERIZER &&
v3d->rasterizer->base.offset_tri) {
if (job->zsbuf &&
job->zsbuf->format == PIPE_FORMAT_Z16_UNORM) {
cl_emit_prepacked_sized(&job->bcl,
v3d->rasterizer->depth_offset_z16,
cl_packet_length(DEPTH_OFFSET));
} else {
cl_emit_prepacked_sized(&job->bcl,
v3d->rasterizer->depth_offset,
cl_packet_length(DEPTH_OFFSET));
}
}
if (v3d->dirty & V3D_DIRTY_RASTERIZER) {
cl_emit(&job->bcl, POINT_SIZE, point_size) {
point_size.point_size = v3d->rasterizer->point_size;
}
cl_emit(&job->bcl, LINE_WIDTH, line_width) {
line_width.line_width = v3d_get_real_line_width(v3d);
}
}
if (v3d->dirty & V3D_DIRTY_VIEWPORT) {
cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) {
clip.viewport_half_width_in_1_256th_of_pixel =
v3d->viewport.scale[0] * 256.0f;
clip.viewport_half_height_in_1_256th_of_pixel =
v3d->viewport.scale[1] * 256.0f;
}
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
clip.viewport_z_offset_zc_to_zs =
v3d->viewport.translate[2];
clip.viewport_z_scale_zc_to_zs =
v3d->viewport.scale[2];
}
cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
float z1 = (v3d->viewport.translate[2] -
v3d->viewport.scale[2]);
float z2 = (v3d->viewport.translate[2] +
v3d->viewport.scale[2]);
clip.minimum_zw = MIN2(z1, z2);
clip.maximum_zw = MAX2(z1, z2);
}
cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
vp.viewport_centre_x_coordinate =
v3d->viewport.translate[0];
vp.viewport_centre_y_coordinate =
v3d->viewport.translate[1];
}
}
if (v3d->dirty & V3D_DIRTY_BLEND) {
struct v3d_blend_state *blend = v3d->blend;
if (blend->blend_enables) {
#if V3D_VERSION >= 40
cl_emit(&job->bcl, BLEND_ENABLES, enables) {
enables.mask = blend->blend_enables;
}
#endif
if (blend->base.independent_blend_enable) {
for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++)
emit_rt_blend(v3d, job, &blend->base, i,
(1 << i),
v3d->blend_dst_alpha_one & (1 << i));
} else if (v3d->blend_dst_alpha_one &&
util_bitcount(v3d->blend_dst_alpha_one) < job->nr_cbufs) {
/* Even if we don't have independent per-RT
* blending, we may have a combination of RT
* formats were some RTs have an alpha channel
* and others don't. Since this affects how
* blending is performed, we also need to emit
* independent blend configurations in this
* case: one for RTs with alpha and one for
* RTs without.
*/
emit_rt_blend(v3d, job, &blend->base, 0,
((1 << V3D_MAX_DRAW_BUFFERS) - 1) &
v3d->blend_dst_alpha_one,
true);
emit_rt_blend(v3d, job, &blend->base, 0,
((1 << V3D_MAX_DRAW_BUFFERS) - 1) &
~v3d->blend_dst_alpha_one,
false);
} else {
emit_rt_blend(v3d, job, &blend->base, 0,
(1 << V3D_MAX_DRAW_BUFFERS) - 1,
v3d->blend_dst_alpha_one);
}
}
}
if (v3d->dirty & V3D_DIRTY_BLEND) {
struct pipe_blend_state *blend = &v3d->blend->base;
cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) {
for (int i = 0; i < 4; i++) {
int rt = blend->independent_blend_enable ? i : 0;
int rt_mask = blend->rt[rt].colormask;
mask.mask |= translate_colormask(v3d, rt_mask,
i) << (4 * i);
}
}
}
/* GFXH-1431: On V3D 3.x, writing BLEND_CONFIG resets the constant
* color.
*/
if (v3d->dirty & V3D_DIRTY_BLEND_COLOR ||
(V3D_VERSION < 41 && (v3d->dirty & V3D_DIRTY_BLEND))) {
cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) {
color.red_f16 = (v3d->swap_color_rb ?
v3d->blend_color.hf[2] :
v3d->blend_color.hf[0]);
color.green_f16 = v3d->blend_color.hf[1];
color.blue_f16 = (v3d->swap_color_rb ?
v3d->blend_color.hf[0] :
v3d->blend_color.hf[2]);
color.alpha_f16 = v3d->blend_color.hf[3];
}
}
if (v3d->dirty & (V3D_DIRTY_ZSA | V3D_DIRTY_STENCIL_REF)) {
struct pipe_stencil_state *front = &v3d->zsa->base.stencil[0];
struct pipe_stencil_state *back = &v3d->zsa->base.stencil[1];
if (front->enabled) {
cl_emit_with_prepacked(&job->bcl, STENCIL_CFG,
v3d->zsa->stencil_front, config) {
config.stencil_ref_value =
v3d->stencil_ref.ref_value[0];
}
}
if (back->enabled) {
cl_emit_with_prepacked(&job->bcl, STENCIL_CFG,
v3d->zsa->stencil_back, config) {
config.stencil_ref_value =
v3d->stencil_ref.ref_value[1];
}
}
}
#if V3D_VERSION < 40
/* Pre-4.x, we have texture state that depends on both the sampler and
* the view, so we merge them together at draw time.
