2018-10-15 23:37:09 +02:00
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#include "common.h"
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#include "kernel/vc4_packet.h"
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/*
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* https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#vkCmdDraw
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*/
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void vkCmdDraw(VkCommandBuffer commandBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance)
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{
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assert(commandBuffer);
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_commandBuffer* cb = commandBuffer;
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_renderpass* rp = cb->renderpass;
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_framebuffer* fb = cb->fbo;
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//TODO handle multiple attachments etc.
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_image* i = fb->attachmentViews[rp->subpasses[cb->currentSubpass].pColorAttachments[0].attachment].image;
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//stuff needed to submit a draw call:
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//Tile Binning Mode Configuration
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_TILE_BINNING_MODE_CONFIGURATION_length);
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clInsertTileBinningModeConfiguration(&commandBuffer->binCl,
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0, 0, 0, 0,
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getFormatBpp(i->format) == 64, //64 bit color mode
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i->samples > 1, //msaa
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i->width, i->height, 0, 0, 0);
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//Start Tile Binning
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_START_TILE_BINNING_length);
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clInsertStartTileBinning(&commandBuffer->binCl);
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//Primitive List Format
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_PRIMITIVE_LIST_FORMAT_length);
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clInsertPrimitiveListFormat(&commandBuffer->binCl,
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1, //16 bit
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getTopology(cb->graphicsPipeline->topology)); //tris
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//Clip Window
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIP_WINDOW_length);
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clInsertClipWindow(&commandBuffer->binCl, i->width, i->height, 0, 0);
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//Configuration Bits
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_CONFIGURATION_BITS_length);
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clInsertConfigurationBits(&commandBuffer->binCl,
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1, //TODO earlyz updates
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0, //TODO earlyz enable
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0, //TODO z updates
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cb->graphicsPipeline->depthTestEnable ? getDepthCompareOp(cb->graphicsPipeline->depthCompareOp) : V3D_COMPARE_FUNC_ALWAYS, //depth compare func
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0,
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0,
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0,
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0,
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0,
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cb->graphicsPipeline->depthBiasEnable, //depth offset enable
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cb->graphicsPipeline->frontFace == VK_FRONT_FACE_CLOCKWISE, //clockwise
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!(cb->graphicsPipeline->cullMode & VK_CULL_MODE_BACK_BIT), //enable back facing primitives
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!(cb->graphicsPipeline->cullMode & VK_CULL_MODE_FRONT_BIT)); //enable front facing primitives
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//TODO Depth Offset
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_DEPTH_OFFSET_length);
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clInsertDepthOffset(&commandBuffer->binCl, cb->graphicsPipeline->depthBiasConstantFactor, cb->graphicsPipeline->depthBiasSlopeFactor);
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//Point size
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_POINT_SIZE_length);
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clInsertPointSize(&commandBuffer->binCl, 1.0f);
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//Line width
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_LINE_WIDTH_length);
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clInsertLineWidth(&commandBuffer->binCl, cb->graphicsPipeline->lineWidth);
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//TODO why flipped???
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//Clipper XY Scaling
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIPPER_XY_SCALING_length);
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clInsertClipperXYScaling(&commandBuffer->binCl, (float)(i->width) * 0.5f * 16.0f, -1.0f * (float)(i->height) * 0.5f * 16.0f);
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//TODO how is this calculated?
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//seems to go from -1.0 .. 1.0 to 0.0 .. 1.0
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//eg. x * 0.5 + 0.5
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//cb->graphicsPipeline->minDepthBounds;
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//Clipper Z Scale and Offset
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_CLIPPER_Z_SCALE_AND_OFFSET_length);
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clInsertClipperZScaleOffset(&commandBuffer->binCl, 0.5f, 0.5f);
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//Viewport Offset
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_VIEWPORT_OFFSET_length);
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clInsertViewPortOffset(&commandBuffer->binCl, i->width >> 1, i->height >> 1);
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//TODO?
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//Flat Shade Flags
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_FLAT_SHADE_FLAGS_length);
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clInsertFlatShadeFlags(&commandBuffer->binCl, 0);
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//TODO how to get address?
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//GL Shader State
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_GL_SHADER_STATE_length);
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clInsertShaderState(&commandBuffer->binCl, 0, 0, cb->graphicsPipeline->vertexAttributeDescriptionCount);
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//Vertex Array Primitives (draw call)
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clFit(commandBuffer, &commandBuffer->binCl, V3D21_VERTEX_ARRAY_PRIMITIVES_length);
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clInsertVertexArrayPrimitives(&commandBuffer->binCl, firstVertex, vertexCount, getPrimitiveMode(cb->graphicsPipeline->topology));
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//emit shader record
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ControlListAddress fragCode = {
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.handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_FRAGMENT_BIT)]))->bos[VK_RPI_ASSEMBLY_TYPE_FRAGMENT],
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.offset = 0,
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};
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ControlListAddress vertCode = {
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.handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]))->bos[VK_RPI_ASSEMBLY_TYPE_VERTEX],
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.offset = 0,
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};
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ControlListAddress coordCode = {
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.handle = ((_shaderModule*)(cb->graphicsPipeline->modules[ulog2(VK_SHADER_STAGE_VERTEX_BIT)]))->bos[VK_RPI_ASSEMBLY_TYPE_COORDINATE],
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.offset = 0,
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};
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//TODO
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commandBuffer->shaderRecCount++;
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clFit(commandBuffer, &commandBuffer->shaderRecCl, V3D21_SHADER_RECORD_length);
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ControlList relocCl = commandBuffer->shaderRecCl;
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//TODO number of attribs
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//3 is the number of type of possible shaders
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int numAttribs = 1;
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for(int c = 0; c < (3 + numAttribs)*4; ++c)
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{
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clInsertNop(&commandBuffer->shaderRecCl);
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}
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clInsertShaderRecord(&commandBuffer->shaderRecCl,
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&relocCl,
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&commandBuffer->handlesCl,
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1, //TODO single threaded?
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0, //point size included in shaded vertex data?
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1, //enable clipping?
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0, //fragment number of unused uniforms?
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0, //fragment number of varyings?
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0, //fragment uniform address?
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fragCode, //fragment code address
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0, //vertex number of unused uniforms?
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1, //TODO vertex attribute array select bits
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8, //TODO vertex total attribute size
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0, //vertex uniform address
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vertCode, //vertex shader code address
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0, //coordinate number of unused uniforms?
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1, //TODO coordinate attribute array select bits
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8, //TODO coordinate total attribute size
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0, //coordinate uniform address
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coordCode //coordinate shader code address
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);
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ControlListAddress vertexBuffer = {
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.handle = cb->vertexBuffers[cb->graphicsPipeline->vertexAttributeDescriptions[0].location]->boundMem->bo,
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.offset = 0,
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};
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clFit(commandBuffer, &commandBuffer->shaderRecCl, V3D21_ATTRIBUTE_RECORD_length);
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clInsertAttributeRecord(&commandBuffer->shaderRecCl,
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&relocCl,
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&commandBuffer->handlesCl,
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vertexBuffer, //address
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getFormatByteSize(cb->graphicsPipeline->vertexAttributeDescriptions[0].format),
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cb->graphicsPipeline->vertexBindingDescriptions[0].stride, //stride
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0, //TODO vertex vpm offset
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0 //TODO coordinte vpm offset
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);
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//insert vertex buffer handle
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//clFit(commandBuffer, &commandBuffer->handlesCl, 4);
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//uint32_t vboIdx = clGetHandleIndex(&commandBuffer->handlesCl, vertexBuffer.handle);
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//insert shader code handles
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//clFit(commandBuffer, &commandBuffer->handlesCl, 4);
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//uint32_t vertIdx = clGetHandleIndex(&commandBuffer->handlesCl, vertCode.handle);
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//clFit(commandBuffer, &commandBuffer->handlesCl, 4);
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//uint32_t coordIdx = clGetHandleIndex(&commandBuffer->handlesCl, coordCode.handle);