*/
if (v3d->dirty & V3D_DIRTY_FRAGTEX)
emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]);
if (v3d->dirty & V3D_DIRTY_GEOMTEX)
emit_textures(v3d, &v3d->tex[PIPE_SHADER_GEOMETRY]);
if (v3d->dirty & V3D_DIRTY_VERTTEX)
emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]);
#endif
if (v3d->dirty & V3D_DIRTY_FLAT_SHADE_FLAGS) {
if (!emit_varying_flags(job,
v3d->prog.fs->prog_data.fs->flat_shade_flags,
emit_flat_shade_flags)) {
cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
}
}
#if V3D_VERSION >= 40
if (v3d->dirty & V3D_DIRTY_NOPERSPECTIVE_FLAGS) {
if (!emit_varying_flags(job,
v3d->prog.fs->prog_data.fs->noperspective_flags,
emit_noperspective_flags)) {
cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags);
}
}
if (v3d->dirty & V3D_DIRTY_CENTROID_FLAGS) {
if (!emit_varying_flags(job,
v3d->prog.fs->prog_data.fs->centroid_flags,
emit_centroid_flags)) {
cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags);
}
}
#endif
/* Set up the transform feedback data specs (which VPM entries to
* output to which buffers).
*/
if (v3d->dirty & (V3D_DIRTY_STREAMOUT |
V3D_DIRTY_RASTERIZER |
V3D_DIRTY_PRIM_MODE)) {
struct v3d_streamout_stateobj *so = &v3d->streamout;
if (so->num_targets) {
bool psiz_per_vertex = (v3d->prim_mode == PIPE_PRIM_POINTS &&
v3d->rasterizer->base.point_size_per_vertex);
struct v3d_uncompiled_shader *tf_shader =
get_tf_shader(v3d);
uint16_t *tf_specs = (psiz_per_vertex ?
tf_shader->tf_specs_psiz :
tf_shader->tf_specs);
#if V3D_VERSION >= 40
bool tf_enabled = v3d_transform_feedback_enabled(v3d);
job->tf_enabled |= tf_enabled;
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_SPECS, tfe) {
tfe.number_of_16_bit_output_data_specs_following =
tf_shader->num_tf_specs;
tfe.enable = tf_enabled;
};
#else /* V3D_VERSION < 40 */
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_ENABLE, tfe) {
tfe.number_of_32_bit_output_buffer_address_following =
so->num_targets;
tfe.number_of_16_bit_output_data_specs_following =
tf_shader->num_tf_specs;
};
#endif /* V3D_VERSION < 40 */
for (int i = 0; i < tf_shader->num_tf_specs; i++) {
cl_emit_prepacked(&job->bcl, &tf_specs[i]);
}
} else {
#if V3D_VERSION >= 40
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_SPECS, tfe) {
tfe.enable = false;
};
#endif /* V3D_VERSION >= 40 */
}
}
/* Set up the transform feedback buffers. */
if (v3d->dirty & V3D_DIRTY_STREAMOUT) {
struct v3d_uncompiled_shader *tf_shader = get_tf_shader(v3d);
struct v3d_streamout_stateobj *so = &v3d->streamout;
for (int i = 0; i < so->num_targets; i++) {
const struct pipe_stream_output_target *target =
so->targets[i];
struct v3d_resource *rsc = target ?
v3d_resource(target->buffer) : NULL;
struct pipe_shader_state *ss = &tf_shader->base;
struct pipe_stream_output_info *info = &ss->stream_output;
uint32_t offset = (v3d->streamout.offsets[i] *
info->stride[i] * 4);
#if V3D_VERSION >= 40
if (!target)
continue;
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_BUFFER, output) {
output.buffer_address =
cl_address(rsc->bo,
target->buffer_offset +
offset);
output.buffer_size_in_32_bit_words =
(target->buffer_size - offset) >> 2;
output.buffer_number = i;
}
#else /* V3D_VERSION < 40 */
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_OUTPUT_ADDRESS, output) {
if (target) {
output.address =
cl_address(rsc->bo,
target->buffer_offset +
offset);
}
};
#endif /* V3D_VERSION < 40 */
if (target) {
v3d_job_add_tf_write_resource(v3d->job,
target->buffer);
}
/* XXX: buffer_size? */
}
}
if (v3d->dirty & V3D_DIRTY_OQ) {
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) {
if (v3d->active_queries && v3d->current_oq) {
counter.address = cl_address(v3d->current_oq, 0);
}
}
}
#if V3D_VERSION >= 40
if (v3d->dirty & V3D_DIRTY_SAMPLE_STATE) {
cl_emit(&job->bcl, SAMPLE_STATE, state) {
/* Note: SampleCoverage was handled at the
* frontend level by converting to sample_mask.
*/
state.coverage = 1.0;
state.mask = job->msaa ? v3d->sample_mask : 0xf;
}
}
#endif
}