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//clFit(commandBuffer, &commandBuffer->handlesCl, 4);
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//uint32_t fragIdx = clGetHandleIndex(&commandBuffer->handlesCl, fragCode.handle);
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//Insert image handle index
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clFit(commandBuffer, &commandBuffer->handlesCl, 4);
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2018-10-20 16:46:12 +02:00
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uint32_t imageIdx = clGetHandleIndex(&commandBuffer->handlesCl, i->boundMem->bo);
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2018-10-15 23:37:09 +02:00
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//fill out submit cl fields
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commandBuffer->submitCl.color_write.hindex = imageIdx;
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commandBuffer->submitCl.color_write.offset = 0;
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commandBuffer->submitCl.color_write.flags = 0;
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//TODO format
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commandBuffer->submitCl.color_write.bits =
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VC4_SET_FIELD(VC4_RENDER_CONFIG_FORMAT_RGBA8888, VC4_RENDER_CONFIG_FORMAT) |
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VC4_SET_FIELD(i->tiling, VC4_RENDER_CONFIG_MEMORY_FORMAT);
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commandBuffer->submitCl.clear_color[0] = i->clearColor[0];
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commandBuffer->submitCl.clear_color[1] = i->clearColor[1];
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commandBuffer->submitCl.min_x_tile = 0;
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commandBuffer->submitCl.min_y_tile = 0;
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uint32_t tileSizeW = 64;
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uint32_t tileSizeH = 64;
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if(i->samples > 1)
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{
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tileSizeW >>= 1;
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tileSizeH >>= 1;
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}
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if(getFormatBpp(i->format) == 64)
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{
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tileSizeH >>= 1;
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}
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uint32_t widthInTiles = divRoundUp(i->width, tileSizeW);
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uint32_t heightInTiles = divRoundUp(i->height, tileSizeH);
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commandBuffer->submitCl.max_x_tile = widthInTiles - 1;
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commandBuffer->submitCl.max_y_tile = heightInTiles - 1;
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commandBuffer->submitCl.width = i->width;
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commandBuffer->submitCl.height = i->height;
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commandBuffer->submitCl.flags |= VC4_SUBMIT_CL_USE_CLEAR_COLOR;
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commandBuffer->submitCl.clear_z = 0; //TODO
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commandBuffer->submitCl.clear_s = 0;
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//write uniforms
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//TODO
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/**
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//FS
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uniform count : 1
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tex sample count : 0
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uniform constant : 4291579008
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//VS
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uniform count : 4
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tex sample count : 0
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uniform constant : 1065353216
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uniform viewport xscale : 15360.000000
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uniform viewport yscale : -8640.000000
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uniform viewport zoffset : 0.500000
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//CS (same as VS)
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uniform count : 4
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tex sample count : 0
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uniform viewport yscale : -8640.000000
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uniform constant : 1065353216
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uniform viewport xscale : 15360.000000
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uniform viewport zoffset : 0.500000
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/**/
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clFit(commandBuffer, &commandBuffer->uniformsCl, 4*(1+4+4));
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//FS
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clInsertUniformConstant(&commandBuffer->uniformsCl, 4291579008);
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//VS
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clInsertUniformConstant(&commandBuffer->uniformsCl, 1065353216);
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clInsertUniformXYScale(&commandBuffer->uniformsCl, (float)(i->width) * 0.5f * 16.0f);
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clInsertUniformXYScale(&commandBuffer->uniformsCl, -1.0f * (float)(i->height) * 0.5f * 16.0f);
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clInsertUniformZOffset(&commandBuffer->uniformsCl, 0.5f);
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//CS
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clInsertUniformXYScale(&commandBuffer->uniformsCl, -1.0f * (float)(i->height) * 0.5f * 16.0f);
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clInsertUniformConstant(&commandBuffer->uniformsCl, 1065353216);
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clInsertUniformXYScale(&commandBuffer->uniformsCl, (float)(i->width) * 0.5f * 16.0f);
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clInsertUniformZOffset(&commandBuffer->uniformsCl, 0.5f);
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}
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